A Bot Makes A LOT of D&D Spells
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These are raw samples from the GPT-2 Neural Network trained on the Dungeons and Dragons 5E spell list, more information on https://iforcedabot.com. This includes samples from the bad models when the output was pretty terrible or overfit (copying the content existing spells with just a few tweaks). If your browser can't load formatted HTML version, there is also a raw .txt file available.
I would love if anyone looking through this let me know of any really good ones you find!
Hit me up on twitter.com/jonathanfly or with a comment on iforcedabot.com.
Spells in Alphabetical Order
10 feet
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a small circle of darkness within range
and cause it to erupt into a bloody, whirlwind-like appendage. The creature must make a Wisdom saving throw, taking 8d6 slashing damage on a failed save, or half as much damage on a successful one. A creature with a Strength score of 2 or less can move through the whirlwind, but it is impassable. The whirlwind can reach for up to 30 feet away. When the creature starts its turn in the whirlwind, roll a d4 and add the number rolled to the attack roll. On a hit, the creature must make a successful Constitution saving throw. On a failed save, it has disadvantage on attack rolls and attack rolls using ability damage. Abjuration
: 10 minutes +15 minutes Conjuration 10 minutes Enchantment10 silver
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch a silver disc with a spell of your choice that you can cast. The spell ends if you cast the spell again. For the duration, the disc is worn or carried in your possession. For the duration, you can use your action to cause the disc to emit a dazzling dazzling light. The radiant light is bright enough to dim your vision, and the spell ends if the target is blinded or deafened. Divination
10, up to 1 hour
Casting Time: 1 action
Range: You create a magical link between yourself and a creature that you can see within range. The target must make a Wisdom saving throw, and if it fails, you gain the benefit of that benefit in combat. On a failed save, the target is limited to 1 hit point and must use its action on its next turn to finish its turn. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Duration: Enchantment
10, up to 1 hour
Casting Time: 1 action
Range: You make a Tiny tree trunk disappear from memory. The spell disappears once it has triggered, but it doesn't disappear permanently. Instead, you lose the ability to recall the location of the target, either because you no longer have the memory or because you forget to recall the target. The target reappears if it is no longer in your possession.
Duration: Transmutation
- 12 hours
Casting Time: 1 action
Range: You make an undead humanoid appear dead or diseased in a nonmagical means (such as a dagger or quarterstaff) as long as the spell lasts. Make the change with the number of hit points healed.
Duration: Necromancy
1/2 mile
Casting Time: 1 action
Range: 1 mile
Duration: 1 hour
1 minute 1 hour 1 day 1 year (1/24th of the year) 60 1,500 DCޘ You can cast this spell again on a long rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1 hour 1 hour 1 day 1 year (1/24th of the year) 60 1,500 DCޘ You can cast this spell again on a long rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1 hour 1 hour 1 day (no change) 60 1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1 hour 1 hour 1 day (no change) 60 1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1 hour 1 hour 1 day (no change) 60 1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1 minute 1 minute 1 day (no change) 60 1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1,000 Days 1 day 1 day (no change) 60 1,000 DCޘ You can cast this spell on any creature that isn’t being summoned. 60 1 minute 1 minute 1 day (no change) 60 1,500 DCޘ You can cast this spell again on a creature that isn’t being summoned. 60 1 minute 1 minute 1 day (no change) 60 1,500 DCޘ You can cast this spell again when you return from a dead body. 60
1 action Channel magic touch Touch 24 hours You touch one willing creature and sentence it to stupor. The target’s first attack roll, the target’s second, and so on. The target has advantage on the second roll, gaining up to half the speed at which it can move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the DM chooses two of the following options for what occurs next: - Creatures can’t benefit from take reactions. - The target can make a Wisdom saving throw to take 3d6 psychic damage and deafened for 1 minute on a failed save, or it can’t benefit from taking reactions at all. - The target is stunned and spends 2d6 force damage on its next melee attack. - You create a 20 foot cube of teleportation ooze in space that lasts until the spell ends. - Any creature that ends its turn within 20 feet of the cube or moves within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 6d10 force damage. On a successful save, the creature takes half the damage. Transmutation1 action
Casting Time: 1 action
Range: Choose one creature you can see within range. The target can see a s c of one side of the image, which is a 360-degree 360-degree circle centered on a point within range. The s xual entity can consist of up to four creatures (slightly enlarged or dimmer) and can’t appear human’s size. The target can attack any creature it can see within 360 feet of it, and it can’t attack a creature under the target’s level. The target sees a 180-foot-radius sphere centered on that point, and its radius is85 feet. Until the spell ends, the sphere is transparent and emits bright light in a 100-foot radius around it that the target can see. The light enables creatures of all levels from 1 to 30 feet to see through the s shadow of the creature’s presence. Creatures within 20 feet of the target have disadvantage on attack rolls against them. Each time a creature attacks a creature that is within 20 feet of the target or reaches for a spell of 3rd level or lower, the target takes 2d6 fire damage and has disadvantage on saving throws against spells and other magical effects until the spell ends or until its concentration ends. 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.
Duration: Evocation
- 1d6 psychic damageInstantaneous
Casting Time: 1 action
Range: You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its head. An illusory manifestation is a manifestation that occurs only in a specific instance or in a particular location; however, no more than once per turn, each time you cast a spell, you can affect the manifestation by causing the manifestation to reappear in your space. So, if you target a creature on your plane of existence, you might be able to change its location, causing it to disappear, at any time. Alternatively, you might create a miniature version of the stress fracture that afflicts a creature you can see within range, causing it to briefly vanish. If you target a creature affected by this spell, the affected creature also takes a -4 penalty to all attack rolls, saving throws, and ability checks.
Duration: Evocation
1-Day Rest
Casting Time: 1 action
Range: 60
Duration: 1 Hour
1 Hour (1-2 minutes) 1 Hour (1-2 minutes) 60 Days (30 days if you are a minor deity)
1 Hour
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
This spell creates a shadowy creature that you can see within range. The target must succeed on a Wisdom saving throw or become invisible until the spell ends. Illusion
1 Hour
Casting Time: 1 action
Range: 10 Mile
Duration: 10 minutes
You call forth a shadowy figure that spends the night in an unoccupied space that you can see within range. The figure disappears at the end of each of its turns. The target can’t attack or cast spells. When the target completes its turn, it disappears back to its unoccupied space. Transmutation
1 Hour
Casting Time: 1 action
Range: 30
Duration: 10 minutes
You create a magic circle that you can see within range and that can be used to teleport you to any spot within range. The circle can be a magical portal, a magical tower, or an enclosed space. You are immune to all damage, as long as you are within the circle. If you are within the circle, the teleportation effect doesn’t finish. You must use your action to teleport at least 10 feet away from the center of the circle if you are using a spell slot of 7th level or higher. Transmutation
1 Hour
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You cause a creature within range to believe that you are its god. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While you are charmed, the target can’t speak, cast spells, and otherwise act. You can’t dismiss this spell as an action. Transmutation
1 Hour
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a floating, translucent humanoid, capable of walking, swimming, and using its action to determine whether or not it is under your control. You can use a bonus action to cause the humanoid to make a Wisdom saving throw. On a success, the creature’s
1 Hour
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You attempt to dispel magic, or any spell that can create magic, that can affect you. While this spell isn’t cast, the target has disadvantage on attack rolls against creatures that can’t be charmed by you. Transmutation
» 1 hour
Casting Time: 1 action
Range: Choose a creature or an object within range. You can extinguish the fire in the area, provided that wood or other fuel is present. The spell ends if you dismiss it as an action or if you cast it again. The fire ignites any flammable objects in the area that aren’t being worn or carried. The fire doesn’t harm objects, objects, or creatures.
Duration: Transmutation
1 Hour
Casting Time: 1 action
Range: Choose one of the following types of energy: 1-4 Blue, 5-6 Green, 7-8 Orange, 9-10 Orange, 11-14 Red, 14th-15th level. The energy must be at least equal to or equal to the same level as you. On a successful save, you can use this energy to cause the energy to be radiated from you, and the intensity of the energy can increase by 10 when you reach 5th level (2d8).
Duration: Conj
1 Hour
Casting Time: 1 action
Range: Instantaneous
Duration: You cause up to three objects that you can see wit
hin range to become magical objects within range. The objects have their own special properties and can't be changed. If a magical object is affected by this spell, any magical effect that affects it has its own effect (see below). Transmutation
- 1 hour
Casting Time: 1 action
Range: Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether the target is on the same plane of existence or not. Some targets count toward this spell's duration. For example, a target that is on the Ethereal plane can be killed instantly if it rises again from the dead. 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.
Duration: Necromancy
1 Hour
Casting Time: 1 action
Range: Touch
Duration: Touch
Touch You touch one willing creature. The target imbues you with an illusion that appears to be a transparent cylinder with a surface that resembles a transparent stone pillar. The target must succeed on a Wisdom saving throw or become charmed by it for the duration. While charmed, the target can’t attack or cast spells. On a failed save, the target takes 10d6 psychic damage, and if it succeeds on a saving throw against this spell before the spell ends, it automatically becomes charmed again. Transmutation
- 1 hour Transmutation1 Hour
Casting Time: 1 action
Range: You are surrounded by creatures who aren’t being touched or are being charmed. The spell ends when you have hitched or fall to 0 hit points or lower, and no one else has the same level of influence on you. When you hitched or fall, the spell ends. The spell has a number of levels of influence. If you were charmed, it might also be affected by a level of influence that is lower than the one you currently using. A charmed, charmed, or charmed creature who you can see is charmed or charmed. The charmed and charmed creatures are charmed by the charmed. You are charmed, and charmed, and charmed for the best of their next turns. You are charmed, and charmed, and charmed by the charmed creature for the best of their next turns. When you cast this spell, you are charmed, and are charmed for each turn for each turn that is within reach of you and are charmed for each turn that you endow yourself with a charmed or charmed body. You are charmed, and are mentally charmed for each turn that you succeed on a charmed or charmed spell. When you dismiss the charmed and charmed (including when you start to cast), the char is no longer charmed, or charmed. You can use your action to dismiss the charmed and charmed creatures you could see within 30 feet of each other, or are charmed, but you can use your action to dismiss them.
Duration: You can also use your action to dismiss them, whic
h is a bonus action that takes place when you hitched or fall on your feet or feet. If you dismiss the charmed and charmed, they will still be charmed, and charmed by the charmed. You must make a Dexterity saving throw. The charmed and charmed creatures are charmed, and you, your magic, and your magic are in your hands. You can dismiss them in a manner similar to your own. When you cast this spell using a spell slot of 7th level or higher, you don’t leave the charnecks, but you can temporarily turn to use your action to dismiss them. You must also use your action to communicate with creatures you can see within 30 feet of you. If the charmed, you can leave them with any material belongings they can carry. On a failed save, the charmed, and charmed creatures are charmed, and you can use your action to make a Dexterity saving throw or take a d8th-level or lower. When you hitched or fall, you still have the same level of freedom. Each creature in a 100-foot radius around you must make a Dexterity saving throw or take 3d10 snow damage on a failed save, or the charmed, and charmed creature is charmed. You can cause the char to hitched or fall, or suffer a cold-like cold-like cold-like cold. As long as you are under the charmed, charmed, and charmed condition, the charmed, and charmed, and charmed are charmed, and you can use your action to cause the char to be charmed, and you can use your action to cause the char to get a +1 hit point or lower. The charmed, and the charmed, and charmed, and the charmed, and charmed creatures are charmed, and charmed. The charmed, and charmed, and charmed are charmed, and charmed. The charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed, and charmed. The charmed, and charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed, and charmed, and charmed, and charmed, and charmed by magic. The charmed, and charmed, and charmed, and are charmed, and charmed, and charmed, and charmed, and charmed, and charmed. Until you hit a target, your equipment in the charmed, and charmed, the charmed, and charmed creatures remain in their charmed condition. The charmed, and the charmed, and charmed, and charmed creatures that are charmed, and charmed, and charmed are charmed, and the charmed, and charmed creatures that are charmed, and charmed, and charmed are charmed by magical means. You don’t touch the charmed, and charmed, or charmed creatures that are charmed, and they can use their action to ignore the charmed creatures, or they would have to disappear from your charmed, and their
1 Hour
Casting Time: 1 action
Range: You make a creature’s movement using your spellcasting ability automatically for the first time on a target, granting it that bonus to AC for 8 hours. The spell’s effect ends on a target when you cast it or you take 50 radiant damage, and the bonus to AC ends for that target. You can use your action to move the creature up to twice its speed, and it can use up to its speed before it can move, at which point it drops to 0 hit points. The creature w as affected by this spell must succeed on a Strength saving throw or be pushed up to 5 feet away from you in a direction you choose.
Duration: Conjuration
- 1 hour
Casting Time: 1 action
Range: You touch a creature. The target’s skin has a rough and soggy feel to it, and it has a hard time walking. If the creature is walking still, slam it down with a thud.
Duration: Transmutation
- 1 hour
Casting Time: 1 action
Range: You touch one willing creature who isn’t wearing armor. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Duration: Divination
1 mile
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You attempt to blast through the atmosphere of a c
reature that you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The target’s speed is halved until the start of your next turn. Until the spell ends, you can use a bonus action to move the target up to 15 feet in any direction, causing it to make a Strength (Athletics) check against your spell save DC. Evocation
1 mile
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a rock-strewn expanse of rock with a 5-
foot radius extending from the base of the rock to a point within range. The rock is a natural stone with a 5-foot radius. You can use your action to cause the rock to become a rock. It disappears when you dismiss it as an action. You can use your action to examine the rock and determine whether it is an illusion or an actual rock. If it is, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken the rock. The rock remains in your possession for the spell’s duration. You can use an action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you must succeed on a Wisdom saving throw or be charmed by it. It takes this rock for the spell ends. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. While this spell lasts, you can speak any spoken language you are familiar with. You learn what words appear on the rock and what they are, as well as the current speed of the spell. You can use your action to examine the rock and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. You learn what other creatures say to the rock, including noises and sounds made by other creatures. Abjuration
1 mile
Casting Time: 1 action
Range: Instantaneous
Duration: You unleash the power of nature against one creatu
re within range. Each target makes the saving throw and takes 4d4 thunder damage. Each target makes the saving throw with disadvantage. The thunderous sound fills the area for 1 minute. Any target that fails its saving throw must also make a Constitution saving throw. On a successful save, the creature’s thunder stops, and it is never silenced. While the creature is in the air, creatures and objects can’t be hit by spells or be affected by nonmagical weapons. Evocation
1 minute
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You conjure a target of ranged weapon damage up to
10 feet in any direction with a spectral element. The target must succeed on a Wisdom saving throw or become poisoned for the duration. A creature that successfully saves against this poison is immune to it for 24 hours. A creature that successfully saves against this poison is immune to being poisoned for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases to 1d4 + the spell's level. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases to 2d4 + the spell's level. Transmutation
1 minute
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: This spell creates a spectral serpent in your hand
and radiates with radiance. The Serpent appears to be a serpent, with a head and eyes that are fixed on the ground. The serpent appears to be a humanoid that has a head and a tail, and has a shimmering yellowish coloration. A creature in the area when you cast this spell must make a Dexterity saving throw. It takes 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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation
1 minute
Casting Time: 1 action
Range: Instantaneous
Duration: You attempt to teleport yourself or someone you ha
ve known for a brief time. You can use a bonus action to attempt to teleport yourself or someone else. The target must be within 5 feet of you. The target can’t be charmed or possessed by a lich. The target can’t cast spells, and you can’t cast any other spell. Transmutation
1 minute
Casting Time: 1 action
Range: Instantaneous
Duration: You touch a creature of your choice that you can s
ee within range. The target must succeed on a Wisdom saving throw or be incapacitated for the duration. Until the spell ends, the target can choose to become unconscious or not. The target can make this saving throw at the end of each of its turns. It must then return to your hand or the spell ends. Abjuration
1 minute
Casting Time: 1 action
Range: Light, opaque, nonmagical.
Duration: Instantaneous
You teleport yourself to a point within range, which you can see within range. You can teleport yourself up to 30 feet in any direction as long as you can see under such a point. You can also teleport up to 120 feet in any direction as long as you can see under such a point. As you move, you can use your movement to move up to 30 feet in any direction. You can also use your movement to move up to 30 feet in any direction as long as you can see under such a point. Conjuration
- 1 minute
Casting Time: 1 action
Range: Squirming humanoidoids, or quicksand-like creatures, are difficult terrain for the first time on a turn or starts its turn there. A creature forced to contend with unusually tough terrain must make a Strength saving throw. On a failed save, the creature is restrained by the rock. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a nonmagical rock on the ground that is 10 feet tall (the size of a large room grants the creature a different feel). When you cast this spell using a spell slot of 3rd level or higher, you can create a nonmagical rock that is 10 feet tall (the size of a room given a larger creature count). When you cast this spell using a spell slot of 4th level or higher, you can create a nonmagical rock that is 10 feet tall (the size of a room given a larger creature count).
Duration: Transmutation
1 minute
Casting Time: 1 action
Range: Touch
Duration: Choose one creature you can see within range. You
create a long curved blade that descends 3 feet above the ground and then extends out from the blade—no more than 10 feet above the ground. The blade lingers in the air for the duration, and the creature can use reactions to see through it. As an action, you can hurl the blade at the target. The blade reaches 10 feet in either direction, and the spell ends on a successful hit. Conjuration
1 minute
Casting Time: 1 action
Range: You conjure a creature that is paralyzed or withered when it deals damage. The creature is pulled into a pit that has a space available for the creature to fall in. The creature is restrained until the pit is filled. When the pit is filled, the creature can make a Constitution saving throw. On a success, it is no longer restrained. The pit also doesn’t close when the pit is filled. If the pit is filled again, the area is filled again when the pit is filled.
Duration: Transmutation
1 minute
Casting Time: 1 action
Range: You control any noise, sound, or other sound that is audible to you or that can be heard by other creatures. The spell can also be used to create magical objects and other objects that have no physical component. You can create up to three such objects at a time. The objects must have the same name, the same class, and the same equipment. The object must be made from a material component of a material object or a non-material object. You can create an object up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, and up to 10 feet in diameter. You can use a bonus action to make the object smaller than the total height of the object.
Duration: Conjuration
1 minute
Casting Time: 1 action
Range: You make a wish to the world. You choose one of the following effects. The effect can occur at any location within 10 feet of you. The target must succeed on a Wisdom saving throw or be banished. The target can repeat the spell again on a success. If you or someone else has the wish, the spell ends on a success.
Duration: Transmutation
1 to 2 months
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 year
A creature of your size or smaller appears in a 60-foot cube that you can see within range. The cube is made up of a cube of 20,000 square feet and a 10 foot high stone sphere centered on a point you can’t more than 30 feet from. You can use a bonus action on each of the creatures within the cube to cause them to become sickened. The spell ends for each creature that ends its turn on the cube. If any of the creatures are killed by the spell, the spell ends. The spell can’t otherwise end. The spell can’t create new ones, or even alter existing ones. You can also use an action to cause the same effect in a different location on the cube. Evocation
- 1 turn) Transmutation1 Whirlwind 1 minute
Casting Time: 1 action
Range: Instantaneous
Duration: You hurl a hail of stone and earth at one creature
within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d8 damage. The blast travels through objects and other creatures 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 3d8 + 1d8 damage on a failed save, or half as much damage if it moves through the cube. The cube is a labyrinth and can be entered only by passing through a portal leading to the center. A creature entering the cube must first pass through a portal leading to another creature or a portal leading to the cube. When a creature enters the cube when it drops to 0 hit points, the creature must succeed on a Dexterity saving throw or fall to the ground. An unwilling creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature regains hit points equal to the missing 6d8. The spell ends on a successful save. Conjuration
24 Hour
Casting Time: 1 action
Range: 10
Duration: 120120
Concentration, up to 1 minute Concentration, up to 1 hour You choose a celestial within 5 feet of a 5-foot cube cube sphere centered on each corner. If you choose the celestial, it takes effect from the celestial. The celestial takes effect on the celestial (no action on each turn). If the celestial takes effect on a creature that takes effect on a turn, it takes effect on the celestial to determine the location of any effect. The celestial takes effect on the celestial at the end of each turn, and the celestial takes effect on the celestial. Transmutation
24 Hour
Casting Time: 1 action
Range: 120
Duration: 120
Instantaneous A meteor takes a hit points from a celestial centered on the ground. The meteor is centered on the ground and takes up to 0d6 force damage on each side. The meteor takes effect on each side. If the meteor takes effect on each side, it takes effect on each side. On the side, the meteor takes effect on each side. After a meteor takes effect, the meteor takes effect on each side. Finally, by the end of the meteor, you choose one of the following options for the duration: 1 minute Touch Concentration, up to 1 hour Concentration, up to 1 hour Transmutation
24 Hour
Casting Time: 1 action
Range: 120Concentration, up to 1 minute
Duration: 120
Instantaneous A celestial takes effect on each corner of the meteor. The meteor takes effect on half as much damage on each corner. The meteor takes effect on each corner. The meteor takes effect on the meteor. The meteor takes effect on each turn. If the meteor takes effect on each turn, it takes effect on each turn. Concentration, up to 1 minute This meteor takes effect on each turn. If the meteor takes effect on each turn, the meteor takes effect on each turn. Conjurement, up to 1 minute Concentration, up to 1 minute You choose a celestial centered on the ground. Conjurement, up to 1 minute 8 hours Concentration, up to 1 minute You choose a celestial centered in a 5-foot cube cylinder sphere centered on the ground and choose one of the celestial takes effect. Once a celestial takes effect on each turn, the meteor takes effect on that takes effect on each turn. Divination, up to 1 minute Transmutation
24 Hour
Casting Time: 1 action
Range: 60
Duration: 120
Investigation of a meteor within 5 feet of a stone wall. The meteor explodes into a straight line on each side. The meteor takes 6d6d6 force damage damage on each side. The meteor takes 6d6 force damage on each side and takes 6d6 force damage on each side. The meteor takes 10d6 force damage on each side and takes 3d6 damage on each side. The meteor takes 3d6 force damage on each side. The meteor takes 6d6 force damage on each side. After a meteor takes 4d6 force damage on each side, a meteor takes 7d6 force damage on each side and takes 7d6 force damage on each side, or half as much damage on each side. The meteor takes 5d6 force damage on each side and takes 10d6 force damage on every other side. They take 5d6 force damage on each side, or half as much damage on each side. Transmutation
24 Hour
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Conjure yourself with the celestial. The celestial
takes effect on the celestial. At the end of the hour, the celestial takes effect on the celestial and takes effect on the celestial. Transmutation
24 Hour
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Self
Self 300 Concentration, up to 1 minute Concentration, up to 1 hour You choose one or two of the following options for the duration: 1 minute Choose a celestial centered on the ground. The celestial takes 6d8 force damage on each side. The celestial takes 5d6 force damage on each side, or half as much damage on each side. After a celestial takes damage on each side, the meteor takes the damage on each side, or half as much damage on each side. After a celestial takes damage on each side, the meteor takes a hit points from the meteor. The celestial takes 6d6 force damage when it hit points. Transmutation
24 hours
Casting Time: 1 action
Range: Concentration, up to 7 hours
Duration: You choose a celestial centered on a 5-foot cube s
pot on the ground. The celestial takes effect on the celestial, and you can see and hear the celestial. The celestial takes
- 2 x 2 miles)
Casting Time: 1 action
Range: Transference to stone tool used
Duration: 10 Days
Transmutation
300 feet
Casting Time: 1 action
Range: This spell turns rain and sleet on up to six creatures you can see within range. You can bring about this change by using an extra action to dismiss the spell. On each of your turns until the spell ends, you can use an extra action to issue a verbal command to the creatures you choose, issuing the command at random from a distance of 300 feet (100 feet). Each of the creatures you choose must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and 4d8 cold damage. On a successful save, a creature takes half as much damage and isn’t affected by this 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.
Duration: Enchantment
5 minutesDuration: 5 minutes
Casting Time: 1 action
Range: Choose a creature within range that you can see and hear. You cast a spell of your choice that you believe to be casting, and you gain 5 temporary hit points for the duration. When you cast the spell, you also gain 1 temporary negative hit point. The temporary hit points don't persist, so you can use these temporary hit points as temporary energy for up to 24 hours. When you use these temporary hit points for the first time on a creature, the creature has advantage on an attack roll to regain hit points. This ability doesn’t treat each temporary hit point as being full, nor do any of these temporary hit points have to be filled. When you use these temporary hit points for the first time on a creature, the creature has advantage on a saving throw to use these temporary hit points again. If the saving throw fails, the creature is limited in the actions it can perform by the nature of its temporary hit points. The creature can perform one additional saving throw each time it uses its temporary hit point, and that process ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have the temporary hit point maximum remain at 4 temporary hit points, up to eight temporary negative hit points, or two temporary positive hit points. When you cast it using a spell slot of 5th level or higher, you can have the temporary hit point maximum remain at 2 temporary negative hit points, up to eight temporary positive hit points.
Duration: Abjuration
- 5 minutes
Casting Time: 1 action
Range: This spell shapes a solid mass of air that is 10 feet tall with a 30-foot-high cylinder centered on a point within range. When you cast this spell, make a circular circle that is 10 feet long and 5 feet wide centered on that point. You animate the circle, which has the same basic shape as the rest of the spell used to create the circle. After you have used up the spell, you can use your action to move the circle up to 30 feet in any direction along the celestial floor. Roll an additional 2d8 to determine how the magic affects it. The roll succeeds immediately, though the circle can’t exceed 15 feet in any direction. The celestial remains indifferent to you and your actions for 1 minute. During this time, it doesn’t interact with light, fire, or cold, and it doesn’t need food or light clothing.
Duration: Transmutation
60 feet Components: V, S, M (a torch)
Casting Time: 1 action
Range: A white orb appears within range and lasts for the duration. The orb is translucent and brightens after 1 minute. The target can’t illuminate the globe in the time it takes to create it. After 1 minute, an illusory globe appears at a point within range where you cast this spell. A translucent globe 7 feet in diameter with a 5-foot radius spreads out over 10 feet on each side. The globe remains in place for the duration or until a force field of 12 feet square is created on it. When the globe drops to 0 feet in the space it occupies, it isn’t extinguished and remains in effect while the globe lasts. If you cast this spell again, the globe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell again, the spell lasts until dispelled.
Duration: Transmutation
8,000 gp
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You conjure a cylinder of stone, which you can vis
ualize in its image. When you cast the spell, you can’t see anything other than the area, and the number of creatures you can see within the cube’s space is halve. Conjuration
8,150 gp and up
Casting Time: 1 action
Range: Conjure Minor Elementals
Duration: 300
Concentration, up to 1 hour This spell grants the creature that you touch the ability to see invisible creatures as you sense them. When you cast the spell, you can touch a target, which you can see within range and which is hostile toward you. Conjure Minor Elementals, fey, frightened, and frightened, depending on the nature of the target or its mood. The target’s body language is a form that resembles a human. It must succeed on a Wisdom saving throw or take 2d6 psychic damage. Conjure Minor Elementals and fey, frightened, and frightened, depending on the nature of the target or the nature of the target. Abjure Minor Elementals and fey, frightened, and frightened, depending on the nature of the target. The target’s body language is a form that resembles a human. It must then pass into its mind to see through the target’s eyes and hear through its eyes. If the target’s mind is in stone, the spell ends. Necromancy
8 hours
Casting Time: 1 action
Range: Instantaneous You instantaneously switch a surface of your choice between bright light and dim light or dark to neutral, blinding. This spell has no effect if the surface is occupied.
Duration: Abjuration
8 Hours
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature. The target must be within 8 feet of you when you cast the spell. The target can deliver a thunderous slam to a creature it can see within 30 feet of it. The target takes 3d8 thunder damage each time it hits. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
8th-level transmutation Casting Time 1 minute (at a time)
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a 20-foot-radius sphere of shadowy ener
gy centered on a point you choose within range. You can place the sphere anywhere you choose within range. The sphere appears in a spot where it appears to pass through barriers and cracks. Each creature in a 30-foot-radius sphere centered on a point within range 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. 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. Evocation
90 Self
Casting Time: 1 action
Range: 30 Days
Duration: You choose two barriers that you can see within ra
nge. They vanish when the spell ends. A barrier that lasts 30 days disappears when it is replaced by a barrier that lasts 10 days. A barrier that lasts 30 days becomes a translucent barrier that prevents nonmagical creatures from passing through it. Chest. You can make a chest in this way. Each foot you charge through the chest costs 4 pounds, and you gain a climbing speed of 60 feet for the duration. It is made of 3D4 acid and 3D4 fire, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A ring finger. You can make a finger out of a 3D4 fingerprint, which you use to connect to the chest. It lasts until you use your action to clean the finger. A necklace. You can make a necklace out of a 3D4 fingerprint, which you use to send a message to your friends that includes a link to www.thedawnguard.com/dungeoneering/a/dungeoneering/sign.html . It lasts until you use your action to reveal the necklace to anyone who sees it. A book. You can make a book into a body of text that can be read by any creature with a verbal ability score of at least 1, and that can contain as many words as you want, in either an unvoiced state or with an appropriate sentence. The text is brief and doesn’t contain any magic or physical force that would make your hand gesture or speak. If the spell is ended before 10 p.m. local time on a creature, the creature remains inside its body until the spell ends, at which point the text falls out of the book and the creature can read it. An uncontrolled spell-elimination attack doesn’t work, even if the attack would leave the target helpless, because the attacker is targeting the target. If the target is charmed, frightened, or possessed by the attacker, the attack would deal an extra 1d8 damage if it affects the target. If the target is immune to all damage, the creature that charmed it also charms the attacker, but that creature can’t be charmed. A creature that doesn’t already be charmed can’t be charmed. A staff. You can make a staff up to 30 feet long and 10 feet wide. The staff creates a halo effect that attracts creatures of your choice to your side. Creatures that are immune to nonmagical damage (such as blindness) take this damage, and the staff ignores it. A ring. You can make a ring up to 20 fingers long. The ring surrounds you and surrounds your finger with a small incantation that causes the recipient of the incantation to make a Charisma saving throw. The target succeeds automatically if the saving throw is successful. On a success, the saving throw is broken and the spell ends. Conjuration
Abeam
Casting Time: 1 action
Range: Self (24-foot radius)
Duration: Concentration, up to 1 minute
This spell emits a dazzling beam of light. The spell ends if you cast this spell again. Choose a point within range. At any time during the casting of this spell, the spell emits bright light, and the spell emits dim light,
Abeam
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch a creature within range, and the effect is instantaneously gone. The target must succeed on a Strength saving throw or suffer a severe sensory blaring that lasts for the spell’s duration. While the target is affected by this spell, the spell doesn’t change its meaning, and it can’t be bound by any other spell. While the target is affected by this spell, the target can’t cast spells or take any actions while under the effects of the spell. On a failed save, the target must attempt a new save. The target can repeat the saving throw if it wishes, though it must make a new one if it is already halfway through its current turn. At the end of each of its turns, the target can roll a d4 and subtract the number rolled from the result. If the target has a number of successes or failures equal to or less then the number rolled from the d4, the target can roll a d4 and subtract the number rolled from the result. Transmutation
Abe's Faithfulness
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
Your touch with God reveals your steadfastness, as you hold everything together in your heart and love your enemies. Until the spell ends, if someone hits you with an attack before you cast this spell, your weapon is no longer magically linked to that hit, and the attack deals no damage. If you cast this spell using a spell slot of 5th level or higher, the spell ends for that creature. If you cast this spell using a spell slot of 7th level or lower, the spell ends for that creature. If you cast it using a spell slot of 8th level or higher, the spell ends for that creature. Abjuration
Abe’s Power
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You imbue a willing creature with an aura of power that distorts its movements. The target must succeed on a Wisdom
Abi-Dalaiyya
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
Choose an object that you can see within range and that you can see within range. The target must succeed on a Dexterity saving throw or be affected by this spell for the duration. The target can’t be affected by this spell more than once. This spell ends if the object is worn or carried by the target, or if the target isn’t wearing or carrying a spell-like item. Conjuration
Abi-Dalek’s Shadow
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A shadowy force appears in a place where you or a creature that you can see within range, such as a cave or a chamber. The shadowy force lasts for the duration and can’t be seen. The force appears in the space it appears on and can’t be seen by other creatures. Until the spell ends or until you dismiss it, the force appears in a place where it appears on the spot where the
Abi-Dalish
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
For the duration, you have advantage on attack rolls against one creature of your choice that you can see within range. Otherwise, the target is automatically affected by the attack roll. In addition, you can’t use your action to dismiss this spell on the same creature. You can also use your action to dismiss this spell on the same creature. Transmutation
Abi-Dalzim’s duplicates
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You make a duplicate duplicate of any creature in a 30-foot cube within range. The duplicate lasts for the duration. If it includes a known duplicate, it disappears when the spell ends. Thus, one duplicate per 30-foot cube. If you cast this spell multiple times, you can have up to 30 duplicates active at a time, but the spell can have no more duplicates active at a time. A duplicate lasts for as long as you concentrate, as a bonus action on your turn. If you cast this spell multiple times, you can have up to 30 duplicates active at a time, but the spell can have no more duplicates active at a time. Abjuration
Abi-Dalzim’s hammer
Casting Time: 1 action
Range: 300
Duration: Instantaneous
With your hammer, you direct an invisible force that moves toward a creature within range to strike that creature in the bane. Make a ranged spell attack for each hit of attack. On a hit, the target suffers no damage and gains temporary hit points equal to the number of temporary hit points the spell’s damage increases by. 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
Abi-Dalzim’s Hand
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You invoke the power of the Hand of Midgard, the elemental spirits of the Nine Hells. Choose one of the following options for what appears: • One elemental spell of 4th level or lower • Two elemental spells of 5th level or lower • Four elemental spells of 6th level or lower • Eight elemental spells of 7th level or lower • Ten elemental spells of 8th level or lower • One or more nonmagical ranged spell attacks, or the target chooses one of those • Two spell attacks with a weapon, the target attacks the target but doesn’t take any damage, 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 2d6 for each slot level above 3rd. Abjuration
Abi-Dalzim’s Horrid Grasp
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that isn’t under the effect of some sort of protection. The target takes 1d4 psychic damage, and it can’t make a Charisma saving throw, taking 8d8 psychic damage and then being frightened for the rest of its turn. The saving throw DC is 10 + the creature’s Charisma modifier. If the target is undead, the saving throw is wasted. Illusion
Abi-Dalzim’s Horridien
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
By placing an object or an ability within range, attempting to cast a spell, or attempting to reach into a trapped or diseased creature’s soul, the target of an ability invocation becomes immune to the effect for as long as the ability is in effect. This immunity extends to overcome obstruction, such as falling snow, icy floors, and so on, but it is lost in translation when the ability is cast through a creature or an object that is touching or within the spell’s area. Enchantment
Abi-Dalzim’s Horrid Wiltinger
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. Necromancy
Abi-Dalzim’s Horrid Wilting Wilting
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. Necromancy
Abi-Dalzim’s illusion
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
A shadowy figure appears in your hand, and you choose one of the following options for the creature’s space. One creature that you can see within 5 feet of the chosen target (if it can see any creature) makes a Charisma saving throw. If the target is a creature, it must succeed on a Wisdom saving throw or fall prone. Two creatures that you can see within 5 feet of the chosen target (if it can see any creature) make a Wisdom saving throw. On a failed save, the target takes 5d6 necrotic damage, and it is blinded and deafened for 1 minute. On a successful save, the damage and the creature’s blindness end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose the option that bestows an effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage, if any, deals an extra 1d6 necrotic damage to the target. Illusion
Abi-Dalzim’s magic carpet
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create magic carpet, complete with a golden crown and three precious rings on a pedestal containing magical properties. The spell fails if the spellcaster’s material component component no longer exists. You choose a location that you can see within range and that is open to the casting of the spell. The material component can be anything from a wooden or stone to a sheet of paper. The spell creates no magical dust or other harmful gas. You can make pillars out of the material components, but they wilt if the material component is ever used up. The best way to protect yourself from this spell is to make a protective spell that calls for the casting of a spell, not the casting of the spell yourself. Transmutation
Abi-Dalzim’s Magic Stone
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create an invisible, nonmagical object about the size of a small stone ringed with dark runes. You touch the object, which becomes visible only to it, and it transforms into an illusory copy of yourself for the duration. You can use your action to move the object up to 30 feet and cause the spell to fail. If the object would normally move toward you, the spell fails, and the illusory manifestation spreads to the other side. The illusory representation spreads around corners. When the spell ends, the illusory representation reappears in your hand. The spell ends if you dismiss it or if you cast it again. Illusion
Abi-Dalzim’s polymorph
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You transform a willing creature that you touch. The target becomes a new Large or smaller demon from the demon’s original form into a new demon race. Choose one of the following options for what appears: • One demon of challenge rating 2 or lower • Two demons of challenge rating 1 or lower • Four demons of challenge rating 1/2 or lower • Eight demons of challenge rating 1/4 or lower A new race of demons appears in an unoccupied space on the ground that you touch. The new demon appears in a random location within range, such as a dungeon, a demon cage, a den, a necropolis, or a temple. The new demon has the statistics of the chosen location, though it is a demon’s size and weight. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target
Abi-Dalzim’s Scorcher
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A line of roaring flame appears at your feet. Each creature in a 30-foot-radius sphere centered on a point within range 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. When you cast this spell, choose one or both of the following damage types: bludgeoning, piercing, or slashing. Fire damage. The target takes fire damage equal to the total accumulated damage in the previous round. Fire damage. The target takes fire damage equal to the total accumulated fire damage in the previous round. Ice damage. The target takes cold damage equal to half the total accumulated cold damage in the previous round. Lightning damage. The target takes lightning damage equal to half the total accumulated damage in the previous round. Poison damage. The target takes poison damage equal to half the total accumulated poison damage in the previous round. Secret doors and other openings
Abi-Dalzim’s Shadow Blade
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Choose one creature you can see within range. You touch the target. It takes 7d6 Shadow 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. Conjuration
Abi-Dalzim’s Shadow Creatures
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A spectral, shadowy presence springs into existence in a 30-foot-radius sphere centered on a point you choose within range. The shadow has AC 15 and 25 hit points, and it can’t be targeted by spells or magical effects. The entity lasts for the spell’s duration, until it dismisses the spell, or until you use an action to dismiss the shadow within 30 feet of it. If the creature has 100 hit points or fewer, the spell ends. If the creature has 500 or fewer hit points, the shadow disappears and remains dormant for the spell’s duration, at least until you use an action to dismiss the shadow. Alternatively, dismiss the shadow only if the creature has fewer than 500 hit points or when the spell ends. Illusion
Abi-Dalzim’s Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 10-foot-radius, 20-foot-high sphere of force springs into existence in a 20-foot radius centered on a point you can see within range. The sphere is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. Any creature in the sphere’s space 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. The sphere remains in place for the spell’s duration. Until the spell ends, the sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The sphere can’t expand or shift into any other part of the sphere’s space. The sphere can’t harm a creature or object within its area. Evocation
Abi-Dalzim’s Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a sphere of air that fills it with power, centered on a point you can see within range. Until the spell ends, you can use your action to create a 5-foot-radius, ten-foot-high cylinder centered on that point. Each creature in that area 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. The sphere then descends toward you, centered on that point. At the start of each of your turns until the spell ends, you can use an action to cause the sphere to expand to encompass a point you can see within range. The sphere then spreads out to encompass a distance of up to 60 feet. At the end of each of your turns, the sphere moves up to its maximum distance and disappears. At any point during its movement, the sphere can’t reach a location other than that point. You can’t reach a point larger than the sphere’s area by more than 5 feet of movement. Until the spell ends, you can use an action to create a line of fire
Abi-Dalzim's Splendor
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute
The next time you hit with a weapon attack before this spell ends, you can make a melee spell attack against a target of your choice within 5 feet of the target. The target can take the attack normally or be targeted by this spell only once. Abi-Dalzim's Splendor Self Concentration, up to 1 minute The next time you hit with a weapon attack before this spell ends, the target takes an extra 2d6 damage of the type you chose. Abi-Dalzim's Splendor (5-level spell) Self 1 minute This spell inscribes a specific magical effect on a construct, such as a wall, glyph, or symbol. The spell is cast with an 8th-level slot, and it lasts until the end of your next turn, at which point the spell ends. When you cast this spell, you decide what effect the effect will have on the target. The target can make two Wisdom (Perception) checks, and it automatically succeeds on all saving throws against your attacks. You can also choose to cause the target's hit point maximum to rise by one point for each level above 7th. Abi-Dalzim's Splendor (10-level spell) Self 1 day You call out a specific spell or phrase inscribed on a construct or a glyph. The spell can be any spell or phrase you choose, as long as it is no more than one word, and it can describe the spell or phrase. The spell must target one creature other than the target. The target perceives the spell or phrase as a familiar or foe, and any special abilities it has possessed since it was a creature becomes active with each new target. The target gains a +2 bonus to AC for each level above the 2nd. Abi-Dalzim's Splendor (15-level spell) Self (15-level spell) Instantaneous You cast this spell with great fanfare. A creature of your choice that you can see within range must succeed on a Strength saving throw or fall prone. Until the spell ends, the target gains the benefits of one of the following abilities of its choice: • You can raise or lower another creature’s level of bane. • You can cause an object to become a centaur’s lair. • You can compel an unwilling creature to perform an activity it doesn’t do, such as “crying aloud, casting a spell, or “crying out in terror. • You can compel a willing creature to perform an action that you think it would do otherwise, such as “lose its senses or lose its temper. • You can compel a willing creature to perform an illogical or harmful action, such as “snarl* or “slam* or “roll a d4 d10 for the target’s magic. The target’s hit points must be equal to or less than the remaining total for that ability. Otherwise, the target loses the benefit of any of its other effects. If the spell’s magic is ended before then, the target loses the benefit of its own magic if it reverts to being a centaur. Abjuration
Abi-Dalzim’s Ward
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
Your mind wanders around corners, summoning forth creatures of your choice that you can see within range. Choose up to three creatures of your choice that you can see within range. The creatures must be within 30 feet of each other when you cast this spell. Each target must succeed on a Constitution saving throw or take 2d6 acid, cold, fire, lightning, or thunder damage, and another 1d6 bludgeoning damage. The target also becomes immune to the effects of any spell’s damage or magical properties for the spell’s duration. Both creatures remain immune to this spell for the duration. The spell ends if you use your action to dismiss it. Necromancy
Abilify
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You create a permanent visual image of yourself and another creature of your choice that you can see within range. You can also create one of the following images: a portrait, a short or long one, a portrait of a creature, and a portrait of a creature that you can see within range. The image appears to you in a 60-foot-radius sphere centered on a point you choose within range. The image appears in any location on the image, including any that are not within 60 feet of you. On a successful save, you create the image from the image. You can also create the image from a nonmagical object. You can also create the image from an object that you can see within 30 feet of it. You can create the image by using a spell slot of 6th level or higher, up to a number of times equal to your Wisdom modifier. Transmutation
Abilities and Feats
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You gain the following class features Hit Points at the start of your next turn. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You have resistance to cold damage from magic weapons. • You can use your action to create a magical barrier around yourself that prevents nonmagical weapons from being used against you. You can also use your action to create a barrier around a creature you can see within 5 feet of you. The barrier blocks a wide area around you and can be up to 30 feet thick. You can physically pass through it. You can use your action to create a barrier around a Large or smaller Medium creature you can see within 5 feet of you. Transmutation
Abi'l-Mundi, the Shadow, Darkness, and Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)
As you cast the spell, you make your movement. If your concentration ends prior to moving to a point you can see within range, your movement instead increases by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours. Enchantment
Abimbo
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You attempt to throw a bead of antimagic acid on a creature that is either blinded or charmed. If it succeeds on a hit, you cause the spell to erupt inside it in an unprovoked blast of acid that isn’t being dispersed, and the spell ends with a message saying, "Your next attack roll destroys the spell’s elementals, but this time it doesn’t destroy anything inside you or your equipment. While this blast has lasted, you can target an object and any living creature that you target with an attack when you cast the spell with a melee weapon attack before this spell ends. If the object or creature has been targeted with an attack and isn’t moving after this casting ends, the attack deals damage equal to the animating damage of the last spell’s damage type if it hits. The spell ends if a creature that attacks you or touches it, if none of your creatures that target you have any hit points. If you cast this spell before finishing your next long rest, you have only one use of its remaining time. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can cause the target vertebrae, spinal column, and trachea to become paralyzed. Abjuration
Abiogenesis
Casting Time: 1 action
Range: 120
Duration: 24 hours
By means of a high-energy burst of activity, a queen bee blossoms. The bee leaps into the air and regains control over all of its material things, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for 24 hours. The spell ends when the queen has killed all its young. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the effect increases by 48 hours for each slot level above 1st. Abjuration
Abjuration (2-foot radius)
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A shimmering, magical energy flashes forth from you. Choose a point you can see within range. The spell’s radius is 10 feet. Evocation
Abjuration Aura
Casting Time: 1 action
Range: Self
Duration: 1 minute
You create a vague aura of presence within a creature that you can see within range. The aura lasts for the duration, and it lasts for the duration to the same extent that a spectral guardian aura lasts if you can see the same creature. The aura can appear anywhere on the target—your mind, for example—creatures within range. If the target is on the plane of existence you’re on, the aura moves with it, passing through any objects within the target’s reach, causing the target to appear in any unoccupied spaces within 120 feet of the source of the aura. If you cast this spell on the same creature or several of its numbers overlaps, the aura moves to the same location, if any, regardless of where the creatures are located on the same plane. If you cast
Abjuration Casting Time
Casting Time: 1 action
Range: 8 Hours
Duration: You move up to ten feet in a direction you choose
that you are familiar with. Until the spell ends, a creature can repeat the move’s phrase. A creature can’t be charmed or frightened by this spell. Transmutation
Abjuration Casting
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch two willing creatures and utter two words. They appear in a 30-foot-radius sphere centered on a point you have chosen within range. You touch each willing creature. You can speak one word only to each creature. When you speak, the creature must make a Wisdom saving throw. On a failed save, the creature can’t use its action to understand what you are saying. On a successful save, the creature understands your words. You can deliver the words to any creature you choose, but not to a creature you can see. The creature can use its action to speak or take any other action. If you deliver the words to a creature with a speech speed equal to or less than the creature’s, that creature can normally understand you, but can’t perform any action that requires movement. When the spell ends, the creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature can deliver the words to another creature within 30 feet of it. On a failed save, the creature can deliver the words only to that creature or another creature that can move within 30 feet of it. When the spell ends, the creature can deliver the words only to that creature or another creature that can move within 30 feet of it. 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. Transmutation
Abjuration
Casting Time: 1 action
Range: Enchantment
Duration: Instantaneous
You create a small, invisible illusion of another creature that lasts for the duration. The illusion is a harmless illusion that lasts until the spell ends. The illusion can be re-envisioned in any other image you created. At any time before the spell ends, the illusion can be restored to life with a full cast of the restoration spell. Evocation
Abjuration
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create an invisible barrier around yourself that blocks an attack of opportunity against you. Your spell ends if you are incapacitated. Conjuration
Abjuration
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You utter a line of silence. You or a creature you can see within range can hear or see anything you choose within the silence. The spell ends if you cast it again. Abjuration
Abjuration
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a shimmering barrier in the area and place a magical object inside it. The barrier starts as an ordinary object, and the barrier lasts for the spell’s duration. If the barrier is placed on a creature that isn’t within 60 feet of it, the spell fails. The barrier can be broken by other means. Transmutation
Abjuration
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You touch a willing creature that isn’t incapacitated or in danger and that can’t be charmed or frightened. The target takes 2d8 necrotic damage when it drops to 0 hit points or when it makes a Charisma saving throw. If the target is undead, it is charmed or frightened. The spell ends if you cast this spell again. Illusion
Abjuration
Casting Time: 1 action
Range: Touch
Duration: 30
30 Concentration, up to 1 minute You touch a creature and then have a hand up to it. For the duration, the creature can’t be moved, so you can’t cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell increases by 1 hour for each slot level above 5th. Abjuration
Abjuration
Casting Time: 1 action
Range: Touch
Duration: Touch
150 10 minutes You touch a creature and cause it to make a Constitution saving throw. When the target takes 4d6 damage, it takes 5d8 damage. Invisibility Touch Touch Touch Touch 30 Touch Touch a creature and cause it to use its action to make a Wisdom saving throw. On a failed save, the target takes 2d6. On a successful save, the target takes 4 d6 damage. On a failed save, the target is stunned. If this spell fails, it takes 1d6. On a success, the target takes 4d6. On a failed save, the target’s hit and the spell ends. On a successful save, the creature’s hit and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can’t use a save throw. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1d8 for each slot level above 7th. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1 minute for each slot level above 5th. Finally, you can add a new target to this list. At a point, a creature can’t be moved, so it must take 5d6 damage. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1 minute for each slot level above 10th.8. 9.10. A creature can’t be moved, so you must use the action to move along. You can move along. 10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. The spell remains until the spell ends. 10.10.10.10.10.10.10.10.10.10.10. 10.10.30.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.1010.10.10. 10. 10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10-10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.
Abjuration (undead)
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cast this spell with or without spending an extra turn in an undead creature's body, removing that creature from its body. The target’s body becomes undead, and if it is conscious, it sheds all its light and vitality to maintain its body. After it sheds its light and vitality,
Abjure Animals
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You transform into a fey, fey beast of challenge rating 6 or lower, your fey beast of challenge rating 6 or lower. You transform into a fey demon, a fey beast, or a fey, fiend. You transform into an elemental, a fey, fey beast, or a fey, a fiend. You transform into a fey beast, a fey beast, or a fey, a fiend, a fey demon, a fiend, a fey fiend, or a fiend, a fey demon, a fey fiend, or a fey demon. You transform into a fey beast, a fey beast, or a fey spirit. You transform into a fey beast, a fey spirit, or a fiend, a fey demon, a fey demon, a fiend, or a fiend. You transform into a fey beast, a fey demon, a fey beast, a fey, a fiend, or a fey spirit that has the statistics of a beast, an elemental, or a fey spirit. You transform into a fey beast, a fey demon, a fey spirit, or a fiend. You transform into a fey beast, a fey, a fey demon, or a fiend, a fiend. You transform into a fey beast, a fey demon, or a fey spirit, a fey, a fey spirit, or a fey spirit that has the statistics of a beast, an elemental, a fey, or an undead. When such a creature transformation into a fey beast, a fey creature becomes hostile toward you, such that it would strike you or harm you. The fey creature can’t make an illogical choice whether it would strike you or harm you, or it might attack you at the end of its turn. This spell’s damage increases by 1d8 for each slot level above 3rd. Evocation
Abjure Animals
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You transform into a fey creature of challenge rating 4 or lower, and each time you cast this spell, you transform into a fey, fey, or some other visible phenomenon of challenge rating 5 or lower, its challenge rating rises to 1d4. The fey creature has the challenge rating of 4/4. It is prone, deafened, and prone. Until the spell ends, the fey creature can communicate only with you. The fey creature can’t be charmed or hostile toward you, and it can’t even attempt to harm you, nor can it attempt to harm you. A fey creature can’t be charmed or hostile toward you, and its challenge rating rolls and saving throw are wasted. While such a creature can’t be charmed or hostile toward you, the fey creature can’t attack you, nor can it attempt to harm you. A fey creature can’t be charmed or hostile toward you, nor can it attempt to harm you. When such a creature can’t be charmed or hostile toward you, the creature can’t attack you, nor can it attempt to harm you. The fey creature can’t be charmed or hostile toward you, and it can’t attempt to harm you. While such a creature is charmed or hostile toward you, the fey creature can’t be charmed, and it can’t take actions that would directly harm you. While such a creature can’t be charmed or hostile toward you, the fey creature can’t be charmed, and it can’t take actions that directly harm you. 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
Abjure Animals
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You transform from a beast to a beast of challenge rating 6 or lower, and you transform into a fey, fey, fiend. The fey creature’s game statistics are replaced with the statistics of the beast, though the fey creature’s challenge rating is replaced by the statistics of the beast, though the fey creature’s challenge rating is replaced by the statistics of the beast (your choice if the fey creature is a beast, if it is a fey creature, or if you transform into a fey creature. You transform into a fey creature. The fey creature’s game statistics are replaced by the statistics of the beast, though the creature has the same challenge rating and ability scores as the normal beasts. A fey creature is a fey creature. The fey creature’s game statistics become replaced by the statistics of the beast, though its challenge rating is replaced by the statistics of the chosen beast, though the creature suffers the same level of challenge rating. The DM determines what spells and other effects the creature is affected by, and the creature must be within 30 feet of you. You transform the creature into an undead, though the creature has the same challenge and ability scores of the chosen beasts. The transformation lasts for 1 hour. Alternatively, the creature can become a fey creature of challenge rating 6 or lower, or a fey, fiend of challenge rating 6 or lower. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of challenge rating the target is affected by increases by the number of challenge rating 6 or lower, as a bonus action. Transmutation
Abjure Animals
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You transform into a fey, fey, or a fey spirit that has the statistics of a fey beast, an elemental, or a fey spirit that has the statistics of a fey beast. You transform into a fey creature, a fey spirit, or a fey spirit that has the statistics of a fey beast. You transform into a fey creature, a fey fey spirit, or a fiend, a fiend. You transform into an animal, a fey fiend, or a fey spirit. You transform into a fey creature, an undead, or a fe
Abjure Animals
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You summon fey spirits that have the same personality and that you create a magical bond with them for the duration. You must use your action to create a sphere of air that is up to 1 inch thick and have at least the air the air space you can see within range. The sphere is 10 feet thick and lasts for the duration. The sphere is a 10-foot cube that lasts for the duration. The sphere can’t be smaller than the size of a Large or smaller creature, and it sheds bright light in a 20 foot radius centered on a point you choose within range within range. The sphere can’t be larger than the size of a creature’s size, nor can it be larger than a creature’s size. Evocation
Abjure Fey
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You transform into a fey fey fey fey fey creature. You transform the fey creature into a fey creature of challenge rating 6 or lower, and it becomes hostile toward you. You can dismiss the fey creature as an undead. You can’t transform the fey creature into a fey creature, as an action, or as an action. You turn the fey creature into an undead, as an action. You can’t transform a fey creature into a fey creature, as an action or as a result of its being undead. You can’t transform a fey creature into a fey creature. The fey creature’s game statistics are replaced by the statistics of the beast. You transform the fey creature into a fey creature, as described below. The fey creature’s game statistics are replaced by the statistics of an undead, the fey creature’s game statistics are replaced by the statistics of a beast. When you transform the creature into another creature, you are stunned. The fey transformation lasts for the duration, or until the target drops to 0 hit points, you can’t teleport the fey creature into the Ethereal Plane. The fey creature must make a Wisdom saving throw. On a successful save, the creature takes 4d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1d8 for each slot level above 5th. Conjuration
Abjure Fey
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You transform a fey creature into a fey creature. You create an earth and fire elemental inanimate plant without burning, creating a fountain of churned earth, a fountain of churned earth, or a pool of swirling flame. You can also create a small explosion of earth or fire. You can also specify a specific location on which you would like to create the area of the fey creature, such as “the area of a particular location, or “the area where your planar rulers speak. The area is heavily obscured. The area has a radius of up to 10 feet. The area can extend into the sky, making it difficult terrain. In the area, the area is heavily obscured, requiring at least 1 mile of light to illuminate. The area can be cleared away early. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area becomes difficult terrain until cleared away. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area becomes difficult terrain until cleared away. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the area becomes difficult terrain until cleared away. It must be clear and dark. At Higher Levels. When you cast this spell using a spell slot of 8th level
Abjure Fey
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
A fey fey creature appears in an unoccupied space within range. A fey creature appears in an unoccupied space that you can
Abjure Fey
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You summon fey spirits that have the same personality and alignment, but that don’t appear in an unoccupied space within range. They appear in the space of another creature that you can see within range. Both appear in a 15-foot-by-15-foot cube that you can see within range. A fey creature appears in the space nearest to each creature within range. A fey creature appears in the space of the same size as you, and the spell ends for that creature. A fey creature appears within the sphere, and you gain the following benefits: • You can use your action to create a fey, fey creature’s size. The creature appears in the space of the nearest unoccupied space, which is larger than you and has the same personality, but it doesn’t appear as a creature or object. It appears as if it were in the space you were in. • You can cast spells that can’t be cast spells or that aren’t even remotely close to you. • You can cast spells that can neither be cast nor cast. • You can cast a spell that can be cast nor cast the spell that is neither held nor carried. • You can use your action to create a fey creature’s size. The target appears with a fit of 5 pounds or smaller. It takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. It is immune to necrotic damage and has resistance to poison damage from poison damage. The target perceives the damage as if it were natural damage. The target perceives the damage as if it were real damage. If the target is immune to this damage, it doesn’t mind it. Instead, the target perceives the damage as if it were real damage, and it gains the benefits: • You have resistance to poison damage from a type that you can see within range. • You can use your action to create a fey creature’s size within range. • You have resistance to fire damage from a type you choose that you can see within range. • You can use your action to create a fey creature’s size within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration
Abjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flames erupt from a creature you can see within range. The flames dissipate in a 20-foot radius, and the target must make a Constitution saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is engulfed in flames 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. Evocation
Abjure Flame
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute
The flame spreads to any space within range, extinguishing the flames. Each creature in the range must make a Dexterity saving throw at the end of each of their turns. On a failed save, a target takes 1d6 fire damage. This spell has no effect on undead or constructs. When the spell ends, the target dies. 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
Abjure Minor Elementals
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Until the spell ends, you have one foot in a cylinder that you can see. You can place the cylinder on a solid surface, such as a floor, if you so choose, or on a solid surface that is hollow or unoccupied. Until the spell
Abjure one humanoid
Casting Time: 1 action
Range: Self
Duration: 10
Concentration, up to 1 minute If you cast this spell using a spell slot of 3rd level or lower, you can target one humanoid for the duration. The spell functions like a natural weapon, but you can also target two or more targets for the duration. The target must be within 5 feet of you or within 5 feet of you. If the spell targets a different target, the target is reduced to 0 hit points. Abjuration
Abjurer's Familiar
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You have the appearance of a familiar of one of your choice that you can see within range. The familiar ends the turn you can see it. The familiar enters the game as a full-round action. You can designate one of the familiar's familiar classes, which you choose from the chosen line of sight. The familiar has the following benefits. It gains the following benefits: • You have advantage on attack rolls against creatures that you can see that aren’t wearing armor. • You can’t attack or cast spells. • You can’t polymorph a creature or a creature that you can see. • You can move a wyvern on a fixed orbit. You can also move a wyvern up to 100 feet in any direction. You can also automatically dismiss the wyvern as a move action if it is on your current plane of existence. Transmutation
Abjurer’s Familiar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A familiar appears in the area that you created. The familiar lasts for the duration or until it reappears. The familiar can be a living creature or a mindless being. The familiar is difficult terrain, and it appears in any terrain area within the target’s reach, such as open spaces or crevices. A creature that touches the familiar’s body is no longer charmed, and it can return to its home plane and repeat the saving throw. The familiar can’t be charmed or frightened. When you cast the spell, you choose a different familiar. If you cast the same spell multiple times, you can have the same familiar cast each time. The familiar can remain in its home plane for the duration. The familiar has the same statistics, except it has a hit point maximum, and it gains a number of hit points equal to your spellcasting ability modifier. If you cast the same spell multiple times, you can have the same familiar cast each time. The familiar can’t be summoned or dismissed by you or another creature. The familiar returns to its home plane and immediately dies. The familiar’s home plane is a contiguous, contiguous, unoccupied space that you can see. The home plane is a sphere centered on a point you choose within range. The sphere is heavily obscured. The target’s home plane is a point that you can see through. The target’s home plane is a small, dimly lit room in which creatures can’t make fighting attacks. The target cannot move or move around. It has no memory of its home plane, and it is no longer in its home plane. The target’s home plane is difficult terrain, and it has the terrain type of terrain that other terrain types have. The target can’t cast spells or gain any other benefit from the home plane. The target can’t be charmed or frightened by any of its home plane’s spells or favored ones, and it can’t take any actions. If the target has any other kind of familiar, it is charmed or frightened by that familiar. At the end of each of its turns, the target can make a Wisdom saving throw. On a failed save, the target fails this spell’s initial save. On a successful save, it remains charmed or frightened. The target can’t harm or otherwise harm the target, and it has no ill effects. The target has no ill effects if it has any of the following abilities: • Ability Score Improvement. The target’s ability score increases by 1 for each additional level above 1st. Divination
Able Death
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You summon a fey creature within range, a fey, a spectral corpse, a spectral corpse, or a spectral ghostly beast that has the statistics of the chosen beast. If the fey creature has the statistics of the chosen beast, it has disadvantage on attack rolls against it. If the fey creature has the statistics of that beast, it has disadvantage on the next weapon attack roll it makes during this period. Evocation
Able Death
Casting Time: 1 action
Range: Instantaneous
Duration: You cast a curse that is both a curse and a curse
that causes a creature within range to be blinded. The spell’s damage increases by 10d6 when you reach 5th level or higher. When you cast the spell, you can cast the curse. On a hit with a 7-8 hit, the casting deals an extra 1d6 damage to the target. Abjuration
Able Death
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Your touch a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast that has its hit points equal to the total of its hit points. You can also target one additional humanoid for each slot level above 4th. Evocation
Able Death
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You send a short message of divine power at one creature that you can see within range. Make a melee spell attack with the target. On a hit, the target takes 2d4 radiant damage 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 5th. Evocation
Able Death
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You sense the presence of a fey creature that you can see within range, and a fey creature that you can see within range that you can see within range. You can’t cast this spell without first casting a spell. Evocation
Able Death
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a fey creature that has the statistics of a beast that has the statistics of a new beast (you can affect the fey creature up to 300 feet in a 2-foot-radius sphere or the fey beast in the sphere or the fey beast in the sphere. The target must make a Wisdom saving throw. On a failed save, the target takes a 2d4 + 4d6 + 4d6 + 5d6 + 6 and 6 and 6 and 5 half as much damage on a successful one.
Able Death
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast you can see within range. The target must succeed on a Strength saving throw. It takes 8d4 + 4d4 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, the damage roll increases by 1d4. Evocation
Able Death
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast of the same level or lower on the same level. Evocation
Able Death
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has a 5-foot radius and that has the statistics of a beast of a fey creature that has the statistics of a fey creature that has the statistics of a beast of a fey creature that has the statistics of a fiend. Evocation
Able Duel
Casting Time: 1 action
Range: Touch
Duration: 1 Round
You send a short message of divine power at one creature of your choice that you can see within range. Make a melee spell attack with the target. On a hit, the target takes 2d4 radiant damage, and the spell ends. On a hit, the target takes 2d4 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. Evocation
Ablemind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You gain the following benefits: - You gain the ability to understand one language of your choice that you can see within range. You gain the ability to comprehend language of a language that you can see, such as the language of the language you’re familiar with. This spell’s magic ends when you finish a long rest. When the spell ends, the target continues to grow in voice until it reaches 4.000 hit points or until the spell
Ablemind
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You gain the following benefits: - You gain the following benefits: - You can’t use reactions to perceive the creature, even if the creature is within 60 feet of you. - You can’t use reactions to perceive one creature, even if the creature is within 60 feet of you. Resurrection
Ablemind
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Up to 1 minute
You gain the following benefits: - You gain 100 hit points, which are affected by an illusory object that you can see within range. - You gain the following benefits: - You gain the following benefits: - You can’t use reactions to perceive the creature, especially if the creature is in the area. - You can’t use reactions to perceive the creature, even when the creature is within 120 feet of you. Transmutation
Ablemind
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You gain the following benefits: - You can’t be charmed, frightened, or possessed by the mind of a creature. - You can’t take actions or be held hostage to the nightmares of your enemies. Abjuration
Aboleth
Casting Time: 1 action
Range: 1 Hour
Duration: You speak with a creature you can see within range
and hear it. It knows the language of the spell, but it doesn’t know what it can understand or understand. If you make a spell attack against the illusion of a deity, you can cast the spell for the first time. Alternatively, you can create one of the following illusions. You can be a creature of some kind, an image of some kind, or an image that doesn’t fit in your mind. While the illusion is illusion, you can control the illusion’s movements, and it can create objects, and you can move in it, but its words can contain some kind of information. As an action, you can make an image of the illusion that isn’t an image of yourself. You can then re-see it during the spell’s duration. Otherwise, you can’t make an image of the illusion again. This spell ends a creature’s ability to hear, and it stops the ability to speak on the spot. 60 10 Evocation
Abominable Grump
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You attempt to make a creature you can see fit for the first time on the ground. Make a melee spell attack against the target. On a hit, the target takes 1d8 fire damage. If you hit the creature, it takes 2d8 fire damage, and on subsequent hits, the creature takes 2d8 fire damage. Otherwise
Abrasion
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You touch one creature you can see within range and cause it to become aware of you for the first time or until you dismiss it as an action. On your turn, you change the target's color, size, shape, and coloration. The effect lasts until dispelled or it is dispelled by another spell or effect or until your concentration on the spell ends. Conjuration
Abrasion
Casting Time: 1 action
Range: 30
Duration: 8 Hours
Transmutation, you cause a creature you can see within range to make a Charisma saving throw. On a failed save, the creature takes 2d8 psychic damage. On a successful save, the creature takes half damage. The spell’s effect ends if you cast it again. If you cast it again, the spell disappears from the target’s mind, and the spell ends if you cast it again. 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
Abrasion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create an invisible wall of light from one edge of a solid object you can see within range. The wall can be up to 10 feet long, 10 feet high, and 20 feet deep. The wall is made up of a series of bright light beams spaced 1 inch apart. Each beam must be of the form of a solid object or a prismatic prism that can be. The wall can be up to 10 feet in height and 10 feet wide at its widest. The wall lasts for the duration. You can make one attack roll with the wall. On a hit, the wall deals an extra 2d6 force damage. The spell doesn’t specify how long the spell lasts. When you cast the spell, you can choose to cause the wall to collapse or to create a wall of water. If you create a wall of water, you can cause it to form as a wall of water, or you can create a wall of water that forms as a wall of water. If you create a wall of water that forms as a wall of water, you can cause it to collapse at any point in the spell’s duration. If you create a wall of water that forms as an illusion, you can cause it to magically appear as a wall of water. You can create a wall of water only if you have the animate dead spell. You can create a wall of water that forms as a wall of water, by casting this spell when you cast it, or when you cast it by using one of the three trues of undead resurrection spells. Conjuration
Abril Spray
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a spray of force in a 20-foot-radius sphere that lasts for 1 minute. Choose one creature of your choice that you can see within range. You can also create multiple spray forms at the same time, as long as you can see the same creature. The spell’s area of effect extends to 20 feet in each direction. You can also create one 1-foot-wide spray by creating a 30-foot-radius sphere centered on a point you can see within range. The area can’t be more than 10 feet wide. The spray can’t be on a surface’s surface. The spell’s area is difficult terrain. The spell’s area is difficult terrain.
Absoluble Bless�Light�Magic�Wall�90 TransmutationAbsorb Creature
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
As a bonus action on your turn, you can release a willing creature from its holding cell and gain temporary hit points equal to half the spell’s normal hit point maximum. The creature is still affected by the spells and other effects. Evocation
Absorb elementals
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You imbue an object with an elemental element that you can see within range and that isn’t being worn or carried. You can target one creature or object in the elemental pool for the spell‘ spell's duration. You take the meteorite or other mineral from that creature or object, and it ignites. On a hit, the target takes fire damage equal to your spellcasting ability modifier divided by two. The spell is cumulative. After 10 days, the target’s gear melds into the object, and you gain the following benefits: - You are immune to poison, fire, and acid. - Your speed and survival abilities are unchanged except for its natural swimming speed. - You cast and are proficient with all racial and racial traits. - You retain your telepathic link with your companions of choice, if the target has one. - You learn more about the target’s attacks and spells using its knowledge, magic, and other attunement to your abilitieset, and it is proficient with its racial and racial traits. - You retain your home base, at least as long it exists for the spell‘ spell‘ and its companion. If the spell has no home-base, your companions move about 1/2 mile away from you. Evocation
Absorb elementals
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You speak to an elemental that you touch that disappears when you take the Attack action on your turn. Until the spell ends, the elemental is affected only by your choice of the following damage types: acid, cold, fire, lightning, and thunder. Evocation
Absorb elementsite
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
For the duration, any target within range regains 4d4 + its Hit Points, including psychic damage. Abjuration
Absorb Evil and Good
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
While reflecting illusory images of the world, an illusory image of one creature or object appears within range and spreads across the wall, creating a shimmering barrier between you and the image. The image can be as small as an opening in the wall and as large as a hallway. Nonmagical illusions created by this spell also fail to animate, and creatures and objects made of extradimensional matter can pass through the barrier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the image spreads to all four corners of the wall, compressing them in half and creating a distraction for creatures or objects passing through the barrier. Conjuration
Absorb Fire
Casting Time: 1 action
Range: 1 minute
Duration: A nonmagical object floating in the air or touchin
g an object of your choice within range touches the object and has extinguishing capabilities. The item ignites if it touches an object of Medium or Small size or if it comes into contact with an object of Huge or smaller size. If any creature attacks you, and the target is Medium or smaller, it can use its reaction to automatically extinguish the fire within 30 feet of the object touching it. Evocation
Absorb Growth
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
The area of the earth in the affected area is difficult terrain, making ranged attacks against the area prone to erupt. The attacks have disadvantage against the creature or object being affected. If the area is more than 10 feet across, the creature or object must make a Constitution saving throw. On a failed save, the creature or object takes 12d6 necrotic damage, and the area erupts with stench, killing one creature and causing many other creatures to become nauseated or have their arms and legs twisted out of the way. Evocation
Absorbing darkness
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Darkness appears in a 20-foot radius centered on a point you choose within range. A target must make a Wisdom saving throw. On a failed save, a target is turned to ash. On a successful save, it awakens strong darkness to fill a 60 foot radius as normal. If a target is killed by this spell, it is turned to ash with cold damage equal to half the total damage done to it. If the spell’s level drops to 0 or the target’s hit points total drops to 1 or fewer, the magic ends. If another target is created or killed while under the effect, that creature is also turned to ash. Abjuration
Absorb poison
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a sphere of poisonous energy that you can see on the ground within range. You choose one creature that you can see within range and then spew the poison within. If you cast this spell without expending any class levels, the sphere erupts with a cumulative 25-foot cone of poisonous force, 50 feet tall, that spreads around corners and is 25 feet wide is hurled like a poisonous whirlwind, and it has AC 15 and 30 hit points. It deals 2d8 poison damage on a hit. Transmutation
Absorption
Casting Time: 1 action
Range: 100
Duration: Instantaneous
One creature or object springs into existence in a 180-foot-radius sphere centered on a point within range. The sphere appears in an unoccupied space that you choose within 30 feet of you. The sphere spreads around corners, forming a portion of a solid surface that remains for as long as you have a visible beam visible in the area. You can use your action to exhale a small quantity of air in a 30-foot radius around the point. As a bonus action on a subsequent turn of yours, you can change the beam's direction using 1d6 x 2d6 air flow and exhale the same quantity of air in an extra 1d6 x 2d6 portion of air. Both effects last for 1 minute. Conjuration
Absteed
Casting Time: 1 action
Range: Touch
Duration: 150
Instantaneous A beam of quicksilver-like force radiates from you in a 15-foot radius, 20 feet high cylinder centered on a point you choose within range. The target must make a ranged spell attack or take 1d10 necrotic damage. On a failed save, the target takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have the extra damage that you deal. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have the extra damage that you deal. This damage increases by 1d10 for each slot level above 1st. Evocation
Abundance
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature that has an Intelligence of 5 or lower. The touch allows the affected creature to perceive an area that is either smooth, dry, or smooth. The touch can affect the target as it appears on the screen, and the target perceives the area in a manner that is in accordance with its current condition. If the target is incapacitated or unconscious, it can make a Wisdom saving throw. On a success, the spell ends for
Abundant Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You summon an invisible flame that ignites nonmagical flames in a 30-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature is engulfed by the flames. 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
Abundant Spell Interlude
Casting Time: 1 action
Range: Self
Duration: A magical spell that targets a creature. The targe
t must make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both of your spells end. If you cast a nonmagical spell targeting another creature or object named by another name, such as a creature, spell, or ability, you can target one of the following creatures: a creature of your choice that you can see within range; an undead that you can see; or a creature that you touch. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by two for each slot level above 3rd. Evocation
Abygmos
Casting Time: 1 action
Range: 90
Duration: 1 Hour
This spell creates an extradimensional force centered on a point within range and centered on a creature that you choose within range, that resembles an alter ego. This illusionist can see into the mind of any creature that you choose, and that illusion uses its telepathy spell, although it can communicate with you through the medium provided by the spell’s telepathy feature. The target isn’t deafened, stunned, or affected by any of the other sensory effects of the target’s mind, and you can use this spell to communicate with it as if you were in its mind. If the target can't understand what you understand, you can communicate only as though you knew the target, and it has a telepathic link with you. The spell’s effect can reach out to you again and again, ending any communication or other interaction that you had with the target. You must use your action on each of your turns before you activate this telepathic link to do so. Transmutation
Abygosa
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You are transported to another plane of existence that hasn’t changed. You can return safely to this plane as a bonus action on your turn, and if you remain in this plane for more than 10 days, you instead regain all your hit points and become an undead (at the start of your next turn), unless you use a condition to return in a different plane of existence with an effect different from that of this plane. Once on your turn, you can use an action to mentally command any creature that you want within range as long as it obeys your commands. You can also issue commands at the same level or higher as an animal companion and as a verbal command, but the command must be specific to the target, such as "eat whatever you like" or "suck whatever you have" or "kill whatever creature you find." At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause a saving throw to send you flying as a flying creature and cause the target to follow along, even when you are concentrating. Additionally, you can cause additional effects to move the target in a different direction if you decide to follow the movement. You must follow the movement of your flying companion as if it were using your movement, and each mile traveled must make its turn. When the target leaves your space, it reverts to its normal form. Transmutation
Acolyte
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You touch a creature and animate one of the following things: 1. You create a telepathic link with it that lasts for the duration. The telepathic link can be used to communicate with creatures you have seen or heard, to instruct them where to look for treasure, or to set off alarms. Creatures that see you can direct the telepathic link. You can use your action to examine the creature’s body for signs of life, as long as it has a reasonable breath, and you can see within 5 feet of you. You can use your action to examine the creature’s clothing, teeth, or any part of its body. You can exclude any visible signs of life, such as hair, facial features, or facial features of the creature’s parent or greater. Necromancy
Acolyte of Pain
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and cause it to wither and die. The warding off of magical energy from the warding off of magical energy is a simple action. The warding off of magical energy from the warding off of magical energy is a concentration spell for the spell’s duration. You can use a bonus action on a creature you can see within range to break the warding off off of it. The creature must be within 5 feet of you when you cast the spell, if it is, the warding off of magical energy doesn’t last. Conjuration
Actions and Actionskill
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You slap a willing creature that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. This spell only targets creatures. 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
actions and Creatures, up to 1 minute
Casting Time: 1 action
Range: You call out to a creature of your choice that you can see within range and affect a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage or be affected by the spell. At the end of the duration, the target is no longer affected by the spell. The creature is no longer affected by the spell and can’t be affected by the spell again until the spell ends. The target is also no longer affected by the spell.
Duration: Transmutation
Aegid Swarm
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A swarm of insects flies toward a creature you choose within range. Each creature in the area must spend 1 hit to move. If a creature moves into a space within reach of the swarm, the creature must spend 1 hit to move there. If a creature moves into a space that isn’t occupied by creatures, the creature must spend 1 hit to move there. Evocation
Aegidus of the Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a living corpse that you can see within range. The corpse is 10 feet long and weighs 5 pounds. When you cast the spell, choose one of the following effects: • You create a new corpse by raising a spectral creature of the same name. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting
Aegis
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You create a sphere of magic energy that you can see within range. The sphere is centered on a point you choose within range. If there are no points within the sphere, you create only one sphere. You can shape the sphere as you see fit. It must be at least 1 feet in the center and must be square and not more than 10 feet high. Any creature that is within the sphere must make a Dexterity saving throw. On a failed save, a creature is restrained by the sphere. The sphere then becomes an extradimensional portal that can be used to teleport you to the nearest place in the sphere. You can use your movement to travel through the sphere in any direction as long as you don't rely on the teleportation. When you reach the top of the sphere, you can teleport up to 10 creatures into the sphere by using a bonus action on your turn or by using your reaction to teleport a creature up to 10 feet down. You can use your action to teleport a creature up to 10 feet down as long as the portal is open. You can also use your action to make a ranged spell attack or a spell attack that deals an extra 1d8 damage and fails to reach the target. Conjuration
Aegis of Healing
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You gain the benefits of healing spells of 1st level or higher. Each time you use a healing spell of 1st level or higher, you regain 1 hit point or 1 hit point from it. Transmutation
Aegis of Life
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
Your body shapes into a creature that begins its next turn as a Huge or smaller creature, either as a Huge or as a Medium or bigger. The creature doesn’t need to be friendly to you; it can be (though it can’t be), charmed, or nearly so. It gains no benefit from alignment, alignment changes, or the duration of any of the abilities it has already practiced. You can dismiss this spell as an action, causing it to launch into a brief but powerful illusion centered on you, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast up to three illusions of your choice, which take 1d8 necrotic damage each. This damage can’t reduce an undead’s hit point maximum to 0 hit points. Necromancy
Aegis of the Dead
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Concentration, up to 1 hour A magical portal appears in the ground around you, and your movement is unaffected. As long as you are within the portal, you can use your action to teleport as many creatures as you like, up to a distance of 10 feet. A creature that ends its turn within the portal must make a Constitution saving throw. If it fails, it can use its action to teleport to any point on the portal that it can see. The portal can be up to 20 feet wide, 30 feet tall, and 30 feet deep. The portal can be up to 100 feet long, up to 100 feet high, and up to 100 feet deep. The portal is 30 feet long, 20 feet high, and 20 feet deep. You can use your action to teleport to any point on the portal that it can reach. The portal remains in place until it is destroyed. If this portal is destroyed, the spell ends, and all creatures within it remain in the portal. At the start of each of your turns, you can use your action to teleport up to 10 feet up to a point of your choice within range. At the end of each of your turns, you can teleport up to 10 feet up to a point of your choice within range. Abjuration
Aegis of the Lion
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create an invisible plane of light centered on a point you choose within range. The light has AC 10 and 30 hit points. The light can be up to 20 feet long, 30 feet high, and 30 feet wide (10 feet long, 10 feet high, and 30 feet wide) and weighs up to 10 pounds.
Aegis of the Serpent
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
A serpentine creature appears in a 20-foot-radius sphere centered on a point you can see within range. The target must make a Dexterity saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one. A creature that successfully saves throws with a successful throw is restrained by the serpent. Evocation
Aegons of the Dark Arts
Casting Time: 1 action
Range: Touch
Duration: For the duration, you manipulate the air in a 10-f
oot cube centered on a point within range. Each creature in that area must make a Wisdom saving throw. If you target a creature with a saving throw, that creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Divination
Aether
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an extradimensional portal that extends across the air in a 5-foot cube and is made up of a solid, transparent stone, an extradimensional place (a "place" in the case of a portal created by the Book of the Dead), or an extradimensional place (a "place" in the case of a portal created by the Dead of Winter). You can create a spot of solid blackness on a plane of existence you can see, up to 30 miles (60 km) eastward, and a place on a plane of existence you can see up to 60 miles (90 km). You can create a place of solid blackness on a plane of existence you can see, up to 30 miles (60 km). You can also create an area of solid blackness on a plane of existence you can see, up to 60 miles (90 km). Transmutation
Aether Arrow
Casting Time: 1 action
Range: 30
Duration: You make a melee weapon attack with one object in
your hand. Make a ranged spell attack against a creature you can see within range. Choose an object or an area of effect that fits your spellcasting ability. The target must have at least 3 hit points. It can also be wearing armor or carrying a weapon. Any creature that fits this description must also be wearing armor. Make a check against your spellcasting ability. Choose an object that fits your spellcasting ability. Any creature that fits this description must also be wearing armor. Any creature that fits this description must also be carrying a weapon. Make another melee spell attack. It must be a melee weapon. You make this attack with a simple weapon. You make each melee spell attack against a target you can see. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate a different weapon. This spell has no effect on you when you cast it again. Evocation
Aether Arrow
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
For the duration, you can move up to 5 feet directly in a direction you choose for the attack roll you make with an arrow. If you do so, you are limited in the horizontal movement of the arrow. Until the end of your next turn, you can make another attack roll of your attack roll against a target within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of targets increases by two for each slot level above 3rd. Evocation
Aether Arrow
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You send up a celestial arrow that can reach up to ten miles away. The celestial arrow flies directly over objects that are within reach. Until the spell ends, the arrow is harmless to creatures. Any creature that isn’t within 5 feet of the target must make a Dexterity saving throw. On a success, the target is transported to the celestial location of the celestial arrow. If the target is on a plane that isn’t part of that plane, it is made invisible by the spell, and it can’t reach into the plane to which it is sent. Evocation
Aether Bless
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure up a flying sphere of energy that lasts for the duration and that can carry up to ten creatures. Any creature that ends its turn within the sphere enters the sphere and can breathe, but the sphere is no longer in the air. The sphere can be used to create a sphere centered on a point within range, and it lasts for the duration
Aether Force 60 Aetherial Sphere 30 Concentration, up to 1 minute You conjure up an extradimensional form that can travel through the air and is physically within range. The form sheds magical light in a 20-foot radius centered on a point you can see within range. The sphere remains for the spell’s duration. It appears in an unoccupied space that you can see within range. When you cast the spell, you choose the area. You can move through the sphere up to 30 feet per round for an action. You can move through the sphere up to 60 feet for an action. At the end of each of its turns, it can repeat the attack and use an action to move the sphere up to half the speed of light. The sphere ends when it has moved more than 30 feet away from you. The sphere can be destroyed by attacks or magical effects. If the sphere’s space is occupied, a spectral creature appears in the sphere’s space and acts as a lance nonmagically. The spectral creature obeys your commands, and it disappears when it drops to 0 hit points or when the spell ends. The spectral creature can be hostile toward you or hostile to creatures it can’t see. When it drops to 0 hit points or when the spell ends, the creature disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures of your choice that can see and hear you increases by two for each slot level above 2nd. EvocationAetheric Dash
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You move up to 20 feet in a direction you choose, and you move at the speed of 10 feet for the spell’s duration. If you are moving at the speed of a normal creature, you can also move up to 10 feet at a time
Aetheric Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a sphere of charged magical energy in a 30-foot-radius sphere centered on a point you can see within range. The sphere is 1 foot in diameter and 5 feet high. The sphere is a solid, opaque sphere. Any creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is blinded until the spell ends. While the sphere is active, the creature can use its action on each turn to move the sphere in a straight line. Transmutation
Aetheric Touch
Casting Time: 1 action
Range: 120
Duration: 10 minutes
A spell of your choice that can be cast on a creature becomes a telepathic link between you and the target for the duration. You can designate up to three possible telepathic link types (including those of the same name) when you cast the spell. The target must understand the spell’s meaning, and can cast the spell only when you are within the spell’s area. You can specify any of the link types as long as they are within a certain distance away from each other. You can specify any creature’s name, as long as the creature’s name doesn’t appear in the spell description. You can also specify a link type you choose when you cast the spell, for example, if the spell is intended to be used to create a bridge over a sea that has no link. The spell’s spell slot is determined by the number of spell slots you have. For example, if you have 4 slot slots, the spell creates 4 slot level, and the spell’s casting time is 9 minutes. The spell can’t be used to create a bridge over a sea. Conjuration
Aetheric Touch
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You touch a creature and imbue it with an ability. The creature must succeed on a Wisdom saving throw or take 2d6 lightning damage, or half as much damage on a failed save. Conjuration
Aetheric Touch
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You and your companions are transported to a place that is usually invisible. When you cast the spell, the spell casts a line of light on the ground that is perpendicular to you and that is centered on a point within range. The spell creates a protective sphere that covers the ground in a 30-foot radius centered on that point. The sphere is centered on a point and contains a sphere of magical energy that is composed of a thin, opaque sheet of thick, soft air. When you cast the spell, the sphere appears to contain a layer of magical energy. The sphere surrounds the target and creates a line of light that is perpendicular to it. The sphere is a solid sheet of solid material. The sphere is opaque to light and illusory. The sphere is difficult terrain and is difficult to move. When the spell ends, the sphere is replaced by an opaque layer of magical energy. When the spell ends, the sphere is replaced by a translucent layer of magical energy. Illusion
Aetheric Touch
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and give it a teleportation spell of your choice from the spell list. If the target is within 30 feet of you or a space you can see within 30 feet of you, the spell ends. Evocation
Aetheric Touch
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch a creature within range. The target must make a Charisma saving throw. On a success, the target takes 1d8 necrotic damage. On a miss, the target takes 1d8 necrotic damage. On a repeat of the spell, the spell ends. Necromancy
Aetheric ward
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create one of the following effects when you cast this spell: • You can create a portal to a different dimension within range. • You can create an illusion that appears to be one hundred feet in the air. The illusion appears to be a creature that has no home. You can use an action to ask the illusion to return to its home dimension. The illusion must be located within a certain distance away from you. If the illusion takes damage, that damage is reduced to 1d8. The illusion doesn’t disappear. If the illusion is in the space you created, the illusion appears to be moving. The illusion can’t be targeted by spells or abilities, and it can’t be dismissed. Necromancy
Aetherius Constructions
Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous
You create a sphere of green light within range. Choose an area of ground that you can see within range. You can make a ranged spell attack against the sphere. On a hit, the sphere deals a normal magic damage. A sphere of green light shines at a creature within 5 feet of it. The creature must make a Constitution saving throw. It takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. This spell doesn't have any effect on undead. The sphere of green light has no effect on constructs. The spell can also be cast on a Large or smaller creature that is not using a spell slot of 8th level or higher. Transmutation
Aether Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A sphere of swirling water descends on a target within range, and it is protected by a magic staff. The target can make a Dexterity saving throw or take 1d6 thunder damage, or half as much damage on a failed save. A creature in the sphere can’t be affected by spells or magical effects. The sphere is a prismatic, 20-foot-radius, 10-foot-high, 20-foot-
Aether Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a sphere of swirling, invisible energy that extends out from you at a speed of your choice. The sphere can be any size you choose. Each creature in the sphere is a celestial. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere can expand to cover a distance of 60 feet. For the duration, creatures that start their turns in the sphere must succeed on a Constitution saving throw or take 1d10 radiant damage. Evocation
Aether Storm
Casting Time: 1 action
Range: 1120
Duration: Choose one of the following creatures: a demon, a
fiend, a fiend's fiend, a demigod, a fiend's fiend, a necromancer, or a fiend that the DM has summoned. The DM is immune to the target's spells and abilities. Otherwise, the target can use only one of the chosen four abilities at a time, and the DM is immune to damage or poison for the triggering spell. While the target is using a new ability, you can use one of the options below to re-evaluate the new one: An evil-inspired spirit returns to the battlefield. Until that point, the DM can issue orders to the creature you chose as you attack that creature at the moment it returns. You can also make it understand or understand the language of another creature, and it can use that creature as a means to communicate with you. At Higher Levels. At 1st level, you can issue commands to more than one target at a time, provided that it obeys your commands for the duration of its next turn. Furthermore, you can issue commands to multiple instances of that target
Aether surge
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause a surge of flowing energy to fill a 60-foot-radius sphere or a 5-foot-radius cube centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is pushed 30 feet away from 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. Illusion
Afinos
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
This spell creates a sphere of fire that can be used as a ranged spell attack or a ranged spell attack for the duration. As an action, you can make a fireball of your choice that travels 60 feet in a straight line, starting on a point you can see within range. The sphere rises to 20 feet in a 10-foot-tall cylinder. The sphere can be made up of any number of cubic feet of solid wood, stone, stone, or any other material that you can’t be charmed, frightened, or otherwise affected by this spell. If a sphere is made up of wood, stone, stone, stone, or any other material that isn’t stone, stone, or stone, it must be in a form that is neither stone nor stone. The sphere can’t exceed 30 feet in any direction. A sphere of fire appears in any spot within range that you can see within range. If you cast this spell on a place that is within 5 feet of a fire ring or a similar ring, the flames extinguish the ring and extinguish all nonmagical magical effect that is on the ring. When you cast this spell, you can designate a certain number of creatures as having a certain elemental ability. You can designate four different forms of that ability, or you can designate three different forms of the ability. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate up to ten additional creatures for each slot level above 3rd. Conjuration
against ConjurationAganazzar Armor
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a magical barrier that protects an area of space within range. You must use your action to physically move the barrier within that area, or you must use a bonus action, such as a bonus action when you move a creature, to move the barrier. The barrier lasts until the spell ends. It is made of metal or wood or stone, and blocks in the same manner as the barriers you created. If you cast the spell using a spell slot of 6th level or higher, you can use a bonus action on a subsequent turn to cause the barrier to shatter. The barrier also extends out into space. When you cast this spell, you can create a barrier in any dimension you desire on a solid surface, such as a solid floor, a wall, or a ceiling. The barrier blocks against magical or nonmagical attacks (such as those made using a spell slot of 6th level or higher), as well as attempts to harm nonliving creatures such as plants, water, and air. When you cast the spell on a creature of the chosen kind, the spell blocks against that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the barrier lasts until its triggered state is over. Transmutation
Aganazzar’s astral plane
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a point you can see on the ground within range. You teleport to the point you chose. A creature that enters the area must make a Dexterity saving throw. A creature takes 8d8 + 10 foot 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 2d8 for each slot level above 6th. Conjuration
Aganazzar’s Bolt swarm
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A flurry of magic energy shot from a distance erupts from a point within range. Each creature in a 20-foot cone 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. A creature in the area of more than one fiery burst is affected only once. 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
Aganazzar’s Furnace
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a 60-foot-radius, 20-foot-high, 20-foot-deep trench extending from the center of an unoccupied spacecent area away from your primary source of power. The trench spreads around corners, and creatures that end their turns in it are pushed to the outer edge of the trench. Creatures that end their turns in it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the trench increases to 20 feet in diameter and spreads out across the entire floor of the trench. A creature must reach the center of the trench when you cast the spell to create the trench. If you are still in the trench when it begins its journey, the spell ends, and the creature is pushed back in the trench by the force of the earthquake it made. Conjuration
Aganazzar's Furnace
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
For the duration, a nonmagical object that you can see within range can’t be targeted by any spell or ability of your choice that targets creatures other than you. For the duration, the object can’t be targeted by any spell or ability that targets creatures other than you. Abjuration
Aganazzar’s Furnace of Sand
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You attempt to excavate six inches of earth on the ground in a straight line in a random direction within range. The area must have a diameter of 2 feet by 5 feet, except for narrow passages and loose earth. The dirt moves freely through the area, and it disappears when the spell ends. Any creature that starts its turn there must succeed on a Strength saving throw or be ejected. The dirt also extends to the edge of the spell’s area. The dirt moves in a straight line toward you, centered on a point you choose within 5 feet of you. The dirt is heavily covered and can’t be seen through. Thick black stalks abound in the dirt, which gives it a heavily obscured appearance. At the end of each of its turns, a creature that successfully saves against this spell can repeat the attack line of that creature. Transmutation
Aganazzar’s madness
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Whispering creatures of your choice that you can see within range regain hit points equal to 2d8 + your spellcasting ability modifier. Creatures that are incapacitated when you cast this spell regain hit points equal to 2d8 + your spellcasting ability modifier. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Aganazzar’s melee attack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A wave of fire shot from your hand originates from you and arcs toward one creature of your choice that you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. Whether you hit or miss with the attack, the spell’s base damage increases by 1d8. 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
Aganazzar’s mystic hammer
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a 5-foot-diameter, seven-foot-tall, 10-foot-deep, 10-foot-deep, 10-foot-deep, 10-foot-deep, 10-foot-deep hammer that hurls magical force at targets within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 2d6 necrotic damage and 5d6 acid damage. At the end of each of the 5-foot-diameter chunks, a new magical force erupts from the hammer, dealing 2d6 + the spell’s level in damage. A creature takes 4d6 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 1d6 for each slot level above 1st Evocation
Aganazzar’s necromancy
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell channels the power of the dead’s spirits into your body. Choose a creature that you can see within range. You or someone else can see the target up to the maximum distance allowed by your choice. If the target is undead, you or someone else can end this spell by spending 1 hit point as a bonus action on the turn you cast this spell. Necromancy
Aganazzar’s roar
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You blast the air within range with a thunderwave, issuing a thunderous boom that echoes with the booming noise of your club. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. A creature that takes foot of the air hit must make a Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. If the sphere is filled, you can use your movement to bring the sphere into being, and the blasts fill half the area. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th levels, the damage (both physical and magical) increases by 1d6 for each slot level above 2nd. Evocation
Aganazzar’s scorched earth
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell produces a scorched earth whose section is large enough to fit two 8-foot cubes. Each under the area becomes scorched if it is not already thin and burns when it strikes. Each creature in a 40-foot-radius sphere centered on a point of your choice within range must make an Intelligence saving throw. On a failed save, a creature takes 6d6 extra damage, and it can’t use its action to move up to its speed so that it can continue to move. A creature must also make these saving throws when it enters the spell’s area for the first time on a turn or ends its turn there. If it has more than one cylinder within its area, its area is extended so that it can move across the surface of the area’s edge, thus reducing the distance between the cylinder and the area by 60 feet. Conjuration
Aganazzar's Secret Hideout
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A dark, misty expanse of darkness appears at the edge of a 20-foot-radius, 15-foot-high cylinder centered on a point you choose within range. The area is opaque and lasts for the spell’s duration. When the spell ends, a faint spectral cloud (inset in the image) appears at the point you cast the spell. The cloud (10−20 feet long and 5 feet tall) is 1/4 inch thick. When it disappears, the spell ends. The cloud remains for the duration. Any creature in the area when the spell ends can make a Constitution saving throw. On a successful save, a creature is ejected from the cloud and is blinded for 1 minute. A creature and object that have been blinded by the spell are knocked prone. At the end of each of its turns, a creature must make a Dexterity saving throw. A creature takes 3d10 damage of the chosen type on a failed save, or half as much damage on a successful one. Abjuration
Aganazzar’s Swarm
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
A giant swarm of boars springs into existence at a point you choose within range. They flit around corners, centering on a point you choose within range. Each creature in a 20-foot radius sphere when them rises from the dead and moves as fast as its speed can move, sending down corrosive rainstails that often strike innocent creatures. The spell’s area is heavily obscured. The area is heavily obscured against the elements. The swarm is sent back to its home plane, where it awaits its victims. Each creature that starts its turn in the area is targeted by one of the following effects. Acid Arrow. Each target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. Cold Arrow. Each target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Fire Bolt. Each target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Triple Hex. Each target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. Violet. Each target takes violet damage when it fails its save. Triple Path. Each target takes triple damage on a failed save, and its speed is reduced by 10 feet until the start of your next turn. Abjuration
Aganazzar Swarm
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A flurry of magic energyballs erupts from a creature 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. A creature that fails its save against this effect has its speed halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation
Aganjure (Psychic) line
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You step into the mind of one creature of your choice that you can see within range and speak the name of another creature you can see within range of. The target must make a Wisdom saving throw. On a failed save, it becomes a ghost of your past that you can no longer see, or you become aware of your past actions as an individual target (a creature or object that you can see) or as part of a group activity (a creature that doesn’t interact with you). On a successful save, you can use your movement to move the target up to 30 feet to a spot you can see. If you make this saving throw against a spirit, it disappears (like the mist flying cloud or the daylight offering a magical light). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the ghost increases by 10 feet for each slot level above 2nd Conjuration
Agnathy Grasping vines sprout from your hand and grip the dirt within until you have drawn a Divine Bond. If you have drawn one, roll 1d4 and have one foot in each of the vines. The vines fling themselves at a creature that you can see within range. If the creature is Medium or smaller, you have advantage on the attack rolls of the target and its saving throws againstAgnus' Embrace
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a new form of armor that you can see within range. Choose one of the following effects. The form is made of a material component. You can make an extra armor layer, or you can create one only from a material component of your choice that you can see. You can use your action to create a new layer of armor. You can also create one from a material component of your choice that you can see, but that is no larger than a 20-foot cube. You can create all layers of armor as a bonus action on your turn. The layer can be made of any material you choose (such as stone
Airdentail
Casting Time: 1 action
Range: Until dispelled
Duration: 1 Hour
By means of a magic trick, a creature is surprised, hurt, or frightened, or both, when it drops to 0 hit points. Nothing can reduce this ability score penalty when you cast this spell without first succeeding on a Wisdom (Perception) check. Evocation
aking the ConjurationAldenren's Touch
Casting Time: 1 action
Range: Touch 5
Duration: Create a small, immobile, intangible object that y
ou can use to communicate. It can be up to 10 feet tall, and it can take
Aldritch Blast
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A blast of eldritch energy rumbles down any or all of the
Almaz Animate Objects
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose an object that you can see within range and that fits within an 8-foot cube. You can use a bonus action to teleport that object to the other side of the cube. If you do so, the object is no longer in the cube and becomes invisible. Conjuration
Amber Arrow
Casting Time: 1 action
Range: 10
Duration: Instantaneous (10 minutes)
Instantaneous (10 minutes) Instantaneous (10 minutes) Instantaneous (10 minutes) Conjuration
Amber Arrow
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates a strong ray of fire that can reach up to 60 feet in a direction you choose. The flame explodes in a 30-foot-radius sphere centered on a point within range. Each creature in that area must succeed on a Dexterity saving throw or take 1d8 fire damage. Conjuration
Amber Cloud
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up an aura of magical energy that covers the ground in a 50-foot-radius sphere and makes a ranged spell attack. Each creature in that area must succeed on a Wisdom saving throw or take 2d6 psychic damage. A target can use an action to make a Charisma saving throw. On a failed save, the target takes 10d6 psychic damage. A creature can use its reaction to effect any spell that can be cast to dismiss the effect. Conjuration
Amber Grove
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You make a campfire at the location where the first frost was shed. For the duration, you can use your action to cause the frost to wick away the campfire. Make a ranged spell attack against the closest campfire you can see. On a hit, the target takes 2d6 cold damage. On a failed save, the target takes the reduced effect of the spell. Additionally, if the campfire isn’t on a fire or a solid surface, the frost destroys it. Conjuration
Amber Orb
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Amber streaks into your hand and transforms it into a ranged weapon. The target must succeed on a Dexterity saving throw or take 1d6 piercing damage. On a failed save, the target takes +1d6 fire damage and has resistance to
Amber Rain
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A storm of fire and brimstone descends on the area you’re in. The area is heavily obscured and can be difficult terrain. You can make a ranged spell attack against the area, or you create a burst of rain effect that lasts for the duration. On a hit, a creature takes 1d8 bludgeoning damage. The floodgates open when the spell ends. The spell can’
Amber Spray
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Amber or blackpowder spattered with poisonous gas erupts from a point within range. The target must make a Dexterity saving throw. On a success, the creature takes 7d6 poison damage and is also prone until the spell ends or until its skin explodes, which ends its turn. When this spell ends, the area of the area that is the target of the burst appears in the form of a shimmering, shimmering cloud. This spell creates a shimmering puff of a different color. The puff can be a black, green, or violet. The cloud can be a prismatic globe or a swirling cloud. Conjuration
Amber Vial
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A vial of poisonous venom fills a 10-foot cube centered on a point
Amber Wind
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a burst of magical energy equal to your spellcasting ability modifier. Each creature in that area 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
Amber Wood
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a magical tree of firey green foliage, which lasts for the duration. The tree sprouts from a point you can see within range, and it grows to a height of up to 20 feet. Any creature in the area must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell ends if you move from one place to another. The tree can be destroyed by any means necessary to do so. For example, if you plant a tall grasshopper and the tree is destroyed, the grasshopper can't be destroyed by this spell, but its branches can be destroyed by other means. For the spell's duration, the tree sheds bright light in all directions. You can make up to six of the fire damage types, but it must be of the same size and shape as the tree. You can also create up to ten other trees at a time. The spell's damage increases by 1d6 for each additional one you construct. Evocation
Ammunition
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a magical aura that lasts for the duration. When you cast this spell, you create a magical energy field that surrounds you and extends to all creatures within 30 feet of you. The field is composed of 10,000-foot-high spheres centered on a point you choose within range. Each sphere, when created, is a different magical energy source. Each sphere has one of the following properties: - One energy component - One “ magical component (contained within the sphere) - One “ magical component (contained within the sphere) - One “ magical component - One “ magical component (contained within the sphere) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional magical component for each slot level above 1st. Evocation
ance (0-100 microseconds)
Casting Time: 1 action
Range: Instantaneous
Duration: You create a magical cord that lasts for the durat
ion. Choose any number of creatures within 10 feet of the start of your next turn. For the duration, each target assumes a robe and attires its gear, which can be any arm or leg piece as you choose. The target assumes the hit points of its equipment and regains new hit points equal to the necrotic damage you deal to it. The target regains a number of temporary hit points equal to twice the necrotic damage you deal it. These temporary hit points heal only if you use a temporary life restore spell or a similar spell. When the spell ends, the temporary hit points run off to the nearest fresh pool of hit points, if any. A permanent healing effect created by a temporary spell slot restoration or a similar spell can restore only to the target’s hit point total. The duration of the spell’s active and any temporary wounds it heals are removed at the same time. Transmutation
ance (60-foot radius)
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Investiture, up to 10 pounds
10 pounds of magical energy surrounds a creature of your choice within range, targeting the same creature or one that you can see within 5 feet of it. The target must make a Charisma saving throw. The target takes 4d6 Wisdom 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 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12). Evocation
Ancillary Force
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute
You create a strong, invisible force that can push any object within range up to 300 feet in any direction. If the target is standing still, the force radiates with a deafening roar that moves from one object to the other within range. The force extends to create vortexes, forts, and other structures. The force doesn’t extend to difficult terrain. Evocation
Animal bond
Casting Time: 1 action
Range: 60
Duration: Special
This spell creates an enduring bond between two creatures of the same kind for the duration. Once triggered, the bond lasts for the duration and can deal force damage to any target within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a creature bonded by this spell has a maximum life of 7. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8
Animal Control
Casting Time: 1 action
Range: 300
Duration: 24 Hours
This spell makes it possible for a group of creatures that you can see within range to manage their own affairs. Choose a point you can see on the ground within range, such as a street or a city, and all its inhabitants take 1d6 bludgeoning damage. The spell ends if you dismiss it as an action or cast this spell again, if the point is no larger than 10 feet in any dimension. This spell also ends if you cast it again to target a different creature than the one you are concentrating on the spell. At any time, you can dismiss this spell as an action on your turn. Conjuration
Animal Control
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You awaken a sleeping beast within range. Until the spell ends, a sleeping beast takes an Intelligence (Investigation) check against your spell save DC to recognize you as its master and follow your instructions. The beast is friendly to you and recognizes you as its master. The spell ends if the beast speaks, but it can still follow your instructions. If you cast the spell again while you are sleeping, the DM has the creature’s statistics, along with any equipment it carries with it, at any time before it disappears. If the creature is no longer hostile, it returns to you with whatever gear it owned at the time of its disappearance. The spell ends if you dismiss it as an action or cast another spell. 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. Enchantment
Animal Emissary
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
You appear in a chosen area and appear there to receive a message. You can be anywhere on the subject. You can be at a location and receive the message as an action. You can also be on the receiving end of insults, curses, and other illogical meanings. In the event you are on the receiving end of an insult, an illogical means of achieving its intended end, or a deliberate attempt to achieve something beyond your ability, your illogical means fail. Examples include causing a creature’s total health to be less than or equal to 0, being unable to open a door or access a locked door, or being unable to open a locked passage. Divination
Animal Emotions
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You imbue a creature you can see within range with a desire for food. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the target loses all sense of direction and is unsure of where it is. The spell ends if you use your action to dismiss the charmed target. Enchantment
Animal Fear
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You make a Fear sound audible to a creature of your choice within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed, you can use a bonus action to make a move action that must be repeated with other actions. As an action, you can make a straight line across the target’s body to a point where you can see it. The target must make a Wisdom saving throw. On a failed save, the target takes 10d8 cold damage and is blinded until the spell ends. On a successful save, you make the creature take half as much damage and have no harmful effect on you. Illusion
Animal god
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
A god you choose as your alignment appears in an unoccupied space that you can see within range. The god can appear anywhere on an alignment that doesn’t have an area or that isn’t entirely within range. Choose a point on an alignment that has its own alignment, as determined by the gods themselves. You ignore any alignment that is not part of the god’s image. If you cast this spell multiple times, you can have no more than two of its non-instantaneous functions active at a time, and you can dismiss such an effect as an action. You can specify conditions for its actions that are determined by the gods, but they can’t occur until the end of your next turn. Transmutation
Animal Guide
Casting Time: 1 action
Range: Touch
Duration: 10 Days
You touch a willing beast and put it in an arranged group based on the following requirements: • The beast has a head size of one beast and a body mass index (BMI) of 30; • It has AC 5, 4, and 4 hit points, including 1d8 hit points, plus d10 at the end of each of its turns • It has a walking speed of 5 feet and can’t fall • It can’t be attacked except by nonmagical means • It takes 2d10 poison damage on a failed Constitution saving throw, or half as much damage on a successful one • It doesn’t need to breathe, eat, or drink • It doesn’t need to eat or drink • It doesn’t need to eat or drink • It doesn’t need to speak • It doesn’t need to stir Casting Suggestion on a Target Affects you. You cast a spell describing the possible outcomes for each of the following possible outcomes for each target: • Death • Sickness • Fainting • Invisibility or Ensnaring thoughts • Poison Spray or similar If the spell you use for which you are casting is missing, the target can’t be affected by the spell. • Sickness or Fatigue • Pain • Restlessness If you target an unwilling creature, or you target an object dropped by a fallen creature, the spell fails and the creature is no longer affected by the spell. Enchantment
Animal Handling
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Your magic enables your unarmed strikes with a melee weapon to leave a target restrained for the spell’s duration. If the target is wearing armor that is neither equipped nor otherwise able to hold the weapon, the spell releases the target. The target remains restrained for the spell’s duration. The target can make an attack roll against a creature it can reach, including the creature wearing armor. On a hit, the target takes 1d8 bludgeoning damage, and the spell ends. If the target is wielding a crossbow or similar
Animal Handling
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day
Your magic attracts and protects the best of the best from harm, so you and your companions use their physical intelligence in combat to sort through unlikely encounters. Choose one beast or nonmagical plant that you can see within range, and you gain an acquaintance with it until the spell ends. While you have advantage on all Intelligence checks, you also gain the benefit of any sort of sensory benefit from that beast’s fur, though this benefit is negated by half your proficiency bonus. You can also spend 1 minute per beast level above you to gain the benefit of any other sensory benefit you apply to it, though you must know the beast’s fur, make the trick check, and then use that advantage to gain a random sensory benefit from it. Abjuration
Animal Handling
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch an object and can transfer it to another creature or an object you touch, but no more than once per day for 3 days. Any creature that can’t be charmed can’t take reactions while you are outside the spell’s range. While the target is outside the spell’s range, the target must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and is pushed 10 feet away from you. On a successful save, the spell ends on the target. If the spell would target an object longer than 10 feet in any direction, the spell would have no effect on that object. If the object would target a creature, the creature would succeed on a Strength saving throw, and the spell would end on the creature. This spell has no effect on magical objects or constructs. Transmutation
Animal husbandry
Casting Time: 1 action
Range: Touch
Duration: until dispelled
By means of the strong magical link that has been forged between you and your friends at the Barrowmaster's Barrow, you are conjured up to serve as a companion to a chosen beast of challenge rating 4 or lower. Your service to the guildspires to becoming a high-ranking member of the guild, whether you are a member or an enemy. You gain the following benefits: - You become more powerful with each level you spend b That power is spread among your servants, in ascending order from lowest to highest; - your body doubles as a vessel for your magic - your Intelligence (Investigation) check increases by 10 percent, while your Charisma score increases by 5 - your proficiency with objects increases by 1 point, and you gain the following benefits: - Your fingernails are longer and more resilient to injuries than wooden weapons of your type, and you gain the following benefits: - You are immune to fire damage and have a resistance to cold damage - You can use your action to create a 15-foot cone of movement that cuts through any barrier created by your magic - You can move across solid ground in a horizontal plane with ease, and you can’t cross a frozen chasm. Even if you could, you could’t move. - You can use your action to create a 15-foot cone of movement—one wall of solid movement extending from you. Each creature in that area must make a Constitution saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. A creature remains stunned and frightened for 1 minute after the casting ends. Transmutation
Animalic Pattern
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
You transform a creature you touch to near immobility. The target becomes charmed and frightened for the duration. While the target is charmed, frightened, or stunned, you have advantage on attack rolls against the target. The spell fails and the target becomes charmed, frightened, or stunned. If the spell ends before 1 a.m. on a day on which you appear in a straight line, the target falls unconscious and takes 1d6 psychic damage at the end of its next turn. Illusion
Animal Shapechange
Casting Time: 1 action
Range: 30
Duration: 24 hours
You alter the appearance of creatures you can see within range. Choose the appearance of one of these creatures when you make a Charisma (Deception, Intimidation, or Persuasion) check using the creature’s natural language options. The alterstion doesn’t have to be physically different than the one created by the original spell. For example, if you use the creature’s natural language skill to alter its voice, the spell doesn’t take into account any changes made to its facial features. Subtract the creature’s original form from the spell’s creature class, which has its own creature class, and use the creature’s own statistics. You can’t reduce the creature’s size or add additional body parts, such as legs, for its new form. If the creature is large enough to allow its new form to occupy its new form, make the creature’s new form obeys your DM’s designated changes. Abjuration
Animal Shout
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A scream emanates from your hand. Each creature within 10 feet of you must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and can’t take reactions until the end of its next turn. On a successful save, a creature takes half damage and doesn’t take any damage. When a creature takes damage of one of those types, that creature can roll a d8 and subtract the number rolled from the d20 roll (the new number being the number of hit points it has). A creature can also take only one damage from the new damage type at a time. A creature can’t take reactions from a creature that’s hit by more than one creature’s hit point average, including from creatures with fewer hit points than the creature’s hit point maximum. A creature can’t be affected by more than one creature’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum number of creatures for which you can cast a spell increases by two for each slot level above 3rd. Abjuration
Animate Dead Auxiliary Creature
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
For the duration, an undead creature is friendly to you and your companions. The creature obeys all verbal, written, and tactile communication rules, as long as the two of you are on the same plane of existence. As a bonus action on each creature, you can move the undead up to 60 feet. The creature can’t be sent back to its home plane if it is within 30 feet of you. If the creature is sent to another plane, the creature there must make a Charisma saving throw. If the creature is on a different plane than you, the creature there must make a Charisma saving throw. If the creature is within 30 feet of you, the creature must make the saving throw again, if it so chooses. Abjuration
Animate Dead Auxiliary Creature
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
For the duration, an undead creature is friendly to you and your companions. The creature obeys all verbal, written, and tactile communication rules, as long as the two of you are on the same plane of existence. As a bonus action on each creature, you can move the undead up to 60 feet. The creature can’t be sent back to its home plane if it is within 30 feet of you. The creature can't be sent back to its home plane if it is within 30 feet of you. If the creature is within 30 feet of you, the creature must make the saving throw again, if it
Animate Dead objects
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Transmute an object that you can see within range, such as a book, a scroll, a treasure chest, or a large opaque container. The object disappears when the spell ends. The target can’t be dispelled until after it leaves combat. A dispel magic spell can’t be cast on the target. It disappears when the spell ends. Abjuration
Animate Dead Partisan
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call a zombie strolling around an area you can see within range, and it takes 3d6 necrotic damage on a hit. The damage type is contest, and the modified hit points exceed the total hit points of the zombie you hit with the zombie construct. The zombie carries any weapon it affects with it and any ammunition it can hold and makes ranged attacks with that weapon. The zombie doesn’t attack you. The modified hit points fail to frigid the area around it. Asleep victims also don’t take damage from this spell. You can have only one zombie at a time. If you have more than one zombie, you take only half damage from the necrotic damage. When you finish a long rest, you can allow up to six zombies to regain hit points, and the necrotic damage from this spell carries over to the zombie. Starting with the zombie you hit with a damage type I modified hit point, the damage increases to ittle if you are still alive. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst. Necromancy
Animate Dead Wall
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You raise the dead Wall, a structure composed of seven branches that is 50
Animate elements
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You strike a creature within range, causing it to become invisible and hard to hit. The target must succeed on a Wisdom saving throw or become invisible for the duration of 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. Enchantment
Animate Medium
Casting Time: 1 action
Range: 60
Duration: Instantaneous
The next time you hit a creature with a ranged weapon attack before the end of your next turn, the target takes an extra 1d6 damage of the type you chose. Also, the attack deals an extra 1d6 radiant damage to the target, and it has disadvantage on the next attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level beyond 1st. Divination
Animate Objects intangible
Casting Time: 1 action
Range: 10 minutes
Duration: Objects appear in a location that you can see with
in range, such as a room, a room with a certain size and shape, or on a flat surface within range. Animate Objects take about 10 minutes to reach their target. Each target must make a Constitution saving throw. On a failed save, an affected target has its speed halved until the spell ends. An affected target gains no benefit from cover against you. A target that targets an affected target with an attack rolls a d4 and/or an attack modifier against it has its speed restored to 1. The target’s speed is halved when it hits 5 or lower hit points. Abjuration
Animate Objects in Unoccupied space
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Objects grow larger and larger as you speak, carrying you with it throughout the casting. Each target of your choice that you can see within range must make a Charisma saving throw. The target must succeed on a Wisdom saving throw or fall dead if it doesn’t have cover. At the start of each of its turns thereafter, the target can repeat the saving throw
Animate Objects without Shields
Casting Time: 1 action
Range: Self
Duration: 1 Hour
Objects that aren’t being worn or carried are unaffected by this spell. A target is unaffected if it is immune to being charmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the barrier increases by 10 feet for each slot level above 1st. Abjuration
Animate Small or smaller creature
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see within range and desire to devour it. For the duration of the spell, the target has disadvantage on attack rolls against you. The target must make a Wisdom saving throw. On a failed save, it is restrained as monster for the duration of the spell. The banishing spell ends when no creature moves or is restrained by the target. Evocation
Animate Small Plants
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You touch a nonmagical plant that isn’t being worn or carried. The target’s speed is tripled until the spell ends.
Antidote
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell empowers a particular kind of creature. You choose a creature type. For the spell’s duration, that creature is protected against death by law. This protection is nearly instantaneous. An undead creature is also protected from death by law. As an action, an unwilling creature that has paid its life to guard another creature, or one willing to move away from the creature, can make a Wisdom check against your spell save DC. If successful, the creature is no longer an unwilling creature and is no longer encumbered by this protection. The creature is pulled to its death by this protection. At the end of each of its turns, an undead creature can make a Wisdom check against your spell save DC to pull the creature to life-saving aid. Abjuration
Antilife Armor
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a single object or material object. The object or material object is imbued with an invisible force that is harmless to you. It disappears after 1 minute or until it is restored to your hand. Conjuration
Antilife Arrows
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a ray of energy that flashes in a 15-foot cone. The ray lasts for the duration. The ray can be one-handed or two-handed. Evocation
Antilife Aura
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You conjure a spectral guardian angel, imbued with the power of nature. Choose one of the following effects when you cast the spell. • You create a spectral barrier around yourself that blocks light, dark, and light elemental damage. • You create a spectral barrier between yourself and the spectral guardian angel. • You cause a spectral cord to appear at the target location that lasts until the end of your next turn. • You cause a spectral cord to appear on the ground that lasts until the end of your next turn. • You cause a spectral cord to appear on the ground that lasts until the start of your next turn. • You cause a spectral cord on the ground that lasts until the start of your next turn. • You cause a spectral cord on the ground that lasts until the start of your next turn. You create a spectral barrier with a range of 30 feet that lasts for the duration. A spectral cord radiates spectral energy from you, dealing 6 necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spectral cord created increases by 1 inch in size to a height of 30 feet for each slot level above 5th. Conjuration
Antilife Barrier
Casting Time: 1 action
Range: Touch
Duration: 8 hours
This spell inscribes a protective barrier that protects you from harm in an area you choose within range. You choose one of the following physical barriers you create or craft, such as a shield, spike, or spike shield. Alternatively, you can create a stone arch or a strong stone bridge made of magic. The barrier blocks light and dark energy that can be seen within its area from reaching you, and it protects you from fire and undead. Creatures in an unoccupied space that is made of stone or that is made of brazier energy are excluded from the spell. For the duration, any creature or object within the barrier’s area can’t be targeted by spells, and magic-based antimagicnetism spells cast targeting the creature or object fail to protect it. Similarly, the barrier blocks etherealness magic affecting undead and constructs, created planes, and dark alchemists’s laboratory. Divination
Antilife Blade
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You create a blade of dark ice in a 30-foot cube centered on a point you can see within range, 60 feet in all directions. The spell’s area is a 20-foot cube with a 60-foot-radius centered on that point. The spell’s area is also a 30-foot cube with a 60-foot-radius centered on that point. You can use your action to cause the ice to move 60 feet in any direction. The ice is an 8-foot-diameter, 40-foot-tall sheet of ice. The ice is drawn by a spectral creature that you can see within range. The spectral creature has resistance to bludgeoning, piercing, and slashing damage from the spell for 10 minutes. 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
Antilife Blade
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A shimmering blade appears in the air, forming a vertical line on the ground. Each creature that can see it must make a Constitution saving throw. On a failed save, a target takes 1d8 psychic damage and must make a Constitution saving throw. On a successful save, a target takes half as much damage and must make a Constitution saving throw again. On a failed save, a target takes half as much damage and must make a Wisdom saving throw again. A target can take no additional damage from this spell. Transmutation
Antilife Blade
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a razor-sharp blade of lightning that slices through any creature within 5 feet of it and then strikes again on that creature. Make a melee spell attack against the target. On a hit, the target takes 1d6 lightning damage, and it is obliged to make a Constitution saving throw. On a failed save, the spell ends. 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. Abjuration
Antilife Blade
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A shimmering blade appears from within you. The blade is made of a thin sheet of clear, strong air, and appears to be a sphere. The sphere spreads outward into the air, but there is no wind or rain
Antilife Blade
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a blade of ice. You create the blade by casting the spell. The spell doesn’t end until the spell ends. Necromancy
Antilife Blade
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You make a spectral blade out of a nonmagical weapon that you can see within range. The blade appears in the space of 10 feet of water. You can make a ranged spell attack. On a hit, the target takes 1d4 piercing damage. On a miss, the target takes 1d4 cold damage. A creature that successfully hits its hit point maximum when it takes this damage takes 1d4 radiant damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Abjuration
Antilife Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cast a spell of your choice that grants a bonus to AC for the duration. Your attacks do AC damage equal to 1d4 + your Constitution modifier. You can also roll on the die to make a bonus attack. If you roll twice, your attack and damage die are equal. If you roll three, you roll four, and the bonus is equal to or less than the number rolled. If you roll four or more times, the bonus is equal to or less than
Antilife Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause an arcane blade to appear on the ground in a 5-foot cube centered on a point you and your companions can see within range. A creature can use
Antilife Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon an invisible blade of ice at a point you can see within range. The target must succeed on a Dexterity saving throw or take 2d8 cold damage and be blinded for 1 minute
Antilife Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a sharpened, blade-sharpened, blade-pierced weapon. You must be within 5 feet of the target for the spell to be effective. The weapon must be in place when the spell was cast. The weapon must be in a pocket dimension or within 100 feet of it. The spell ends if you fall. Evocation
Antilife Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You imbue your blade with a piercing scream, shattering barriers and other barriers in a 30-foot radius around you. Until the spell ends, you can use your action to cause any barrier you choose to slam into the ground in a 30-foot radius, dealing 2d8 bludgeoning damage to the target and then leaving the area. Evocation
Antilife Blade
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell conjures up a thin, flexible shield made of a sort of unicorn hair. The shield can be worn up to six times, and its wearer can use an action to wick the shield at the target creature. If the target creature is wearing only the shield, the spell ends. The spell doesn’t protect against ranged attacks (including ranged weapon attacks), magic missile attacks, and ranged weapon and shield attacks that aren’t prerequisites for the spell. Transmutation
Antilife Blade
Casting Time: 1 action
Range: Self (10-foot radius sphere)
Duration: Concentration, up to 1 minute
Choose one creature or nonmagical object that you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 1d8 bludgeoning damage, and it is knocked prone. In addition, as an action on your turn, you can cause the sphere to extend its reach to reach a creature of your choice that you can see within 10 feet of it. The target must succeed on a Strength saving throw or take 4d8 bludgeoning damage, or half as much damage on a failed save. Evocation
Antilife Blade
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute
A shimmering blade appears in the ground in a 15-foot
Antilife Blade
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a thin, glowing blade from your hand, moving with it in a direction you choose. Until the spell ends, you can use your action to create a sword or an axe, or to throw a spear or sling. You can also change the direction of the sword or axe in a manner you choose. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose a new target for the sword or axe. The target must be within 500 feet of the target when you cast the spell. Evocation
Antilife Blade
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Blade attacks deal an extra 1d8 bludgeoning damage on a hit. Target creature takes 3d8 bludgeoning damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of bludgeoning damage the target takes on a hit increases by 1d8 for each slot level above 1st. Evocation
Antilife Blade
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature and cause it to forge an aura around yourself that can hold its power. The aura spreads around you in a 10-foot radius, mimicking the movements and characteristics of the target. The aura lasts for the duration, ending the spell early. You can use your action to create a radiance of force radiating from your touch, which lasts for 1 minute. The radiance damages any creature in the aura’s area who takes damage before the spell ends. The radiance then spreads around you in a 30-foot radius around corners. Evocation
Antilife Blade
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You point at a creature within range, and that creature must make a Strength saving throw. On a failed save, the creature takes 10d6 piercing damage and is restrained until the spell ends. At the start of your next turn, if the creature is holding its weapon out toward you and attempting to attack another creature, the creature that attacked that turn can use its action to make a Strength (Athletics) check against your spell save DC to break free. If the creature fails this saving throw, it takes 10d6 piercing damage, and it can’t take reactions until its next turn. 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 5th. Necromancy
Antilife Bless
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch and touch and touch a creature. The target must make a Wisdom saving throw. On a failed
Antilife Breath
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering, multicolored, poisonous gas appears in a 20-foot-radius, 60-foot-diameter, 20-foot-tall cylinder centered on a point you choose within range. The gas has AC 20 and a 10 percent chance to poison the target. Once per day, the target can make a Wisdom saving throw. On a success, the spell ends. If it does so,
Antilife Breath
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You exhale a thin, vaporous stream of air. Choose an area that you can see within range. The water can be up to 10 feet deep (30 m), 40 feet wide (30 m), or 60 feet high (60 m). The water can also be up to 20 feet deep (30 m). It must be at least 30 feet deep to have any effect that could be caused by more than 20 feet of water on it. A creature can use its reaction to make a Strength or Dexterity check against your spell save DC to extinguish the water. The water takes no damage from being extinguished. Necromancy
Antilife Fey (8th level)
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: This spell creates an invisible sensor within a cr
eature’s mind that acts as a sensor and senses whatever it sees within range. The sensor is friendly to you and creatures you designate, and it obeys your spoken commands. You can tell the sensor is around you by looking at its hands or walking over its shoulder. If you're wearing medium or smaller gear, you can change the sensor’s color or by moving your hand over its shoulder. You can exclude objects you don’t own from the sensor’s view, as long as they're within 5 feet of you. Additionally, you can exclude a creature that attacks, casts spells, or otherwise harms you from touching them. This spell can have additional effects if you choose the same effect every day. On a target, the sensor appears and mimics that effect, replicating your chosen effect. If you cast this spell again, the effect of another effect on the target is lost. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th. Illusion
Antilife Fury
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a wave of energy that is deafened and blinded. It must be at least 10 feet away from you and in range. The wave can be up to 10 miles long and up to 20 miles wide.
Antilife Growth
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A shimmering mass of golden light appears in a spot you choose within range. The target must succeed on a Strength saving throw or take 1d4 fire damage and half as much bludgeoning damage on a failed save. If you cast this spell once, you can make the save twice. A creature takes 4d6 fire damage on a failed save. Conjuration
Antilife Growth
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Your body becomes more resistant to damage. You can reduce damage taken by up to 10 percent of your normal damage, or you can take 1 percent. Evocation
Antilife Growth
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You touch a creature. Until the spell ends, the target gains a flying speed of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the speed of other creatures by two feet for each slot level above 1st. Transmutation
Antilife Hand
Casting Time: 1 action
Range: 55
Duration: 8 hours
You create a magical hand that can be used by an unwilling creature for the duration. The hand can’t be used more than once for the duration. It can’t be used more than once and it can’t contain more than one object or spell. When you cast this spell, you can dismiss the spell as an action. Evocation
Antilife Ice Storm
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause a wave of freezing water to form over an area you choose within range. This storm can reach up to 500 feet long, up to 10 feet high, and 10 feet across, forming several hundred feet of freezing water between you and each creature you can see. The tornadoes can penetrate small openings in the ground, creating dangerous traps and openings as wide as 1 mile thick. The storm destroys structures and nonmagical objects in the area, and it can’t be quenched by spells or ranged weapons. Evocation
Antilife Life
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create an invisible barrier that blocks all damage and movement for the duration. This barrier lasts for the duration or until the spell ends. If you cast this spell on yourself or another creature you can’t see, the barrier disappears, and the creature that created it (or one that can see it) can’t harm you. The barrier lasts for the duration or until the spell ends. If the barrier is broken, it disappears. Evocation
Antilife of Agony
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Choose a creature that you can see within range. You touch one willing creature and instantaneously cause it to shimmer into an inanimate form that must be roughly in-line with you. The creature has resistance to thunder damage, normal damage, and psychic damage, and it has resistance to poison damage, fire damage, and thunder damage. The spell ends for that creature. The shimmering creature has resistance to all damage except psychic damage. Abjuration
Antilife of Death
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A single target undead creature dies each day for the duration of this spell. The target must be dead at the start of its next turn, and the spell ends if the creature is killed or under the influence of an effect that affects it. Conjuration
Antilife of Protection
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch a willing creature. Until the spell ends, the target has resistance to one damage type of your choice that you can see: fire, cold, , or thunder. Abjuration
Antilife Plants
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one of the following plants, such as borc, beech, and conifer, that you can see within range. Plants that aren’t poisonous or poisonous to plants (such as those used to create plants) or that aren’t poisonous to plants (such as those used to create plants) aren’t poisonous to plants. When you cast this spell, choose one of the plants you’ve seen. You can also designate a different plant to be affected. Plants that aren’t poisonous or poisonous to plants (such as those used to create plants) aren’t affected by spells or magical effects that aren’t under the targets control. You can designate plants that aren’t affected by any of the following effects that aren’t affected by this spell (such as those that aren
Antilife Sense in and for Water
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You assume the form of a water-based creature, which has a swimming speed of and
Antilife Shield
Casting Time: 1 action
Range: 30
Duration: 1 year
A shield of light that can cover a creature of your choice within range. The shield is made from either an inert material component, such as stone, or a similar component made from stone. The shield takes 12d6 radiant damage, and it lasts until dispelled. The shield also lasts until dispelled by an effect that would otherwise dispel it. A creature can use an action to dismiss the shield as an action. Conjuration
Antilife smoke
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
Until the spell ends, the smoke fills a 20 foot cube on ground that you can see within range. Any creature that ends its turn within 20 feet of the smoke begins a burning chain reaction that leaves it with half cover as it burns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a reaction that lasts for the duration. You can make a chain reaction of your choice made up of the following actions: 1. Choose one - 5 explosive or harmless flashes of light 1. Interposing with a solid surface 2. Moving as if in a vertical motion (10 feet) or by a weight of some other substance (20 pounds). There is a 50 percent chance that a creature that moves while this reaction is taking place that ends the creature. 3. Reducing a solid surface to 0 hit points A creature in a 60-foot radius is pushed up to 10 feet away from the spot where the flashing light is centered. The DC equals 10 + the spell’s Strength modifier. If the creature is moving or resting against a solid surface, the spell makes the difference. If the creature is moving or resting against a strong wind, the spell makes. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Antilife soporific
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You extend the telekinetic link between a creature you try to touch and a substance you perceive to be closer to you. You choice a creature within range. Each creature that can be targeted by this spell must succeed on a Wisdom saving throw or become telepathic in nature. For the duration of the spell, the target is aware of all the creatures it can see but can’t leave it and can’t speak unless it has a fear of humans or knows a language other than the scariest one used by the target. The target always knows where it is and when it left. If the target w ill reappear after a long rest, the spell ends. Necromancy
Antilife Sphere
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A sphere of translucent energy appears in the space of your space for the duration. The sphere appears for the duration as a line of flame, and you can move the sphere as a bonus action. If you move more than 30 feet away from the sphere, you can use your action to cause it to move 30 feet in a straight line. Once per day, you can move the sphere up to 60 feet in any direction. Conjuration
Antilife Sphere
Casting Time: 1 action
Range: 30
Duration: 10 Days
This spell reshapes the properties of creatures within a 30-foot-radius sphere centered on a point you choose within range. Until the spell ends, you can choose one of the following options for how the sphere changes properties: • Shapechange, reducing the area of the sphere by 10 feet; • Partition, shaping the sphere into any of several creatures or objects, such as a tower, into more than
Antilife Sphere
Casting Time: 1 action
Range: 60
Duration: 1 minute
You bring an extradimensional sphere of light to a point you choose within range. The sphere is as large and wide as your hand and has a height of 30 feet. It has 20 feet of reach and can be up to 20 feet higher
Antilife Sphere
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create a globe of ice centered on a point you can see within range. Make a melee spell attack. On a hit, the globe explodes and spreads across the floor. You touch the globe and the spell ends. The globe is a sphere of ice centered on that point. The globe can be anything you choose, including ice, fire, cold, electricity, or water. The globe can’t exceed the size of your regular space. The globe can’t be more than 10 feet in thickness. It can be up to 30 feet in diameter and can contain up to three hundred pounds. The globe can have a total of 100 pounds or more. The globe can’t be damaged. A creature can use its action to make a Wisdom saving throw. On a successful save, a creature takes 2d6 bludgeoning damage. A creature can also use its action to make a Strength (Athletics) check against your spell save DC to determine if it can’t be char
Antilife Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a sphere of shimmering light in a 20-foot cube on a spot within range. It must be within 10 feet of a point of your choice that you can see within range. The sphere can be up to 20 feet long and 10 feet wide. The sphere seems to have no physical form. The sphere is cast from a point of your choice that you can see within range. You can cast this spell up to once every 60 days. Transmutation
Antilife Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a sphere of shadowy force in the ground within range. The sphere covers a 60-foot cube of ground. Each creature in that area must make a Constitution saving throw. On
Antilife Sphere
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
A thin sheet of magical energy appears in the space of a 10-foot cube. The sphere must be of the size of a plane of existence and must have a diameter of 60 feet. The sphere is made of 40,000-foot-high, 60-foot-high, and 60-foot-high cube (see Monster Manual). When you hit a creature with a melee attack or with an attack roll of a higher level when you cast this spell, the creature takes 1d10 radiant damage. Conjuration
Antilife Storm
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour
You conjure up a strong, roaring wave that crashes down on a spot you can see within range. The area is heavily obscured and the wind damages buildings. A creature that is within 5 feet of a spot where the wave occurs must succeed on a Dexterity saving throw or fall prone at the spot, unless a greater gust of wind can disperse the fog. A target standing on the spot is also lifted up so that the spell extends as far as 5 feet, and it is forced to wait until it is able to do so. The spell lasts for the duration and isn’t extinguished. Transmutation
Antilife Strike
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You strike a creature you can see within range. Hit or miss. The target must make a Strength saving throw. On a successful
Antilife Tree of Life
Casting Time: 1 action
Range: 60
Duration: 8 hours
This spell transforms nature’s trees into animate dead for the duration. Choose one or more of the following effects when you cast this spell: • You cause trees to wither and die. • You create a harmless tremor in ten places around an area of your choice within range. • You instantaneously light or scald ten trees within range. • You create eight 10-foot-by-ten-foot cubes of wood or stone with a 60-foot radius. Each cube of wood or stone has AC 15 and 30 hit points. It is made of a tough and flexible bark that can be cut or chipped to create difficult branches. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In either case, the cubes remain within 60 feet of each other for the duration. • You instantaneously light or scald four trees within range. • You create four 10-foot-by-20-foot cubes of stone with a 60-foot radius. Each of the cubes has AC 15 and 30 hit points. It is made of a soft and barked bark that grows to become hard and tough trees until it drops to 0 hit points. If the bark is broken, the trees become soft and tough until they are reduced to 0 hit points. The soft and tough bonsai leaves can be broken and the hard bonsai leaves shed light as light as a torch within 30 feet. In addition, in each of the three cases in which you cast this spell—when the bonsai bons and when you cast the spell—the trees shed bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, the bonsai leaves shed dim light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell again with a different tree bonsai plant, the bonsai tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A creature or object that is w hoarded or hoarded can’t w hoard from the bonsai tree for 24 hours. On each of those days, it is possible for the bonsai plant to shed dim light in a 30 foot radius and dim light for 24 hours, after all bonsai leaves have been shed, and it sheds bright light in a 30 foot radius and dim light for 24 hours. Conjuration
Antilife Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A line of cold-cold air appears in the form of a wisp of wind that disperses all air around it. The wisp flies in a direction perpendicular to the wind. The spell
Antilife Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A thin sheet of wind forms in an open space on the ground in a 30-foot-radius sphere centered on a point you choose within range. Choose a point within range. The wind spreads out over a 30-foot cube and is centered on that point. The spell can be targeted up to 30 miles away from the location of the closest warding circle. Divination
Antilighted Weapon
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a weapon of your choice that can hit and miss. The weapon must be within 30 feet of you. If you are wearing armor, the weapon must be within 30 feet of you. The weapon is no longer made with a target, but instead has a bonus to the attack roll and a bonus to the damage roll. If you cast this spell with no weapon as a spell slot, the weapon is no longer used. Conjuration
Antiliport
Casting Time: 1 action
Range: 500
Duration: Transmute a portion of your weapon(s) into a small
, harmless, unbreakable noise. The noise can be in a 1-foot cube or a 3-foot cube. The noise can be audible in a 10-foot cube or a 60 foot cube, or a line of 5 feet long enough to accommodate two or more. It appears to be a simple voice, composed mostly of sounds and images. You can make the noise in any language. When you cast this spell, the sound is accompanied by a spell slot of your choice that you can cast and that has a language other than one you speak. It can be used to make any speech you utter. Once the noise disperses, it disappears in a random manner, or you can use the following spells to move the sound up to 50 feet at a time and then have it move up to 30 feet of rope. Transmutation
Antilocancy
Casting Time: 1 action
Range: Self
Duration: Duration
You choose a magical effect that causes dragons to fly or hover. You can animate one of the following effects of your choice from the following list: • Any creature that receives a Charisma saving throw to resist the effect can choose to fail, becoming paralyzed and unable to move or speak. A creature that succeeds on its saving throw becomes restrained and paralyzed while the effect persists. A paralyzed creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move to a neutral or safer spot and repeat the saving throw, though it must use its action on a different turn. Also, if the creature uses its action to move in a random direction away from you, it can use its action to make a Strength or Dexterity check against your spell save DC. On a failure, it can’t use its action to move to a safer spot and repeat the saving throw. If you cast this spell multiple times, you can have no effect on a single creature affected by it and reappear on the same spot after doing so. Transmutation
Antiloc Spray
Casting Time: 1 action
Range: Self (15-foot-radius sphere)
Duration: Concentration, up to 1 minute
This spell creates an instantaneous spray of corrosive gas that lingers within 15 feet of you. Using your spellcasting ability, you can create the following effects within 1 mile of the spell. Choose one of the following effects when you cast the spell. If you cast the spell multiple times, you can have one effect created by one effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the size of the spray by 30 feet for each slot level above 3rd. • Redirects Acid Spray to a different flame. A spray of acid spray can’t cross the floor, wall, or other surface of a creature area within 60 feet of a point you choose in this spell’s area, as storm clouds create this effect. • Stuns a creature made of steel. A steel shot launched at the target deals 4d4 slashing damage to it, and the creature takes 3d4 piercing damage at the end of each of its turns. Evocation
Antilodactyl Protection
Casting Time: 1 action
Range: Touch
Duration: For the duration, a creature of your choice that y
ou can see within range takes a -2 penalty to AC and Dexterity saving throws. Additionally, when the target reaches 5th level (of which there are 50), it automatically takes 1d10 lightning damage (included in the total damage) when it hits or miss from behind. Transmutation
Antilogomy TransmutationAntimagic circle
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of antimagic that harmlessly obscures harmful physical or magical effects that might be hidden within or affecting an area that you choose. Each creature in that area must succeed on a Dexterity saving throw or become blinded until the spell ends. The affected creatures can’t be targeted by spells or magical effects, and they disappear when the spell ends. They remain obscured for the duration, but the spell ends when the sphere completely covers an area. The spell ends if you cast it again, if you cast it again with an equal or greater level (if you cast it with an additional spell slot), or if you use it to dismiss its effect. If you maintain your concentration on it, the sphere disappears immediately after use. At Higher Levels. When you cast this spell with a 6th-level spell slot, the radius of the sphere increases by 10 feet for each slot level above 5th. Transmutation
Antipaladin
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A dark divinity of great power springs into existence, manifesting as thunder, lightning bolt, hail, or a thunderous bang. Choose any number of creatures within range. On a hit, the target fails any of its saving throws, and it becomes an undead creature with disadvantage on attack rolls and vulnerability to all damage types. As an action, you can cause one of the creatures within range to become a zombie. You create a new disease on the target affected creature (typically a poison, a disease that creates no disease effect, or a disease whose effect would normally target a creature), causing it to become demented until it w ho dies. For the duration of the spell, or half as long, the affected creature can no longer benefit from taking actions or acting in their best interests. 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
AntipaladinÃÂs Mask
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: 1 Round
Your magic imbues a creature of your choice that you can see within range into temporarily suspended animation. The target must make a Wisdom saving throw. If the target is magically able to move on its own accord while this spell persists, the spell fails. If you choose a creature that you can see within 30 feet of you, that creature must succeed on the save before the spell ends. Otherwise, the target must succeed on the saving throw automatically. When the spell ends, the target takes 5d10 + its Constitutiones (Max 16), which aren’t reduced, but they still learn how to use their reaction when needed, and aren’t under any obligation to do so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts for 1 year and costs 4 times as much as normal for the spell slot used. While this spell lasts, you can use your action to make three attacks with different Weapon Eberronic Damage. Evocation
Antipathy (15-foot cone)
Casting Time: 1 action
Range: Instantaneous
Duration: You cast this spell, causing up to five invisible
light in a 15-foot cone of shimmering light to create a 10-foot-radius sphere of shimmering light centered on a point you can see on the ground within range. You can mentally command the sphere. If you control the sphere, roll a d4 and assign a direction you choose within the sphere. If the sphere, you can roll the die. A creature that fails its saving throw or the spell ends on its turn must make a Dexterity saving throw. A creature that failed its save or the spell ends. On a successful save, the sphere moves with you, and the sphere ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere can be up to 10 feet thick with a 5-foot-radius sphere. If you cast this spell using a spell slot of 3rd level or higher, the sphere can be up to 20 feet thick with a 5-radius 5-foot cone. Each panel in the sphere requires at least 5 feet of movement. The sphere can be destroyed by an acid attack. The sphere is destroyed by an acid attack. Enervation
Antipathy (30)
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You use anger to affect a creature within a 60-foo
t cube. The spell has a range ofƒ 30 feet and can’t reduce the target’s anger level by more than 1. The target’s anger can‘t be reduced more than once. You can also use antipathy to affect a creature with familiars. Whenever the target makes an attack roll or a saving throw, you can make a new attack roll using your Intelligence modifier. The new attack deals an extra 1d8 force damage on a hit. 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. Feats
Antipathy (30)
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You use emotion to affect a creature. Choose one c
reature that you can see within range. The target suffers a - 2 penalty to AC and saving throws, and it has disadvantage on attack rolls and attack rolls using ability scores of its own. It must then make an Intelligence saving throw. On a successful save, the target takes 2d12 psychic damage and is no longer affected by this spell. If the spell ends before this spell ends, the target is no longer affected by it and must make another saving throw at the end of each of its turns. If an unwilling creature succeeds on its saving throw, the spell ends. Abjuration
Antipathy and Divination
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature and sentence a message that conveys its message.
Antipathy and Intimidation DivinationAntipathy and Recall
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. That creature must make an intelligence saving throw. On a failed save, it suffers from
Antipathy/Antidept
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to persuade a creature you attempt to lure to join your cause. The target must make an Intelligence saving throw. On a failed save, the target takes 1d6 psychic damage and is stunned until the spell ends. On a successful save, the spell ends. If the target is on the same plane of existence as you, you can agree to this deal using clear language as part of the bargain. Alternatively, the target can make an Intelligence (Investigation) check against your spell save DC to find out if it is aware of this deal. If it is, the creature knows it. If it is out of line, the creature can make an Intelligence (Sci-Fi) check against your spell save DC to find out. If it isn’t, the creature doesn‘t believe it and doesn‘t believe that magic has a harmful effect on it (though it can be charmed, frightened, or possessed), it doesn‘t speak a language, or there is some other explanation for its actions. The DM might allow an individual creature’s Intelligence score to be used to decide what action the creature takes, or the creature should act as an observer. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th. Conjuration
Antipathy/Antimathy
Casting Time: 1 action
Range: 60
Duration: 10 Days
You extend your hand toward a creature you can see within range. Make a gesture or a picture appear on the palm of your hand. The creature must make a Wisdom saving throw. On a failed save, the target suffers an effect based on the image’s true color: • It can’t understand what you are saying. • It can’t understand you. • It has low energy level. The affected creature must succeed on a Wisdom saving throw to be affected. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. Abjuration
Antipathy Aura
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that has been affected by a harmful effect. The target must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends or the effect ends. On a successful save, the creature is no longer blinded. On a failure, the creature is affected by the harmful effect until the spell ends or the effect ends. A creature affected by this spell can make a Wisdom saving throw each time it takes damage from a weapon attack or using an action to cast a spell. 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 radius of the radius increases by 5 feet for each slot level above 5th. Transmutation
Antipathy/Bold Truth
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A common, sometimes dramatic message appears on your person and spreads through the air to overwhelm or silence your enemies. You can make a false accusation, especially if you make it against a creature you love. You can make a false accusation against a creature you love (your choice which creature is immune to the effects of the false accusation), a random creature, an enemy, or an entity that harms someone. The creature you choose regards as friendly and treats as such. When a creature attacks you with a false accusation, the creature must roll a 6 or higher to change its mind. If it succeeds, the false accusation damages the creature, causing the creature to regain hit points
Antipathy/Deception
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You make a horrible, awful decision. From your deepest darkest nightmares, your loved one is cast into the darkest of hell. For two months, the bastard child of a successful business owner can be summoned to life-threatening danger every time he or she makes a move that would put his or her life at risk: a demon attack, a snake bite, or a spell casting that could end an entire family. The DM chooses the worst possible moment for your decision, based on the likelihood of his or her life being at stake. While the child is in the horrid light of night, the DM can’t affect the child’s movement or attack. If the DM chooses a different moment of danger, he or she treats the child as though he or she had cast a spell of 2nd level or lower. This change lasts for 6 months. If you change your mind about the child’s fate, you can alter its destiny before that time passes. Until the child is gone, you could cast this spell at the baby as an immediate action, summoning it to life-threatening danger every time you make a melee attack. Abjuration
Antipathy/Deception
Casting Time: 1 action
Range: 60
Duration: Self (30-foot cone)
Concentration, up to 1 hour While casting the Antipathy/Deception spell, you can affect one creature in your area with a kind or degree of antipathy that you feel is right for the area and that serves as a sort of sensor on an enemy creature. You can target one of the following creatures for the spell’s effect. You instantly see the creature as determined by the creature’s sort of antipathy. Choose one of the following two creatures: the common humanoid, the fiend, or the wizened wizard. The
Antipathy Fissure
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create an area of unoccupied space between two or more layers of stone or any other hard rock solid or solid surface that has room for a creature that you can see within that is within its space. The area is nonmagical in nature, meaning no water, air, dirt, or stone can pass through it. A creature that is affected by this spell assumes a 20-foot cube and is unaffected by the spell’s effects on other creatures affected by the spell. At the start of each of your turns on the first day you cast this spell, you can use a bonus action on each of your turns to create another antimagic field in your space centered on the area, requiring an action to succeed. Evocation
Antipathy I
Casting Time: 1 action
Range: Touch
Duration: 10 Days
You touch another creature. The target’s attitude changes and both the creature and the antipathy spell create an antipathy effect within 10 feet of the target. An antipathy spell uses your spellcasting ability to determine whether it is a feeling—a hostile feeling, say, or a warm feeling, a feeling of security filled with alarm. The antipathy spell automatically determines whether the creature is feeling the antipathy, and the target automatically recognizes it as such. If the spell targets a creature whose Intelligence is 4 or lower, the antipathy affects the creature’s Intelligence saving throw. 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. Transmutation
Antipathy/Mage’s madness
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A spectral mare appears and whispers a message of terrible power to a
Antipathy Orb
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You choose a point within range and cause an antipathy reaction among creatures of your choice within range. Nothing, not even hatred—be it physical, moral, or just magical—can fill the void created by the spell. Each target must make a Charisma saving throw. On a failed save, it takes 8d12 necrotic damage and half as much damage on a successful save. At the end of each of its turns, the creature takes 8d12 necrotic 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 1d12 for each slot level above 6th. Necromancy
Antipathy Orb
Casting Time: 1 action
Range: 30
Duration: Self (5-foot radius)
1 Hour You implant a calming orb within a creature of your choice within range. It disappears when the target leaves its natural plane and reappears in its place when an activity of your choice occurs within 1 minute. You might also implant a calming orb in the space of a familiar, a patron, or a deity’s cub. You can’t cast spells with a casting time of 1 action. When you implant the orb, choose one of the following options for how it surrounds the target: • Place an illusory image of the target on the ground that you can see, transforming it into a calming aura. • Unimpede the target’s movement, but cause it to regain expended uses of its movement and cover combat. • Place a calming image on the target’s clothing that silences it for 1 minute. • Imbue an illusory image of a seated creature that acts as a sort of sensor, a messenger, or a guardian. The creature takes 20 temporary appalls and 1d8 psychic damage from a short rest. Divination
Antipathy Pods
Casting Time: 1 action
Range: 90
Duration: School
10 Days This spell increases the potency of a symbol or an image of a willing creature for 1 hour by one, and ends the effect for that creature. If you create a symbol, a creature, or something else that seems to be an image of a creature, the spell ends, and the spell fails, and the image falls out of the palm of your hand as an action, causing it to become obscured and requiring 1d12 psychic damage. The spell doesn’t protect you from being mentally ill while disguised, and you can’t use this spell against you. You can also use this spell against a target you charmed, an unwilling creature you rpelled by a powerful magic item, or an area spell that functions as intended when cast using magic items. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell cures a target of its damage on a hit. It also cures an undead that died of natural causes. Abjuration
Antipathy/Redemption
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Self You extend your hand and point a finger at a creature you can see within range. Make a check with your deity (or the DC) to remove one of the following effects. If a creature succeeds on a saving throw, the creature is unaffected. 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. Transmutation
Antipathy/Revivification
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You extend your hand and point a finger at a creature you can see within range. Make a check with your deity (or the DC) to remove one of the following effects. If a creature succeeds on a saving throw, the creature is unaffected. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher. The creatures must be within 30 feet of each other when you target them. Abjuration
Antipathy/Self
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You extend your hand toward a creature you can see within range. Make a gesture, sound, or smell that is friendly to you, and then it must succeed on a Wisdom saving throw or become frightened of you until the spell ends. This effect persists for the
Antipathy/Self
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You extend your hand toward a creature you can see within range. Make a gesture, sound, or smell that is friendly to you, and then it must succeed on a Wisdom saving throw or become frightened of you until the spell ends. This effect persists for the duration. If the creature ends its turn hostile to you, the creature must use its reaction to identify itself as being affected. If the creature doesn’t perceive itself as being affected, it dozes off. Transmutation
Antipathy spell
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch one willing creature and cause it to become hostile toward one creature you can see within range. If the creature is a creature, the creature becomes hostile toward you, unless the spell ends before then. The creature must make a Wisdom saving throw. On a failed save, it becomes frightened. On a successful one, it becomes hostile toward you 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. The creatures must be within 30 feet of each other when you target them. Conjuration
Antipathy/Thorn
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you extend your hand no longer than 10 inches in any direction. When you do so, make a Charisma saving throw. On a successful save, the effect ends. Necromancy
Antipathy/Thorn
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. If you cast this spell multiple times, you can have no more than one affected creature affected at a time, and you can dismiss such an affected creature as an action. Transmutation
Antipathy/Thorn
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you extend your hand to probe a specific area of the spell’s range. If you made a single ranged spell attack with one of those spells, you can use the hand to
Antipathy/Thorn Aura
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create an aura of antipathy within range that either exceeds your maximum aura or is in the same place as the target. The effect looks like a phantasm, but it affects only you and allows you to understand the message. A creature that receives the message treats the message as though it were an incoming message. You can speak the aura's meaning to the target, though the message remains palatable to it. The spell lasts for the duration. If the spell ends before 1 minute has passed, the creature can cast the spell again as long as its meantime normal time is not less than 10 minutes. Otherwise, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the aura increases by 10 feet for each slot level above 4th. Evocation
Antipodean Bless
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
This spell affects one creature of your choice that you can see within range and that can fit within one hundred feet of you. The target must make a Charisma saving throw. On a failed save, the target takes 4d6 radiant damage. On a successful save, it takes half as much damage. If the spell ends before then, the spell ends without offering an alternative outcome. 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
Antipodean vision
Casting Time: 1 action
Range: Self
Duration: 24 Hours
You create a fog on the ground that obscures an area outside a nonmagical area of your choice within range. The fog appears in any surface on the ground and spreads around corners. It is thick and fills 6 feet of a surface area equal to the height of the floor (minimum 5 feet). When you cast this spell, you can have up to six inches of the fog over the course of 1 minute, leaving behind no visible surface for the duration. Tiny or smaller craft or objects remain in the fog while they aren’t visible or can’t pass through it. If you cast this spell with an object, you can use a bonus action to move into the fog to look for craft or objects. The movement of objects through the fog is seamless and seamless without using muscle memory, so they can’t be knocked off surfaces or slipped through openings in the fog. Transmutation
Ants’touched
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose one creature you can see within range. The target begins dancing and gaining hit points equal to half the target’s hit point maximum. The target is free to pursue whatever path is obvious to him or her. The spell ends if the target w muuses to another plane of existence, if the target is ever outside a contiguous area of existence, or if the target is somehow transported into a different plane of existence for the entire duration of the spell. Abjuration
Apathy
Casting Time: 1 action
Range: 30
Duration: 10
Actions
Apathy
Casting Time: 1 action
Range: Touch
Duration: Necromancy
You communicate with a willing creature that you can hear. The creature must be familiar with you. The target can speak, read, and write to you. The target also senses that you are in a state of great anxiety, and that you are in a state of great need. When the target enters a state of great anxiety, the target is vulnerable to one of the following effects: • You lose consciousness. • Your mind becomes unstable. • Your mental state is disrupted. • Your physical state is affected by an effect that you choose that has a 20 percent chance of affecting you. • You are blind. • You are deaf. • You have resistance to all damage that would damage your physical body. • You are frightened. • You have resistance to acid, cold, fire, and necrotic damage. Transmutation
Apelethor's Refuge A creature is made up of one or more of the following living creatures: a creature that must be at least 1 mile on a creature list, an undead, an unaligned creature, a quicksand, or some other creature, and one or more nonbiblical creatures of unknown or questionable intelligence. One or more noncreatures of unknown or questionable intelligence have advantage on their ability checks. A creature that isn’t within 100 feet of it can’t make speech, and it has disadvantage on its action on any Charisma or Wisdom saving throw using two or more of the following abilities. The creature can’t create stone, fire, or frost by using this ability or using the tools of its choice. Eighteen inches of wood can be created and destroyed by this ability. If the target has at least one of these two spell slots, the creature can reanimate its body. At Higher Levels. When this spell begins, a 1st-level spell slot of the chosen one explodes or vanishes. A creature can’t move to a plane, but it can enter and pass through normal air as a bonus action. An additional 2d8 cold damage to its AC. A creature can’t harm a candle or other visible light with a torch on an ongoing torch rest. Water. This spell targets one of the following spells: a creature, including itself, that doesn’t have light. a creature, including itself, that isn’t able to cast any spell. a plane. a spirit. a beast. a creature that can’t walk or use its senses. a creature that is immune to cold or other magic. a creature that can’t take any action. a deity. an extra copy of any of the following spells or creatures. a deity that is your deity. a spell, sucha power restoration spell slot 1nd level level above
Casting Time: 1 action
Range: 1 Round 3rd-4
Duration: Evocation
Aquatic Spray
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create up to ten meteors in a 30-foot-radius sphere centered on a point you choose within range. The spell lasts for the duration. The spheres hit are 1d12 inches in diameter and have a range of 60 feet. Each sphere has AC 10 and a range of 60 feet. The sphere has a 60 percent chance to ricochet off surfaces or to be on a solid surface within range. The sphere can have up to ten heads. Each head must be within 10 feet of the target for the spell. Each head must be within 10 feet of a target that is within 5 feet of the target. Each head must be within 10 feet of a target that is within 5 feet of the target. The spell’s area of effect is centered on the area nearest the target when you cast the spell. Conjuration
Aquatic Spray
Casting Time: 1 action
Range: 90
Duration: 10 minutes
A harmless stinker explodes within its target. It spreads out to cover a distance of 100 feet and can make damage reduction to 100 percent. The stinker exhales a dazzling, piercing spray of electricity in a 10-foot-radius sphere that is 30 feet long and 20 feet wide. Each creature in that area must make a Dexterity saving throw at the end of its turn. A target takes 5d4 thunder damage on a failed saving throw, or half as much damage on a successful one. On a failed save, a target takes 10d6 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage and damage become 1d6 of that slot's damage for each slot level above 5th. Evocation
Aquetrailine
Casting Time: 1 action
Range: 1
Duration: 20
You create a prismatic cylinder of swirling light centered on a point you can see within range, sending out audible warnings to nearby willing creatures of the target's location around it. You target an unseen or nonmagical creature within range, and you then make a Constitution saving throw. The target takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. The sphere of swirling light lasts for the duration, and it dims when it is drawn into a nonmagical direction. You can re-roll a saving throw at the start of your next turn, before you can use an action to make another. You can also adjust the prismatic spell or an existing spell, allowing for either one or both effects to occur at any time. Your saving throw fails if it's a spell. 760 120 You create an invisible sphere that is difficult terrain for creatures of your size or larger, and you can create a cube of sand, gravel, or snow for it. A cube of this kind, along with a cube of dirt or rock, that isn—at least 1 foot in diameter—is difficult terrain, and no creature can occupy more than an area within it. Regardless of its size, if it can pass through the cube—or attempts to—its size, the cube ends. Any creature that fits within the cube must make a Dexterity saving throw. On a failed save, a creature takes 4d6 thunder damage and half as much damage on a successful one. Once you cast this spell, the cube doesn’t automatically break off. 60 1120 Create an invisible cylinder of water that spreads out from the floor in an unoccupied space. Each creature in the cylinder must make a Dexterity saving throw or take 10d6 force damage, or half as much damage on a successful save. As a bonus action, you can cause a wave of water to be created up to 10 feet in any direction on a line in that direction, and the cylinder explodes, igniting it and causing some of it to float for a short time, instead of being sucked by it. It then explodes in a direction your choice of any color. This wave ends if the cylinder explodes, except that if it does so, it must be within 100 feet of you or is pushed by the cylinder up to 10 feet (the cylinder’s speed and direction must remain the same). The cylinder explodes so that any creature that isn’t within 100 feet of the cylinder must make a Constitution saving throw. On a failed save, you end up in an extra 10 feet of water, or a similar watery mess. You don’t have to be within 100 feet of the cylinder before making the save. The cylinder explodes in a direction that isn’t your own. This spell can cause water so thick that it reaches a certain thickness. This thickness is determined by the cube you create. When you cast this spell, you can shape the cylinder so that it isn’t visible, but it can’t float. It can’t move when you cast it. Regardless of the cube’s size, the cylinder ignites, ignites, ignites, or ignites. If you cast this spell twice, the cylinder explodes no more heavily than once with the same effect. 60 10 Evocation
Arbitration of Agathys
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You implant an aura that guards a location that you can’t see or hear for the spell’s duration. It lasts for the duration or until the spell ends, but can be turned off at any time. The aura causes the target to speak and feel like it is on the move, and the spell ends for target. The target must succeed on a Wisdom saving throw or its aura takes hold of the location. The target can’t harm the creature. If the target is within 5 feet of another creature (other than a creature you can see within 5 feet of it), it can make a Wisdom saving throw that fails. On a success, the spell ends for the target. Transmutation
Arcane Ally
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
For the duration, an awakened creature has advantage on attack rolls against one creature of your choice within the same way it would before you cast this spell. The creature can be a Huge or smaller creature, a fiend, a fiend servant, or a fiend master. Each creature that starts its turn in the daylight in one of the following ways: • Each creature that starts its turn in the daylight in the wisest part of the creature’s sight is shunted to a spot where it can see no more than 5 feet away from the location where the creature first appears. • Each creature that ends its turn in the wisest part of its sight is shunted to a spot where it can see no more than 5 feet away from the location where the creature first appears. • At any point during the spell the awakened creature can use an action to make a Wisdom check against your spell save DC. If successful, the creature is protected from physical harm until 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
Arcane Aura
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a spectral guardian angel that hovers at a specified distance from you and that is willing to fight to the death for the life it gives it. The guardian angel appears in an unoccupied space that you can see within range, on the ground or in the air. Until the spell ends, the guardian angel appears in a random, unprotected spot on the ground or in the air (your choice, the angel disappears when it moves to a spot you choose). Any creature that can’t move when the angel appears targets it and makes a melee attack against the creature. On each of your turns before the spell ends, you can use your action to create a
Arcane Aura
Casting Time: 1 action
Range: Self
Duration: 10 Days
You extend life, shaping its destinies to serve you. Choose one creature you can see within range and that fits within the aura, as a bonus action on each of your turns that it can see within 300 feet of you. The creature must make a Constitution saving throw and, on a successful save, changes into its normal form for the duration. The spell ends for the creature if it successfully saves against its temporary eye mask or if it has its own eye mask or if you use an effect that uses its own special eye for its special mask. For the duration, the creature can’t become invisible by means other than blindsight, and it can’t become blinded. Illusion
Arcane Aura
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Grasping a glyph, an invisible and invisible substance, such as a scroll, book, book of magecraft, gem, or other glyph, grants you an illusion that you can sense within range. Abjuration
Arcane Barrage
Casting Time: 1 action
Range: 30
Duration: 1 Round
Concentration, up to 10 minutes You create a 15-foot cone of air that is 10 feet thick and 10 feet thick. The cone of air is 10 feet thick and 5 feet high, and lasts for the duration. Each creature in that area must succeed on a Constitution saving throw or take
Arcane Barrage
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a melee spell attack against a creature within range. The creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you. The spell can deal 1d6 piercing damage to a creature that isn’t friendly to you. Make a melee spell attack against the creature. While a creature is affected by this spell, a creature is unaffected by this spell. The creature must succeed on a Strength saving throw or be pushed 10 feet away from the spell. The spell can deal 1d6 piercing damage to a creature, including slashing. Enchantment
Arcane Barrage
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a radius of 10 feet within range and then a 10-foot cube of nonmagical energy at a point you specify within range. You create a 10-foot radius of nonmagical energy centered on a point of your choice equal to 10 feet of the area of your choice within range. For the duration, the target is immune to all damage, and is immune to all damage. At Higher Levels. When you cast this spell using a spell using a spell slot of 3rd level or lower, the radius increases by 10 feet for each slot level above 1st. Conjuration
Arcane Barrage
Casting Time: 1 action
Range: 90
Duration: Up to 10 minutes
You create a radius of up to 10 feet in range and then create an invisible, magical wall of swirling air that surrounds you. The wall must be at least the same size as a 10-foot cube created by the wall or a 20-foot cube of nonmagical force, and the wall of nonmagical energy centered on that wall is 30 feet thick is 5 feet thick. The wall is a 30-foot cube that is 10 feet thick and 5 feet thick, and lasts for the duration. If your concentration is concentration is broken, the wall can’t be pulled into the wall or created by other means. The wall is 100 feet thick and 5 feet thick, and it is up to 5 feet thick and 5 feet thick. The wall can be up to 20 feet thick and 5 feet thick, and the wall can’t be pulled into the wall or created by other means. The wall can be up to 10 feet thick and 5 feet thick, though it is thin, thin, and 6 feet thick. The wall can be up to 10 feet thick and 5 feet thick, though it is thin, 20-foot high, and 7 feet thick. If you have concentration on this wall, the wall can’t be pulled into the wall or created by other means. Evocation
Arcane Barrier
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 24 hours
You create a magical barrier that protects a land or sea protected by stone or wood. The barrier extends down a length of magically guarded ground or within an area of magically protected land. To your left is a small area enclosed by a wall of stone or rock. You can use a bonus action to cause the barrier to burst and create an opening for another spell of 3rd level or lower. The opening lasts until the spell ends, at which point the barrier disappears. It disappears when the barrier is brought to the surface, and the spell ends. Loose, transparent metal or stone that has not yet been subjected to a spell of 3rd level or higher destroys it. It takes 3d8 acid damage on a failed save, or half as much damage on a successful one. The barrier also stops moving at the start of your next turn. It is 1 foot thick and moves at half the normal speed of light. Protection from Spells and Weather Evocation
Arcane Barrier
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
This spell creates a barrier of magical force to protect a location you select within range. Until the spell ends, the barrier inscribes a specific glyph on the ground that spells and other magical effects can’t affect, and it lasts for the duration. It blocks line of sight and can’t pass through metal or stone doorways. When a target is targeted by a magic barrier, the target must succeed on a Strength saving throw or jump into the barrier. The magic barrier protects a creature or object within 30 feet of it. The magic barrier lasts for the duration or until a target can use an action to end the spell. It can be broken by accident, by an evil spirit, or by some other planar force. A target automatically succeeds on its saving throw against the magic barrier. You can use an action to break the magic barrier by creating a nonmagical object or device that is neither worn nor carried by it. The magic barrier lasts for the duration or until another spell, ability, or effect destroys it or leaves the target unprotected. If you cast this spell on the same spot every day for a year, the magic barrier protects up to ten creatures and objects, or 20 objects. break magic barrier by creating nonmagical object or device at a location within range Transmutation
Arcane Barrier
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A barrier of magical power springs from your hand toward a creature within range, forming a solid barrier that holds onto something it is holding. An aberration barrier is one that isn’t covered by armor, or a slot-age barrier is a barrier that isn’t covered by armor or a barrier that is too small to allow movement. A magic barrier can’t be dismissed by dispel magic. When an aberration barrier springs forth from your hand, it creates a magic circle with a 10-foot radius around it centered on a point within range. The barrier is composed of up to four barriers of equal size, each of which weighs 1 pounds. When the barrier appears, each barrier lasts for the duration, or until a spell of 3rd level or lower dispelled magic disperses the barrier. When you make a sphere centered on a point within range, you can create one barrier by using an ability check made using the Bluff check made using the sphere area. If you use a sphere dedicated to casting an illusion, create multiple barriers by using the same check. Additionally, when you cast this spell on a barrier that is dedicated to casting a spell, you choose the shortest length of time that the spell lasts, or the longest time that the barrier lasts. If you use magic missile to push a barrier up to 20 feet, you create a magical device that locks the barrier up using a simple mechanical arrangement known as a levitation trap. Once set alight, the trap releases a ball of energy that resembles a ball of fire when the spell ends. When the trap releases, the ball of energy explodes, forming a 15-foot cube of flames about the size of your fist. Each creature or object in the spell’s area must make a Dexterity saving throw. A creature takes 2d8 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 number of fireballs created by the barrier increases by two for each slot level above 6th. Evocation
Arcane Barrier
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a spectral barrier that surrounds a creature and prevents its movement for the spell’s duration. The barrier can be as small as a 20 foot cube or as large as a 90 foot cube. Its area is heavily obscured and it lasts for the duration. When you cast the spell, and as you gain levels in this spell, you take the Dash action and move at your normal speed, you can make a Dash up to 30 feet straight, and you make a melee spell attack against a creature within 30 feet of you. On a hit, the creature takes 1d12 necrotic damage, and it can’t take any healing nor use any method of divination, spell, or other magical effect to restore its full health. As your action, you can move the barrier up to 30 feet in a direction you choose, causing it to automatically ward off poison, disease, and psychic damage. Necromancy
Arcane Barrier
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a magical barrier between you and a creature that you can see within range. The barrier appears in places, such as behind a door or at the edge of a pit, forming a solid barrier between you and the target. If the target is a creature, the barrier is made of translucent tendrils of air, like a barrier made of rock. When the spell ends, the barrier disappears, and the target can make a Wisdom saving throw. On a successful save, you are immune to poison, fire, and acid damage. On a failed save, you take 1d8 poison damage. You can use your action to break the barrier at any time, ending the effect on itself on a success. Evocation
Arcane Barrier
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your magic shields a creature or a barrier from harmful energy. It lasts for the duration or until the target leaves an area of darkness or harmful to it. While the barrier is up, a creature that uses an action to cast a spell or casts a spell of 6th level or lower can pass through it, albeit slowly. For the duration, a creature with truesight and awareness can’t be targeted by the barrier. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 summer day. A creature with truesight and awareness can’t be targeted by a barrier created by this spell. Abjuration
Arcane Barrier
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You project a barrier of magical power that blocks incoming and outgoing ranged attacks. The barrier can be up to 5 feet high, up to 10 feet wide, and 10 feet tall. The barrier is 1 foot thick and can hold up to 10 pounds of material. You can use your action to push the barrier up to 10 feet, and you cause a burst of magical energy to erupt in a 20-foot cone. Each creature in the 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 barrier is immobile, and it takes no damage when it is broken. If the barrier is breached, the target must make a Constitution saving throw. On a failed save, the barrier is broken again, and the spell ends. Enchantment
Arcane Barrier
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one object that you can see within range and that weighs 1 to no more than 1,000 pounds. Until the spell ends, the object sheds bright light in a 30-foot radius. Until the spell ends, the object sheds dim light in a 30-foot radius and dim light for an additional 30 feet. The object sheds bright light in a 30-foot radius. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you target an object that isn’t being worn or carried, the object sheds bright light in a 30-foot radius, and dim light for an additional 30 feet. Evocation
Arcane Barrier
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create an invisible barrier of energy that blocks light and darkness. When you cast this spell—called a barrier spell or a spell of 8th level or lower—you can specify magical means to banish the magic within. Choose two creatures whose challenge rating is equal to or less than the barrier’s rating or a random chest on the ground within range; the creatures can be up to twice the size of the barrier; or you can create an airborne barrier that doesn’t fill the barrier but instead blocks contact with the ground and makes way for a flat surface to the outside. The barrier can be up to 30 feet long, 10 feet high, and 3 feet thick, and lasts for the duration. If the barrier breaks or passes through a creature’s space when the spell ends, the creature is knocked out, and the spell ends. The barrier is opaque to light and invisible to visible light. It blocks line of sight and can’t be seen through openings or openings as great as 1 foot wide. It is vulnerable to fire damage and can’t be broken by normal attacks. When the spell ends, or the barrier is consumed, a minotaur, celestials, or a fiend (including fey or fiend types) that enters the spell’s area is hurled 4 feet to the ground and must spend 4 feet of movement for every 1 foot it moves, in either direction. The spell ends if the minotaur, celestions, or fiend is destroyed by an attack using attack four, and the spell ends if a fiend or a fiend uses an action to seize the minotaur’s—or another creature’s—port or attacks it with an attack that would deal its weapon damage. Evocation
Arcane Barrier
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
As you cast this spell, conjured magical fire, a thin sheet of smoke erupts from the bonfire. For the duration, the smoke is an invisible barrier that prevents light, sounds, and other light within it from reaching you. When a creature can see through the charmed barrier, this spell creates a small, invisible, transparent barrier along the edge of the fireball. A creature must make a Dexterity saving throw to avoid the smoke. On a failed save, a creature can use its action to move through the smoke and’s space, opening its chest to reveal a magical opening. Each 5-foot-radiused structure within range grants a saving throw to block the light. If a creature moves through the barrier for the first time on a turn or ends its turn there, that creature takes 2d6 fire damage, and the spell ends. Evocation
Arcane Blade
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a Blade of nonmagical Blade of nonmagical Blade, a 10-foot cube of nonmagical ammunition, or a 20-foot cube of nonmagical ammunition. The wall is 5 feet thick and 10 feet thick, and the wall is 10 feet thick. The wall can be up to 10 feet thickness and 20 feet thick. The wall can be up to 5 feet thick, though it is thin, 20-foot high, and 10 feet thick. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall of nonmagical ammunition created by the Blade increases by 1d10 for each slot level above 1st. Conjuration
Arcane Blade
Casting Time: 1 action
Range: Self (8-10 minutes
Duration: You blast the air and create a blade that is neith
er held nor carried and that is neither held nor carried by anyone within 10 feet of it. The blade can open an opening to reach the ground or is a space that isn’t larger than the size of the space you, but it can’t be drawn by anyone other than you. If the target is a creature, the blade is open until the spell ends. If the blade is an object, it is usually drawn by another creature’s body. In the opening, the target takes 1d10 necrotic damage, and the blade sheds bright light in a 30-foot radius and dim light for a Medium or smaller object within range. The fire damage is an area of up to 10 feet in size and is up to 10 feet thick, and the damage is an area of up to 10 feet in size and is up to 10 feet thick. Reducing the area of the fire damage by 10 feet of fire damage increases the damage by 10 feet of cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a sphere of air that lasts for the duration. The sphere is a 10-foot cube that is 10 feet thick that is 10 feet high and is up to 10 feet thick. A Large or smaller creature takes 4d6 fire damage. If the sphere is a creature, it must succeed on a Constitution saving throw or be ejected to a
Arcane bolt
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This bolt flashes with lightning, effectively casting a celestial spell. It strikes only at the target you choose, which is within range. If the target is a creature, it must make an Intelligence saving throw. On a failed save, it takes 1 damage of the spell’s type, and it must use its reaction to take 3d6 lightning damage of its type from the lightning. 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, the damage increases by 2d6 for each slot level above 1st. Evocation
Arcane bolt
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You hurl a quiver of quicksilver in an unoccupied space of your choice that you can see within range, granting it a burst of magical power equal to 60 feet per round of use. Each creature in a 30—foot radius around the quiver must make a Wisdom saving throw. On a failed save, a creature takes 1d4 radiant damage (if you have it) and is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures aren’t affected by this spell. Evocation
Arcane bolt
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This bolt explodes in a 20-foot radius centered on a point within range. Each creature in that 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. This damage can’t be reduced or prevented by any means necessary to the creature’s damage type, but rather increases or decreases in damage so that it deals damage as normal. At the start of each of its turns, a creature can roll a d10 to determine the nature and extent of the explosion. 1d10 x 40 + 60 fire damage. 2d10 x 30 + 50 fire damage. 3d10 x 10 + 20 fire damage. 4d10 x 10 + 25 fire damage. 5d10 x 10 + 25 fire damage. 6d10 x 10 + 30 fire damage. 7d10 x 10 + 30 fire damage. 8d10 x 10 + 40 fire damage. 9d10 x 10 + 40 fire damage. 10d30 x 10 + 60 fire damage. 11d10 x 15 + 60 fire damage. 12d15 x 20 + 60 fire damage. 13 d30 x 40 + 90 fire damage. 14 d50 x 80 + 120 damage. At the end of each of its turns, a creature can make a Wisdom saving throw. On a successful save, the creature takes what it takes to go on a rampage through the forest, knocking down trees and killing animals. The wood of a tree that dies at the end of its turn is replaced by another one the same color as its body, and the second creature dies of old age within 10 days of the first. This spell can’t be dispelled by dispel magic. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first creature you choose drops to the ground and must either succeed on a Strength saving throw or take 10d6 lightning damage. The spell destroys any creature or object damaged in its fall and sparks all their ammunition. Any piece of ammunition damaged by this spell is also destroyed. 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 5th. Transmutation
Arcane bolt
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a bolt of magical energy that explodes in a 60-foot cube centered on a point within range. Each creature within range must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The bolt deals no damage when it strikes or shifts in the air, requiring a successful DC 20 Wisdom saving throw or a successful two-weapon melee attack to break free. 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
Arcane bolt
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A magic bolt erupts from a point within range, dealing massive damage to one creature or object within range. Make a ranged spell attack against the creature or object (your choice which creature or object receives the most damage from which spell). On a hit, the creature takes 6d6 lightning damage and has advantage on saving throws against its saving throws for the rest of the turn. 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
Arcane bolt
Casting Time: 1 action
Range: 90
Duration: Instantaneous
The bolt deals an extra 1d4 lightning damage to the target and causes pieces of metal to buckle to shatter into pieces, sending pieces flying with a thud. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation
Arcane bolt
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You weave a bolt of magical energy coursing through an object or an area within range to create a celestial, fey, or fiendishly powerful weapon. If it has claws, a feather, a tail, or any other form, it has girdles, a staff, and other covering materials. If it has a weapon or equipment slot and is an attack/casting weapon, you make the weapon or equipment deal with the celestial’s attunement to gain extra damage. The spell ends if you use a bonus action to attack the celestial, fey, or fiendishly. In addition, if you cast this spell again, the spell ends if you use a bonus action to dismiss it. Transmutation
Arcane Bond
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You create a magical bond with one creature you can see within range. Until the spell ends, the creature can make any spell of up to a level that it knows that can affect it. The bond is a magical link, such as a rope, that leads to anywhere from one side of the creature’s physical frame to the other of its body. While the creature is bended, you can release the magic you’re holding onto the creature until the spell ends or until you make an arcane spell attack with it, using your spellcasting ability instead of the bonus action of the moment. The creature pursues its task, but with great care. When attacking a creature with a fireball or a blast of lightning, make your attack roll with this spell check against your spell save DC. On a success, the creature takes half damage (if any) and isn’t affected by the spell for 1 minute. A creature w ho deals damage to both targets if it fails the save, and the spell ends before its duration has expired. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 1d12 for each slot level above #Feign Death. Conjuration
Arcane Bond
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create one of the following effects in a location you choose within range. You can create either a cord or a string extending from an object or creature to an unoccupied space within range. You choose what effect the cord or string creates. You can create one end of a cord extending from a creature or object and a string extending from a space you choose. You can then point the end of the cord at an object or creature within 30 feet of the space you created. The space you choose must be within 30 feet of the space you created the effect. A creature in the space you create w ho must make a Wisdom saving throw, taking 5d10 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 duration increases by 1 minute for each slot level above 3rd. Transmutation
Arcane Bond
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You place a magical connection between yourself and an object that you can see within range. The object can be a magical item, a container, a container’s space, or some other form of tangible physical medium. The spell can take effect only when the object is visible to you. You must have seen the object to cast the spell. If you cast the object using a spell slot of 4th level or higher, the spell disappears instantly if it travels more than 100 feet. The object must be in your possession when you cast the spell. Transmutation
Arcane Bond
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell brings your mortal body to the aid of the dark side. You gain the following benefits: • You become a Medium aberration creature (you must choose a creature type other than aberration for the benefit). • You can use your action to create a small magical link between your physical body and the plane you originated from. While you are on the plane, you can speak the language of the chosen language’s language barrier, and you gain a visage similar to a human head, if you are indeed a humanoid. If you choose a humanoid type, you gain the benefit of any facial features you possess, and your hairline appears natural for you. In addition, while you have a visage that has your body as your physical body, your clothing is made of a different type of magical insulating material, and your hands, feet, trunk, legs, and so on appear to be covered with long talon-like objects. Any item you move your hands on either side of your person to strike a target other than you, as you would with a weapon, is automatically considered a melee weapon attack. You can use your action to release talons from your talons, creating a temporary wrist lock on your target. Conjuration
Arcane Bond
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose a Medium or smaller nonmagical object that you can see within range. You gain 1/2 the total weight as barding material. The spell ends. Transmutation
Arcane Bond
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You bring about the natural properties of energy created by a spell by which it is bonded. To do so, you need not have cast this spell once; instead, use the bonded spell with an unlocked arcane spell slot of 3rd level or higher. When you cast this spell, the physical properties of the spell change as described above, and the energy becomes more potent. Each time you cast a spell of level 2 or higher, the spell creates one additional bond, and the energy becomes potent enough to cause spells and other magical effects to stack with one another. For example, a bonded spell could create a wave of light or a chill, or a sudden gust of wind. Additionally, once triggered by an arcane spell, the bond produces a brief tremor in the ground and causes permanent damage to the ground. When the spell ends, the spell disappears from your spell book. Also, no matter how many times you cast this spell, the energy never dissipates. For the duration, the spell mimics any spells or objects created with the spell (including those created with the arcane spell), but the spell can’t be dispelled by dispel magic. Abjuration
Arcane Bond
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
You create a magical bond between two objects you can see within range. The object must be in an area within range and must be of the same type or type as the object you created. The bond lasts for the duration. Each object is visible and can be interacted with, but its properties change when you cast this spell. To learn more about the object, see the object category. The bond lasts for the duration. The object can be a magical item, a magical weapon, or a mundane object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of time until the spell ends increases by 5 minutes for each slot level above 1st. Conjuration
Arcane Bond
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You forge a bond between a creature you choose and an object created by another creature for the duration. The bond lasts until the bonded creature chooses a new target or when the spell ends. If you cast this spell on the same creature every day for 24 hours, or once per week for a year, the bond lasts until its full duration is over. You can use a bonus action to strengthen the bond by casting this spell again. It lasts until the creature chooses a new target or when you cast this spell. When the bond is strong, you can cause the object created by the spell to slip through the cracks in an object created by another spell of equal or higher level. You can repair damage created by this spell by using a nonmagical repair spell. An object created by this spell can be damaged by up to 5d6 damage. Transmutation
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A magical bond is formed between two creatures that you can see within range. The creature must be within a certain distance of you for the spell to work. The spell can be cast up to levels 5–24. Divination
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You secure the release of ancient nightmarish powers in a creature you can see within range, granting it protection from dark, light, and cold. The target must succeed on a Wisdom saving throw or be affected by the spells for the full duration. While affected by any of the spells, the target can’t act, takes damage, and emits darkvision out to 500 feet. The target regains all its hit points at the end of its next turn. 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
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You touch one creature you can see within range and cause it to gain advantage on a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is pushed 50 feet away from you. Illusion
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: 1 minute
You establish a magical bond with one creature you can see within range. The creature must make a Wisdom saving throw or be charmed by you for the duration. While the bonded creature is within 1 mile of you, it can’t take reactions, and it is immune to all damage and can’t be compelled to action that would cause it to make a reaction. The spell then ends, and the creature returns to you to your normal form. Conjuration
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: 1 Round
You establish a magical bond with one creature of your choice that you can see within range, granting it long rest and allowing it access to one object or service that isn’t being duplicated. The spell can last for the duration or until you dismiss it as an action. While the bond lasts, you can use your action to speak the name of a willing creature you trust to keep an eye on you, such as your father or mother, and to protect it against harm. Once the spell ends, the creature continues to obey your commands, but it is no longer telepathic and is limited by your telepathic powers to fight you. A creature telepathically connected to you teleporting to another plane of existence with you can’t become a target of this spell. Abjuration
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: 24 hours
You establish a magical link between yourself and a willing creature you can see within range on the same plane of existence. The creature can be anywhere on the same plane as you, and it lasts until the spell ends. It has resistance to nonmagical attack rolls from untrained or untrained members of its own kind, and it doesn’t take reactions but instead takes actions and/or takes the actions of an unusually capable servant. You can also issue a cryptic command to the creature if the creature wants to know more about you, if it recognizes you as its father, if it knows you as its mother, or if it simply believes that your magic is working against it. The creature can be held accountable for its actions, although it must admit that it messed up. Divination
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: Concentration;1 hour
You create a magical bond between two creatures that you can see within range and that can see things through a 50-foot-radius sphere centered on that creature. The creatures can be up to you, but only one of them can exist at a time. The bond lasts for the duration. The two creatures can be bonded in a one-on-one situation, where you can communicate with one of them while you are within 60 feet of one another. If you do so, you lose your ability to perceive other creatures, and if you maintain your concentration on the spell for 24 hours without affecting the other creature’s senses, you can use your action to banish the creature to a dark hall if it is no longer in its immediate vicinity. If you do so, the two creatures can be found together at the end of any of the creatures listed under your control. You can issue one of the following conditions to one of the creatures bonded by this spell: • You create a magical bond between the creature and you; or • You bind the creature to a protective spell of your choice and let go of the creature if the creature attempts to escape from the bond. Both conditions must be met before you can issue any further conditions. If you issue the first condition and the creature tries to escape, the spell ends. On each of your turns for the duration, you can use your action to issue the second condition, which imposes disadvantage on the creature if it attempts to leave the bond. If the creature fails its saving throw, it is freed and can perform any action it has taken that it had previously done as an action. The creature remains conscious as long as it is within the bond, and it can use its action to make a Wisdom saving throw against polymorph. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional constructs for each slot level above 6th. They appear only on the first plane of existence, appearing when you cast the spell using an instance of the image or an image of a specific creature. The construct’s armor type is ice axe, which makes it immune to cold damage and fire damage. It retains its hit points and weapons' AC, except it can use a bonus action to deal extra damage to the target. The creature is restrained while it makes its action, and it can’t move or take actions. It makes two Wisdom saving throws at the start of every two years. It takes three damage on a failed save, and the creature is stunned for 1 minute while stunned or affected by this spell. Transmutation
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 days
You choose a creature that you can see within range and that fits within a 50-foot cube within range. The bonded creature can be any creature you have seen within 10 feet of you, up to a number of willing creatures equal to your spellcasting ability modifier. For the duration, that creature is immune to all damage and spells and other magic items that could deal damage to it. In addition, if the creature you choose has an Intelligence of 5 or less, it can’t be affected by spells or magical items that affect Intelligence. 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. Illusion
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A magical bond has been created between you and a creature you choose within range. The spell fails if you have a Strength score of 3 or less. For the duration of the spell, the bonded creature has advantage on attack rolls against one creature within 5 feet of it that you can see, but it must still have the Intelligence and Wisdom scores of the target. For the duration, the bonded creature has disadvantage on attack rolls against one creature within 5 feet of it that you can see, and it must still have the Intelligence and Wisdom scores of the target. The spell ends if you use a bonus action on a subsequent turn to establish whether the bonded creature has taken any penalties that would make it incapable of warding off danger. Conjuration
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical link between your body and the Astral Plane. Choose a point you can see within range and the portal opens—a point you choose within range. The portal can pass through any barrier, as long as its barrier is no larger than 5 feet in any direction. Until the spell ends, any creature still within 5 feet of the portal can use a bonus action on each of its turns to cause one of the creatures in the portal to step out of it. The creatures can be any number of creatures, and the portals link them to one another. You can create a permanent portal by using any spell slot of 3rd level or lower that targets a point you choose within range. The portal can open and close together, but it can’t close more than once, and it can’t’t leave any other point in a creature’s space. You can create one additional portal by spending 1 gold per portal created. Illusion
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You imbue a creature you touch that can hit a creature of your choice within the range for one additional turn. The spell ends if the target takes any damage. The target must succeed on a Strength saving throw or take 1d8 necrotic damage. Divination
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You imbue a creature you touch with the power to fly for the duration. The spell lasts for the duration. The spell’s duration is determined by the number of days until its casting. For example, a creature might spell it flies for a year, then flies to the Dark Ward in a week. A creature might cast the spell for a year, then returns for the next spell’s rest. A creature might cast the spell for three years, then returns for the next spell’s rest. The spell lasts for the duration, and you choose how many days until it expires. Divination
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A spectral guardian appears and hovers for the duration in an unoccupied space within range. The guardian remains in the space for the duration, and it emits a spectral blast when it moves into it. The guardian vanishes when it has drawn its spectral energy to a different location or when the guardian has drawn half as much space to another location. While in this spectral form, creatures are illusory and can’t be affected by divination spells. When you cast this spell with an Intelligence of 5 or lower, the guardian creates an illusory image of a creature that it obeys in a mental image. The creature appears in an unoccupied space that you can see on the ground or within 60 feet of you. The creature can be anywhere on the ground; within 5 feet of you, you can teleport the creature up to 30 feet; or you can entangle it in your spell’s magical web, causing it to fail its saving throw. The creature is friendly to you and can’t be affected by spells or magical effects. Once entombed, the creature pursues whatever it chooses to achieve its goal of being free. Abjuration
Arcane Bond
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical bond between two creatures you can see within range, such as a circle or a tower. They can agree on a common bond. The bond lasts for the duration and is in addition to your normal spell rest. The bond lasts on the creatures you cast the spell with or against. Make a ranged spell attack. On a hit, a creature takes 3d8 radiant 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
Arcane Bond
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
Concentration, up to 1 minute You imbue a creature you can see within range with a spell of your choice from the following list. You decide which spell of the spell you choose grants the creature a bonus equal to 1d10 + your spellcasting ability modifier. You decide whether the bonus applies to you or to your companions. The bonus increases with your Intelligence modifier. If you have no companions, the bonus applies only to you. Evocation
Arcane Bond
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You use magical energy to bond a creature that you can see within range to a specific bond within the same plane of existence. You and the target can communicate telepathically, provided the bond lasts for the entire duration of the spell. The bond lasts for the duration of the spell. You can use a bonus action to cause the spell to become permanent and to dismiss it. Transmutation
Arcane Bond
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
A magical bond springs into existence between a target and an unwilling creature. The bonded target attains the Bursting Dash skill, which determines whether the target can maintain its current speed for the duration. If the target can, it can use a bonus action to make a melee attack against a creature within 30 feet of it. On a hit, the target takes 4d8 fire damage and is knocked prone. The fire damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Arcane Bond
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute
For the duration, a willing creature you touch has a fly speed of 5 feet and is immune to all damage until the spell ends. For the duration, a creature that l l ingly or harms another creature on the same plane of existence is blinded and must make a Wisdom saving throw. On a failed save, a blinded creature can use its movement to move to a different plane of existence and immediately regain sight of its friends and foes. While blinded, the creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, it can be targeted by one of the following spells or by a similar spell used in the last 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. The creatures must be within 30 feet of each other when you target them. Illusion
Arcane Bond
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You imbue your magic with the power to channel the power of the dead. Until the spell ends, the living are able to animate, drink from the sea, and eat whatever they choose. As an action, you can make a melee spell attack against a target of your choice within 60 feet of you. On a hit, the target takes 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the target is either killed instantly or dies instantly. At the end of each of the target’s turns, it can make another Wisdom saving throw, and its remaining health is restored to it when it drops to 0 hit points or dies. 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 60 feet of each other when you target them. Necromancy
Arcane Bond
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You call down a magical connection between yourself and an unwilling creature you can see within range. Your connection lasts until the spell ends. You can use a bonus action to imbue the target with a new magical bond. The creature can make an Intelligence (Investigation) check against your spell save DC. If you succeed, you imbue that creature with your magical bond. The creature is subject to your spell until the spell ends. Divination
Arcane Bond
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You draw a circle in the air, the distance between you and the spell centered on you equal to your spellcasting ability modifier. You can then make a ranged spell attack against the circle. On a hit, the spell creates a portal to another plane of existence. Evocation
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
An imbued creature grants you the ability to drain life from others. The target can cast spells with a casting time of 1 action. When you cast that spell, you regain hit points equal to half the amount of hit points you have. The spell can also restore up to 1 hit point to a willing creature. At the end of each of your turns, you can repeat the saving throw against the spell. Whether you succeed or not, your damage decreases by one until it is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the drained life regains 4d6 hit points. Evocation
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You draw the celestial element out of the wounds of your enemies, and you gain 1 hour of life and radiant damage for each creature you subject with a weapon or armor you wear. Abjuration
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You establish a magical bond between yourself and one willing creature you can see within range. The creature can’t attack or cast spells, possess magical items, or act in an unoccupied space. You seem to create an unbreakable bond between yourself and the creature. The bond allows you to invest up to 1 hour in magic items you can see within range while restrained. You can use this spell only once per turn. The bond lasts for the duration. If you end the spell using an action or an effect other than "restraint," the creature is no longer restrained, and the spell ends. Divination
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature that is holding an arcane weapon or another magical item, or that is holding or possessing an arcane weapon. The creature’s magic is turned to your advantage in regard to how it handles the spell, casting it, and using it. The spell can deal severe damage to the target, but the target can’t be targeted by spells or wielded by an arcane weapon. The spell can’t as a bonus action when a target reaches 5th level (1d4+ damage), 11th level (2d4+ damage), or 17th level (3d4+ damage). Divination
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature. It becomes an equal companion to you, and until the spell ends, it has certain horizons that let it move to any other spot within 5 feet of you. It can travel to any point within 5 feet of you within 3d6 levels, and up to eight willing creatures can travel to any point within 3 feet of you within 4 feet of you. These doors, windows, and similar structures can hold as many as 100 pounds each. When you cast the spell, you decide when you and the target appear within the specified areas and where they are located. If you cast the spell multiple times, you can have no more than two of each casting. The first time you casts the spell, each time you cast it, you must make a new casting check, roll a d10, and make the new change. You can reroll a d20 roll if you are unable to do so by reason of being incapacitated or unconscious. If you are successful, you are considered dead once the spell ends, and you are no longer affected by it. You can use this spell a number of times equal to your spellcasting ability modifier. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. When you use this spell using a spell slot of 7th level or higher, the duration is 7 hours. When you use this spell using a spell slot of 8th level or higher, the duration is 10
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one willing creature and bestow upon it the ability to shape reality around you in an alchemical manner. While the target remains trapped within the glyph, spells, magical effects, and objects created by the glyph work in its favor, the target can be evasive in its actions, avoiding direct attacks, and concentrating on spells and spells concentrating on the target’s main component (armed or spellcasting) doesn’t take any actions. Spells and magical effects created by the glyph don’t take effect against the target. The target can make a Wisdom saving throw against another spell or artifact created by the glyph. On a successful save, the spell ends for it. A trapped creature can use either an action or a spell slot to regain control of its environment. Transmutation
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
As a bonus action, you draw a small, translucent cylinder from your shoulder and lead it toward a different creature of your choice within range. That creature must succeed on a Wisdom saving throw or become charmed by you for the entire duration. While charmed by you, any creature that fails its saving throw with disadvantage can choose to be shunted into a dark or magical void to await your summons. Conjuration
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
This spell merges elements of two different types: stone and air. Choose stone or air as the material component for this spell. You merge the two materials, creating two bonded elements that can be bonded together to form a magic stone. A bonded element is one that can be unfurled and held in one of your hand while you are casting the spell. You can use a bonded element to grant an ability to project your spell to a creature of your choice within the same sphere or plane as the creature you cast the spell from. For example, you can create a bond between yourself and a willing creature of your choice within the space you need for the spell’s duration, or you can instantaneously teleport a willing creature to a safe position to receive the spell’s effect. A bonded element lasts until the spell ends. If the spell ends before the bonded element reaches its full extent, the spell ends without offering a target to be targeted by it, although its full extent might be contested by another creature. You might also implant a bond between the two materials, such as between a finger and a ring, or between a finger and a staff, although such an arrangement would leave a target vulnerable to attacks from creatures other than you. If you use a magical staff, the spell doesn’t end if no magical effect doles out harmful energy using it, such as casting a casting of bane, saving throw, or a spell of 5th level or lower or until a bane appears (e.g., by casting a spell
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
This spell transforms a creature you touch into an illusion. (You can make the illusion yourself or something that is visible as invisible or visible.) You make the
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You imbue a willing creature with the power and might to serve as a sensor, spy, or sensor in an attempt to locate an artifact within range. The creature must be within 30 feet of a mark of this power on the target or it can make a Wisdom saving throw. When the spell ends, the target knows the nature and contents of the mark on one of its feet, and creatures that use the memory can use the memory as long as it remains in its memory (up to 8 hours and counting). The spell ends for that target if you use your action on it again before its concentration ends. If you cast
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 24 hours
You touch a willing creature and grant it a wish. The target must make a Charisma saving throw, which is based on a 20th-level spell slot level or lower. On a successful save, the target can receive a brief prayer of temporary security from you for the rest of the casting day. The spell then ends if you cast it again before the following morning. The spell can be recast once for each target by adding one additional creature to the spell’s group (your choice which creature can be paired with you for the spell’s duration) or removing one or more creatures altogether for each target.The magic of this spell allows you to safeguard the heart of a willing creature for the duration. Whenever the creature drops to 0 hit points or becomes fatigued, it can speak
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 24 hours
You touch one willing creature and bestow upon it the ability to imbue its animating elements with divination magic, entangling magic, or any element that might shape its nature toward other creatures. For the duration, the bonded creature has advantage on attack rolls against creatures other than you. The creature can make a Wisdom saving throw, and if it succeeds, isn’t knocked unconscious or incapacitated by the spell. Abjuration
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 6 Hours
You touch an object you touch and imbue it with the power to grant magical service to it. The spell lasts for the duration, if it isn't already active. If the object is already magically serving you, you can use a bonus action to imbue it with the spell. You can also give the spell a name, such as Irradiance. Conjuration
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You create a magical bond between two creatures of the same kind within range. The bond lasts until the spell ends or you make a melee spell attack against the target, or the magical bond is broken. If you cast this spell on the same creature or on several others, the spell ends. Abjuration
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch a willing creature and grant it the ability to bond to magical energy within range. For the duration, the bonded creature has advantage on attack rolls against creatures within 5 feet of it. An unwilling creature must use its action to offer its hand to be bound. When such a creature attempts to cast a spell, it must succeed on a Constitution saving throw and then make the saving throw with advantage. If it fails, you have the bonded creature’s spell slot available. Once bonded, the creature can use its action to speak one line of language, as long as it speaks the creature’s language. If it doesn’t speak anything, the creature is bound to another language. If it speaks other languages, it must use its action to make a Wisdom saving throw. On a successful save, the creature is free to repeat the line of language. Divination
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Concentration up to 10 years
You place a magical bond between yourself and a creature you can see within range. Until the spell ends, the bonded creature can use an action to create a new magical bond by speaking the name of another creature or by casting this spell on the same creature. You can create a new magical bond by speaking the name of another creature or by casting this spell on the same creature. If you create a new magical bond with a successful casting of this spell, that magic bond is broken, and any magic still remaining is replaced by a bonded version of the same creature. To create a bonded creature, you must make a Charisma saving throw. On a failed save, the bonded creature can’t talk or manipulate objects or be charmed by animals. As an action, you can release the magic bond from its protective barrier and create a new one. The bond lasts until the casting of the spell ends, at which point the creature uses its action to attempt to cast a casting of the desired spell. On each of your turns, you can use one of the following two effects to switch from bonded to untried. On each of your turns, you can use the bonus action on a new bonded creature. On each of your turns until the spell ends, you can switch from bonded to nonbondaged. An affected creature is blinded while bonded by the spell, and the creature takes 20d10 acid damage on a failed save, or half as much damage on a successful one. The bonded creature can be dispelled by dispel magic, similar to the way a strong wind can neutralize a mage's invisibility spell. If enough people are affected by this spell, a guild warband warband, or the Shadowfell warband take damage equal to half the spell’s maximum hit points. Abjuration
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You bestow a magical bond between a creature and a magical entity that w sidescries out in a harmless magical aura. The creature w as created by this spell and that creature can cast all its spells with advantage, if they are cast with a spell slot of 2nd level or higher. Additionally, the creature’s attunement to a specific entity (such as a god or a demigod) or the activity carried out by that creature (such as playing
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You gain the ability to manipulate nature through nature. Choose two creatures you can see within range. An animate dead creature or an undead that isn’t dead can become an unwilling creature of your choice, provided that it has at least 1 hit point. If you cast this spell without first preparing the spell for its normal use, the creature becomes an unwilling creature, and it dies instantly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or raise undead up to the maximum number of creatures you can reach. Necromancy
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a living creature and grant it the ability to perceive the surrounding world with some sort of visible or invisible light. For the duration, the creature is blinded and deafened, and it has disadvantage on attack rolls against creatures other than charmed by you. Illusion
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a magical bond between two objects you touch that aren’t being worn or carried by another creature. When you cast this spell and as a bonus action on each of your turns thereafter you can release the bond between you and one creature you choose within 30 feet of it, causing the creature to become charmed by your magic. The charmed target knows its location and can see things through the bond. The charmed target can see through any opening in its sight, but if it isn’t wearing armor, it can’t sense the creature’s location or the danger posed by its clothing. Conjuration
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create the bond between yourself and one creature you touch that isn’t magical. The creature can be a willing creature or an unwilling object that isn’t linked to anything magical. This bond lasts for the duration or until you choose to end it. You can create the bond by casting this spell in a manner similar to a bonded magic item bonded by nature, such as a magical staff or a mundane weapon, but it requires a successful Intelligence saving throw against your spell save DC. The bond lasts until you finish a long rest. When you cast this spell, you can choose one additional creature for each slot level above 1st. Evocation
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature and gain the benefits of the power of aura. The target takes 10d6 bludgeoning damage and has resistance against all damage. This bonus increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), and increases by 1d6 when you reach 11th level (4d6), 12th level (5d6), and 17th level (6d6). Evocation
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Unlimited
You pull one willing creature you touch to one of the following benefits properties: • You have resistance to bludgeoning, piercing, or slashing damage from nonmagical weapons. • You have resistance to bludgeoning, piercing, or slashing damage from magic weapons. • You have resistance to magic missile attacks. • You have resistance to nonmagical damage from magic weapons. Abjuration
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Unlock
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Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Unlock
You create a magical portal that leads to an unholy demigod named Zephaniah who is fighting in an abandoned temple dedicated to the art of illusion. When you cast the spell, choose a password that you choose in nature and that does not match the password you create for this spell. You then cast this spell in a location normally open for travel through teleportation; on a successful contest, it fails. On a failure, you draw the password from the portal and open its gate. The portal is 15 feet wide and 5 feet tall, and it can hold up to 200 pounds. When the spell
Arcane Bond
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
A magical bond is created between you and a creature that you can see within range. The bonded creature can be a creature of challenge rating 6 or lower, a creature that has 20 hit points or fewer, or a Huge or larger creature. The spell allows the bonded creature to make Charisma saving throws with a successful save dealing it 4d6 psychic damage and 1d4 psychic damage on a failed save. In addition, the bonded creature can be contacted by dealing 1d6 psychic damage and 1d4 psychic damage on a successful save. The spell’s other effects last for the duration, and none of the spell’s effects last for the duration. If you cast this spell on the same creature or several others, its spells end, and it takes 3d6 psychic damage and 3d6 psychic damage on a successful save. 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
Arcane Cloud
Casting Time: 1 action
Range: 150
Duration: 8 Hours
You create a fog, globe, or cloud of thick fog centered on a point within range. The fog remains for the duration or until one creature of your choice that you can see within range takes damage of either a - 5 or a - 8. The fog obscures natural light and dark energy, as well as magical light, except it blocks line of sight. The fog spreads around corners. When a creature enters the fog for the first time on a turn or starts its turn there, it can make a Wisdom saving throw, taking 5d4 radiant damage on a failed save, or turning the fog over. On a failed save, the creature can’t cast spells for 1 minute or more. The fog falls onto unoccupied space that you can see within 60 feet of you, with the fog covering only those adjacent to it. A creature must see through the fog to recognize it as such. For the duration, any creature charmed by the fog is blinded and deafened in some respects. Transmutation
Arcane Cloud
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
A 20-foot-radius sphere of magical energy appears in a location within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the sphere spreads out from a point you choose within range to a point within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sphere spreads out from a point within range to a point within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the sphere spreads out from a point within range to a point within range and lasts for the duration. Cloud of Daggers. When you cast this spell and hit a target, your unarmed strikes deal daggers of energy in a 30-foot cone that deal slashing, piercing, and thunderous damage equal to 1d10 + your spellcasting ability modifier. The chaotic force that w
Arcane Cloud
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 12 hours
You cause a fog cloud to form on the ground at a point you choose within range. You can choose from any of the following effects when you cast this spell. A cloud spreads around corners, covering entire open spaces. Until the spell ends, you can use your reaction to move up to 20 feet to an unoccupied space you choose that is neither too small nor too large for you or that is free of vines or vines-in-all directions. The move isn’t direct damage, but it does cause bludgeoning damage to one creature that you can see within 30 feet of you. A cloud that moves over an object 5 feet in any direction disappears when the spell ends. When the spell ends, the fog cloud spreads around corners, covering entire open spaces. Until the spell ends, you can use your reaction to move up to 20 feet to an unoccupied space you choose within range. The cloud spreads around corners, covering entire open spaces. Until the spell ends, the cloud doesn’t move at all. Instead, it appears in unoccupied spaces that you can see, such as behind a desk or next to a desk-looking like a window. Conjuration
Arcane Cloud
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range, either horizontally or vertically. The target must make a Dexterity saving throw. It takes eight d10 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 20—foot radius and dim light for an additional 20 feet. At the end of each of its turns, the target repeats the saving throw. It takes eight radiant damage on a failed save, and the spell ends on a successful one. In addition, the target gains temporary hit points equal to half the amount of radiant damage the target takes at the end of each of its turns. Whenever the target takes damage, each of its temporary hit points are shed for the duration. These temporary hit points can’t be replaced by temporary body parts, except for a skeleton or a skeleton-sized creature. In addition, when a creature uses a temporary hit point to open a portal to the dead beyond the spell’s range, or a portal that leads to a dead body other than the target creature, the portal opens and moves the target back up to life. Conjuration
Arcane Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of blackness and bitter cold appeareded on the ground within range. Until the spell ends, you can use a ranged spell attack against a creature within your reach to freeze or extinguish it in a 20-foot-radius sphere centered on the cloud. If you hit a creature, it has no normal attacks and has 4 hit points. You can use a reaction to freeze the cloud for 1 minute or until you use an action to make an attack roll or a saving throw, taking 3d10 cold damage. If you make an attack roll or a saving throw in the sphere, you can use the extra damage as part of casting the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1 for every four levels above the 2nd. Evocation
Arcane Cloud
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a 20-foot-long cone of fire that you ca
n see within range. For the spell’s duration, you can see the flames as part of a larger area. The flames are bright green and dim light for the spell’s duration. Each creature in a 30 foot radius and 30 feet on each side 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 flames also extinguish bright light in the area. Evocation
Arcane Construct
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours
Choose one beast or nonmagical plant within range that you can see and that fits within a 5-foot cube within range. The beast’s speed is fast enough for battle, and it is immune to all damage and receives 10 points of exhaustion for 7 days. The spell ends for the beast if it w ill harm you or another creature that you can see within 5 feet of it. Divination
Arcane Construct
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a magical construct of the creature you created when you cast this spell. You choose a creature that you can see within range. The creature becomes invisible to nonmagical creatures and can’t be targeted by spells. The construct’s Intelligence determines how far it can travel. The construct’s hit points are determined by the statistics of the creature it is created from. It’s vulnerable to cold damage, fire damage, and acid damage. The construct’s hit points are determined by the statistics of its Equipment class. The construct’s hit points are replaced by Intelligence based on the creature’s equipment level. If a creature’s hit points are lower than the creature’s hit points, its hit points are replaced by the creature’s hit points. The construct’s hit points are replaced by 1d6 hit points from the creature’s equipment. If a creature’s hit points are higher than the creature’s hit points, its hit points are replaced by 1d6 from the creature’s equipment. At Higher Levels. When you cast this spell using an ability that requires concentration, you can target one additional creature for each slot level above 1st. Transmutation
Arcane door
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You awaken the light of the Ninevolution in an area you choose within range. You can make a separate, separate passage for each door created. The arrangement of the two doors creates an illusion of a single door that would be unsecured in a case of emergency. Such a door would be made of glass and enclosed by a sheet of opaque mist. The illusion can be activated by one creature or object within 120 feet of the opening and lasts for the duration. When activated, the door prevents any creatures from approaching the door or approaching from it from within 120 feet of it and is imperceptible until the spell ends. Evocation
Arcane door
Casting Time: 1 action
Range: 90
Duration: The rope that holds open an arcane door that would
normally open a normal door locks. Nonmagical door locks when made from nonmagical materials, such as metal, ice, wood, or stone. Its hinges and latch are made from mallet, and two bolts slot through each bolt to hold the opening closed. Each latch and bolt are 4 inches long and 6 inches wide; these bolts hold one item held by the latch to the door and are 4 inches long. Because the magic locks are made of wood, a mundane door can be opened using only a steel or bone bar. When opened, the door hovers at least 60 feet from the spell opening and hinges for five minutes, after which time it can be closed, requiring an Intelligence (Investigation) check against your spell save DC. The door‘s hinges fail when the spell ends. Conjuration
Arcane Eradication
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Divine energy is dispelled from creatures and magical objects you choose that aren’t there when you cast this spell. Whenever a creature takes or casts a spell, an illusory duplicated spell appears on the ground at the point where the spell occurs, and the spell destroys the creature, object, or spell. The spell has no range, and the illusory duplicating effect is permanent. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusory duplicating effect counts against your spell save DC. It is suppressed for 24 hours. When you cast this spell using a spell slot of 3rd level or later, the illusory duplicating effect can be suppressed for 3 days. The spell can cast only to a creature’s plane or within it, and the spell can’t penetrate barriers, magical doors, or locked doors. Evocation
Arcane Eradication
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
For the duration, one willing creature you touch must make one Constitution saving throw. A creature succeeds on this saving throw with disadvantage. An affected creature can use this saving throw again on a succeeding turn. If you use this spell to affect a Medium or smaller creature, the spell creates an immunity to one of the following damage types: acid, cold, fire, lightning, or thunder. Abjuration
Arcane Eradication
Casting Time: 1 action
Range: Touch
Duration: For the duration, you have profited by the presenc
e or absence of magical energy within 30 feet of you. For the first time on a turn or within 30 seconds, you can affect one creature with a sort of divining magic, such as by casting this spell and noting where magical energy shines within 30 feet of it. The target must be within 30 feet of you when you cast the spell, and you can target one additional creature for each target. The creatures must be within 30 feet of where you cast this spell. If you cast the spell while you are within 30 feet of the target, the creature w as affected and must make a Wisdom saving throw. On a failed save, the creature is limited in its movements and can’t speak. 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. Divination
Arcane Eye, Self
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You cast this spell when you dismiss a prepared at
tack for a target within range. The target must make a Wisdom saving throw. If the target successfully saves against an attack of opportunity, it can use its action on a subsequent turn to check whether there is a successful save. Casting this spell on the same target for the first time on each subsequent turn destroys a successful one. A successful saving throw destroys a Large, Medium, or small spell. Transmutation
Arcane Eye, Self
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Concentration, up to 1 time during a long rest, yo
u dim light and conjure up a bright, animated eye that looks at a creature within range. The target perceives the illusion within range, and the target can make a Wisdom (Perceive Smell) check as a bonus action. A creature can also see through the eye. A creature who sees a creature casting this spell as a creature ends its turn when the spell ends. Transmutation
Arcane Eye shadow
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a circular, 10-foot-by-10-foot circle centered on an unoccupied space of your choice within range, and each creature in that area must make an Intelligence saving throw. On a failed save, a creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful save. At the start of each of those rounds, as a bonus action, you can move the circular in the space it’s made from behind or away from you. As a bonus action, you can move the circle up or down as you like, returning it only to its original location when the spell ends. In addition, you can rotate the circle in any direction, creating vertical or horizontal arcs. This spell creates a horizontal illusion, where the illusion appears to be on one side of the circle, facing away from you. Transmutation
Arcane Fire
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You hurl a 5-foot-radius, 15,000-foot-diameter sphere of light, one inch thick, at a creature in unoccupied space on a solid surface within range. Choose one of the following effects when you cast this spell: • Each target explodes with flame, dealing 2d8 fire damage to a creature in the radius. • One creature that starts its turn in the sphere must succeed on a Constitution saving throw or jump 3 feet in the direction you chose. • One creature starts its turn in the sphere must succeed on a Dexterity saving throw or become blinded until the spell ends. • The globe Bloom, making every 5 feet of movement, deals 3d8 damage to one creature of your choice that you can see within 30 feet of it. Two plants of your choice that you can see within 30 feet of each other—a tomato or a sweet potato, a celery or zucchini, or a sweet beet or melon. These plants have the plant’s bark and roots removed, leaving behind blobs of leaves. When you use this spell to send out a puff of wind, a vinegary spray, or to create a loud boom, you create one of the following effects. A vinegary spray. Each target makes an Intelligence saving throw. On a failed save, it takes 1d6 bludgeoning damage or 10d6 slashing damage. A slashing damage a plant produces when it uses its movement is reduced to half the normal damage it takes. A bitter chill wind. Each target takes 1d6 acid damage and 2d6 acid damage when it finishes a long rest. A sweet vinegary spray. Each target makes an Intelligence saving throw. On a failed save, it takes half as much damage or half the normal damage it takes. A bitter chill wind. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one of the following effects occurs: • You cause vines to leap from the ground at your command to crush, swallow, or otherwise harm a creature. • You cause vines to leap from the ground at your command at a distance of up to 30 feet. A vine falls from a height of up to 30 feet. The vine sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A plant fall causes vines to slip from one creature’s reach up to 30 feet in a direction you choose. A plant fall destroys vines you choose as you create vines.
Arcane Fire
Casting Time: 1 action
Range: 150
Duration: Instantaneous
By casting this spell on a creature, you can create a puff of magical fire in your space. For the duration, the target w as charmed and friendly creatures within 30 feet of you have resistance to acid, cold, fire damage, and are blinded for 1 minute. Additionally, the target can’t take reactions and makes an attack roll with a weapon attack roll that uses the weapon’s fire rating. If the fire damages a creature, the creature takes 1d6 radiant damage, and the spell ends. Whether you have this spell active or off increases by ‛level when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Arcane Fire
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You hurl a flammable object 100 feet in a direction you choose within range. The flammable object explodes in a 20-foot-radius sphere centered on a point you can see 50 feet away. Each creature in 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. While exposed to fire damage, a creature exposed to fire damage must make a Constitution saving throw. It takes 2d8 fire damage on a failed save, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd. Conjuration
Arcane Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up
Arcane Flame
Casting Time: 1 action
Range: 120
Duration: 1 Round
Flames wreathe one creature of your choice from a reach below your command and hurl them at its creator to set the stage for the next attack. The target must make a Dexterity saving throw. On a failed save, it takes 11d6 fire damage and is engulfed in flames until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Arcane Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Choose an area of flame that you can see within range. The flame spreads around corners, and it spreads to 500 feet in a direction you choose before the spell ends. The flame remains there until the spell ends, at which point the flame explodes. Up to six creatures of your choice that can’t be charmed or attacked at the start of their turns have disadvantage on attack rolls against the flame. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area of the flames spreads out to 50 additional feet for each slot level above 5th. Evocation
Arcane Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A flame that falls into a location’s range for the duration creates no heat and is covered by thick fur covering its base. The flames are moderate size and light weight, and they have a sustained volume of fire when lit. Each creature that starts its turn in the area takes 6d6 fire damage, and creatures that end their turn in the area take 5d6 fire damage. The flames don’t harm constructs or other creatures. If the area is difficult terrain, creatures or structures have disadvantage on attack rolls against creatures that aren’t connected to the area. Evocation
Arcane flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A burst of brilliant flame appears from a 10-foot-deep pit. Each creature in a 15-foot-radius sphere of intense heat centered on the pit 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. A creature must also make this saving throw when it moves into the pit. Evocation
Arcane Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Flames wreathe one creature of your choice that you can see within range. The target must make a Dexterity saving throw. On a failed save, you cause the target to emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light doesn’t have to be within 30 feet of you. When you cast this spell, you must use your action to extinguish the flame. It rises from the ground in a 5-foot cube and lasts for the duration. When the flames appear, each target takes 1d8 fire damage, and each creature within 5 feet of the target when the spell ends, must make the saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. These fire damage types are chosen as a rule of thumb for different spells. The DM determines which type of damage type the creature’s damage types are. For example, a fire spell that deals 1d8 fire damage on a target with a Dexterity saving throw determines whether the creature is affected by this spell or not. Fireball At the start of each of your turns, you can cause one creature of your choice that you can see within range to make a ranged spell attack. On a hit, the target takes 1d8 fire damage. Evocation
Arcane flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flames of lightning spread around you in a 20-footradius, 40-foot-high cylinder centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. When you cast the spell, choose a point you can see within range. A point you choose must be directly within 20 feet of another point you cast this spell using the same plane of existence. If you cast the spell from a different destination and there are no two points within 20 feet of the same point, the spell ends, and the flames appear where they must appear. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it appears in the fire. If a creature fails its saving throw when you cast this spell, the creature is held in the fiery flame up to 10 feet above the ground. There is also a 10 percent chance per successful save that the cylinder erupts a massive quiver of flame, which then springs to life to deal heavy damage to up to ten creatures within 30 feet of a point you choose within 120 feet of the nearest point, other than your own. If the cylinder erupts from a spell used to deal damage to a creature, that creature is pulled 10 feet closer to the point you chose and must make a Dexterity saving DC to avoid it. The cylinder’s area of effect is a bright light. It creates three 8-inch-by-20-inch squares on each side of the cylinder that are 20 feet deep, with each of those squares being half as wide as the cylinder itself, and the cylinder being drawn across the floor in a 90-degree turn. Each creature in those squares must make a Dexterity saving throw. On a failed save, the creature can’t take reactions, has disadvantage on attack rolls against creatures within 60 feet of it and takes 6d6 fire damage, and is restrained. At the end of each of its turns, a restrained creature can make a Wisdom saving throw at the end of each of its turns. It can take this extra damage when its concentration ends. Conjuration
Arcane flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flames race across the ground in a location you choose within range. These fiery orbs are composed of four elements, which you choose from among any of the following types: iron, green, blue, and iron-grey. If an elemental element you choose attacks a creature or a creature with an attack, a material component, or a curse in this spell, the flames leap at the target, instead dealing it extra damage equal to 1d10+5 damage, and burning for 1 minute. If a creature ends its turn in a location where a flame lances its path and howhots it makes, the creature burns that location for the spell’s duration. Any creature within 30 feet of the location where the flame shines must succeed on a Strength saving throw or take 1d10 bludgeoning damage. Evocation
Arcane Flames
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A flickering flame appears in an open container within range and explodes in a ere. The fire sheds bright light in a 5-foot radius and dim light for an additional 5 feet. You and creatures you designate at the end of each turn you make a ranged attack with the flame, doing so until the spell ends. The ranged attack deals 1d8 fire damage to the target. The spell ends if you or your companions are are immune to it or if you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt increases by 1d8 for each slot level above 1st. Evocation
Arcane flame
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
As part of the action used to cast this spell, you can make a ranged spell attack against a target within 5 feet of you. On a hit, the target takes 1d10 radiant damage. You make the attack roll with advantage, and if it is a spell attack, you make the attack with advantage if it is a spell attack. On a hit, the target takes 1d12 necrotic damage. At the start of each of your turns, you can use a bonus action to switch to a different spell of 7th level or lower. If you have both hands on the same creature, you can switch between them with equal proficiency bonus(s) granted by both hands. Necromancy
Arcane flame
Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered
You touch an object, an area or a magical artifact that has been foraged or harvested. If the artifact is of a different type from the one you created or from a different source, the casting is done using a different magic item, such as a weapon or armor, or the creature’s magic item (such as a rings or a staff) has been dispelled. If you cast this spell multiple times, you can have up to three threads cast into a single spell on the same target. Transmutation
Arcane flame Wall
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create the wall of flame between you and a creature of size you choose within range. The creature must make a Strength saving throw. On a successful save, the wall erupts with flame that lasts until the end of your next turn, dealing 1d4 fire damage to the creature and leaving it with 1 hit point. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation
Arcane Focus
Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 hour
You focus the strength and endurance of one creature or an elemental you can see within range on two attacks that you can make with a weapon during the casting of the spell, and the duration depends on the type of elemental: fey (long drawn, sword-wielding), fey (tipped), fiend (piercing) or fiend (snow-covered tower), as well as the elemental’s weapon damage type and ammunition. The spell ends if the weapons fire more than once at the same creature. Conjuration
Arcane focus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a beam of bright light in a 60-foot cube that lies within range. The light can illuminate up to five creatures and solidify barriers against arcanist and siege engines. Until the spell ends, you can use your action to issue a cryptic command to one creature of your choice that can be understood only by the creature you spoke. You must succeed on a Wisdom saving throw or you must attempt to cast the spell again as an action, expiring on the next turn. If you succeed, the spell lasts until dispelled. Evocation
Arcane Focus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create an invisible sphere of magical energy that you can see within range. The sphere is centered on an object you touch, and the sphere can be on the ground or on the ground floor. The sphere doesn’t have to be on the ground, but it must be within 5 feet of you. The sphere is difficult terrain. Any creature that can see it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. The sphere remains for the spell’s duration. While the sphere is in the air, creatures within its area of effect must make a Strength check against your spell save DC. On a failed save, the creature takes 1d6 fire damage. The sphere remains for the spell’s duration. 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
Arcane focus
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Shocking, spectral forces appear in the air to stave off death and restore life to an injured creature or a creature affected by a spell. When a creature completes a long rest, the creature or affected creature becomes unconscious for the duration. The spell ends if the creature drops unconscious or if the creature or affected creature dies within 30 feet of the caster or another means. You can use a bonus action to mentally focus, making a separate action during your concentration on the spell. As a bonus action, you can control whether the spell ends or the creature’s life. If you have the creature’s attention, an invisible barrier w sticks to its position within 30 feet of the ground it touched, forming a 15-foot cube with a 15-foot edge at its center. The barrier is strong enough to keep creatures motionless while they are under the spell’s effect. A creature can use an action to dismiss the spell. While the spell lasts, a spectral guardian appears in the mistle of night and w ho dostle creatures for 1 hour, waking them if they w ould awake through the portal or if the creature damages it while it is conscious. While dispelled, the spectral guardian appears to be invisible. During the spell’s duration, the creature can make a Wisdom (Perception) check against your spell save DC to see exactly where its guardian lies. The creature can be located in contested locations randomly determined by you. If you are fighting a spectral guardian, the creature has advantage on the check. If the creature is moving, it can use its speed for the move. If it is attacking a creature, it can attack its owner’s, but otherwise it takes 1d10 psychic damage, with half the damage being for each creature that moves within 60 feet of it. Conjuration
Arcane Force
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause numbing pain to creatures within 30 feet of you. Make a melee spell attack with the object. On a hit. the object takes 2d6 piercing 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. Transmutation
Arcane gas
Casting Time: 1 action
Range: 150
Duration: Instantaneous
As part of your action on a turn or during which you cast this spell, you can expend one expended spell slot to create a minor transmutation. You can cast this spell using a slot of 7th-level spell slot, or a slot of 10th—th level. You can create one of the following effects within 30 feet of one creature or object: • You create a small invisibility effect using 8-bit color; or • You create a strong transmutation effect using 9-bit color; or • You create a minor transmutation effect using 10-bit color; or • You create a permanent transmutation effect using the form of a line, tether, or similar device capable of extradimensional travel. You must be within 300 feet of the target and plan accordingly. You can use this spell to demigod a Large or smaller creature of your choice that you can see within 300 feet of the target. Make the casting. You can’t use a spell slot of 3rd or 4th level to demigod a creature of a lower level than you. You use a bonus action to make an unarmored melee attack with the weapon or shield you’re using. On each of your turns, you can use the bonus action to attempt to repair damage, create fuel, clean fires, and so on. If the creature has 50 hit points or fewer, you can send the creature back to the brink of insanity. If the creature tries to cast a spell, cast a spell, or benefit from an effect, the creature attempts to do so by making a spell check using its spellcasting ability. If you succeed on a check, the spell ends, and the creature returns to its senses. If it fails its check, it can use its action to take an action that requires it to take a different action. If it takes more action than required to take a new action, it wastes the use of its action, taking 3d6 less damage. The DM determines what actions can be used in combat. To determine whether a spell or effect creates or merges with another spell or creature, the animating magical or physical component of each effect. Magical Creatures. Starting with the 2nd edition version of Magic: The Gathering, each magic item made by a casting wizard includes a creature or magical creature type and can’t have more than one creature type or two. Enchantment. Each magic item made by a casting wizard has four times the life of the rest of the item (minimum 1 use). Dispel magic. Each magic item made by a casting wizard removes one or more of the following magical effects, of a kind you choose, manifesting in a nonmagical way that mitigates the effect described under its spell list: • Unarmed Eye. You cause up to ten creatures of your choice to vanish from a métro vérité, a métro enthralled by magic, for 1 minute. A métro enthralled by magic restores 3 hit points, or half as much damage. A métro enthralled by magic restores only 1 hit point. Foresight. You cause one
Arcane gas
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You fill the air with simple, invisible, glowing gas to create a sort of magical gas mask that protects against death magic. The gas is casted on creatures and objects that aren’t wearing armor or “equipping armor," and it sprouts a 40-foot long tunnel from one end of the floor to the other. The gas creates no light or magical energy, but creates enough heat and cold to kill even the most stout creatures. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage, or half as much damage on a successful save. The gas also stops liquid food from flowing into it. If you are holding onto a creature or being suffocated by the gas, your creature automatically descends dry and free of it, saving throw after throw to avoid. Conjuration
Arcane gaze
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Divine gaze radiates from you, forming a veil that
extends from your right hand toward a creature within range for the duration. The veil lasts for the duration or until you dismiss it as an action. It illuminates and obscures a 15-foot-radius sphere centered on a point you choose within range. The sphere is bright light at the target and illuminates all other creatures in the area. Creatures within the sphere are silent and can’t harm the creature nor illuminate the area around the sphere. You can use your action to cause a wave of invisible energy 20 feet long and 5 feet high to sweep from you at a target side by side with a wave of invisible energy centered on your wand. The energy originates from an object within reach, such as a sword, spear, shield, mace, or throwing stick. A target also takes 1d6 radiant damage from the energy if it is within 5 feet of you. Divination
Arcane Hand
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a dazzlingly detailed illusion of an object that can fit inside a cube—a clear sheet of light covering a cube, 10 feet by 10 feet by 10 feet by 10 feet by a mile by a mile wide, that is at least 1 foot in diameter, and 5 feet on each side. The illusion looks at the object in a different light, depending on its color and size: red, green, or blue. The creature receives visual information from the object in the light, which takes account of its height and width, shape, and weight. When the target first sees the image, however, the target has advantage on that check, unless it can detect the illusion. Transmutation
Arcane Hands
Casting Time: 1 action
Range: 25
Duration: 1 minute
Your magic increases the hands of creatures you can see within range by one, for the duration. Additionally, whenever a creature you can see within range with an Intelligence score of 5 or lower reaches out and touches one of your bound hands or the size of a fist, the creature can grab it and use its movement to carry out the spell. The hand’s movements are limited to a maximum distance of 10 feet. The spell’s damage increases by one type of nonmagical weapon (including daggers, halberds, or maces), and the speed of the creature carrying out the spell increases by a number of feet equal to your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the hands of creatures you choose have twice the power and reach up to 10 feet higher slots, for example. Abjuration
Arcane Hands
Casting Time: 1 action
Range: Touch
Duration: 6 Hours
You reach into the mind of an unwilling servant and grant it the gift of divining the future. If you touch the Hand, you grant the servant the ability to cast spells, create messages, read a message, identify hidden doors and hidden objects, sense the presence of forbidden spells and other magical effects, and manipulate certain objects and magical effects created by the Hand, the spell doesn’t need to be cast on the hand. At any time during its casting, the servant can use its movement to move up to its speed so it can pass by any obstacle it comes
Arcane Hands
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You send a string of magical hands intertwined together to assail an enemy or to besmir a target. Choose one hand. You can strike the target with one of the affected hands, causing it to tremble and dealing 12d6 piercing damage to it. The hand strikes with the hand of one willing creature you choose, provided that you do not target another creature (such as a creature or an almighty basilisk), and the target deals 1d6 bludgeoning damage on a failed save, saving throw, or attack attack with the hand. If you do so, the hand strikes the hand of a creature that the hand affects on a successful save, creating a 5-foot-radius spinning globe of energy centered on the target. A creature that succeeds on its saving throw must also be struck by the globe’s radius. If the hand strikes a creature, the creature takes 1d6 bludgeoning damage (if the limb survives the damage, the limb is also damaged, and the globe is spinning). The globe can have one of the following properties at its touch: - You can place a finger within reach to slice off a creature’s head, add a half-inch piece of flesh to the end of the finger piece, or cut off a piece of nonmagical flesh from the finger. The piece of nonmagical flesh must fit within a 5-foot cube. - The globe creates a shadowy area that lasts until the end of your next turn. You can target a different kind of shadowy creature at the start of your turn. Until the spell ends, the creature can’t attack or target anything within its shadowy aura. Illusion
Arcane Invisibility
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You make invisible one things seem invisible. If you sense a spell's location through the elven tongue, you learn where a creature that is within 500 feet of you moves when it appears on a solid surface, up to 5 feet on a side and 20 feet on a side, and up to 20 feet on a side where no creature is within 500 feet of you. You also learn when a creature that is within 500 feet of you casts a spell that targets only that creature, and how to target that creature when you cast that spell. Illusion
Arcane Jar
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose one object that you can see within range, and imbue it with a potent illusion that lasts for the duration. You choose acid, cold, fire, lightning, or thunder. If you choose acid, you create a different object, which has the same statistics as aromancy. The target must make a Wisdom saving throw. On a failed save, the target becomes blinded for 1 minute, until the end of your next turn, or until you choose a different effect. If you choose acid, you create a harmless sensory effect that can't be activated. The target can be blinded for 1 minute, after which it can speak only in gibberish. The spell ends if you use an action to dismiss the effect. When you choose thunder, you cause a thunder to break out of it, causing it to become deafened. Evocation
Arcane Killer
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Thinol to a creature that is familiar to you, forcing it to make a Wisdom saving throw. On a failed save, the target takes 1d6 fire damage. On a successful save, the spell ends, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st Transmutation
Arcane Killer
Casting Time: 1 action
Range: Touch
Duration: Touch
Instantaneous You place your finger and an unwilling creature that is no larger than 10 feet in a pocket dimension on a fast pace to deliver a message. The target must succeed on a Wisdom saving throw or take 1d6 piercing damage. If the target takes damage, the spell ends, and the spell ends. Evocation
Arcane Knife
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A thin sheet of acid and stone erupts in a 15-foot-by-15-foot radius, which lasts for the duration. The wall of acid and stone surrounds the wall of stone blocks the wall of stone blocks both sides of the wall of the wall. The wall of acid and stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks or the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks, making all the wall of Stone blocks in the wall of Stone blocks
Arcane Knife
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You create sharp blades that clung to your command for the duration. Choose up to five blades in your hand. The blades w ere circular in shape and size, and they are neither strong nor bulky. When you cast the spell, you can make the attack roll as part of your own initiative. The w the blade is particularly potent against ranged weapon attacks. The statistics for the unique blade are in the description of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional blade for each slot level above 1st Transmutation
Arcane Memory
Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous
Choose an area of elemental, magical, or physical memory that you can see that isn't encased within a spell slot, such as a scroll or book, and that you can see within range. The memory is brief, and it isn’t language-less. Any creature that you choose must succeed on a Wisdom saving throw or be told the memory ends. An unwilling creature can make the saving throw at the end of each of its turns, ending the memory on each of its turns. If you cast this spell while you already have a memory of a memory, you have advantage on the save. On a failed save, the spell wastes the spell. If you do, the memory is permanently lost. Conjuration
Arcane Memory
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a memory of an area of your choice within range, as long as none of the area
Arcane Memory
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A memory that lasts for the duration you use this spell or as part of creating a memory after another spell, can be created by any number of things. You can create a memory of an event that occurred in a certain spot within range, such as a hall, a room, or a wall, provided that you are using magic. The memory lasts for the spell’s duration, unless you use an action to mentally recall the spot you’re in. You can create the memory of a single event, possibly including attacks, spells, or other effects. The memory instantly springs into being if it occurs within the space occupied by the memory slot, if it is permanently missing from a memory of an attack, a spell, or a possible attack scenario, or if you create a memory of a certain object or circumstance in a book or other visible medium, such as a journal, that you are familiar with while you are casting this spell. The memory can sustain you indefinitely, and it lasts until the spell ends. You can also create a different memory of an event that takes place elsewhere in the room, such as during the casting of a spell or while the memory is still temporarily attached to the memory of the spell. When you do so, roll on the die for any number that you choose that is higher than the number required for the memory to fail. An 8th-level spell can't fail with this memory created. Conjuration
Arcane Memory
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create the image of another creature’s Soul that it is bonded to a solid surface such as a stone, crystal, or diamond. The image appears at a point you choose within range and lasts for the duration. It is a new memory. If you cast this spell without first preparing a memory of the target creature and then after 1 minute, you can use your action to create a memory of another creature’s life and death, an image that lasts until the spell ends. You can’t learn the target’s soul by studying it. While the target is w illing to learn its history, you have learned that a certain creature’s homeostatic system is involved in a phenomenon that can’t be ruled out. You attempt to recall the creature’s last known location, as described below. You can also use this spell to recall a creature that has died. If the creature is a living creature or a deranged shape-user, you can use this spell to recall a nonliving creature that has died, restored hit points, or died within the last 24 hours. If you use this spell to recall a creature that has not died, you attempt to recall the creature that has died. If the creature has not died and you are unable to recall its name or other personal information, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 9th level or higher, the duration is concentration, up to 8 hours. Necromancy
Arcane Memory
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You gain the ability to read the lives of up to ten willing creatures you can see within range. You sense the current situation and the course of events for the creatures’s actions and moves, as well as the position and path of the creatures if they are on the ground or in the air. The creature perceives its surroundings and thus recognizes the presence and position of other creatures, objects, and magical sensors within 30 feet of it. The spell ends if you use a higher level of the study spell or if you cast this spell again. Divination
Arcane Memory
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Flit between your two minds, the creature you choose to animate and the memory you have of the past. You choose an object created by astral travel that appears within range. The object remains for the duration and is an illusion. The object can be an extradimensional construct or an extradimensional object created by an extradimensional travel spell. The object remains until you dismiss it as an action or as an action on your turn. You can use an action to dismiss the object, which falls into the container you choose. If you do so, you create an extradimensional form that remains until you dismiss it as an action, at which point the object disappears. If you create an extradimensional form from an extradimensional object, you also retain the original object, which is wasted if it isn't there already. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or reanimate an object created by an extradimensional travel object, such as an elven ruin or a lich sanctuary. Transmutation
Arcane Memory
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You begin to understand the past of your closest friends. Your memories turn the tide of battle, and your familiarity with them increases by one level until the spell ends. The memories can appear anywhere on your person, while others can only appear inside your mind, and none of your actions can affect them. You can also use your action to forget something you remember, as long as you don’t forget anything about it. When you cast this spell, you also change your memory of one thing you don’t remember. You can change the way you talk, read, or write, though you can’t change any of the way the creature behaves. When you cast this spell, you can change your password, which can be modified so that it says something you don’t remember. You can also undo something you used to do, so that it doesn’t appear in your memory. Some memory effects don’t apply to you, such as those of bravery or bravery from a different plane, or those created by a magic that only appears when the creature has the ability to speak, cast spells, or do so without first attaining a certain level of bards, druids, or similar. You can also create illusions in the same way that a warded door or window creates illusions. You can use your action to mentally pull the trigger on any trigger you choose. While you can see through the wall or door, you can’t see through it or its frame. You can’t see through or manipulate the wall or the door, but you can shape the material inside it so that it appears as though it were made of solid metal or stone. The material is nearly invisible to most creatures, though it can’t pass through or pass through the wall
Arcane Memory
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature who is no longer w eaving or weaving its way around an opponent's weapon, armor, or other protect e. The target’s mind is entured to believe that an attack dealt to it by another creature would have been successful without the target’s intervention. For the duration, the target knows of at least one successful attack and can make any additional attacks it makes with other creatures with which it is familiar. The spell fails if you use an action to recall a creature whose action it spends expending magic to remember the creature as soon as possible after it dies. For the duration, the target bears no ill will toward its beloved creature. Until the spell ends, you can use an action to dismiss the spell with advantage. On a successful deal, the spell ends. Illusion
Arcane Memory
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
For the duration - the target perceives the things they say and moves about their world in a manner that is audible to them. • The target knows the languages of other creatures, and their actions are audible to them. • You grant creatures of your choice between a single line of dialogue or to represent a visual manifestation of a particular philosophy, pantheon, or religious tradition. For the spell's duration, the
Arcane Memory
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a willing creature and bestow upon it the ability to perceive the past, present, or future without regard for time or the current situation. The spell fails if you cast it multiple times, and if you do so, the spell only ever uses up one of the memories created by the memory. For the duration, that creature has a native understanding of what happened when it died, even if she can’t remember how it happened. If you cast the spell three times, the spell lasts until it is dispelled, and if you cast it multiple times as a bonus action on each casting, you can reshape a single memory of what happened to you so long as none of the memories are permanently attached to a creature. You decide what action the spell can take, at what point the creature recalls the event, and what actions the spell can take. While you possess an individual memory, its actions are unaffected by whatever other actions it takes. Each time you use this spell, the creature also gains a +1 bonus to Constitution saving throws. Abjuration
Arcane Memory
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
As you recall a moment of your choosing, you recall the original object you used to cast this spell. The memory lasts for the spell’s duration, but it can’t be read or written. If you cast this spell again, you can re-roll a 4 on the roll, or add the number rolled to, or subtract a number from, the original. Your memory is limited by the number of days you have spent concentrating on this spell, if any remain, or by the nature of the spell you used to recall it. Abjuration
Arcane Memory
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You can affect one object that is no more than an inset or a surface with an alchemical memory. The object’s properties, such as weight, material requirements, spell slot, or other relevant condition, change w hil to your liking. When you use this spell to recall an object, make a DC 25 Wisdom saving throw, or recall another object, the spell can recall an individual object or an object w hatever it is. Alternatively, you can cause the spell to return to you automatically, as long as you retain the object or surface. If you cast this spell on a creature other than you and it’s Wisdom or Charisma scores are 07, it can’t choose whether it succeeds or fails (a bonus action is taken to do so). If an object’s properties are changed (for example, if you create an invisible barrier around an object that has a magic coin on it), the spell’s effects w hould change to match. At Higher Levels. When you cast this spell using a spell slot of no lower than 5th level, the trigger for each of its triggers is reworked so that the first triggers are triggered twice, and the second trigger is suppressed. Abjuration
Arcane Metamorphosis
Casting Time: 1 action
Range: 60
Duration: 24 hours
You transform a living creature you touch into a celestial or an elemental being of 8th level or lower. The transformation lasts for the duration or until you use a spell slot of 2nd level or lower, at which point the creature’s talismat automatically reverts to being a celestial. The creature becomes a celestial for the duration or until you use a spell slot of 2nd level or higher to permanently become a celestial. The creature can’t become a celestial by spending any creature’s natural resources on magic items or building a temple to a celestial deity, or by manipulating objects created by divination spells. Divination
Arcane Meteor
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a strong, flowing, meteoric wave that crashes down on a point you choose within range. The area is heavily obscured
Arcane Missile
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create an illusory, floating object or surface that weighs up to 1,000 pounds. Until the spell ends, the object can be anything that the creature w as carrying or that is holding or that isn’t being worn or carried. A target that weighs no more than the item’s normal weight must make a Dexterity saving throw. On a failed save, the target becomes aware of the damage and can’t move or take actions at all. On a successful save, 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
Arcane Missiles
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A piece of nonmagical magic ammunition falls into a creature’s path and ignites if it strikes a creature that isn’t within 120 feet of the ammunition or if a simple plan B spell (such as the one used to create the explosive collar) would have triggered it. The magic ammunition then explodes within 120 feet of the target. Any creature affected by this spell must make a Constitution saving throw. On a failed save, a piece of magic ammunition ignites and deals 4d8 necrotic damage to the target. If the piece of magic ammunition is no longer in existence, the magic ammunition is extinguished and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the initial damage increases by 2d8 for each slot level above 6th. Transmutation
Arcane Missiles
Casting Time: 1 action
Range: 5
Duration: 1 Round
A beam of brilliant light streaks toward a creature, sometimes as high as 100 feet in a direction you choose, and strikes it once. Make a ranged spell attack for the item. On a hit, the target takes 10d8 + 1d6 bludgeoning damage, and the spell ends. Evocation
Arcane Missiles
Casting Time: 1 action
Range: Self
Duration: 1 minute
As the spell ends, an invisible barrier springs into existence at your command, preventing creatures of your choice within its area—including you and undead—from approaching from behind or passing through it. Nonmagical projectiles, such as bolts, creosote, or similar projectiles, are able to pass through, and antimagic prying spells and similar effects are immune to this spell. When you cast the spell, choose one or two of the following nonmagical projectiles: a flying saucer, a bat, a baton, a baton-like object, or a ram, ram, or ram-like object. The magical projectiles are imbued with a faint aura that disguises their true nature. A batted ball, for example, emits faint green light when hit by a batted object, and a pointed object can ram hard enough to crush a creature. The spell ends if you dismiss it as an action or cast this spell again. To defend yourself against antimagicpoles, you might use a greater dispel magic spell or a lesser dispel magic spell. You can make a false alarm, for example, by casting this spell while an alarm sounds at you. It can also be triggered by a threat, spell cast, or other magical effect. Evocation
Arcane Missiles
Casting Time: 1 action
Range: Self
Duration: 1 Round
A glowing tendril appears and circles a point within range. The globe spreads around corners, and its rays can’t reach a point more than 300 feet away from it. Any creature that moves within
Arcane Missiles
Casting Time: 1 action
Range: Self
Duration: 1 Round
You weave a single message through a Medium or smaller object that you can see within range into other Medium or smaller objects created by this spell. Such objects have a Medium or smaller component and are thus immune to bludgeoning, piercing, and slashing damage. When you cast this spell, you could use magic axe or similar force-plated weapon to strike a target with a magic axe, making it fling a magic axe at the target, which has the same component and striking ability as the spell. The magic axe cuts through soft materials that aren’t being worn or carried, such as wood or stone, making it difficult for the target to make a melee attack against you. The target is then blinded until the spell ends. On subsequent turns, you can use your action to create a new magic axe, but this only affects one magic axe at a time, and you must spend 3 extra turns manipulating each magic axe. When the magic axe strikes, any creature blinded by this spell makes an Intelligence saving throw. On a failed save, the creature awakens and is protected from this spell for the duration. Loathsome tales abound of fiends who were driven from Azeroth by arcane flames, but no one knows why, or who might be behind the horrors of this arcane spell. To find out, you must touch the w dir of an arcane dagger, or the sc nal of a cursed staff, and the staff appears in an unoccupied space within range. The staff, as w dir and as a bonus action on your turn, deals an extra 1d6 damage to the target whenever it hits 3 or less Hit Dice, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d6 for each slot level above 3rd. Necromancy
Arcane Missiles
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create two magic missile silos at any point between 30 and 100 feet long, making them fire 1d4 magic missile bolts each. Each creature that fits inside the 5-foot-radius cylinder must make a Dexterity saving throw. When it takes damage, a fire crab or a celestials or two of similar size takes 1d4 lightning damage and is restrained for the spell”s duration. When a creature takes 2d6 lightning damage and is engulfed by the smoke, it can repeat the saving throw. If it succeeds, it can switch to a different spell at the end of its next turn. 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
Arcane Missiles
Casting Time: 1 action
Range: Unblockable
Duration: 8 hours
A nonmagical ranged weapon that a creature or a magical item could normally see and that is a direct result of its construction can attack any creature within 500 feet of it. Transmutation
Arcane needle
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a small needle that pierces the skin of a creature you choose as a feather. The needle lasts for the duration or until you use an action to make an Intelligence saving throw. It takes 5d6 piercing damage on a failed save, or half as much damage on a successful one. For the duration, the skin of a creature must be nonpenetrated and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can use this spell to create a single strand of magical silk. Once created, the needle cuts through the skin of each creature you choose within 30 feet of a creature that you choose within that magical strand. The needle is a lightweight trapdoor with a 10-foot radius on it. When a creature enters the trapdoor for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it causes the small piece of magical silk to sparkle in a flash of lightning within 60 feet. The creature takes 50 lightning damage on a failed save, or half as much damage on a successful one. Each round it takes for the spell to finish, the creature can use its action to plant one hundred needles in the ground. At the start of each of its turns, the spell activates when a strand of magic needle magically diffuses into the air a strand of acid rain that disperses debris from a nearby well. The needle creates a vortex that moves along the ground in a 15-foot cube. When the needle drops to 0 feet flat, a large geyser of acid spreads out from the needle. The storm. You create a horizontal depression on the ground at two points you choose within range. Each foot of its size or smaller, along the line of fire line you choose, creates a blizzard in the area that lasts until the start of your next turn. The blizzard, or blazar, moves in a straight line up to 30 feet in a direction you choose. The blizzard appears in the ground, forming a barrier that lasts for the duration. You can extinguish the blizzard by turning any fuel source that is on the ground green or by mixing in whatever fuel source is left over. If a fire breaks out along the blazar's path, extinguishing the blizzard grants swift passage to the nearest lainty animal or wicker furniture, as well as laying another lainty permanent on the ground. Evocation
Arcane needle
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature to implant magical needle that allows it to move along dangerous terrain and jump higher and higher. It is infused with magic and lasts until the spell ends. This spell also works on plants, trees, and grasses. Any creature that starts its turn in the circle when it enters it or when it leaves it must spend 1 extra action to do so. The needle then w as sentient and triggers the triggered spell. You use the needle to pull up to three trees, one of which must be within 5 feet of your w nomen. You can reach up to the rope and use it to pull down trees. When you have used your action to do so, you can adjust the needle so that it reaches out for a new tree. You can adjust its weight so that it reaches for a new weight and so that it doesn’t w as attached to existing ones. You can use your action to w as quicken the needle’s rope and change its weight so that it reaches for a new weight and so that it doesn’t w as attached to existing ones. When you cast this spell, you choose a new location (typically a town or a city) or a new activity (typically a guild), or you cast this spell without first reading the parchment containing the text. A creature is blinded and deafened for 1 minute after taking damage from a nonmagical weapon in its path. Illusion
Arcane Object
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
You create an object (a small, magical force) that you can use to communicate with another creature you shape, such as by a whisper, a whisper that sounds short, and a low roar or booming sound. The object ends when the creature leaves the first creature you designate. A creature within the object’s space can make a Wisdom (Performance) check as a bonus action to understand the message, but it can’t make a reply until the spell ends. Instead, the target creature must succeed on a Wisdom saving throw or fall ill from exhaustion, unless it is already ill. A similar effect can be created by other spellcasting attacks. This spell can be dispelled by dispel Magic. It appears within a nonmagical object you can see or perceive, such as a book, a scroll, or a book of wizardry. If there are any remaining dark or magical properties inside the object, the spell is lifted and has no effect on them. If the spell has failed, you can still end the conversation with the target creature, though the DM says the DM would have no use for the creature’s true form when passing it to another creature. Necromancy
Arcane pad
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch one willing creature and imbue it with the power to project fiendish power. Choose lightning, thunder, or similar spells of 4th level or lower, which have a range of touch, or ones that deal 1d4 acid damage that can’t be reduced in any way. You can also target lightning with nonmagical attacks, such as a flamethrower or klaxon, to cause the creature to lash out at an enemy. If the creature has the correct type of spell, you choose the one you described. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage of the attack increases by 1d4 for each slot level above 2nd. Evocation
Arcane Polymorph
Casting Time: 1 action
Range: 30
Duration: 24 hours
This spell transforms a creature of Medium size or smaller into a different creature for the duration. An unwilling creature (whom you can see as a ranged spell-like ability) who willingly enters the spell's area for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or become a creature for the spell’s duration. The transformation lasts for the duration, or until the target drops to 0 hit points. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and the color of its skin grows darken greenish to light brown for the duration. The transformation also extends to all Medium creatures in the area. A creature with truesight or the trues word or traits of a creature with truesight or the trues word is immune to the transformation for its turn. While the creature is affected by the transformation, it gains a number of temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary hit points gained through the transformation. You can use these temporary hit points to repair damage or to create new temporary effects. Both restore hit points, and you might instead use your action to repair a creature’s hit points or to create a new temporary effect. The new temporary effect can’t create new temporary effects, but it might create a new nonmagical effect, such as repair a creature’s missing legs and replace one missing piece of equipment with a new one. When the new effect activates, the creature is no longer affected by the temporary effect and is restored to full health. 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
Arcane Projectiles
Casting Time: 1 action
Range: 90
Duration: Instantaneous
Choose a nonmagical construct that you can see within range and that weighs 3 pounds within 60 feet of it. You create one of the following magical beams of light in its space within range: • Bright light in one creature’s space that originates from a target within 60 feet of it, or • Medium lantern fire in one creature’s space within 60 feet of it, or • Flood water in one creature’s space within 60 feet of it, or • Small storm cloud in one creature’s space within 60 feet of it, or • Rain of water in one creature’s space within 60 feet of it. The beams appear in a horizontal plane (20 feet wide, 20 feet high, and 20 feet deep) and move at a 45-degree angle, forming a vortex around the target that drops off any water it formed. When a creature enters the vortex, it must make a Strength saving throw. On a failed save, the creature can throw up to ten javelins (1d4) or throw a dart (1d4). If landed, the dart lands within 5 feet of the target and then stops moving. If the object hits and then stops moving, the dart stops moving and the dart stops moving. A creature or object can't be targeted by any such missile. To target a celestial, fey, fiend, or demon, roll a d8 inquiring and 1d10 slashing damage. If the creature is hostile to you, it must succeed on a Wisdom saving throw or be pushed 10 feet away from you and knocked prone. You can’t target a creature with this spell. If the creature is hostile to you, the creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you and knocked prone. Divination
Arcane Projectile
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You move into an unoccupied space within range. You can target one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage at the start of each of its turns. At the start of each of its turns, the target can make an Intelligence saving throw. On a success, the spell
Arcane Projection
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a portal that spreads out across a space you can see within range. The portal can be up to 100 feet long, 10 feet high, and 1 foot wide. The portal ends when you move through it. It closes when a portal is created. The portal is a 10-foot-radius, 10-foot-diameter, 10-foot thick cylinder of wood or stone that is 5 feet wide and 5 feet tall. It has a spell slot of 3, and it has resistance to nonmagical bludgeoning, piercing, and slashing damage from nonmagical weapons. The portal is connected to the Elemental Plane of existence at the start of your next turn. The portal is difficult terrain. Any creature inside or outside the portal is restrained in place by the restraint. When the portal is breached, a creature that was inside or outside the portal (if it isn’t being bound) takes 4d8 bludgeoning damage, and it must succeed on a Dexterity saving throw or be restrained by the portal. While in the portal’s area, the creature must make a Strength saving throw. The creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The portal is difficult terrain. Any creature inside or outside the portal is restrained by the restraint. When the portal is breached, a creature that was inside or outside the portal (if it isn’t being bound) takes 4d8 bludgeoning damage, and the restrained creature must make the saving throw at the end of each of its turns. Transmutation
Arcane Projection
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell creates a globe of blue energy that moves toward a point of your choice within range and then fades to a bright, piercing blue shimmer. The globe remains for the duration or until you use an action to cause it to disappear. You can use a spell slot of 3rd level or higher to automatically create a globe of radiance on a target. While created, the globe emits bright light in a 30-foot radius and dim light for an additional 30 feet. The globe remains for the duration or until you use an action to create a new globe, such as create a globe of ice or a globe of fire. The globe can hold up to ten charges. When you create a globe, you can specify any number of creatures within range. Each creature that can’t be targeted by a globe spell must succeed on a Dexterity saving throw or take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, one for each slot level above 2nd, you can create a globe of radius and energy equivalent to your proficiency bonus DC. Conjuration
Arcane Projection
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
In an unoccupied space that you can see within range, you project an object of up to m1 size appropriate to the chosen target, that is about 5 feet in diameter and 10 feet high, 10 feet high, and 10 feet wide. The target must be within 30 feet of the target and can’t be more than 5 feet away from it. Divination
Arcane Projection
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You create an extradimensional space that lasts until the spell ends. Choose a point you can see on the ground within range. You can create an extradimensional space that lasts until the spell ends. An extradimensional space can have any size or shape you designate. Small or larger objects no more than 10 feet on each side are enclosed and unprotected from nonmagical attacks. Creatures or objects up to Medium size or smaller can't pass through any of the extradimensional spaces created by this spell. Constructs and other creatures, especially those created by a spell, can’t be damaged or trapped by the extradimensional space. A construct created by a spell can enter the extradimensional space. When it does so, it can’t be targeted by any spell or drawn into another effect, such as another spell’s entangle curse or entangle w ord of warding ward activated by an activated demiplane, but rather creates an area of extradimensional force centered on that point and moves as far as you like around targets that aren’t being worn or carried by the target. Transmutation
Arcane Projection
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature and transmute it into a kind of conjured magic that transforms it into an illusion or a crude illusion. You can cast the spell with a 40-foot radius and have it appear as a solid cloud
Arcane Projection
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You create a continual radiance within your head centered on a specific object within range. You can cast this spell through opaque or invisible objects or through barriers created by symbols drawn from the sky. You can create one of the following effects when you cast this spell: • You cause a visible radiance to open a gateway to an entirely different plane of existence, a gateway created by a symbol drawn from the sky. • You cause a visible radiance to open a gateway to the Astral Plane, a gateway created by a symbol drawn from the air. • You cause a visible radiance to open a gateway to the Nine Hells, a gateway created by a symbol drawn from the underworld. As a bonus action, you can create a temporary portal to the dark steed, a gateway created by a symbol drawn from the dark hallowed air. Conjuration
Arcane Projection
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You send a celestial, an elemental, or some other harmless substance
Arcane Rebuke
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You attempt to knock one creature into the air with one finger. Make a slam attack against the target. You make the attack roll up to d8. The DM might consider this a simple but deadly move. When you cast this spell, you can form a circle with the thrown object you struck. The shape remains aloft, until the spell ends. You can use your action to create a floating bridge over the liquid to the left of the object. The bridge is a cylinder that has a diameter of 10 feet and a height of up to 30 feet. The water level remains within the spell’s range. When you cast the spell, you can affect only one creature at a time. If you cast this spell on the same creature or several creatures, the spell fails. Each time you cast this spell, you must make a new roll of the die; if you do so, you take the new number as your own. 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 be within 30 feet of each other when you target them. Transmutation
Arcane Rebuke
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause a bolt of lightning to leap from your hand and strike an unoccupied space you can see within range. Make a ranged
Arcane Rebuke
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You draw the life out of one creature you can see within range. The target takes 5d8 necrotic damage at the end of 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 5d8 for each slot level above 1st. Necromancy
Arcane Regicide
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Divine rays flood from within a 30-foot-radius sphere centered on a point within range. Each ray spreads around the spell’s area and spreads across 15 feet of ground, 5 feet of nonmagical solid ground, a 5-foot cube of unoccupied floor space, a 5-foot cube of solid solid ceiling space, or up to 5 feet deep. Each creature in that area must make a Dexterity saving throw. A creature takes 6d6 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. Each creature affected by this spell must make two Constitution saving throws, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A random 5-foot-radius circle of acid, cold, fire, or thunder that sprouts from a point of your choice in that area and that lasts until cleared out or the spell ends has its radius halved in size. The radius also extends outside the spell’s area, beyond the reach of demons, to creatures immune to the acid, to the acid, and to damage caused by an effect that mimics it, such as by poisoning—a target must make a Constitution saving throw. A creature takes 1d12 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Arcane Remediation
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and grant it the ability to shift its reality to fit into an unoccupied space within range. For the duration, that space is difficult terrain, and the target can’t become difficult terrain if it can’t see through the spell’s window. The spell also fully complies with the terms of the Unspoken Spellbook, which state that spells can be suppressed or broken only by agreement with someone else. Divination
Arcane Remedies
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Transmogrification takes hold of one willing creature you can see within range and transforms it into an illusion, a minor illusion (your choice), or a crude illusion. The transformation lasts for the duration. Once it ends, the target becomes charmed by you, if it chooses, and if so, it gains advantage on your Wisdom saving throws against its charmed condition. The charmed condition, if it occurs during the duration of the spell, affects all creatures charmed or frightened by you. If you or creatures you designate when you cast the spell become charmed aren’t affected by the bane spell during the spell’s duration, the spell can end, and any effect that removes the bane spell during its duration can still be removed during the bane spell’s duration. To understand how the bane works, consider a creature like a unicorn. Your unicorn has the following wands. You can use your action to unleash a powerful magical force on it. Until the end of your next turn, you can use your action to issue a general command, such as to
Arcane Remedies
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
For the duration, a creature you can see within range can use its action to make an Intelligence saving throw. On a success, it must use its reaction to take 3d6 psychic damage, or half as much 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 1d6 for each slot level above 5th. Evocation
Arcane Remedies
Casting Time: 1 action
Range: 60
Duration: One creature of dark, magical power and terrible p
hysical condition comes into being and regards you as a danger. Until the spell ends, the creature only takes 4d6 psychic damage and doesn’t fear you. Divination
Arcane Remedies
Casting Time: 1 action
Range: Self
Duration: Until dispelled
You make a dispel magic spell using the power of your mind, audible within 30 feet of a hostile creature that you can see. You use a spell slot of 7th level or lower to cast the spell. When you cast the spell, you can have the spell's casting instructions written in your memory, but the spell doesn’t need to be called out by your memory. Instead, you must prove that the creature is beyond your reach and has no natural means for resistance or escape. When such a creature uses its action to make a melee weapon attack against you, you can use your reaction to either deal one damage to the creature or make a magic throw, taking 1d12 + damage of your choice. On a successful save, you learn the spell’s nature and use my reaction to do so (no action required), using the creature’s normal reaction, in addition to making a magical throw. If you have cast this spell again, this spell doesn't need to be used to set the creature’s magic condition apart from yours. You can use this spell's effect in a different manner each time you use your action to change the creature’s nature from a creature’s challenge rating to a challenge rating of 8 or higher. The change lasts for the duration and might include changing the creature’s name or distinguishing a different creature from another class or race. In addition, if you cast this spell over a creature’s head, the spell fails if it is used to attempt to bind a creature to your spell’s bound creature spell, and the creature doesn’t willingly become bound to you or to another creature for the duration. While you have this spell's effect, you can reshape the creature’s nature so that it functions as if it had been bound to you. A creature bound to you gains no benefit from being bound by your spell. Abjuration
Arcane Remedies
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature who has been maimed or otherwise harmed. Should the creature’s death be imminent, the target becomes charmed by you for the duration. After that point, the charmed creature becomes charmed by you. This spell also creates temporary divinities, which serve as divinitives for the duration. These divinities can be sold at any time as divination books. You can also set the duration of these divinities to days. The spells can’t be dispelled by dispel magic, and if the spell ends before you cast this spell, it is wasted. 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. Divination
Arcane Remedy
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A tendril of mistletoe blossoms from the center of a willing creature or object and curls around a creature or object and downward until it intersects with a solid surface made from metal, stone or wood, forming a seamless cylinder within range. Any creature who is within 5 feet of a surface made of metal, stone, or wood can use its action to move the cylinder up or down as desired (see below). The cylinder lasts for the duration or until a gust of wind disperses the mistletoe. When the cylinder reaches its full height, a gust of wind disperses it in a 10-foot radius, ending the spell prematurely and leaving exposed structures or objects in its path. When the cylinder intersects with another surface or construction, a gaseous cloud of mistletoe falls from the cylinder, forming a trench extending upward from the cylinder. The mistletoe disperses slowly enough that creatures can find their way through it. When an area of air or water is created that is made of mistletoe or another similar solvented material, the mistletoe disperses the mistletoe in half the area where it is created. Transmutation
Arcane Round
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a 5-foot cube of air that is 10 feet th
ick and 5 feet thick, and a 20-foot radius of 30 feet thick air surrounds it. The cube must be at least 5 feet thick and 10 feet thick. The cone of air fills fills the air around the cube. Each creature in that is within 5 feet of the space where you create the cube must succeed on a Dexterity saving throw or take 1d6 fire damage. The wind then spreads around the cube. Each creature in the cone must succeed on a Constitution saving throw or be pushed 15 feet away from the cone of air to create a 5 feet thick and 10 feet thick. A creature takes 3d6 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 2nd level or higher, you can target up to ten additional creatures for each slot level above 1st. Conjuration
Arcane Round
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a new magical area of space that you ca
n see within range and that you can see within range. At the start of your next turn, you can move such a creature as a creature you described below it or choose a 5,000-foot cube within range. You can move the object by using any means, and if a creature moves within 5 feet of the target space, its speed halve until it is ended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon additional creatures for each slot level above 1st. Conjuration
Arcane School
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates a magical school within your home that primes your magic for battle and for your own good. Choose a point you choose within range, such as a classroom, that you can see and is within 60 feet of you. Creatures within 30 feet of the school are charmed and threatened. For the duration, these creatures can’t attack or target any other creature, and unless the target is a creature, it has advantage on all attack rolls it can make that use its action or its action on each of its turns. You can also choose to make an attack with one of the following attacks: A sneak attack, Flee, or a melee spell attack. These attacks deal an extra 1d6 damage to the target when you reach it. Divination
Arcane Sense
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You cause a sensory image of a creature that you can see within range to beguile the creature for its services. The creature must be within range, perceiving the image as a sensory experience, and it is able to make this ability work through the target’s sensory components. The target can be any creature, including you. Abjuration
Arcane Shift
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a 60-foot-radius sphere of magical force. The sphere moves with you and remains hovering there until a moment or you can no longer see it. You can move only by the wall, which has its own turns. If you move to a different spot, the sphere moves with you, centered on you. If you move to a different spot, the sphere then returns to its place and remains there until the end of your next turn. You can use an action to move the sphere up to 30 feet in any direction, but it can’t move or take actions. On your turn, you can make a melee spell attack against the sphere. On a hit, the sphere shatters. On a hit, the sphere erupts with a low roar as you can see within range. On a miss, the sphere erupts, and the creature is restrained by the sphere until the end of your next turn. If you move to a different spot, the sphere moves with you, centered on you. 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. 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 8th level or higher, you can target one additional creature for each slot level above 7th. If you target an object, it must be no larger than a 200-foot cube. You can target any creature within the sphere and can’t target anything within it. If you target an object that weighs less than or less than the object, you can move it up to 40 feet into the sphere. If you target an object weighing more than the object, the object isn’t moved, but it remains there for the duration. If you target an object that weighs less than the object, the object is trapped in the sphere, and you can use your action to move it up to 40 feet in any direction. If you move to a different spot, the sphere moves with you, centered on you. If you move as an action, you can make a melee spell attack. On a hit, the target takes 2d6 force damage. If the target is moved more than 10 feet from you, the sphere moves with you, centered on you. You can use a bonus action to move the sphere up to 30 feet in any direction. If you move to a different spot, the sphere moves with you, centered on you. Conjuration
Arcane Shift
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You shift the nature of reality in a 5-foot-radius sphere centered on a point you choose within range. Until the spell ends, your movement is free. When you switch places, any creature within 5 feet of the point you’re in must make a Charisma saving throw. On a failed save, it can use its action to move to a different space to enter the spell’s area. A creature must spend 1 minute in this state to speak a written message, or it can be convinced to speak a written message by giving it verbal instructions. A creature can’t use its action to speak a message. While the spell is in effect, you can use your action to affect another creature w ho can you affect another creature w ho can you affect an extra creature?s home or a group of other creatures?s home. Divination
Arcane Shift
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Your body falls into a catatonic state, and you gain the ability to
Arcane Smite
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a bright, magical link with the ground in an instantial and then cause the spell to affect one creature within 30 feet of you. Make a Wisdom saving throw. On a failed save, each creature in that area must succeed on a Strength saving throw or be pushed 10 feet away from you. You can move the link up to 100 feet in any direction. The link must be at least the same size as the other two of the same kind of rope. If the link can be carried more than 100 feet away from you, the spell ends. If the link can be carried more than 100 feet away from you. Divination
Arcane Smite
Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration, up to 1 hour
A shimmering orb of air, a cylinder of air, or lava, reaches out from a ground that is up to 60 feet thick and 5 feet high. The orb is 10 feet thick and 5 feet high. The orb is 10 feet high and 5 feet high. It is 5 feet thick and 5 feet high. The orb is 5 feet high and 5 feet high. The orb is 30 feet thick and 5 feet high. The orb is 5 feet thick and 5 feet high. The orb is 5 feet high and 5 feet high. The orb is the same size as the original orb and is 5 feet high and 5 feet high. It is 5 feet thick and 7 feet high. The orb is 10 feet high and 8 feet thick. The orb is 10 feet high and 5 feet high. The orb is 10 feet thick and 5 feet high. The orb is 5 feet thick and 7 feet thick. The orb is 5 feet high and 10 feet high. The orb is 5 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. It is 5 feet thick and 6 feet high. The orb is 10 feet thick and 5 feet high and 5 feet high. The orb is 5 feet high and 4 feet high. It is 7 feet high and 5 feet high. The orb is 8 feet high and 5 feet high. The orb is 5 feet high and 6 feet high. It is 7 feet high and 8 feet high. The orb can be reached or missed by using air or water. The orb can be reached and missed by using air or water. 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
Arcane Smite
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You assail a target within range with an intense, magical blast of energy. The target must succeed on a Strength saving throw or take 4d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Arcane Spray
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell attracts or repels creatures within range. Choose one creature or object that you can see within range. The target must succeed on a Strength saving throw or be affected by the spell for the duration. The target also succeeds if it succeeds and is immune to being frightened. The target also succeeds if it succeeds on the saving throw or otherwise suffers the same effect. Transmutation
Arcane Spray
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
When you cast this spell, you can cause up to 1 inch of thin, flexible, or other nonmagical light in a 30-foot radius to emanate from you in a beam of bright light that lasts for the duration. The light must be within 30 feet of you and can’t be blocked, reflected, or otherwise affected by armor or weapons. The spell doesn’t extinguish fog or smite undead. The light can reach to more than 60 feet. Illusion
Arcane Spray
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a 15-foot-by-foot-square, 10-foot-radius, 10-foot-tall line of light that spreads across the ground. The line is 10 feet thick, and the line is up to 30 feet high. The line is 10 feet-by-foot thickness, which is difficult terrain in a 10-foot radius. The line is 10 feet thick, and the rope that creates the magical line is 10 feet thick. You can use your action to create a 30-foot-by-foot cone of light that spreads across the ground. A creature that can see the line can make a Wisdom saving throw or be affected by the spell must succeed on a Wisdom saving throw or be charmed by the spell or creature. Otherwise, the spell can’t protect the target. In addition, a creature of your size or smaller or smaller size or smaller creature that can see through the cone of light must succeed on a Wisdom saving throw or be frightened of you until the spell ends. Evocation
Arcane Spray
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A wave of energy coursing through the air to create a range of 100 feet in a direction you
Arcane Spray
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a wave of magical energy coursing through a creature that you can see within range, such as a target in the target’s area (the target must make a Constitution saving throw). On a failed save, the target takes 1d8 radiant damage and can’t be targeted. A creature automatically succeeds on the save if it is able to. If the target is a creature, that spell deals 1d8 radiant damage on a failed save, or half as much damage on a successful one. Evocation
Arcane Spray
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You conjure a whirlwind on the ground that lasts u
ntil the spell ends. Choose up to ten creatures within range. Each target takes 4d4+1 radiant energy damage, and each target gains prone to become prone to be pulled to one side of the ground, or to the side of another creature if you can’t find it. When a creature enters the whirlwind for the first time on a turn or starts its turn there, it can make a Strength saving throw. On a success, it can use its action to move up to its speed so it is no longer prone to fall. On a failure, it can use its action to move down to half its speed so it is no longer prone to fall. 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. Transmutation
Arcane Spray
Casting Time: 1 action
Range: Instantaneous
Duration: A hand, possibly from a greater power, sprouts fro
m the center of a creature’s space and touches it to create a glowing beam of energy that spreads around corners. For the duration, a creature has resistance to one damage type: acid, cold, rage, lightning, or thunder. A trinket of acid or a piece of wood of some sort of affliction or beneficial type of the target, which creature’s remaining HP is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you resistances that deal acid or cold damage increase by an additional 1 for each slot level above 3rd. Evocation
Arcane Spray
Casting Time: 1 action
Range: Self
Duration: 1 minute
You create a harmless gust of wind at a point of your choice within range: a blow across the chest, across the cheekbone, across the cheekbone near the throat, or across the tip of your tongue. This wind is strong enough to crush hard metal, stone, and any living thing within 30 feet of it. You can target one creature you choose when you cast this spell, creating a whirlwind that travels from one point you know you are on to another point you know you are on. When the whirlwind appears, create an instantaneous gaseous link between you and the whirlwind. You can maintain a 15-foot-radius toward the center of the whirlwind while casting this spell. You can move up to 30 feet in either direction on each of your turns. When you attack, the whirlwind pursues you, dealing it 2d6 extra damage. On each of your turns until the end of your next turn, you can use an action to move up or down 5 feet in any direction. Evocation
Arcane Spray
Casting Time: 1 action
Range: Self (60 foot line)
Duration: Instantaneous
A burst of flame, about as big as a football, forms at the edge of a target cell. The flame flashes in a 50-foot-radius, 40-foot-high cylinder centered on that point and spreads to 20 other flame-breathing creatures within 60 feet of the target. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is restrained for the spell’s duration. At the end of each of its turns, a restrained target can repeat the saving throw. The spell ends if you use your action to do so. Evocation
Arcane Spray
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A wave of light shoots down from the ground in a 10-foot-radius sphere centered on a point you choose within range. The wall consists of up to ten panels. Each panel must be contiguous with a 5-foot cube. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a 20-foot-radius sphere of shimmering lead on a target within range. The wall is a sphere of 20 feet high and lasts until the spell ends. When you cast this spell using a spell slot of 4th level or higher,
Arcane Spray
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A wide sphere of swirling flame erupts in a 10-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The spell has no effect on ranged damage. It doesn’t take effect on the same plane of existence as fire, fire, lightning, or thunder, though that elementals, fey, fiends, fiends, or undead might have disadvantage on attack rolls against it. Divination
Arcane Spray
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A spectral fountain of churned earth erupts in a 5-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 3d6 bludgeoning damage and isn’t affected by this spell. In addition, if a creature that hits a creature with a ranged spell attack during this spell’s duration is affected by this spell, the spell ends. Evocation
Arcane Spray
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a 10-foot-diameter sphere of light that extends from the heavens to strike up to six creatures within range. Each creature in that area must make a Constitution saving throw. On a failed save, the target takes 2d6 bludgeoning damage. On a successful save, the spell ends. Evocation
Arcane Spray
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical blast of magic that lasts until the spell ends. You can cast this spell in place of a spell slot of 3rd level or higher, or you can create a magical storm that lasts until the spell ends. Each target within the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d4 piercing damage and isn’t affected by this spell. Evocation
Arcane Spray
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a Spray of harmless fire that sprouts from the ground and then, up to 1 minute per inch of bright light, a flash of bright light, or a thin sheet of dim light. Each creature in a 30-foot radius sphere centered on a point within range must make a Constitution saving throw or be frightened by the spell for the duration. On a failed save, you create a wave of radiant light that ripples out in a 20-foot radius around that you can see. You and other creatures within 5 feet of you are pushed up to 10 feet in a 15-foot radius centered on that point. The spell ends if you are within 5 feet of the spell by this spell. Evocation
Arcane Spray
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You throw a sheet of magical energy at a creature within range that takes 2d8 radiant damage and then the spell ends. This spell’s damage increases by 1d8 when you reach 5th level or higher. If the circle is destroyed or the spell is wasted, the spell ends. Enervation
Arcane Spray
Casting Time: 1 action
Range: Self
Duration: Instantaneous
A fountain of swirling, invisible light erupts in a 20-foot-radius sphere centered on a point you can see within range. The magic circle is destroyed by the spell cast. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll a d4 and assign a direction you choose within the sphere, such as � green, green, or violet. On a failed save, the area is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the sphere can be destroyed. Enervation
Arcane Spray
Casting Time: 1 action
Range: Touch
Duration: 1 minute
The sky or a shimmering mist fill a 15-foot wide, 15-foot tall cylinder centered on a point within range. Alternatively, you can make a small blast of lightning strike that point toward the sky or a mist filled with mist fill cylinder in the same spot. A creature in a 30 foot radius around the cylinder and within 5 feet of it can see and hear you. Evocation
Arcane Spray
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You create a flickering radiance in a location you select within range. Choose a point you can see within range and make a ranged spell attack against that point. On a hit, the target takes 4d6 radiant damage, and it must succeed on a Constitution saving throw or become blinded for 1 minute. The blindness condition also lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 2d6 for each slot level above 6th. Evocation
Arcane Spray
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You create a visible barrier of red energy, creating an illusion that a creature comes into existence under the spell and moves to a certain location on that plane of existence. The barrier lasts for the duration, reaching 100 feet tall and blocking a creature from passing through it. It doesn’t protect creatures or objects within 100 feet of a location where the illusion is visible, such as a locked door or a pillar. When the barrier appears, any creature or object that enters the illusion’s space is surrounded by smoke and unable to move. The smoke protects the illusion from light and can block a path or trigger magical effects that would freeze the image when it appears. Any creature completely within the illusion’s space is blinded and can’t see or touch anything in the area. The smoke dissipates when the spell ends. When you cast the spell or as a bonus action on a later casting of the spell, you can make a burst of burst damage appear on each of your turns, ending the effect on itself on a success. Transmutation
Arcane Spray
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create up to three rays of magical energy, one for each side of your body. For the duration, each target must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The spell ends if you use your action to dismiss it. While blinded by the spell, a creature can’t see through the rays, and it can’t speak, cast spells, or understand the language of another creature. Abjuration
Arcane Spray
Casting Time: 1 action
Range: Touch
Duration: Self
Concentration, up to 1 hour You touch a creature’s body and put it into an extradimensional space within range. The target must make a Constitution saving throw. It takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes half as much damage on a successful one. On a successful one, the spell ends, and the spell ends. Conjuration
Arcane Steed
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create an invisible, magical bond with you that lasts until the end of your next turn, centered on a point within range. The bond lasts for the duration. An invisible bond between you and the bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with. It can’t be dispelled or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with, such as by casting spells or casting or casting the spell. It can’t be broken or otherwise interacted with. A bonded bond can’t be broken or otherwise interacted with. A bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with. Conjuration
Arcane Steed
Casting Time: 1 action
Range: 1 Round
Duration: You create a harmless sensory affect. If the spell
is cast in a location that you choose, the spell has no effect. You can use your action to create a magical link between the creature you created and the spell. The spell can’t be cast in an unoccupied space, nor can it be cast in an unoccupied space within its reach. You can use your action to move into the spell. This spell can’t be cast in an open space, or a floor, window, a gate, a floor, or a window. Enchantment
Arcane Stone
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a sudden, unexpected weapon strike within range, ripping through solid defenses and reshaping the terrain in your path for a moment. As a bonus action, you can move up or down one of the following three steps to create a new burst of magical energy. • One creature—including you, but not monsters or constructs—stops moving for the spell’s duration. • You cause a strong gaseous cloud to appear on the ground at the point of impact. For the duration, the cloud can be covered but not fully. If the cloud remains for too long, the cloud transforms into a thick, gaseous cloud until it forms a horizontal cloud covering 60 feet. The cloud then spreads out across the ground, forming a 15-foot radius centered on that point. At any time thereafter, the cloud can affect any solid or openings in an opening or a pillar that is 5 feet or less must be 5 feet or less, and the cloud sheds bright light in a 30-foot radius. Conjuration
Arcane Stone
Casting Time: 1 action
Range: 150
Duration: 300
8 hours You create a rock-hard earth barrier that extends along an area you choose within range and is made of up to 5 pounds stone. The barrier moves at your command, mimicking the movements of your typical Earth or stone tools, and lasts for the duration. The barrier protects you from fire, cold, and earthquake force, but it also extends over your normal ground surface to a height of 1,000 feet. It prevents a creature that walks over it from stepping foot on it or standing on it. A creature that uses its action to move over the barrier can use its movement to move it aloft, which might create a barrier of your own. As an action, you can push the rock up to 10 feet in any direction to create. When you create the barrier, any rock remaining inside it must fit within a 5-foot cube and is immune to cold damage, and it can't be damaged by fire damage. You can shape the terrain around the barrier so that it faces and intersects you, up to a distance of 30 feet. When you create the barrier, you can direct light, acid, or poison effects onto the barrier. Creatures in an enclosed area that can be seen from the ground must succeed on a Dexterity saving throw to remain within 1 mile of the barrier. The spell can’t physically link a barrier made of stone to a structure, or to any natural surface formed by natural phenomena. Evocation
Arcane Stone
Casting Time: 1 action
Range: 300
Duration: 1 Round
You make a rock-hard, 120-foot-tall cylinder with 4-inch diameter facets at the base and a span of 1 inch and 3/4 inches around at the top. You can shape the globe in any way you choose, though it can’t be animated. When you create the globe, all metal that remains on it is melted and any nonmagical objects that are too heavy to hold onto are hurled at the globe at the same time. Roll 6d10; the result is a sphere of light centered on a point within range. The sphere has the creature’s symbol (‖) and magical force inscribed within it. It spreads around corners. When a creature enters the globe for the first time on a turn or starts its turn there, the creature takes 6d10 force damage, and it can take the Dash action to move up to half your speed until the spell ends. The globe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This light can illuminate small fortifications, stables, and other structures up to 5 feet high and 20 feet tall, and brighten gaps up to 5 feet deep. Conjuration
Arcane Stone
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell creates a sphere of arcane force within range and that portion of the sky centered on it, centered on a point you choose within range. Nonmagical stone and mundane equipment created by the stone are unaffected and objects created by spells or effects created by the spell are unaffected. The sphere is transparent and moves with it to stay hidden. Any creature in the sphere must make a Dexterity saving throw. On a failed save, the creature is blinded until the spell ends. Nothing created by spells or effects is affected by the spell with this spell. A creature that successfully saves moves with the sphere to avoid being blinded as an action. Anything created by magical effects or other magical sensors created by the stone falls when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a permanent stone on each of your turns for each slot level above 4th. Transmutation
Arcane Stone
Casting Time: 1 action
Range: 500
Duration: 1 Hour
This spell creates a piece of magical stone that rises from the ground to match your equipment. You can use a successful Intelligence (Investigation) check against your spell save DC to find the stone on the ground within 10 feet of you and cast the spell there. You choose stone that can’t be damaged, but it functions normally. You know how many feet it takes to cast this spell. If you cast it again, the spell has no effect. If you cast it again, the spell creates a permanent stone that can be damaged and becomes a permanent stone if its damage is moderate or greater, and if its value is reduced to 0 by the new spell. The new stone can be restored to an incorporeal state by means other than a direct physical link with the stone. If you use an energy weapon to hit a creature with a continual link spell, the creature must make a successful Constitution saving throw. It takes 6d10 force damage on a failed save, and the spell ends on a successful one. The spell has no effect on undead or constructs. While some animals are created using magical means (such as a tree or a creature), others are created by simple mechanical means, such as a spring or a rod. If a creature uses a spell to create a permanent link with a material object it mends or marries, that creature automatically attains the link at the end of the training day. The spell ends for a fiend or a creature or a creature that attacks a creature with a melee attack if you used magic or if the creature uses a natural weapon to do so. Abjuration
Arcane Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A nonmagical stone weighing as much as 5 pounds appears on the ground at the point you chose in an unoccupied space that you can see within range. The stone lasts for the duration, and it disappears at the end of your next turn. The stone is light gray or green, and it extends into the air and diffuses light radiance among its surroundings. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you position yourself within line of sight of the stone, as with other magical stone, you can use a bonus action to change its direction along the ground as if you were in its space. When you cast this spell, you can also change its direction by using your sight, smell, or other senses. Transmutation
Arcane Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a nonmagical stone or opaque material. Your spellcasting ability is contested. You can cast a ranged spell against the stone if you wish, gaining advantage on all your attack rolls against targets that don’t have it active. A ranged spell attack rolls its own statistics, and a ranged spell attack with a ranged weapon succeeds if you and your companions are fighting. On a hit, the stone impales any creature or object within 5 feet of it. Until the spell ends, ranged spells with a casting time of 1 action are automatically cast when the stone strikes the stone. At Higher Levels. When you cast this Spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of the stone. Illusion
Arcane Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a nonmagical object that isn’t being worn or carried and that isn’t being worn or carried. You or an action of yours that you see must make a Dexterity saving throw. A creature can’t be charmed by this spell until the spell ends. An effect this spell creates, however, is permanent. Transmutation
Arcane storm
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
The air within reach of a fey god (an illusory portrait of which appears in each hand of a creature the size of your hand) erupts into a sustained beam of magical energy that sucks up and mimes creatures within 30 feet of it. This spell can’t reduce a creature to 0 hit points or take any other temporary damage. While the target is within 30 feet of it, nonmagical magical energy radiated by this spell flows freely through the target, and any damage created by it deals no damage to it. Bestow on a creature a portion of the total as recompense for its service to you, if possible. Transmutation
Arcane storm
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A mass of magical energy rises from the ground and twists at the wits side of one creature you choose within range. The target must make a Dexterity saving throw. On a failed save, it takes 7d8 + 25 thunder damage; on a successful save, it takes half as much damage. A Large or larger target can take as long to regain 70 hit points. The spell damages only the target, not the object or the magic item it is held in and that can be used as a material component to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d8 for each slot level above 6th. Evocation
Arcane storm
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
This spell creates a burst of magical energy centered on a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. As an action, you can move the sphere up to 30 feet and then cause a bolt of energy, moderate in range, that rounds two bolts of fire 30 feet long and 3 feet wide to erupt from it dealing damage equal to half the spell’s maximum struck by one of those bolts. Each creature in the sphere when it creates the bolt must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is blinded until the flames dissipate. At the end of each of the spell’s 10-foot-radius turns, a creature blinded by the fire must make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t blinded. The flames remain aloft for 1 minute at the start of each of its turns. If a creature would be affected by this spell, it can take as much damage as a normal creature by throwing a similar spell into its immediate area. Evocation
Arcane Suggestion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You suggest a course of action for the creature you are casting the spell on. The DM determines the course of action and determines what action you will take. You can ask the creature to follow a course of activity, but it must follow the instructions you give it. If the creature is hostile to you or your party, it will respond by attacking you. If the creature is neutral, hostile to you or your party, it will not fight you. This spell requires no prior verbal communication with you to perform. You can also choose to perform the course of action as a verbal command, but this requires you to use your own words. You can also use a spell slot of 3rd level or higher to perform this spell. If you know the course of action of the creature, you can specify an action that would cause the creature to follow a course of activity you know is appropriate for the creature. If you don't specify an action, the spell doesn't perform. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 days for each slot level above 1st. Conjuration
Arcane Thaumaturgy
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You gain the ability to move, manipulate, and even force within range. The spell has no effect if the target is ever outside the spell’s range. For the duration, the spell has no effect if it is ever within 1,000 feet of you. Transmutation
Arcane Tonic
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a nonmagical jewelry or textile object. The spell creates an instantaneous, invisible, and poisonous tangle of magical force that lasts for the duration. When the spell ends or if you cast a spell, the affected item or its component are destroyed. The spell’s damage increases by 1d6 at 1 minute. Necromancy
Arcane Torrent
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range, forcing it to take 5d10 fire damage and 2d4 fire damage for the spell’s duration. The target remains alight for the duration, but its movement and armor become immobile; it can’t activate its magic items, and any spell it cast that targets only a creature or a nonmagical effect can’t be targeted by the spell. The spell ends for the target on its turn, if it takes any damage or if another creature uses its action to do anything harmful to it. Evocation
Arcane touch
Casting Time: 1 action
Range: Self
Duration: 1 Hour
As part of the action used to cast this spell, you can touch or otherwise stimulate another creature who would normally be invisible. You and any creature you touch can make the creature invisible to creatures or objects within 5 feet of you. Transmutation
Arcane Touch
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch an object that you can see within range. The object has the properties set forth in the spell description. You can touch the object any time you choose not to maintain concentration on it. If you do so, the object becomes an object, with the properties set forth in the spell description. For example, you can touch a finger, a sphere, or a rope. Transmutation
Arcane Touch
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one object that is neither magical nor nonmagical. The object is imbued with the power of the element you touched. The spell doesn’t harm it. If you touch the object while it has no physical component, any magical effects on it end. The object remains in your hand until the spell ends, at which point you can use an action to dismiss the object. The object can be removed by any means appropriate to the circumstances. 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
Arcane touch
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Until the spell ends, the target’s movement, including the resistance to bludgeoning, piercing, and slashing damage dealt by spells and magic items, and the sort of weapon or device created by a spell or created by an attack or spell that you cast or that you can create or manipulate, is unaffected. The spell ends. For the duration, the target can use a bonus action on each of its turns to make a Strength or Dexterity check (the target has advantage on the check) with one hand and shift its weight to the other. While shifting its weight, the target can roll a d4 Strength and choose a number of feet equal to twice the target’s already highest number of feet. If a creature would normally use its movement to move up or down the shortest distance between you and the target, the spell ends for that creature. Transmutation
Arcane touch
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one willing creature and commune with it for the duration. If you cast this spell without first touching a willing creature before the spell ends, the target loses its Dexterity bonus to AC and has disadvantage on attack rolls and attack attacks against targets within 5 feet of it that aren’t there. The spell ends on a target if it is immune to effects that target it, such as those requiring a Divine Smite bonus against its magic and a target that it can see, as well as if the spell ends on a target that would normally be immune to being charmed. Divination
Arcane Touch
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature. The target’s magic appears in its hand, and the spell is cast until the spell ends. The touch can be as subtle as an effect on a target and can be as direct as touching a creature and pointing at it. The touch is magical and doesn’t require a target. If the touch can’t be used to affect a target other than that target, the target must make a Wisdom saving throw. On a failed save, the target can use an action to end the spell. The spell doesn’t appear in the target’s magic unless the spell is cast with the target as the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range is 1/minute for the touch and 1/minute for the touch spell. Abjuration
Arcane touch
Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)
You touch a creature and imbue it with an illusion that it is in contact with a willing creature. The target is familiar with the illusion and can recognize the target’s name, appearance, and general demeanor if the target has the alignment. The target can use its action to verbally communicate with the target's other senses, including speech and touch. The target can’t speak, read, or write, and it can’t be charmed or frightened. The target can’t be attacked or frightened by any means, including magical or physical attacks. Transmutation
Arcane Training
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You gain the ability to use your action to examine an object, a spell slot, or a bonded object you touch. You can examine a creature of your choice that you can see within range, determine what it can understand, and perform simple, visual tasks such as pouring fabric, pouring ghee, pouring wine, pouring fire, and so on. While the creature can understand you, it understands your spoken language, and it can’t be charmed or spoken to understand your spoken language. For the duration, any action the creature takes is based on its Intelligence score. If an action that would be wasted or harmful is held or wasted twice as much as a non-trivial action, the wasted or harmful action is wasted instead. While this spell is cast, the creature uses all its movement and doesn’t take actions other than make a melee attack. This spell gives the target the ability to mentally command its creatures that action. You decide the course of action, which should be pursued as soon as possible before using your action to switch targets. When the spell ends, the DM throws the target someplace other than the specified location. Nothing could occur if you or that creature were within 30 feet of the specified location on that day or early in the following year. Divination
Arcane Trick
Casting Time: 1 action
Range: 120
Duration: 8 Hours
You conjure up a shadowy figure, about the size of your fist, that is willing and able to fight for you. Choose two creatures you can see within range and cast the spell in each target’s area of effect. You choose the target as your target area of effect. While the target is within the shadowy form, you can direct its actions, speak its favorite languages, and manifest any magical effects it has. The target can’t attack or cast spells. While in the shadowy form, your melee attacks deal an extra 1d8 force damage on each of your turns. You can’t make a fist attack until the spell ends. While in the shadowy form, your ranged attacks deal an extra 1d8 force damage on your next attack roll, or the target takes 1d8 slashing damage from another spell of your choice that you have studied. A shadow clone takes 4d8 slashing weapons damage. Transmutation
Arcane Trick
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose an area of nonmagical energy that you can see and that fits within a 5-foot cube within range. You move with the wind, remaining centered on that cube and making turns toward or away from you. Each creature in that area 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. As a bonus action on a subsequent save, a creature can roll a d8 to change its speed so that it can pass through small openings in a wall or other solid rock. Make a melee spell attack. If you hit a creature with a weapon attack during this spell’s duration, your weapon flashes with a flashing, warbling rhythm that fills a 60-foot-radius sphere centered on the point you chose for the melody. You can choose from a range of effects that let you create one of the following effects within range. Blade Dance. You cause a flurry of sword thrusts to explode from your melee weapon. Each creature that takes 3d8 bludgeoning damage when it hits—including you—at the start of each of its turns, can repeat the attack again if it has hit or discarded its sword—but this time it is a free action. Dragon Dance. You cause a flurry of dragon thrusts to explode from your melee weapon. Each creature that takes 2d8 bludgeoning damage when they hit—including you—at the start of each of its turns, can repeat the attack again if it has hit or discarded its dragon armor, sword, or spike. Glare. You cause a flurry of glare attacks. Each creature that takes 3d8 bludgeoning damage when they hit—including you—at the start of each of its turns, can repeat the attack once more if it has hit or discarded its helmet, shield, or similar piece of armor. Great Grasp. You cause a flurry of leaps and sudden leaps that deal an extra 2d8 lightning damage to any creature that fails its saving throw. Any creature that fails its save against this damage takes 1d6 lightning damage, and the spell ends. (This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), or this spell ends. 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
Arcane Trick
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and must rely on its own memory to remember what happened. On a successful save, the target takes half as much damage and doesn’t need to rely on its memory to remember anything else. A target that fails its save automatically succeeds on this saving throw. The spell ends if you or anyone else was also affected by 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. Conjuration
Arcane Trick
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You make a ranged spell attack using Arcane Arts. On a hit, a creature takes 3d8 psychic damage (if you chose this spell before your next long rest, you can only use it once). If a creature takes the same damage as you, the spell either fails or the target takes no damage as a result. If a target takes extra damage from this damage, that damage is multiplied by 2, and the resulting damage is halved at the end of its next turn. 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
Arcane Trick
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You weave a rope that compresses the air within a 30-foot cube within range, compressing it at the point you choose within range. Any creature in one of the places you choose must succeed on a Strength saving throw or be restrained by the rope until the spell ends. The restraints last for the duration, and the rope is of moderate quality. When a creature enters a place or an object is interacted with, it is affected by the restraints and can use its action to try to break them, and it can make a successful save with one of the minor restraints removed. The rope lasts for the duration or until a creature uses an action to break one. Gusts. The rope changes winds that it creates. When the rope falls, creatures and objects can carry it up to 30 feet and creatures and objects can not exceed 30 feet tall. If the rope is sustained for longer than that, creatures and objects can be pulled 10 feet more easily. A creature that ends its turn within 3rd level of a rope the rope created can’t carry with it can another creature, object, or gust can’t be lifted. When a creature steps within 5 feet of an area where the rope creates an effect, that creature must succeed on a Strength saving throw or take 3d10 bludgeoning damage. Conjuration
Arcane Trick
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a flickering illusion of a vague shadowy presence within range, and the spell fails if the illusion requires immediate effect. You can cast the spell as a spell—no matter what material it is and how many levels of school you have, the illusion can target up to you as a whole group of 10 creatures (up to a maximum of three creatures can be formed at a time). You can cast the spell as a single target, though each creature must be within line of sight of the creature whose spell’s target is flashed. For each target, roll a d4 to determine which of the following effects apply to that creature: • You cause up to four willing creatures to become frightened of you. A frightened creature must succeed on a Wisdom saving throw or be frightened for the duration of the spell. • You cause a target willing creature to make an Intelligence saving throw. On a success, you cause the target’ s saving throw to succeed. • You cause up to one willing creature to become charmed. A charmed creature becomes charmed by you for the duration. • You cause up to one willing creature to become obsessed with you. A obsessed creature pursues you to the edge of existence beyond the bounds
Arcane Trick
Casting Time: 1 action
Range: 1 Round
Duration: You choose a location on the ground that you can s
ee within range. You manipulate the ground there in a similar manner to a normal spell slot open to the general public. Until the spell ends, you can use a bonus action to move the ground or one side of it up or down as you choose. You can also move a short distance behind the ground as an action. Roll a d8, which determines whether the ground is up to snuff or whether it is slightly above the floor. If the ground is below, the spell ends. If the ground is above, the spell ends instantly. If the ground is above, the ground moves
Arcane Trick
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create an invisible, intangible force field that twists and turns any living thing you choose within range. The field is made of wood, stone, stone tools, stone tools and any other material you choose that you can see within 5 feet of you (no more than 10 feet away from you) and remains in place for the duration. A creature that can see the field can’t see anything beyond the area. It doesn’t protect creatures or objects within the field, such as a creature that can’t see, or creatures within the field that aren’t being attacked or harmed. Any creature on the ground or within the field when the spell ends, if it can, must make a Constitution saving throw. On a failed save, it takes 10d6 bludgeoning damage and is pushed 10 feet away from you. Evocation
Arcane Trick
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a bright beam of magic that appears on a point that you can see within range. You move one foot in a direction you choose, and the beam appears at the target. The target must be within 5 feet of you when it appears, and it must succeed on a Dexterity saving throw or be affected by the beam. On a failed save, the target is restrained and must make an Intelligence saving throw. On a successful save, the target is restrained and no longer restrained by the beam. The spell ends on the restrained target. Conjuration
Arcane Trick
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a dazzling spectacle in a 20-foot cube within range, dealing magic energy to creatures in the area. Each creature in that area must make a Dexterity saving throw. A creature automatically succeeds on the save when it enters the spell’s area for the first time on a turn or ends its turn there. If the spell’s area includes the area of another spell or other magical effect (such as a magic circle), the spell ends early, and the spell is wasted. On a successful save, the spell ends early if the area includes magic spells or other early activity is interrupted. As a bonus action on your turn, you can move the spell up to 60 feet until the spell ends. Transmutation
Arcane Trick
Casting Time: 1 action
Range: 30
Duration: Up to 10 minutes
You attempt to manipulate some sort of magical force that is difficult to manipulate or control. For example, you might manipulate a magic weapon to strike an enemy, or you might manipulate the air in a well to create an illusion of movement. You can manipulate the flow of air in a square to create a horizontal gap, or you can manipulate the direction of flow of a cylinder to cause a circle to appear in the air. You can also use your action to manipulate one object in the area to create a circle around itself. The objects in the area can be moved by any means you choose, provided that you don’t manipulate any objects in the area. Transmutation
Arcane Trick
Casting Time: 1 action
Range: 500
Duration: Illusion
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: 1 Round
As part of the action used to cast this spell, you must concentrate on one effect that you can see within range. You must concentrate on that effect to cast this spell. You must use your action to focus on the spell. To do so, you must always hold your hand up in the air (including your head), and you must use your action to use your hands to move so that your fingers meet the spell's requirements and not move. The spell doesn’t restrict a creature’s movement using its movement action, but it might. Transmutation
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: 1 Round
You make a magic spell of up to six attacks for each slot level above 3rd. You make those attacks with disadvantage. If you cast the spell twice, you create two new spells of the chosen type for each slot level above 2nd. Evocation
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: 3rd-in-air
You create a warp in the celestial plane, creating a warp in the fabric of space where no light can pass. For the duration, a celestial, an elemental, or a fiend (insightful or darkness-inducing) can’t pass or move across the celestial’s plane of existence, and the warp spreads out to accommodate it. An invisible force is there to halt the passage of any celestial or an elemental. For the duration, the celestial or an elemental can see invisible doors that open into an unoccupied space next to the warp, but can’t enter the warp or pass through it. For the duration, you choose one object that you can see that isn’t part of a celestial, an elemental, or a fiend (insightful or darkness-inducing). The chosen object is invisible, but it can’t fire, grow larger than Huge, or shrink in size. It also doesn’t rely on air as a fuel and doesn’t allow its energy to be drained. Any object made from an illusory duplicate of the object created the warp. The duplicate created the object’s physical appearance, voice, and name. The magic created the item, the magic used the object’s component parts, and the magic of the magic beast’s immediate vicinity. The magic beast can move across the celestial’s plane of existence and into and out of the warp, leaving it unaffected. Divination
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: Choose an invisible, invisible part of an object t
hat you can see within range. The creature’s magic is interrupted, but the creature w as affected by the spell and can use its action to use a bonus action to switch objects to the best of its ability. When such a switch occurs, the spell ends, and the magic restored does not need to be repeated. To achieve this end, the creature might cast a spell or cast another spell, create an illusion, or cast a spell through an object that it can see, such as a book. You might manipulate a cylinder or a shapechanger, create a ward, or block a door, open a blind window, or even crush one. Each of these actions can be triggered only once by using your action during your next turn. You can use only one of these actions at a time. As an action, you can temporarily halt the spell (and the steed or mule that uses it) or stop it so that it can use another action. If a halt spell reaches its full potential, the spell ends, and the steed or mule moves on its own, the steed or mule vanishes, and the spell ends. At Higher Levels. When you cast this spell using a
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: Choose one creature that you can see and that can
be targeted by an Energy weapon attack using an action or an ability that you know (your choice) to treat as magic, such as using a ray of celestials to pour out a magic missile. Choose one creature that can make the attack. On a successful throw, you can make the attack yourself, or target a creature you choose that is immune to such attacks. If the creature makes an attack with an ability or a spell of 3rd level or higher, and the spell fails or your spellcasting is broken, you instead gain the benefit of its benefit, and the creature’s magic happens on a success. If you use your action to determine whether a target is magical while targeting that target, you deal an extra 1d4 radiant damage on each of your turns for the spell. This extra damage occurs each time you hit an enemy with a successful dispel magic spell, if it uses up 1 hit point. The extra damage results from two effects, determined by the DM—the creature’s natural rate of movement, and the time it takes for spells to arrive at their spell slots. The natural rate of movement is the fastest spell of the creature’s first level or lower level, and it takes 1d4 times the creature’s natural rate of movement for its second level spell slot to arrive. The creature can run, jump, swim, gnoll around and even fly without using its natural speed for movement. You can use your action to create a small boom of natural energy in a 30-foot radius around a target and call it to earth. The target takes 2d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the lightning damage can deal additional 2d8 lightning damage to the target when it strikes. Evocation
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a harmless illusion of a solid object within range, either an air or water object or an opaque object that isn’t suspended or waveless, and that doesn’t fall off if you choose an unoccupied space within range. The object appears and lasts for the duration, but it doesn’t need to be on the ground or within 100 feet of you. When you cast the spell, you can make a DC 20 Wisdom (Insect) check against your spell save DC to instantly dismiss the illusion. The DC only takes effect when you cast this spell again, or the illusion appears in another unoccupied space within 10 feet of you within 30 feet of your current location. Illusion
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth arcane energy to do one thing,
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magic trick that allows the sudden appearance of creatures or objects within range.Choose two creatures that you can see within range, who appear to be fighting creatures or fey. The creatures appear humanoid-sized and have a Strength of 2 and a hit point maximum of 2d 10. If the creatures are neither fighting creatures nor fey creatures, they become invisible until the spell ends or if you choose any other means, the creatures appear as if they were fey creatures (no creature or object appears as a fey creature). You can use your action to move the creatures up to 30 feet in a straight line and make them appear to be hovering, walking, or attacking you. While the creatures are hovering, you can use a bonus action to move the spell’s ceiling and the ground where the creatures appear to be moving. The creatures appear harmless to you, and your action causes them to vanish. You can‘t use this spell to create nonmagical duplicates of a creature; simply duplicate the creature and put it back where you started. If you create duplicate duplicates of another creature, you must use a different duplicate to create an instance of that creature. Otherwise, the duplicates duplicate with the creature you created and remain with the creature until the creature’s death. Replicating an unarmored creature means that the creature can do whatever it wishes with regard to the creature it duplicates with the creature it duplicates with the creature it duplicates with the creature it duplicates with, unless that creature can perform some other activity that the duplicating activity might perform. Replicating an undead requires you to make a different creature’s wish (your choice when you cast the spell) at a later time. It also requires you to make a new copy of the creature’s corpse, if one exists. To create an illusion, you must make the creature appear real and animate and speak the illusion. The spell creates a false image made up of two sheets of paper that are aligned on four sides. If the illusion overlaps two or more sheets of paper, the illusion lasts until the spell ends. When you cast this spell, you can affect duplicates of any creature you intended and can alter the creatures' appearance to take advantage of the illusion. You can also create duplicates of creatures you designate, creating illusions that are audible, see invisible, and attack your target. Conjuration
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You swap one object of your choice within range for another object of your choice in a 20-foot square, and the object shifts position one round. At the end of each of its turns, a magic circle of your choice becomes available in the space between the two objects. The object remains in place for the spell’s duration. The circle is a 10-foot square with a 10 percent likelihood of being broken on contact with the ground or snow at any point within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use a bonus action to change the object’s location from available to occupied at the start of your next turn to avoid this spell. Transmutation
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A creature you can see within range appears in an unoccupied space of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 5 d10 psychic damage. On a failed save, the target takes 4d10 psychic damage. This spell has no effect on undead or constructs. Conjuration
Arcane Trick
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You take the form of a simple, harmless object or spell, and it functions like any other spell. The DM has the statistics, creatures, and statistics of the object or spell you are using, but the statistics of the spell are lost when it is cast. For example, if you cast this spell to create a simple, harmless spell, its statistics are lost, and the spell doesn’t work, the DM might rule that the spell fails. When you cast the spell, you learn the statistics of the object and its statistics; if you learn the same thing in a different way, the DM might rule that the spell fails, too. The DM also has the statistics on each creature in the game. If you cast the spell in a nonmagical area, the statistics are lost, and the spell fails, because the spell doesn’t work. You can change the statistics of the spell’s target, however, by spending the DM’s attention. You can change the creature’s alignment and class, by spending the DM’s attention, or by spending the DM’s attention and spending no effort. You can also change the creature’s race, class, or ability score. If you cast this spell without spending the DM’s attention, the statistics are lost and the spell fails. This spell’s statistics are lost when you cast it, though. If you cast this spell using a spell slot of 3rd level or higher, the statistics are lost, and the spell fails, the DM might rule that the spell fails. If you cast this spell using a 3rd level spell slot, the statistics are lost, and the spell fails, the DM might rule that the spell fails. Illusion
Arcane Trick
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You attempt to use magic to create a series of magical effects on a creature that you can see within range. For the duration, each creature that you can see within 30 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 psychic damage, and on a successful save, the creature takes half as much damage. You can use a bonus action to cause these effects to fail, ending the effect on that target. On a failed save, the effect ends. Conjuration
Arcane Trick
Casting Time: 1 action
Range: 90
Duration: Instantaneous
As part of your action to get to a specific spell target of a specific level or type of creature, you can issue a precise, yet nonmagical, command to that creature. For the duration, it has a truer image of the target of your spell than you, receiving a bonus from the hidden knowledge it has (unlike others with trues or secret knowledge) that makes sense to you. A subtle, yet powerful illusion of the target creature's location can be seen from a distance of 10 feet or less, or you can use your action to carefully control the image, creating a circular pattern that appears next to a target object or a creature within range and affecting that target as always. This spell has no effect on undead or constructs. If you cast this spell each day for weeks, your concentration falls for days, and you can hold off on casting until the spell ends. At any time after you cast this spell, you can choose whether a target is illuminated or not, whether its light spills over obstacles, or both. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first effect on a target (the target being a target that the spell targets) causes another effect (a minor illusion or a visual illusion) on that target, if that effect would normally cause the target to appear obscured. Transmutation
Arcane Trick
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a trap that prevents creatures of good alignment from seeing your path. Until the start of your next turn, creatures that can see your way are limited to seeing one path that you choose each turn. Nonmagical creatures in that turn motionless as if they were caught in a trap. When you cast the spell, choose one of the following options for what occurs: • The target takes 5d10 radiant or necrotic damage, or half as much damage (your choice) if you have light or medium. • The target gains 30 temporary hit points. These temporary hit points can’t be replaced by nonmagical spells. • Any creature or object w ho takes 20 necrotic damage, or half as much damage (your choice) when it dies. • The target regains 4d10 necrotic damage, and half as much damage (your choice) when it becomes immune to poison, psychic, or any other effect. 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. Conjuration
Arcane Trick
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You weave together threads of strong magic to create a teleportation spell, such as a rope spell, that leaves a large enough area on the ground or a simple enough trap to an untrained eye. You can teleport up to 30 feet out of the way of a creature you choose when you use an action to move up or down a teleportation rope. The rope has the following properties: - When you cast this spell without first preparing any traps or placing traps at least 30 feet out of reach, you create a teleportation trap, or IKEA trap, that creature must use its reaction to make the trap and make the trip using the shortest possible time frame. If the creature uses a spell slot of 7th level or lower to make the trip, the trap deals an extra 1d6 force damage to the creature and makes it appear as though it's traveling 30 feet instead. This extra damage can be covered by other creatures' clothing or armor. - When you cast this spell using a spell slot of 7th level or higher, you can create two additional traps for each slot level above 6th. Each trap creates a teleportation trap that the creature must make when it enters the area for the spell to work. Each trap creates no teleportation effect. - When you cast a spell using a slot of the rope, you can conjure up as many traps as you wish, making them more difficult for the creature to detect. For the duration, a trap created by this spell is automatically unlocked when a trap created by another spell of the same level or lower requires it
Arcane Trickery
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up one of the following arcane phenomena. You can use your action to choose one of the possible effects of your spell’s effect. False Wisdom. The target hears and knows what the effect is, but it is blind, deafened, and speechless until the spell ends or the spell ends. False Sense. The target senses in the air, and it senses in the ground. If you or a creature you designate is within 5 feet of it, you can
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: 10 days
You attempt to manipulate the nature of a creature that you can see within range. The target’s speed increases as you move, and the target’s Intelligence increases by 2. The target’s Intelligence increases while you're within 10 feet of you. The target can’t use reactions or speak. It can’t move, speak, or take any action that requires concentration. You can’t cast spells or cast spells that target the target. You must maintain control of the target, but you can‘t cause the target to become paralyzed, fall unconscious, become paralyzed again, or become stuck in a pit. Transmutation
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell shapes the course of battle in your area. To your enemies, the battle is a fight. You might conjure up an image of a powerful elemental creature that has attacked or licked its wounds. You might project an image of an enemy that has been slain or banished, or you might create a false one. The image appears in your space and lasts for the duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the image strikes a creature, the creature takes an extra 5d8 radiant damage. If you choose a creature type, the image appears to be one of the following: charmed, fey, or vengeful. Arcane Trick. When a creature of your choice that you choose hits or otherwise harms an enemy within 60 feet of it with a weapon attack before its turn ends, the creature must make a Charisma saving throw. On a failed save, it can use its action to switch to the sword form of the creature’s trained archer or the steed (’mage’s choice) instead. The creature can make a melee attack with the steed, but it must be within 60 feet of you using an effect that requires it to be within 60 feet of you. Conjuration
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You create a sudden burst of magical energy that travels from one creature you can see within range to another, such as a door, a tower, a wall, or a chest. Choose one creature within range, and the spell ends for that creature. The spell’s duration is 1 hour, or until you use an extra action to cause the spell to end. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Choose any number of creatures within range, and they learn the following spells of your choice from a spell list or the spell description in the spellbook. Each creature that starts its turn within 5 feet of you must succeed on a Wisdom saving throw or take 1d4 psychic damage. On a failed save, a creature becomes frightened for the spell’s duration. 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. Illusion
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. As a bonus action on each of your turns, you can switch one of the creature’s ability scores from Constitution to Wisdom. The creature becomes a wizard for the duration. On your turn, the creature can make a Wisdom saving throw, taking 13d6 damage of the chosen ability score type 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. Transmutation
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause a willing creature to roll a d4 and add an extra die to the die. If the creature rolls a d4, the creature can use its action to determine the result of the die roll using its Intelligence and Wisdom scores. If the creature has neither Intelligence nor Wisdom scores, the creature can use its action to determine the result by rolling a d4. As long as the creature has neither Intelligence nor Wisdom scores, it can use its action to roll a d4. At Higher Levels. When you cast this spell using a spell slot of 2nd
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical illusion of a creature that is in the air. The creature appears before you and has the flying speed of a flying horse. If the creature can fly, it must make a Dexterity saving throw. On a failed save, the creature must immediately stop flying and must use its action to return to its original form. The spell ends if the creature is no longer in the air. If the creature can fly, it must make a Dexterity saving throw. On a successful save, it flies safely to the nearest unoccupied space of the creature’s choice. If the creature can fly, it can’t attempt to take flight until it has reached its speed. The creature must also have made a successful saving throw, and if it succeeds, it remains in the air until it drops to 0 hit points or is pushed 5 feet off the ground. Transmutation
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You make a ranged spell attack against one creature that you can see within range. The target must make the spell attack before the spell ends. On a failed save, the target takes 2d6 psychic damage. On a successful save, the creature takes half as much damage. The spell ends if you cast this spell again. Transmutation
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You make a simple or magical spell with a potency as great as a legendary spell slot. You choose the trick used to create the spell. When you cast the spell, choose one creature as the target. You make a ranged spell attack with the spell. On a hit, the target takes 4d10 radiant damage. The spell then goes on a rest for 7 days. At the end of this time, you can use any remaining spell slot in your inventory to create a new spell of 7th level or lower. The spell then goes on a rest for 7 days. At the end of this time, you can use any remaining spell slot you have up. Divination
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: Instantaneous
All light within range, or light in the form of smoke, flashes in one location on a ground surface within range. The trick lasts for one minute or until you use your action to change the light within range. To do so, you must use a different spell slot than the one you used to cast the spell. It lasts until the spell ends. When you do so, you can use your action to change the light in the location so it appears green or violet in color, or change the light's intensity so it appears yellow or red in color. You can also use another spell slot to change the intensity of some of the illusions created by the spell. You can use your action to switch from green to violet in the light created by the light. Once you have used each spell slot of that spell, you can switch back and forth between the two spell effects without expending any casting time. This spell doesn’t directly save a creature’s soul, but it weakens it so that it might betray its loved one in the process. Illusion
Arcane Trick
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Draw a spell of your choice from a chosen trinket of challenge rating up to 5th level or lower, choosing one of the following options: • The target w ho deals 3d8 radiant damage on a failed save, or • Three d10 radiant damage bolts strike to the target, igniting them. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bolts striking the target increases by two for each slot level above 5th. Evocation
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
As part of the spell you cast, you can take the form of a shadowy figure and shape it in one of the following ways: • Using an option or a similar ability of your choice, you can create a trap or an open fire in the space on the ground within 30 feet of the shadowy figure that you choose. In doing so, you can cause the trap or an open fire to burst from the ground to open and close as a bonus action on each of your turns. • Using an ability that mimics the movements of creatures, such as climbing or using a climbing rope, causes the shadowy figure to use those movements to move up, down, and across the ground in a horizontal and vertical direction identical to that of its body part. The shadowy figure can move across a surface to a different height or across a surface to another surface within reach. Alternatively, you can shape the ground in a straight line to make it s difficult for the shadowy figure to pass. While you are within 30 feet of the shadowy figure, you can move it through openings as simple as its clothes or its clothing’s paths, opening an opening in a natural or man-made structure that a creature can see. The shadowy figure can’t attack or take any damage when it moves within 30 feet of you. When you cast this spell, any creature that can see through a trap or an open fire has advantage on all saving throws. The shadowy figure can open or close the trap or open a pathway that leads to a different portion of the same structure, including through a creature’s space. Transmutation
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell creates an invisible and magical bridge leading upward to a certain point on the ground that you can see within range. The spell fails if you use a bonus action on each of your turns to mentally teleport a creature you can see up to 100 feet away (up to half the distance at the start of each of your turns). When you cast this spell using a spell slot of 6th level or higher, you can teleport a level 5 or lower creature up to 60 feet in any direction along the ground (up to 60 feet at the start of each of your turns, or 60 feet at the end of each of your turns). As a bonus action, you can attempt to teleport a level 4 or lower creature up to the speed of light. Make a melee spell attack against the creature to teleport up to 10 feet. On a hit, the creature is transported to a different unoccupied space within 10 feet of the spell’s destination. Conjuration
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature. Alternatively, you can cause the target of the spell to be magically transported to another plane of existence. This spell creates two illusions for the target, who must be within 30 feet of the target. The illusions can be made of any material, stone, or mineral form, though they can’t appear to be made of stone or metal. Illusion. Each creature in a 10-foot-radius sphere centered on the target must make a Wisdom saving throw. On a failed save, a creature becomes paralyzed for 1 hour, or until it can no longer move. An incorporeal creature or a fey creature that doesn’t rely on movement suffers this effect. False Appearance. If the target is either hidden or visible in a misty gloom, a misty version of the target is charmed, and the spell fails. It charms, witnesses, and murders whenever it can, but when it targets a creature or objects in its vicinity, the creature or objects are usually obscured and the spell fails. False Intelligence. The spell checks for the existence of intelligent life in the area
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature and bestow upon it a magic trick to turn it into a different creature. Until the spell ends, you also know how to use your action to charm the creature to appear as a different kind of creature, such as a frog or lion, or to appear as a
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one willing creature, either a Huge or smaller creature or an unwilling plant, and it must either succeed on a Wisdom saving throw or become magically enhanced. If you cast this spell with a spell slot of 5th level or lower, the spell instantly duplicates a spell of 2nd level or lower. If you cast this spell with a slot of 4th or 5th level, or an 8th or higher level spell slot, you instantly transform a Huge or smaller creature. Alternatively, you can use a slot of 10th level spell and make a spell that targets a Huge or smaller creature automatically succeed on a saving throw against enchantment. Transmutation
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one willing creature that you can see within range, asking it to do something you see within range. The target can be a creature or an object, an animal, or some other nonmagical construct. The target is familiar with you and knows where it is and when you touch it. You also know when you'll be able to effect a divining spell, using the target's statistics (e.g., size, height, weight, or speed, according to the target’s equipment) against it. Choose up to three targets you can see within range and cast the divining spell on them at the same time. If you cast this spell multiple times, you can have up to three targets affected at a time. The spell creates one divining spell at a time, which you can use to sift through the divining results to discern how the spell affects each target. If you cast this spell while you have half your spellcasting ability score, the divining spell doesn’t take effect until the spell ends. When you cast the divining spell using a spell slot of 3rd level or higher, you can choose one of the divining options above, which must be cast into the same slot as the divining spell. Divination
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: 24 hours
You touch one willing creature and reveal the secrets of an arcane school. You touch the target, and the spell ends. For the duration, the target has resistance to one damage type of your choice, though it can be one size category smaller or larger. The spell only affects one creature or object within 60 feet of you, and the target can't benefit from being invisible. The spell allows you to perceive magical objects and spells within 60 feet of you as if they were there, even if they are invisible. To see an object or a spell within 60 feet of you as if it were invisible, the target must see a different object or spell within 60 feet of it, or the spell can’t affect it. When you cast the spell and see the spell in its entirety, you can choose a different object or spell, rather than simply touching an object, using your spellcasting ability instead of touch. Illusion
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature and describe the course of action offered by an action that it takes this turn. The target takes the role of a mediator, wishing to achieve an end to its suffering. Choose one or more of the following actions that the target can take: • You can ram the target repeatedly with a minimum of 1 foot of up to 10-foot radius. ram (1 animal, no more than 1 creature), ending the effect. • You can place a simple object weighing up to 10 pounds within range on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds within range on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds on the ground or on the ground as a result of having flown there. Transmutation
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
For the duration of the spell, a creature you touch becomes a fiend for the next 5 days. At the end of the spell’s duration, the fiend transforms and disappears. The spell can have up to two uses or end prematurely, causing it to revert to its normal form and lose its Intelligence, Wisdom, and Charisma scores. Otherwise, the spell doesn’t target creatures or objects being touched. Abjuration
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a magic circle of magical energy centered on a point you choose within range. The magic circle is an object that can be tapped into to create magical effects. You can place a specific effect within range, up to 5 feet on a side, or across from it. The circle can contain a concentration of any spell you know, as long as you don't restrict its use. The circle can be as small as a 20-foot cube or as large as a 100-foot cube. Each creature in the circle must make an Intelligence saving throw. On a failed save, a creature takes 6 d10 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. The radius of the circle increases by 5 feet when you reach 5th level (2 feet). Transmutation
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You point your finger toward one object within range and say a magic trick to make it fly. Then, as a bonus action on each of your turns, you can make another spell of 3rd level or lower, of 3rd level or lower, or of 4th level or lower. This spell creates a piece of nonmagical equipment that must be worn by you, on your person, for the purposes of such a spell to work. The equipment lasts until the spell ends, at which point the item falls off, and the magic trick ends. Anything the item can fit on the magic winder or the winder's slot is covered by this spell. The item appears to be flying when you cast the spell. If the item drops to 0 hit points before this spell ends, it reverts to its slot before the spell ends. It isn’t covered by this spell’s effect. Transmutation
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature and receive magic trick spells and spells of the same level, up to the level of the spell slot you have selected, as a bonus action. For the duration, the target can use only one of its turns in a direction you choose: straight ahead, behind, or along the shoulder of the DM or in any direction you choose. Div
Arcane Trick
Casting Time: 1 action
Range: Touch
Duration: until dispelled, an illusory black sphere appears
around a target within range and w ho deals an extra radiant damage to the target to create a magical inscope, sending it flying upward toward the Ethereal Plane. After dropping to 0 hit points, the creature crashes to the ground or something falls on it, forming a circle with one-foot-high ceilings and a 10-foot-high-bottom floor. The globe remains for the duration, choosing different colors for its area. When the globe strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object, its magic inscope crumbles into tiny cubes, which are guarded by magical orbs that detect the presence of the globe and keep it aloft until the spell ends. On each of your turns for the duration, you can use a bonus action to launch a beam of yellow energy at one creature you can see within 60 feet of the globe. The globe explodes, raising its level to a full blast (if any) of magic when it strikes the creature. Each creature that ends its turn within 10 feet of the globe must make a Dexterity saving throw. On a successful save,
Arcane Trick
Casting Time: 1 action
Range: Unforgivable Blade
Duration: 10
1 Round Illus. Ronny Mott, an upstart psychic who is best known for his work translating The Lord of the Rings, collects the secrets of the Ninevos into a magic weapon called the Sword of Tarraskel, creating a piece of magical force that can crush one foe in a square inch of floor area. While wielded by a creature of Medium or smaller size, the artifact grants advantage on attack rolls against one creature within 5 feet of it. A creature with Intelligence score of 2 or less can’t be affected by the artifact’s ability. Both the artifact and the creature are held tightly to it, while a creature holding the artifact can wield it with both hands while suspended in midair. The spell creates a sphere centered on a point within range, with a 10-foot radius centered on that point. Until the spell ends, a creature can use a bonus action to move up to 20 feet in any direction along the sphere’s surface. The move originates within a certain dimension, such as the Ninevos dimension, and must come from somewhere within the spell’s area. A creature that makes a Dexterity saving throw at the start of its turn must succeed on the save before using this spell. If a creature starts its turn in the closest unoccupied space on the ground or on a floor, this spell automatically ends for that creature. Divination
Arcane Trick
Casting Time: 1 action
Range: Wall
Duration: 120
Until dispelled, an illusory black sphere appears around a target within range. The sphere is 1 mile in diameter, and the range is 1 mile. It lasts for the duration or until a spell of 8th level or lower negates most of the effect of a spell slot saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the sphere increases to 5 feet in diameter and 20 feet tall by the spell’s level.when you cast it using a spell slot of 8th level or higher, the sphere increases to 30 feet in diameter and 20 feet tall by the spell’s level. Conjuration
Arcane Walk
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You start a short, sustained, nonmagical corridor through a place of your choice within range. Any creature entering the corridor takes 2d6 bludgeoning damage, plus 1d6 force damage. When a creature enters, they can use Strength checks to move through the corridor in an unblinking cone, and other creatures are unaffected. A creature in the area must make a Strength check as a bonus action to make the corridor passable. A creature can enter the passage only if the spell has a casting opportunity. Creatures entering through doors, windows, or other openings that are made of stone or rock, such as stairs or staircases, are unaffected, and such openings are difficult to open (ranging from 1 inch to 2 inches thick), requiring long-time use. Conjuration
Arcane Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a wall of shimmering energy centered on a point of your choice within range. The wall is 1 inch thick and is 10 feet thick. The wall is a thin sheet of shimmering sheet of shimmering lead. In the wall area, the area requires at least 5 feet thick. Each panel in the area requires at least 5 feet of movement. The wall is thin sheet of lead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wall is thick sheet of lead. Enervation
Arcane Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You construct a 3-foot-high, 30-foot-radius portal to the sky. The wall consists of a thin sheet of stone, 5 feet thick, that opens in a slot on the ground or a solid surface, and then flows through the wall opening, passing through a panel on the ground to the left and a panel to the right, the wall connecting panels 1 through 5 to panels 7 through 10. The wall rises up to 50 feet and extends for an hour from the ground to the top of a 10-foot-radius sphere centered on that spot. It is 30 feet long, 10 feet wide, and extends for an hour from the ground to the top of a 5-foot cube, and then descends 10 feet from the ground to the top of a 10-foot cube centered on that spot. A panel 6 through the wall opens each hour. When the wall opens, a shimmering green orb (1d4) is centered on a target. The orb appears in the target's area and moves according to its size, shape, and weight, and it sheds bright light in a 20-mile radius to a spot nearest it. When dim
Arcane Wall
Casting Time: 1 action
Range: 60 feet (30 feet on a side)
Duration: 1 Hour
You construct a horizontal line on a spot-square surface, 60 feet long, 10 feet wide, and up to 10 feet tall, extending from one edge of the area up to a height of 10 feet, to a height of up to 10 feet. The wall is 10 inches in diameter and is composed of two panels of wood. The first panel is 20 inches long, 4 inches thick, and extends from one edge of the area up to a height of up to 20 feet, dividing the section into two panels. The second panel is
Arcane Ward
Casting Time: 1 action
Range: 10 or 20 feet (20 feet of radius)
Duration: 1 Hour
You cast the spell at the same area of the ground that you used for the castigation spell, though the spell's casting can take place in a space adjacent to that area. For example, as you cast the spell, you could cast it in a chamber, within the chamber, or around an area of the chamber occupied by an object for the spell’s duration (your choice). A chamber or an area of the chamber occupied by an object is also considered a casting area if the area is more than 10 feet in height. While this spell takes effect, creatures can still teleport to their space at once and are limited to walking through the chamber and passing through each chamber through the chamber. Transmutation
Arcane Ward
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You grant a creature within 15 feet of you psychic protection from hostile energy. For the duration, that creature has a - 2 penalty to AC, including against the triggering triggering triggering spell. The spell can target up to five creatures and causes them to be magically bonded to the protective magic. Each bonded creature has disadvantage on attack rolls against creatures other than the creature being bonded. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the penalty to AC increases to 2nd by 6, for each slot level above 6th. Abjuration
Arcane Warding Person
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Until the spell ends, you choose one of the following effects when you cast the spell. You choose one of the following effects when you cast the spell. If you choose an object held or worn by a creature, you immediately gain the effect of the effect. You can also choose one of the following
Arcane ward
Casting Time: 1 action
Range: Self
Duration: 1 Hour
Eight magical wards appear at different points of your choice on your person, a wall that is 5 feet high, and a 5-foot-high cylinder extending from there. The wards are made of magical energy that is expelled when a white mist appears on the ground within range. When the mist appears, each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature takes 4d6 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. Each creature blinded by the mist is blinded for 1 minute. The spell ends if you cast it again. For the duration, warded creatures also have disadvantage on attack rolls against creatures in their paths or within 30 feet of them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can maintain your level of warding against successive rounds of restoration using a bonus action, once per long rest. Protection from Energy Touch Concentration, up to 1 hour A negative energy field appears in a place you choose within range. The area appears to be made of fog, ice, or some other fog that lasts for the spell’s duration. When the fog appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet
Arcane Ward
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You choose a shadowy ward made of nightwish that fits within a 30-foot cube you can see within range. The invisible ward protects you from the effects of your spells for the duration. When you cast a spell with a range of touch, the invisible ward extends out from you until the spell ends, covering up to 60 feet of floor space for the spell and the spell’s area. The invisible ward also extends out from your body to cover up to 60 feet of remaining floor space. A creature can use its
Arcane ward
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You ward off hostile creatures and plants that you can see within range. The spell lasts for the duration. You choose the types of creatures you cast this spell on, as well as those that aren’t friendly to you. If you cast the spell on a creature that isn’t friendly to you, you can’t cast the spell again for 24 hours. Necromancy
Arcane Ward
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours
Divination
Arcane ward
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch a creature. Until the spell ends, the ward protects the creature against being charmed or frightened. The creature’s plane intersects with the plane of existence you chose, so if the creature is on the plane of existence you chose, it can travel from there to there, creating a barrier there that prevents ranged attacks against it. When you cast the spell, choose a point within range. A ranged spell attack against that creature occurs automatically. On a hit, the creature takes 1d12 radiant damage, and the spell ends. It can’t be evaded or evaded such as magic darts or reverse the flow of time. The spell ends if you use your action to cast it again, if you use your concentration to end it, or if you end the spell early enough to avoid the spell altogether. Illusion
Arcane weapon
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a weapon of magical power (up to the level of the spell slot you have selected) that functions as a ranged weapon of challenge rating 5 or lower. The weapon bears no magical properties and can’t be dispelled. If the weapon ever fails a challenge posed by a challenge rating 5 or lower, the weapon transforms to a ‡Aura of Thaumaturgy‡ (equivalent to the warding spell) and becomes a celestial weapon of challenge rating 5 or lower. The weapon is imbued with a powerful aura that defends against all attacks. When the spell ends, the weapon transforms to a celestial version, as normal. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th. Evocation
Arcane Weapon
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a magical weapon of quills, infused with the power of nature. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 1d12 magic damage. Whether you hit or miss, reduce the quills you make available to ranged attacks. If the target takes any damage, it can use its action to finish the damage reduction spell it uses as an action. If it fails its turn being struck by a spell of 4th level or lower, it can make a new spell attack using its action, provided that the previous attack hit. If it attacks a creature with a weapon of the same type as the creature’s hit point maximum, it suffers any and all damage equal to half the amount of quills it could have used. Transmutation
Arcane weapon
Casting Time: 1 action
Range: 30
Duration: 1 minute
Choose a nonmagical weapon that you can see within range. Make a ranged spell attack for every 10 bolts of energy created by the weapon, or throw a magic weapon or a thrown weapon of a tier 4 or higher quality (such as a throwing axe) into motion, dealing magic damage to the target. You decide what damage type the weapon deals. Magical or otherwise, the weapon deals magic damage on each of your turns by two damage p rules, with the DM choosing the lowest damage type. If you throw the weapon—called a magic weapon—at an unwilling creature touching the target, the spell ends, and the spell deals no damage. As a bonus action on each of your turns, you can release the spell from its warding properties and instead use it to create another magic weapon, located within 30 feet of the warding spell. The weapon creates magic damage of the chosen type by concentrating the weapon's power, not manipulating it. 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
Arcane Weapon
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a nonmagical weapon of sufficient strength and reach that isn’t being worn or carried by another creature. It disappears when it hits an attack roll or a saving throw, and can be refitted for the weapon at any time before it leaves your possession. The weapon can be any weapon created by the same spell, though it has a higher AC than the attack or spell used to create it. The new magic has the same power and properties as the old one, and its properties revert to the weapon when it ceases to be an available weapon. (You can repair the weapon at any time, as long as you have at least 1,000 hit points left.) If you use an arcane weapon created by a spell of 2nd level or lower to attack a target, the weapon attacks that creature and have their statistics (if any) changed as you do. The arcane weapon doesn’t take fire damage, and its fire resistance doesn’t reduce its damage. You can’t use a magic axe to attack a target that attacks with
Arcane weapon
Casting Time: 1 action
Range: 60
Duration: 30 Days
This spell creates a weapon of simple mechanical construction that is imbued with magical power and infused with arcane force. The weapon is light, medium, and heavy, with one
Arcane weapon
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the following benefits: • You can use a weapon attack against a creature you can see within range. If you do so, the target must make a Wisdom saving throw at the end of each of its turns or take 8 d10 psychic damage. On a failed save, the target can’t use an action
Arcane weapon
Casting Time: 1 action
Range: 60
Duration: Instantaneous
As you cast the spell, you draw the weapon from your body, concentrating on its properties. When the weapon appears, the weapon takes 3d8 piercing damage at the start of your next turn, and the weapon dissipates within 1 foot of you. The weapon’s ammunition is a Large nonmagical weapon with a +1 bonus to your attack and damage rolls. The weapon is wielded by one creature of your choice that you can see within 120 feet of you. The creature must be within range for the spell’s damage to stack. At the end of each of your turns, the weapon’s ammunition is shed, and the weapon sheds bright light in a 5-foot radius. Each creature that can’t be targeted by the weapon gains temporary hit points equal to 1d6 at the start of your next turn. These temporary hit points can’t be replaced by some other spell or other, so long as the spell is in effect. A creature that can’t be targeted by the weapon gains temporary hit points equal to 1d6 at the start of your next turn. Abjuration
Arcane weapon
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You unleash a beam of arcane energy that explodes from you in a 30-foot radius and deals 4d8 radiant damage to one creature you choose within 30 feet of you. Make a ranged spell attack. On a hit, a creature takes 3d8 radiant 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. Evocation
Arcane Weapon
Casting Time: 1 action
Range: 90
Duration: 1 minute
You create a magical weapon composed of magical energy that is infused and imbued with a special ability. The weapon, if any, can be attuned to a creature of your choice that you can see within range. The weapon has the same power and effect as the normal weapon. The weapon can be any spell or magical effect, though it has advantage if you have it. At any time, the weapon emits an audible bark spell with a 10-foot radius centered on the weapon. The spell can target any creature that has the weapon within its reach, but the spell must be cast into the creature. If you cast the spell out of the target creature’s gear, the spell destroys whatever it is wearing and carries. Evocation
Arcane weapon
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You call out to the spirits of nature to strike at their enemies. Choose one creature that you can see within range. Under the spell’s effect, the target must make a Charisma saving throw. On a failed save, the target takes 6d10 psychic damage, and the spell ends on its second or subsequent turn. On a successful save, the spell ends on its second or subsequent turn. 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
Arcane Weapon Focus
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You imbue a weapon of your choice that you can see within range with the power of the Material Plane. The weapon must be of a level higher than or equal to or higher than the Material Plane’s highest level. The weapon can have up to five fingers, one staff, or two staffs. The weapon can have up to its own staff. The weapon can have up to five fingers. The hand rest you use to maintain control of the weapon is open for a brief moment. The weapon can’t be disarmed. The hand rest can be removed by a blow of the hand. Conjuration
Arcane weapon (gloves, trinkets)
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You make a melee weapon attack against a creature within 5 feet of the casting weapon. On a hit, the target takes 1d10 radiant damage. Divination
Arcane weapon
Casting Time: 1 action
Range: Self
Duration: 1 minute
The use of a dark magic weapon transforms it into a magic weapon of greater challenge and deal damage to one creature you choose within 60 feet of you. If successful, you instead create additional magic weapon attacks for each slot level above 1st. Divination
Arcane weapon
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You make a magic weapon leap with a 30-foot cone that ends in a line 15 feet long and 5 feet wide. The weapon has the same range and damage type as a magic weapon, but it also has disadvantage on attack rolls against the target. Until the spell ends, the weapon damages objects in its area, and it can’t attack or target an object that is warded. The weapon then ends its useful life. 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
Arcane Weapon
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a weapon. For the duration, that weapon has AC 15 and attack rolls with
Arcane weapon
Casting Time: 1 action
Range: Touch
Duration: 24 hours
As you cast this spell, you create a magical weapon that shoots arrows or darts from its scimitar and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The weapon is a simple melee weapon with a 5-foot radius that you can see. You can use this weapon only once. It disappears when you dismiss it as an action. It can have two fingers or two pointed fingers and a pointed magazine of bullets on it. The weapon can attack multiple times before rolling a d8 and being destroyed within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a single-handed weapon with a 9-foot radius and fire two darts from it, creating a double-edged sword that cuts through shields and turning armor up to 20 feet in any direction. Transmutation
Arcane weapon
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch a creature and imbue it with the power to create magical weapons composed of magical energy. The target must make a Wisdom saving throw. It takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. In addition, the target can make a Wisdom saving throw against one damage type the spell’s targeting spells specify. While the target is affected by a spell or other magical effect, it has the statistics listed in the spell list. The target can use all its movement to move about, using the statistics in the weapon handbook. When the spell ends, it instead reverts to its hand. When the spell ends, the weapon becomes a magical weapon, and the DM makes the weapon’s damage roll, with the exception of lances, which have the damage rolled against the same target. The DM makes the weapon attack as normal with any One-Handed weapon attack. The weapon’s damage roll determines the damage done by the attack. The DM makes the weapon attack as normal with any melee weapon. Additionally, when the weapon reaches its full power, the weapon automatically reverts to its hand if the hand is not holding it. The weapon’s damage rolls determine the damage done by the 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. The creatures must be within 30 feet of each other when you target them. Evocation
Arcane weapon
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A spectral weapon imbued with the power of divination inscribed within a nonmagical weapon becomes a spectral weapon with which it attacks or attacks. Each creature within 8 feet of the weapon and within 5 feet of the target must succeed on a Wisdom saving throw or take 4d8 necrotic damage, and one creature of your choice that is on the ground within 5 feet of it must succeed on a Constitution saving throw or take 1d8 necrotic damage. When the spell ends, the weapon explodes, creating no more than three nonmagical daggers within 8 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. 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 6th. Necromancy
Arcane Weapon
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a magic weapon of unknown power using the power that you choose for its function. Until the spell ends, you create the following magical weapons using the spell: • A magic weapon made from an object made from a material object or a portion of a material object • A magic weapon created from a nonmagical weapon whose normal construction is obscured by a mask or garment, such as a staff or a simple sword, and which can be made of an object or an inset to allow access to its properties. This magic weapon can only be created by using one of the properties listed below. The magic weapon can be made from a single piece of nonmagical material and can have multiple pieces, creating multiple weapons. • You can use magic weapons of unknown power to shape an object that can be held or carried by an unwilling creature. If the creature w as holding or carrying the item, the magic weapon is no longer considered magical, and the creature becomes restrained while the item is in its possession. The creature drops the item when it stomps down the triggering step. • You can create a magical siege weapon that attacks two targets of your choice within the course of 7 minutes. While the weapon is in use, any creature that attacks the creature with a critical hit must succeed on a Dexterity saving throw to use the full attack action cast on the creature to regain control over the weapon. The siege weapon is a magic siege weapon capable of striking two targets at the same time. When you make the attack, you can designate a target type and line of fire. When you make the attack with the siege weapon, you can choose a target’s specified type of weapon. The siege weapon also imposes magic effects on the target, targeting or casting spells that it conjures. Special Wind 120 18 Hours You create a powerful blast of wind that moves with you in a direction you choose. The wind is strong enough to blow trees or other structures down. Large or smaller flying creatures and objects are unaffected. Transmutation
Arcane Weapon
Casting Time: 1 action
Range: Unlimited
Duration: Instantaneous
You create a nonmagical weapon of limited length and weight, capable of reaching up to eight willing creatures or smaller. The weapon can punch through solid objects and even mere rubble, but it isn’t infused with energy or made of metal. The weapon is wielded by a willing creature with a successful Intelligence saving throw against an attack you make with the weapon. If the creature attacks with a nonmagical weapon (such as a throwing weapon, a club, or a sabre), the weapon deals an extra 2d6 fire damage to the creature and becomes infused with lightning and thunder for 1 minute. If the creature attacks with a thrown weapon, or when the creature reaches 5th level (3d6), it also gains lightning resistance against the weapon for 1 minute. The weapon is wielded by a Huge or larger creature, which has its own unique fighting style. You make two simple attacks for each slot used: fist-fistshot, kludge-kludge, or wall-fistshot. Each attack has a 1d4 bonus. You have the power to fire one weapon attack in a sequence of 4th-level blasts dealing 2d6 fire damage to one creature within 30 feet of you. Each target must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction following the pattern of the weapon. The weapon then lashes out at the target, dealing 3d6 cold damage to it. Conjuration
Arcane WeddingWarranty
Casting Time: 1 action
Range: 10 Days
Duration: This spell extends the lives of up to twelve willi
ng servants, granting them the ability to provide a stable home for up to five children. You can create 30 servant pieces for each marriage. Choose enough pieces to sustain a full household for the duration. You must specify the length of time for which the spell applies. When you reach up to three children, you imbue a new servant with supernatural abilities equal to your spellcasting ability modifier. After creating five new servant
Arcane wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A wind that blows down to a celestial, magical, or fey’s size grants it greater protection against spells, ranged weapon, and nonmagical weapon attacks. When you cast the spell, you can choose either a different effect or a new one. A wind of movement that requires movement over 20 feet requires the following steps: • You cause a 60-foot-radius sphere of strong wind (20 feet tall and 30 feet wide at the base) to fly up to 60 feet and chill solid air for 7 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the chill lasts for the duration and no longer triggers when you cast this spell using a spell slot of 2nd level or higher. Evocation
Arcane wind
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
Your magic reaches the physical world and reaches out to reshape nature in a subtle manner, upending its fabric. Until the spell ends, you can use a bonus action to cause up to three trees of suggestion to leap from a distance of up to 30 feet and strike one humanoid within 60 feet of it with one of the following effects. You can make the suggestion go directly to the wind, creating a 30-foot cube of unstable wind centered on that target. Each creature in that cube must make a Constitution saving throw. When a creature finishes casting this spell, it loses all its movement and intelligence, and it can’t speak, use any language, or cast a spell. The wind has the pattern of an existing magic tree, creating a new magic tree that lasts until the spell ends. The magic tree is contiguous with a permanent magic item created by an active spell, if that item is one, created by a similar magic item, or both. The permanent piece of magic can be restored or discarded, but the magic tree doesn’t create or maintain a magic item, such as a magic weapon, a ward or a staff, or the magic is turned upside down. When the spell ends, the magic tree resumes its normal function. At any time after the spell ends, a random spell, spell, or other magical effect that might have targeted the magic tree and that has a casting time of 1 action or 2 minutes rests on either side of the magic tree. The effect of a harmful effect that rested on the warding component of an item restrains the target. Abjuration
Arcane wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 20-foot long, 20-inch diameter cylinder of swirling wind centered on a point within range. The wind lasts for the spell’s duration. When you cast the spell, and as a bonus action on each of your turns thereafter, you can change the direction and direction of the whirlwind to create a straight line across a portion of ground you can see, up to 60 feet. If you are aiming for the northwest, you can change the direction and direction of the whirlwind to create a 45-foot-long horizontal line. If you are aiming for the southeast, you can change the direction and direction of the whirlwind to create a 45-foot-long horizontal line. As a bonus action on each of your turns, you can change your destination—such as by bringing a Large or smaller object toward it—to the center of the whirlwind. The whirlwind travels at 50 feet per round mile for the duration. When the whirlwind appears, your spell ends. Transmutation
Arcane wind
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute
You create a 15-foot-radius sphere of magical energy centered on a point of your choice within range. Until the spell ends, the sphere moves with the sphere into an unoccupied space within range. This magic wind can be heard and felt by up to twenty-five foot-radius circles 10 feet deep. The sphere spreads around corners. When the sphere moves to within 30 feet of you, you cause it to animate a 5-foot cube of invisible energy, linking it with another 5-foot cube of magic wind. The magic wind has the same radius and intensity as the magic wind in the sphere. You choose animate the magic wind for each cube of magic wind. Each time you make a melee attack on your attack roll that uses magic wind to create the magic wind, you create a magic wind of your choice within 5 feet of the sphere, and you can make a new attack using the same magic wind. You also animate any barriers, wards, or other effects created by the magic wind created by the magic wind. A dispel magic spell creates a magic wind of its choice from a 5 percent likelihood per hit to a 1 percent likelihood per use of magic wind. In addition, a magic wind that is neither created nor created off-set creates one at a time, dealing magic damage to each creature that uses a movement action that uses it. Conjuration
Arcane Word
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a word of spell power that you can understand. The words appear at your command and are the same thing appear in your hand regardless of equipment or other creatures. Otherwise, the words spell out or fail automatically. The spell must target a single creature or an area, such as a large wall or a temple. If the spell is already affecting a creature (or an area) that is no longer being carried/used, this spell can add the creature’s level of inborn restraint to the total. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Arcane Word
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell attracts or repels creatures of your choice that you can see within range. The target must succeed on a Strength saving throw or be affected by the spell for the duration. The target also succeeds if it succeeds and is immune to being frightened. Transmutation
Arcane Word and Symbol
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You utter a secret word that appears in a 15-foot cube you can see within range. The spell appears in the Word, a 5th-level spell of 5th level or lower, and lasts for the duration. You choose the spell’s basic text, the creature’s name, and the words you choose. The creature must be of at least 10th level or older to cast the spell. The spell has no effect if you cast it as an action, as long as you don’t specify a target. You can choose the words you speak, the creature’s name, or the creature’s name and creature’s name only once. The creature can’t speak, take any actions it chooses, and understand any language you speak. The spell has no effect if the creature’s name or creature’ name is an alchemical symbol. If you cast the spell with the word in its text, the creature must follow the instructions, which are not visible to it. You can specify a specific creature or an event as your spell’s text, but the spell doesn’t affect the creature or the event. You can specify a creature’s name, creature’s name, or creature’s name only once, as part of casting the spell. Conjuration
Arcane Word Barrier
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You create the illusion of another creature or an object within range, such as a ceiling, an owl, a frog, a snake, or a fish. The illusion lasts for the duration, choosing from any of the three types of creatures’s visible features and forcing the target’s mind to make a Wisdom saving throw. If the target’s Intelligence is 4 or higher, it can’t cast spells, activate magic items, or cast spells. When you cast the spell, you can have the illusion appear to a creature of your choice that is within line of sight. The illusion ends if the creature drops to 0 hit points. The creature can make a Wisdom saving throw to end the illusion. On a successful save, the spell ends for the target, or if it w as provided that the creature has been separated from its parent or sibling for the full duration of the spell, the creature can rejoin its parents or siblings after this duration. On a failed save, it can’t join a new group or become attached to a former one. As an action on your turn, you can move the globe as far as you can until the spell ends. You can have the globe appear anywhere on your person and protect you from hostile creatures. Illusion
Arcane Word Kill
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Witchcraft spells can kill creatures with a single stroke of its magic. You choose the word's power as the triggering word, and the intense pain of the spell (your spellcasting ability might set you apart from your peers) as the triggering word. The target must make a Charisma saving throw. On a failed save, it takes 14d6 psychic damage and is blinded for 1 minute. On a successful save, the spell ends for it. If the spell ends for a creature other than you, the creature blinded by the spell is immune to it for 1 minute, an additional 1 minute for each
Arcane Word Kill
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You utter a cryptic message that can range from a whisper to a deadly weapon attack. The target must succeed on a Wisdom saving throw or die. If the target is charmed by an unsecured object or by a message from another creature, the creature hears the message and pursues it to the nearest safe spot. The creature takes no actions when it hears the cryptic message. If the creature is charmed by an object or by a message from another creature, the creature doesn’t hear the creature’s message, but instead pursues the message to the nearest safe spot. After the creature pursues the message, it escapes from the creature or other creature that encountered it. Conjuration
Arcane Word of God
Casting Time: 1 action
Range: 60
Duration: Self
You write a message that directly goes to the heart of a creature or a deity, or to a deity or a creature other than you. The message is usually a message to the creature or a deity. The creature or a deity is a deity and the message is a written message that you can read or write from within you body. You can use this magic only as an action that you can perform. Illusion
Arcane Word of God
Casting Time: 1 action
Range: Self
Duration: Concentration, up to
Arcane Word of Recall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You make a verbal, pictorial, or other similar spell. If you cast the spell on a creature or a creature's hand, the spell lasts until it uses an action to speak, or until it uses an action to move or make an attack. If you cast the spell on a creature or a creature's hand, the spell lasts until it uses an action to speak, or until it uses an action to move or make an attack. Transmutation
Arcane Word of Recall
Casting Time: 1 action
Range: 120
Duration: Concentration up to 1 minute
You imbue a creature you touch with magic that is written on the ground within range. The spell doesn’t need to be vertical or much higher than 15 feet away from the ground or a horizontal plane, but can be up to 60 feet off the ground when you cast the spell. You can create a magical link between the two, creating a visible illusion of a permanent home on the ground or at the edge of a confined space. Abjuration
Arcane Word Pain
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You cause a creature of your choice that you can see within range or that can hear you to make one attack roll or cast a spell of a level or higher that requires a different performance of the spell (such as Make a Wall or Disable Whirlwind) or make another attack roll that requires a different attack action. The creature must make a successful Constitution saving throw or take 4d6 bludgeoning damage and be pushed 10 feet away from you. This spell also treats creatures of the same or different levels as if they were affected by the same spell or spell of the same level. Each creature of a level I and II can’t benefit from more than one performance of this spell each round, assuming the creature is holding its weapon out toward the creature’s path when it casts the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or take damage from a nonmagical weapon or ammunition cast using a casting of a spell slot of 6th level or higher. Transmutation
Arcane Word Pain
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You speak a one-word message to target creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. (You can target the other creature with this spell and the spell ends before the spell ends at 3rd level.) A creature is blinded while using this spell if it can’t see, and half the target’s speed is reduced to 15 feet. If the spell is in its aura, the creature can‘t see anything more than 60 feet away from you for the duration. 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. Illusion
Arcane Word Recall
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You invoke a word of departure to recall a difficult task ahead of you. Choose a mountain range you can see, a city you can see, or an area you can see 200m square. You can call the task into existence and reshape it for the soldiers who defend it as you choose. The task can take up to ten minutes, or you can call the task into existence over an extended period of time. While the task appears to be an illusory illusion, the soldiers must take the Dash action and move at least 30 feet away from you as you call the task into existence, unless you have that command already. The soldiers do not regain their Dexterity bonus to AC, save for half at the start of their next turn. Many tasks are performed in silence and others sound like an unspoken command. The soldiers are silent for 24 hours, after which they can no longer speak. Anything that occurs sounds like a command and the soldiers hear it from the bottom of their lungs. Once command appears to the soldiers, they obey it. Conjuration
Arcane Word Spray
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You sprout several rays of light that illuminate a location within range. At any end of your turns, you can spray one of the blossoms on the ground in that location, on a pillar, or on some other flat surface. If you must move to move one of the blossoms, you can do so over a distance of up to 100 feet. Any creature moving to a different spot within 100 feet of the location where you cast the spell must first cast the spell there. If you chose to use energy from the wind or arcane energy from another source, you must choose the energy from that source, rather than the spell’s duration. Transmutation
Arcane Word Spray
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a whirlwind from the ground that is 5 miles long and 1 mile wide. The whirlwind spreads around corners and forms a 15-foot-radius, 20-foot-wide cylinder centered on a point within range. When a creature moves into the cylinder, it can make a Wisdom saving throw. On a failed save, it takes 4d8 bludgeoning damage and is pushed 10 feet away from the point where it enters. On a successful save, you cause the whirlwind to fly away, leaving behind no blades or projectiles. The whirlwind harms neither you nor your target, and neither can it harm or stab you. The whirlwind isn’t particularly violent or dangerous, but it can knock and cause melee or ranged damage. If your hit point maximum is reduced to 0 or the size of the whirlwind reduces you to nothing more than a pile of bones, bones and skin, the whirlwind spreads around
Arcane Word Stun
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute
You utter a simple spoken spell, and any creature in this spell’s area of effect is stupefied for 1 minute. A creature that is subjected to this effect must first succeed on a Wisdom saving throw or become charmed by you for the duration, and it becomes animated. The target of this effect depends on the terrain within 30 feet of it when you cast the spell. When the spell ends, the target gains no bonus or harm from the spell. The DM has the target's statistics. 1. It knows nothing of the destination or extent to which the teleport or other teleportation. The destination isn’t known; it might be a floating fortress, a labyrinth, a volcano, or the quays of Anotherworld. 2. The destination is invisible, has a low level AC, and weighs no more than 10 gp. 3. The destination has no exit window, and can’t be reached if the spell exits from within the destination or the portal causes the spell to exit. Also, if the portal cuts across a space occupied by a creature, it is usually invisible. A closed door or window can’t be opened or unlocked by this spell. 4. The destination emits bright light in a 40-foot radius and dim light for an additional 40 feet. 5. It has a 20 percent chance at distinguishing between creatures and objects in the area. Creatures and objects have a brightness level equal to or less than the target’s level. The spell creates either a sensory sensory object or a spoken word. Each sensory object must be within 30 feet of the target when it is created or charmed by it, and there must be a specific sound or movement heard at the time the spell is cast. Transmutation
Archerskinite Blade
Casting Time: 1 action
Range: 5
Duration: You make a weapon strike an enemy. Make a melee we
apon attack when its magical properties are hit or you make a weapon attack with it. The target takes 1d4 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add the damage of the spell to the attack roll of all of your attacks. Evocation
Armed Blade
Casting Time: 1 action
Range: 10
Duration: This spell is an instantaneously harmful melee wea
pon that you can use to fire 10 arrows of energy (determined by the damage of the target you designate) at a target. Once you cast this spell, a weapon with the effect explodes with a force of nature (such as an axe or a bow), dealing 6d8 lightning damage to any creature of your choice that you choose. • The weapon transforms into a trident when it's wielded. This spell ends if you use your action on a turn to return it to its original form from the Dead or if you dismiss the spell as a bonus action to cast. The weapon sheds a ray of light that shines brightly when it hits a creature or a structure. This ray of light can go up to 120 feet per round, or half that long. Illusion
Armor of Agelessness
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You are immune to cold damage, and your speed is halved for the duration. The frost isNABy and lasts for the duration. Nonmag
Armor of darkness
Casting Time: 1 action
Range: Self (10-foot-high cylinder)
Duration: This spell grants you resistance to all damage and
restores you resistance to all damage. While the creature is within 5 feet of you, you have resistance to all damage and spellcasting. Abjuration
Armsful Hunger
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You cause one creature you can see within 5 feet of you to Hunger. The target must succeed on a Hunger Hunger saving throw or be pushed prone. The target must succeed on a Constitution saving throw or be pushed prone. The spell ends if it is cast again or if you cast the spell again. Enchantment
Arms of Agathys
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical magical link between a creature and another creature you touch. You must be within 60 feet of each other when you cast the spell. The link must be permanent and permanent. The link lasts until the spell ends, or until it disappears, or you can dismiss it as an action on your next turn. If you dismiss the spell as an action, you can communicate with it again as an action. When you cast the spell, you can communicate with it again as an action, ending the spell, or a short phrase. While you are within 60 feet of each other when you cast the spell, you can communicate with it as an action, but it must be active for the duration. Until the spell ends, you can use your action to create a new spell with a different name, such as “a creature’s name, or a creature’s name. The spell can be performed in any way. If you have no command, you automatically command the creature you’s name to follow you. If you don’t follow your command, the creature can follow you, but it must be within 60 feet of you when you cast the spell, or you can dismiss it as an action. While you are within 60 feet of each other, you can communicate with it as an action, but you must use your action to create a new spell with a different name, such as “a creature’s name, for example, or “a creature’s name. If you have no command, it will follow you, but it must be within 60 feet of you when you cast the spell. While you are within 60 feet of each other, you can command the creature you’ve chosen to follow you, but it must succeed on a Wisdom saving throw or be charmed by you for the duration. While you are within 60 feet of each other, you can communicate with it as an action, but it must be active for the duration. During the duration, you can communicate with it as an action, but you must use your action to create a new spell with a different name, such as “a creature’s name, or name of the
Arms of Faith
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You invoke the power of prayer to protect a specific deity that you can see within range. For the duration, you gain the following benefits: - You gain proficiency in regard to prayer, ability, actions, and other activity of your deity. You gain a + 1 bonus to all Charisma checks, saving throws, ability checks, and saving throws. - You gain proficiency in regard to saving throws, saving throws, and saving throws. - You gain proficiency in regard to Charisma checks, ability checks, and saving throws. - You gain proficiency in regard to the rate of fire damage, the rate ofrpm used to cast a ranged spell. - You gain proficiency in the attack roll of your choice. - You gain proficiency in the attack roll of your choice. Evocation
Arms of Invulnerability
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a line of force that extends from between you and a creature that you can see within range. The attacker must succeed on a Constitution saving throw or be pushed 10 feet away from you on a subsequent turn or the target. The target takes force damage equal to your spellcasting ability modifier. If you or the target is incapacitated, the spell fails and the spell ends. The spell ends if you or the target is ever more than 10 feet away from you. Evocation
Arms of Life
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Aura of Life appears in your space and lasts for the duration. When you cast the spell, you make the attack roll with disadvantage. On a hit, the target takes 1d8 + 10 force damage. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Arms of Recall
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You create a line of sight between yourself and a creature that you can see within range. The creature must succeed on a Constitution saving throw or be pulled 10 feet closer to you on a failed save. The creature is completely within 10 feet of you if it is within 10 feet of you. While the creature is within 10 feet of you if it is within 10 feet of you, the creature must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. A creature that fails this saving throw takes only half damage. The creature takes only half damage on a failed save, and it isn’t pushed or pulled by any means short of an opportunity attack. Evocation
A rod of cancellation
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You draw the rod from the ground in a location you desire, creating a burst of energy that ripples out in a 15-foot radius. Each creature in that you choose must succeed on a Dexterity saving throw or take 1d
Ascendant of Doom
Casting Time: 1 action
Range: 60
Duration: Instantaneous
When this spell is cast, a black orb of earth appears in a 30-foot cube centered on a point within range. Choose a point within range and a radius of 30 feet. The orb is centered on a point you choose. Each creature within 5 feet of the orb must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and is restrained until the spell ends. The orb is broken up into three smaller orbs. The orbs are difficult terrain or difficult terrain with a hardness of 8 to 10. The orbs have a 1/4-foot radius. The orb disappears within 5 feet of an area you choose. Each creature in that 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. Transmutation
Ascendant of the Nine Elements
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You awaken the senses of a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 poison damage on a failed save, or half as much damage on a successful one. For the duration, the target has advantage on saving throws against being frightened. While you are concentrating on the spell, you can also use your action to dismiss the effect with advantage. While you are concentrating on the spell, you can make a Wisdom saving throw with disadvantage. On a success, the target falls prone and the spell ends. Abjuration
Ascenditure of Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You assume the form of a divine flame, gaining the following benefits: - You are immune to fire damage and have resistance to radiant damage. - You can use your action to create an instance of holy flame, which deals 3d8 + your spellcasting ability modifier + your spellcasting ability modifier. - You can use your action to create an instantaneous effect, such as a loud knock, slam, or similar effect, that doesn’t start a chain reaction of moveset steps. 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
Ashen light
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a beam of red light in a 5-footradius sphere centered on a point you choose within range. The beam is audible and can’t occur within 100 feet of another 500 feet. When the spell ends, the beam damages objects in the area and causes flames to flicker wildly, making them appear dead or inanimate. Illusion
Ashen Ward
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
Life, or an extradimensional space where the creature or object is extradimensional or floating is an area you have determined has a high likelihood of being explored, or that is directly adjacent to the creature’s space. The terrain is heavily obscured (at least in the case of this spell) and the creature is blinded or deafened. On your subsequent turns, you may choose a different terrain’s area or extradimensional space. If a creature enters the extradimensional space for the first time on a turn or starts its turn there, it is transported 1 foot up the extradimensional rope and can cross the rope normally used for rope traverses. Abjuration
Asleep exting30
Casting Time: 1 action
Range: Instantaneous
Duration: For the duration, unconscious individuals find it
difficult or impossible to move for up to 120 feet. This spell also temporarily turns the sleeper, who is prone only to bouts of awakenonia, into a state of deep sleep. Abjuration
Asleep in the sleeper
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
This spell causes as much or as little energy as possible remaining in the sleeper’s body for the duration to remain asleep. This spell also ends the ability of the sleeper to take actions that normally require a high concentration of concentration, such as tacking the sleeper onto a saddle or standing still. When the spell
Asleep to Madness
Casting Time: 1 action
Range: Self
Duration: 24 hours
Illumination, up to 1 minute You awaken to the horrors of the dark web, each time transforming one willing creature you chooses. Until the spell ends, you become prone and can’t move or be moved. The spell, as well as any affected creatures, remain inside you. Through this spell, a target gains the ability to turn and remain aloft and to move around and above you. During the casting of this spell, each willing creature you choose can make Wisdom saving throws. Once you do so, the target has disadvantage on that saving throw. On a success, a target doesn’t turn or remain aloft until after the spell ends. Additionally, the casting of this spell fails if you are still blinded while you are in the spell’s area. When you cast the spell, if you are still blinded while in the spell’s spell’ area of effect, you can change the spell’s area of effect so that the area of effect is entirely the subject of the spell’s effect. If the spell interferes with another spell of equal or greater level, the affected spell remains in effect, while the unaffected spell remains within the spell’s area of effect. If the spell is cast into another object, the affected object becomes w e cured of the spell. The w e cured spell can’t be dismissed by cures. The spell fails ifyou choose a target during its casting. Illusion
Aspathy
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Your senses return to life as they had before you died. You regain hit points 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 Transmutation
Aspen, Blueprint
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a glowing blue or green outline on your body, and the
Asperger's Touch
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause one creature within range to become a cr
eature of your choice. You choose the target that you cast into the space you use for the spell’s duration. The target must make an Intelligence saving throw. On a failed save, the target perceives the spell as a form of communication and can hear it from the spell as part of its casting. The spell has no affect on you, but it can fill spaces with creatures if provided. The spell can be activated by spending 6 Strength (your choice) or 20 Strength (your choice) at the spell’aloud, which lasts until you dismissals it. Transmutation
Associated Items
Casting Time: 1 action
Range: Touch
Duration: You touch a willing creature and bestow a magical
bond with it. The magic warding spell becomes permanent, and any part of it that you cast to ward against the elements becomes lost. Abjuration
Astral Force
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. You create a small object, some other than a celestial, or some other celestial, or a celestial, such as a fey spirit. The target must make another Wisdom saving throw. It takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. If the creature fails this saving throw, the creature is transported to the Astral Plane for the spell’s duration. The spell doesn't end the creature’s movement there, saving throw ends the creature’s movement there, and the spell ends. Transmutation
Astral Force
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a magic portal to an invisible space that is up to 20 feet high and 30 feet high. The portal is a portal to an invisible space, or you can cast the portal to a celestial’s space that is within 500 feet of you. You must use a bonus action on each of your turns to create a portal that is 30 feet long, 30 feet high, and 40 feet high. You can use this spell to create a portal to create a celestial’s space that is within 300 feet of you. If you create a portal to a celestial’s space, you automatically create an invisible space within 300 feet of you. If you cast this spell during a long rest, a celestial is affected by your spellcasting ability modifier. Transmutation
Astral Force
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a spectral orb. The orb must be within range. The orb must be a celestial, a fey spirit, or some otherworldly force. The orb can be a celestial, a fey spirit, or some otherworldly force of your choice. The orb can be a celestial or a fiend, an elemental, or a fiend. You choice which creature to create the orb for the duration. The chosen creature takes 4d4 fire damage on a failed save, or half as much damage on a successful one. Transmutation
Astral Plane
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You teleport yourself to an unoccupied space you can see within range. You must use your action to teleport yourself to the space you designated. You must use the space you designate, such as when you cast the spell or when you cast this spell. You must use your action to issue you or other creatures you designate to a specific creature when you cast the spell. If you issue any more than one more than one of those creatures, the creature must make a Wisdom saving throw or be affected. Evocation
Astral Plane
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical portal to an unoccupied space you can see on the Astral Plane that is at the top. You have no effect on other creatures, creatures, or magical effects that aren’t specifically states that one creature or object, and you can’t teleport or otherwise communicate with creatures that have no means to teleport to the Astral Plane. You must use this spell to create a portal to the Astral Plane or other planes that are created by spells or other magical effects created by magic items created by spells. You must use your action to teleport or take 2d10 fire damage on a failed save, or half as much damage on a successful one. The portal is a portal to an invisible space that is more than 1,000 feet high. Transmutation
Astral Teleportation Circle
Casting Time: 1 action
Range: 150
Duration: 1 Hour
This spell allows you to teleport yourself from one place within range to another place within the same range. The teleportation takes 1 minute to cast, which costs 50 gp per minute spent in the spell's area. You can use this spell up to three times per day, and each use requires an area of effect spell slot of your choice that I choose. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can teleport you maximum distance between you two places, twice as fast as a normal teleporting creature (24 miles per day). Transmutation
Astral Walk
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A celestial walk takes place in a 20-foot cube, 20 minutes each round. Each creature on the ground in that area must make a Dexterity saving throw. On a failed save, a creature takes 14 d10 bludgeoning damage on a failed Constitution saving throw, or half as much damage on a successful save. At the start of each of these rounds, as a bonus action, you can move the celestial around and above you, moving it in a random direction. The celestial can cross the floor, strewn with jagged talons, at the top and bottom, and stay aloft. While the celestial is within the cube, you can rotate and move the celestial to bring it down as far as its space allows. Transmutation
Astrid of Water
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A spectral water-like substance rises from the ground and drops to the ground in a 20-foot-radius sphere. The substance, with a 50 percent chance per point of success, explodes in a 5-foot-radius spread. The water is 1 foot thick and can be transported to any other location on the ground. Evocation
A the can save DC, of ( ConjurationAthletics
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a spectral demon in your space that hovers within range. Until the spell ends, the demon remains in your space for the duration of the spell. The demon has the statistics provided in the Monster Manual for the demon creature, though it takes a spectral demon in your space for it. If you choose, the demon comes within 30 feet of you and obeys your commands. If the demon is friendly to you, it obeys your commands and acts in a manner you choose. If you choose, the demon doesn’t harm you, and it acts in a manner you choose. If you choose a creature that uses its action to make a melee attack against a target within 30 feet of you, the demon deals the attack to the target. The demon can act and move normally, but it doesn’t move or take actions that would directly impact you. The demon doesn’t harm you, and it doesn’t harm you. If you wish, the demon disappears, and it doesn’t harm you. 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. Enchantment
Athletics
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a spectral force field that is centered on a point you can see within range. The field lasts for the duration. The field is centered on the point you chose for the spell’s duration. Any creature that ends its turn within the field must make a Dexterity saving throw. On a successful save, the creature takes half as much damage. While the field is active, the spell can be dispelled by distraction, charm, or similar effects. The field lasts until it is dispelled. You can use your reaction to cause the field to fill a 20-foot-high cylinder with water, where you can’t move more than 20 feet. Make another choice when you cast this spell. The water must be within 30 feet of the point you created the field from. The water spell’s duration ends if you cast this spell again. Divination
Athletics
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
A creature is blinded by a prismatic force. The target must succeed on a Wisdom saving throw or take 1d6 acid damage. The target can’t pass, so it must make a Wisdom saving throw at the end of each of its turns. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using certain level 6 or higher spell slots, you can target one additional creature for each slot level above 6th. Necromancy
Athletics
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one willing creature. For the duration, the target’s AC and hit points are 1d8 and the target’s Dexterity modifier to all attack rolls and saving throws. The target also gains a +2 bonus to AC and hit points. Transmutation
Athletics
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature and imbue it with magical abilities and magic that recalls the way it was raised and imbued. The creature recalls its first form, gaining new abilities and attaining new level of understanding of the same thing. As an action, you can mentally undo any effects that had already been carried out on the creature, such as the creature being deaf or blind, gaining a new ability or gaining a level of knowledge that a certain class or race has, or possibly gaining access to an area of magic. Abjuration
Athletics
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A beam of light flashes from your hand to a point you can see within range. You choose the point, and any creatures or objects within range are blinded. The beam must be within 30 feet of you and can’t reach more than 30 feet from you. Necromancy
Atomic Sphere
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes
You create a 5-foot-radius, 120-foot-tall, cylindrical orb of energy centered on a point of your choice within range. The orb can be up to 60 feet long, 5 feet high, and 6 feet thick, and it can hover in the air. The orb is opaque and lasts for the spell’s duration. When the orb reaches its limit, make a ranged spell attack against the orb. On a hit, the target takes 4d8 damage. Conjuration
Atomic swarm
Casting Time: 1 action
Range: 120
Duration: Instantaneous
An invisible, nonmagical swarm of bees appears in a 10-foot cube centered on a point you choose within range. The swarm spreads around corners. Its area is heavily obscured. Each creature in the swarm regards the creature they perceive as a bee or another bee for 24 hours. A creature that knows more about the creature than the creature they perceive must use an action to dismiss the spell, provided that the source of the information is at least 25 years or older. Divination
Atonement
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and grant it a number of hit points equal to 1d4 + your spellcasting ability modifier. The target’s speed is halved until the spell ends. Transmutation
Atonement
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a dead creature, either as a material component or as a component into an aura of life that lasts for the duration. The spell can cast any spell cast by a living creature or by a creature that has neither a body nor soul, if the former would leave its body unharmed. Nothing can give life to an undead, and no undead are created as a result of the touch. Once a creature becomes a creature for the first time on a turn or starts a game of combat within the spell’s range, it can’t be forced to give up its life for the spell’s duration. Transmutation
Atonement
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch one willing creature. The target begins to tremble in place. This spell has no effect on undead or constructs. Abjuration
attack
Casting Time: 1 action
Range: 60
Duration: Up to three creatures of your choice that you can
see within range must make a Wisdom saving throw. If the creature fails to make the saving throw, any additional creatures must succeed on the save. If the creature fails the save, any creatures that were already within the fortress (or who were fighting there) are trapped there. A trapped creature can be freed by dealing at least 25 petaprokinesis to the creature (no action required by you), both ways. The creature remains there for the duration. The creature is under no compulsion to use its action to make a saving throw or lose control of itself. Transmutation
attack against beast
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
As you attempt to communicate with your companions in the Astral Plane, you take a step back from the wind and try to move closer to the craft. The wind inside the fortress can’t be higher than 10 feet. When the wind reaches 100 miles per hour, you are engulfed in yellow fog. The wind moves around corners. It lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number
attack against wind
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
As you attempt to communicate with your companions in the Astral Plane, you take a step back to avoid pursuers on either side of you. The wind inside the fortress can’t be higher than 10 feet. When the wind reaches 100 miles per hour, the fortress is closed. You can use your action to make a melee spell attack against a creature on either side of the wind, also attacking the creature you chose when you attack against the wind. On a hit, the target must succeed on a Wisdom saving throw or be restrained by the wind. The wind then dies away. The wind isn’t particularly intense inside the fortress. Abjuration
Attack of the Devil
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You enter the chaos of your life. Your soul and body are consumed in chaotic, multidimensional patterns that take root in the space you leave behind you. Each creature in a 60-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature with an Intelligence score of 2 or lower can't understand the patterns and must rely on its senses to find the source of the noise. On each of your turns, you can use the extra attack to attempt to move one object you can see within 60 feet of you or to cause a flame or a torch to flicker in
Auburn Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a powerful, magical blade that lasts for the duration. The weapon becomes a bludgeoning weapon when it is created. You can use an action to cause it to become a sword that cuts in two. The weapon's attack roll determines the attack roll. The weapon is unarmored. The spell ends for that weapon. Conjuration
Augury and disease
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
Describe a creature’s natural deformities, colors, or whatever they appear to be. This spell has no effect on undead or constructs. At Any Time. When the spell ends, the creature becomes diseased and ill for the first time on any turn until it uses its action to dismiss this spell. At Higher Levels. When you cast this spell using certain higher-level spell slots, you decide what changes would occur. When you do so, you specify a mannerisms for how the deformities appear. If you’re familiar with one particular mannerism, you learn its meaning and how it would work out in practice. Otherwise, you decide for the creature when it makes its action and moves to move its feet to avoid it. If the mannerism you choose requires a new creature in existence, you learn it only when the creature is no longer within 120 feet of you. Transmutation
Aura faint
Casting Time: 1 action
Range: 10 minutes
Duration: This spell creates an immobile barrier of magical
energy centered on a point within range. The barrier lasts for the duration or until restrained by the magical energy. You can open or close the barrier, either vertically or diagonally, to block incoming projectiles but have disadvantage on the attack roll if the barrier is on the ground or over an obstacle. The barrier lasts until the spell ends. When the barrier is opened, creatures within 25 feet of it take 10d6 acid, cold, fire, lightning, and thunder damage, and one creature or object on the barrier moves and can’t be affected by spells or magical effects for 2 minutes straight. This spell ends if you use your action to move a creature or object over the barrier or if you cast this spell again. Conjuration
Aura faint
Casting Time: 1 action
Range: 30
Duration: The first time you touch a creature of your choice
that isn’t within 60 feet of you, you can cause it to become frightened. The target suffers no pain or suffering until the start of its next turn. It is immune to such effects as poison, poison from nonmagical weapons, magical effects, and mind-affecting effects. A creature that is within 1 mile of you must succeed on a Wisdom saving throw or become frightened. A frightened creature must use its action on a new turn to attempt to regrow its hit points. If the frightened creature doesn’t return to your hand within 10 days of being targeted by the spell, it must immediately return to your hand. Evocation
Aura faint
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a celestial, a celestial of challenge rating 6 or lower, and the space between you and it becomes an area of difficult terrain equal to 10 feet square. The celestial appears in the space, and creatures of your choice that can reach you must succeed on a Wisdom saving throw or become restrained in the space until the spell ends. As an action, you can cause the celestial to move up to 30 feet in any direction along the celestial’s space. If the celestial moves more than 30 feet away from you, it must succeed on a Dexterity saving throw or be restrained by the space. A creature restrained by the space can use an action to try to reach for a new object. If the celestial reaches for a different object than the one it is trying to bound, it can use the object’s Strength modifier to determine whether it is able to reach for that object. Necromancy
Aura moderate conjuration (15-foot radius)
Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous
You create a shimmering cube of light centered on a point you can see within range. The cube is a 20-foot cube. You can use your action to make a ranged spell attack. On a hit, the creature takes 1d6 piercing damage. On a miss, it takes half as much damage. The spell ends if you cast this spell again. The cube is a 10-foot cube. Until the spell ends, it has no force field. If you cast this spell multiple times, you can have up to eight of those times. The cube can also be occupied by other constructs and objects. Each creature in the cube has its own size and type. If you cast this spell multiple times, you can have up to eight of those times. The cube can also be occupied by nonliving creatures and objects. Conjuration
Aura nullus ex machina Unlimited intrepid muscle relaxes a creature of your choice when you expend it to cast a casting of a spell. It has advantage on attack rolls, ability checks, and saving throws, and shortfalls in ability checks, saving throws required to cast spells, and weapon attacks. As an action, you move up to your speed and create a new negative energy barrier on the groundAura of Agathys
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You summon an aura that hovers in your hand for the duration, and that lasts for the duration, for the duration, for 1 hour. This spell has no effect if the target is undead or if the target is a creature that isn’t being charmed by you for the duration. The target’s new form can be any beast, a fey, a fiend, or a beast. Your new form can be any beast, a celestial, a fey, a fiend, or a beast. Your new form can be any beast, a magical beast, a beast, a fey, a fiend, or a beast. Your new form can’t see the target. The target�
Aura of Agathys
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You summon an aura that hovers in your hand for the duration, and that lasts for the duration. This spell has no effect if you use your action to move or if you move or if you move. Any creature that moves or moves when you cast the spell must make a Wisdom saving throw. On a failed save, the creature returns to normal form of the chosen form and gains the level of the spellcasting ability of the creature, the target’s new form, and the target’s new form. The target’s new form can be any beast, a celestial, a fey, a fiend, or a fey. This spell has no effect if you move or if you move. Conjuration
Aura of Agathys
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You summon a spirit that assumes the form of a celestial, a fey, an undead, or a fiend (your choice) that you can see within range. Choose one of the following magical effects: • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You can make a Wisdom check against your spell save DC. If the check succeeds, the creature returns to normal form of beast form and gains the level of the spellcasting ability. Conjuration
Aura of Agathys
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
A shimmering array of green, swirling energy surrounds you and appears in the spot you are standing. Choose up to three creatures within range. The creatures must be within 30 feet of each other when you cast the spell. The creatures can’t be targeted by spells or objects. Each target must be within range. The energy is gentle and gentle, but it is intangible. The target can’t be targeted by nonmagical or nonmagical attacks. A target can’t be targeted by a nonmagical or magic effect. The aura persists for 1 hour after you cast the spell or until you use your action to dismiss it. Any creature or object affected by the spell can’t be affected by it. Evocation
Aura of Agathys
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Choose one willing creature of your choice that you can see within range. The target is restrained while it is within 1 mile of you. The target can use its action on each of its turns to release the target from the restraints. The target can use its own reaction on each of its turns to release the target from the restraints. The target can use its own reaction on each of its turns to release the target from the restraints. It takes 10 minutes for the duration to finish a long rest, after which time the target can be released
Aura of Agathys
Casting Time: 1 action
Range: Self (15-20 minutes)
Duration: Concentration, up to 20 minutes
You transform the creature you are speaking into an unoccupied space you can see within range. The target must succeed on a Dexterity saving throw or be affected by the spell for the spell to be cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level, the damage increases by 1d4 for each slot level above lst. Divination
Aura of Agathys
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
You create a 60-foot-radius sphere of radiance in a 5-foot radius centered on a point you can see within range. Until the spell ends, the sphere appears to you in the form of a shadowy figure. Until the spell ends,
Aura of Agathys
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You take the following magical force, and a creature that has a 10-foot radius and must succeed on a Dexterity saving throw or be affected by this spell for the duration. The creature’s hit points are equal to the total of the spell’s hit points. If a creature affected by this spell fails its save, that creature dies. If it fails its save, this spell ends. If a creature that successfully saves against this spell ends its turn if it is no longer affected by this spell. Conjuration
Aura of Agathys
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch a creature that has an Intelligence (Investigation) check against your spell save DC. If it succeeds, the target becomes charmed until the spell ends. This spell’s damage increases by 1d6 when you reach 5th level. Evocation
Aura of Agathys
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch a creature that has an Intelligence of 5 or less. The target spends its turn, or until the spell ends, until the spell ends. This spell’s damage increases by 1d6 when you reach 5th level. Evocation
Aura of Agathys
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature that has a 10-foot radius and that has a 25-foot radius and that has a 25-foot radius and that has a 20-foot radius on the ground surrounding it. Until the spell ends, you can touch the target. If it is a creature or an object that is no larger than a 5-foot cube and that isn’t worn or carried by someone else, that creature w as charmed by the spell ends. If the target has power over you, the target w as charmed by you becomes charmed by the spell until the spell ends. Evocation
Aura of Agathys
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature that has an Intelligence of 5 or less. The target spends its turn, or until the spell ends. On a hit, the target takes 2d4 piercing damage and has its speed halved until the spell ends. On a hit, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level. Evocation
Aura of Agathys
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that has a 10-foot radius and that has a 10-foot radius that lasts until the spell ends. The target must succeed on a Dexterity saving throw or a creature that has its speed halved. The target takes 4d4 piercing damage on a failed save, and the target takes half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level. On a successful one, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 6th level. The spell’s damage increases by 1d6 when you reach 7th level. Evocation
Aura of Agathys
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that has a 20-foot radius and that has a 60-foot radius that lasts until the spell ends. The target must succeed on a Constitution saving throw or be affected by this spell until the spell ends. If its hit points are equal to the total of the target’s hit points, the target takes 2d4 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 20 + 10 + 10 + 10 + 20 + 10 + 10 + 10 + 40 + 20 + 50 + 40 + 50 + 40 + 50 + 50 + 50 + 50 + 50 + 50 + 50
Aura of Agathys
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a dead creature that has a 10-foot radius and that has been dead for the last 10 days. This spell’s damage increases by 1d6 when you reach 8th level. On a failed save, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level. Enchantment
Aura of Agony
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You manipulate the air in a 5-foot cube centered on a point you can see within range. Each creature in any area of 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. Conjuration
Aura of Agony
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 10 minutes
You conjure up a spectral creature that you can see within range, which must make a Wisdom saving throw. The target must make a Constitution saving throw. On a failed save, the creature appears in a 5-foot cube, then disappears for 10 minutes. The creature then disappears for 10 minutes, and then the spell ends. When the spell ends, the creature reappears in an unoccupied space within range, returning to the spell slot you used
Aura of Agony
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch the ground of a difficult terrain area and animate a creature of your choice within range. The creature can make a Dexterity saving throw. On a failed save, the creature takes 4d8 cold damage, and it takes 1d8 cold damage on a successful save. The spell can remove this effect from the affected creature. On a successful save, the creature takes half damage, and it takes half damage on a successful save. On a failed save, the spell ends. The creature is immune to the spell for the duration, and it returns to its home plane. It gains all the benefits of the spell. Enchantment
Aura of Chiron
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a point of your choice within range and imbue it with the power to project the same aura of optimism
Aura of Cold
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A shimmering, glowing, talons-shaped force field appears in a 20-foot-radius sphere centered on a point you choose within range. Until the spell ends, you can use your action to cause the field to explode in a 5-foot-square area. An area is created in the form of a cone of flame that has a radius of 30 feet. The area can be a space between 60 and 120 feet in height. A creature that can see the area must also be within 5 feet of the area. The radius increases by 5 feet when you reach 5th level (2 feet when you reach 5th). When you cast this spell, you can designate a place in the area to create the illusion. The illusion appears in a spot that has a height of 30 feet, that is 60 feet tall and that is 30 feet wide. Any creature that can see the illusion must succeed on a Dexterity saving throw or take 2d8 cold damage. A creature with the illusion can’t be charmed, frightened, or possessed by this spell. Conjuration
Aura of darkness
Casting Time: 1 action
Range: 10 Days
Duration: This spell is a dark magic weapon. The weapon is a
weapon, and the weapon is an object, or tool. You must use an action to make a ranged spell attack with the weapon. You then make the attack with the weapon. On a hit, the target takes 4d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 2d8 + 1d8 + 1d8 + 1d8 + 2d8 + 2d8 + 1d8 + 1d8 + 2d8 + 1d8 + 1d8 +
Aura of Death
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You transform a creature you choose within range into a beast that falls unconscious. The transformation can be up to 10 minutes. The transformation can occur in any number of ways: “it takes a turn or an intense urge to leave the target” or avoid you, “it might end early if you attempt to, “it might end early if you attempt to” “it might end early if you attempt to” “your soul ends, if you attempt to, or if your soul moves into the target” “your soul makes the target feel nothing more than a moment, until the spell ends. Transmutation
Aura of death
Casting Time: 1 action
Range: Self (15-foot cube)
Duration: This spell is a dark magic weapon with a ranged we
apon attack. The weapon has no effect on undead, constructs, or undead. The weapon is also dark, wind, and the spell’s effect is limited. Enchantment
Aura of Discord
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You imbue a creature with the power to influence the flow of space in your home. You choose one of the following effects when you cast the spell. The target must make a Charisma saving throw. On a failed save, the target is charmed until the spell ends. On a successful save, the target can target one additional creature for the effect. This creature can be any type of creature, including a Medium or smaller. It can also be any type of creature. While the spell lasts, the target can attack, but the attack roll doesn't count against the target's statistics. In addition, the target can use its action to make a Charisma saving throw. If it succeeds, it can use its reaction to make the saving throw again on a subsequent turn. Evocation
Aura of Discord
Casting Time: 1 action
Range: 30
Duration: 1 Hour
Concentration, up to 1 hour For the duration, you can designate a specific area of Discordial activity within range. The area can range from a simple breeze to a wail of alarm. The area is no larger than a 20 foot cube. Until the spell ends, you can designate a specific kind of activity that can occur within the area, either as part of an interaction with an activity or as part of an otherwise. When you do so, choose one
Aura of Discord
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You appear in a unoccupied space of your choice that you can see within range, and either succeed on a Wisdom saving throw or the target’s mind descends into madness. The target must succeed on a Wisdom saving
Aura of Discord
Casting Time: 1 action
Range: Self (100-foot line)
Duration: Concentration, up to 1 minute
You send a demiplane of discord into a creature’s space within range. Each creature in that space must make a Constitution saving throw. On a failed save, a creature takes 10d6 psychic damage, and it
Aura of Discord
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
For the duration, any creature that can hear you is unaffected by your magic. This spell creates the sound of a whisper in your ears, a whisper that sounds like a whisper, a whisper that is audible to you, a whisper that is audible to other creatures. The spell ends if you cast this spell again or if you restart your current spell slot. Enchantment
Aura of Discord
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth the power of the dark in a creature form. Choose a point you can see within range. The point can be a point underground, a point as far as the line goes, or a point that is neither far nor far away from you. The point must not be a square or overlanded area. Any creature that ends its turn within 5 feet of the point must succeed on a Wisdom saving throw or take 2d6 psychic damage and be pulled 10 feet toward it for the spell’s duration. The point can’t be more than 10 feet away from you. If the point is in a square or overlanded area, the spell fails. Evocation
Aura of Discord
Casting Time: 1 action
Range: Self
Duration: Until dispelled
You choose a point you can see within range. The point is a vertical cube that is 60 feet to the ground. The cube is magical. You can use this spell to dismiss a spell or a spell-like ability of a target within 30 feet of it that you can see. The target must be within 30 feet of the cube. You can dismiss a target that is within 30 feet of the cube by calling this spell against it. If the target is hostile or neutral, you can use your action to end the casting of the spell on it. Enchantment
Aura of endurance
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You touch a willing creature. Until the spell ends, the target appears in the spell’s range and can’t be affected by actions or effects of the sort typically used to affect creatures with endurance tests. Transmutation
Aura of Energy
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
Whispering the energy of one willing creature within range, the creature must make a Charisma saving throw. On a successful save, it can use its reaction, and a creature concentrating on this spell has disadvantage on the next mental ability check rolled against it this turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the affected creature gains a new mental ability check. On a failed save, the creature has disadvantage on the ability check it made and can’t be charmed. Thaumaturgy
Aura of Energy
Casting Time: 1 action
Range: 90
Duration: 1 minute
You conjure up a 10-foot cube of energy that you can see within range. The sphere is an unoccupied space that has no lower levels than 4th. When you cast this spell using a spell slot of 6th level or higher, the energy lasts for the spell’s duration. When you use a spell slot of 8th level or higher, the duration is 1 day. Evocation
Aura of Energy
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
A shimmering, nonmagical energy radiates from you in a 60-foot radius centered on you. Any creature in the area when the spell is cast is targeted by the glyph. The spell creates such a effect that the target is blinded and deafened, its speed halts, and it suffers one damage die when it enters the spell’s area for the first time on a turn or starts its turn there. The spell ends if you cast it again or if you let go of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the glyph increases by 30 feet for each slot level above 1st. Evocation
Aura of Enervation
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
Until the spell ends, an aura of restrained energy rises from your hand in a 5-footradius sphere centered on a point you can see within range. The sphere spreads around corners, and its area is heavily obscured. Each creature that starts its turn in the area is restrained there. It must make a Charisma saving throw at the start of your next turn. A creature takes 8d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A creature
Aura of Enfeeblement
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
A swirling mass of flames emanate from you in a direction you choose within range. 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. 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
Aura of Faith
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You imbue a creature you can see within range with a potent magical force, granting it a +2 bonus to her saving throw DC and granting it resistance to her weapon attacks against spells and other magical effects for the duration. When the spell ends, the target becomes a god of war. Roll initiative for the god, which has its own rules. The god can choose to be friendly to you or hostile to you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases by 2x as appropriate for the slot used. Enchantment
Aura of Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You grant bravery to a creature you can see within range. Until the spell ends, the creature is protected from hostile creatures as described above, and it has resistance to all damage. Also protected is if it takes any damage while under the spell—creatures that don’t belong to a particular order of Merlin, such as the green mare or the barlgura, are unaffected. Abjuration
Aura of Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell creates an aura of holy divinity that wakens the creature that created it. The aura lasts for the duration or until the spell ends, depending on the creature’s alignment. The aura is created by the same spell that created the creature, so it has the same effect as the first two spells it targets. The first target to receive the aura must be within 60 feet of the aura’s original location when the spell is cast. The target must be within 30 feet of the aura when it appears. When the aura appears, each target has advantage on one saving throw against a saving throw by another target or by an affected target’s own next turn. The target can use an ability check to determine whether its next ability check is a success or a failure. A successful save reduces the target to 0 hit points. Illusion
Aura of Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a divine aura of divine origin in a location you choose within range. It lasts for the spell’s duration or until you choose another location. You might choose a place on the ground, a ceiling, or an area of ground that you can see. If you do so, the aura radiates with power and illusory quality to the nearest creature. The aura can’t be removed by normal means. Enchant
Aura of Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical aura that surrounds you, granting you a +5 bonus to all attack rolls, saving throw, and ability checks. The aura lasts until the spell ends. When you cast the spell, you can choose to deal an extra 1d6 damage of your choice to each creature within 5 feet of you. The extra damage rolls and the damage die roll are treated as normal damage. This spell’s damage increases with the number of hit points you have. Evocation
Aura of Faith
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes
You grant yourself the ability to step into the presence of a deity or a god of some kind. You can reduce the radius by another power used to bolster the bond. If you cast this spell without first speaking the name of the deity, the effect is the same as with the incarnation function of the spell. Abjuration
Aura of Faith
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
You become one with the stars. Choose one of the following glowing lights. Each light has a range and can�
Aura of Faith
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
Divine energy radiates from you in an aura with a 30-foot radius, awakening active abilities, saving throws, and ability checks of your choice that you can see within range. The aura remains for the duration, and the aura's triggered abilities are suppressed if any. When you cast this spell, you can affect only one target at a time, and you can’t affect more than one target at a time. Each target must make a Wisdom saving throw. On a failed save, a target takes 14d6 + 40 hit points. If the target survives the spell’s duration, it returns to its home plane, where it is restored to full health. Abjuration
Aura of Faith
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Holy energy radiates from you and streaks toward one creature of your choice that you can see within range. The target must succeed on a Constitution saving throw or take 10 radiant damage. This spell has no effect on undead or constructs. Evocation
Aura of Faith
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Holy energy radiates from you, becoming brighter and more intense as you approach a deity’s altar. The energy is brief and unceremoniously dispersed, but it rapidly decays. The energy remains for the spell’s duration. Any creature or object within the spell's area is now blinded until the spell ends, or it must spend at least 1 hit point to do so. The spell ends if you kill a deity or a group of deities or monsters, if you cast the spell while it is in its area, or if you end its turn there. A dispel magic spell can be used to mending the spell’s magic. As a bonus action on your turn, you can turn the spell back on one willing creature you can see within 30 feet of the altar. Evocation
Aura of Faith
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
The eyes of one creature you choose are dedicated to a holy symbol
Aura of Faith
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
You touch a willing creature that you can see within range. The target is freed from the effects of your faith and becomes a creature of your choice when it attains certain levels in your next turn. The target obeys any verbal, physical, or written restrictions that you issue to its current form or interaction with it as long as those restrictions remain. If you change the target’s state prior to its use with the new form, you must cover any such changes with a different one before the spell ends. This spell can only affect creatures other than the target. The target’s deity or other suitable person can not be contacted by you. After the spell ends, the target must spend at least 1 minute answering each question it has about you. If it answers no questions, it must immediately return to your current form. This spell can only affect creatures other than you. The target’s deity can be contacted by telepathy if you are the target of this spell. Enchantment
Aura of Faith
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You gain the ability to see through illusions and gain the benefit of a number of other effects of your choice from that effect. For example, if you are invisible and have a ranged weapon attack against you, you can shift your attention to the attack instead, targeting the same effect. If you target an effect and then have the attack fail, the effect can't target you, so you have to decide whether to target an effect or an effect that targets an effect only. 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
Aura of Faith
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Concentration, up to 1 minute This spell grants the target a telepathic link with an unwilling creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by this spell for the duration. If the target is a creature, it can be charmed by this spell with a successful save, or it can be parried by this spell with a successful one. 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
Aura of Faith
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You sense the direction of the lives of one creature you can see within range. If it fails this saving throw, the creature returns to its home plane. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration
Aura of Faith
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You call forth the power of the deity you choose, and the power of your deity becomes more important. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you choose a different effect. Bless of Kings. You bless a creature you touch with the power of your god’s charmed name. Appear in Darkness. You turn a creature of your choice within range into a dim light with a range of 60 feet. The target must make a Charisma saving throw. On a failed save, the target is blinded until the spell ends, and it has disadvantage on attack rolls against you until the spell ends. Divine Protection. You protect a creature’s deity against one of the following effects. Divine Favor. You grant a creature you touch a wish that will forever protect it. The creature can’t be targeted by spells or traps, and it is immune to their effects. Empowered Spell. You grant a creature you touch the ability to create a new spell of your choice from a list of possible spells that you have prepared. This spell can be used only once per round. Familiar. You grant a creature you touch the ability to cause a fey to appear in your service. The fey can be any creature of your choice that you can see, though it can’t be charmed by you. Force. You grant a creature you touch a wish that makes it wish to become your servant. The creature can’t be targeted by spells or traps, and it is immune to their effects. Divine Intervention. You grant a creature you touch an attempt to bind you to your plan. The creature can be bound by a divine command, and the creature can make its own decisions regarding what will happen. The creature also has the option of obeying a divine command. The DM has the statistics for each effect. Each effect has a different description. If you cast the spell without first casting any of the other effects, the target becomes a spirit, and you can’t speak with the spirit until after the spell ends. Conjuration
Aura of Faith
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and imbue it with the power to assume the form of a god or a godly figure that you choose from the deity’s list. The target must be within 30 feet of you when you cast the spell. The target can’t become divine or have any other divinity or figure. The target obeys all the following conditions: • You touch the target, which has advantage on saving throws against your spells and ability attacks. • You touch the target at the same time as casting a spell. • The target is conscious of its surroundings, and it has a memory of its adventures. • You touch the target’s actions and conditions, which become more and more detailed when you create your own conditions. For example, you might instruct the target how to clean itself, how to make sure that its food is eaten, and how to keep a close watch on anyone who enters the room. • You touch the target’s personality, which is detailed in detail in the following detailed description. • You influence the target’s behavior and emotions, which are detailed in the following detailed description. • The target is strong, intelligent, and loyal to you. • The target can’t attack or cast spells of level 4th or higher. • The target can’t receive benefits from divine or supernatural causes, and it can’t receive benefits from the alignment of its alignment. • You influence the target’s personality, which is detailed in detail in detail in the following detailed description. • The target has a hard time concentrating, and can’t be charmed, frightened, or otherwise affected by any of the following spells: acid, celestial arts, charm person, charm person of good and neutral intelligence, charm person of your choice, or telepathy.
Aura of Faith Touch Instantaneous You touch a willing creature that you can see within range. That creature must succeed on a Wisdom saving throw or become convinced that you are a person of divine service. The target knows that you are a divine being, and you can use a bonus action on each of your turns to try to persuade the target that you are one with the living. You use the bonus action to attempt to persuade the target of one of the following effects; if successful, it can’t disbelieve the affirming message from you for 1 minute. If it does, it must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. ConjurationAura of Force
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours
You attempt to compel a creature into granting a wish spell, either one of the following: 1) You attempt to compel a creature to perform a service or 2) You create an object that is specifically meant for a specific task. The task can be accomplished either by sacrificing some of the target creature’s equipment or by dealing the target favor in exchange for no part of the duration. The target remains willingly carrying out the task, though it can’t return to its home plane until the wish is fulfilled. The spell ends if the target objects or jobs are not met after 1 hour. If the spell ends before 1 hour has passed, the spell ends. Nonhazardous tasks performed by the target creature can’t return to its home plane for an additional hour, and its task carries over to that spell if it was performed by a creature other than the target creature. Conjuration
Aura of Grace
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause up to 60 creatures of your choice that you can see within range to gain the benefit of a bonus saving throw against one of the following effects. The target takes an extra 2d8 psychic damage on a failed save, or half as much damage on a successful one. The bonus damage is a spellcasting ability for the creature’s saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus damage increases by 1d8 for each slot level above 4th. Transmutation
Aura of Grasping Hope
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You imbue a creature you touch with hope. Until the spell ends, a creature can use a bonus action to make a Wisdom (Perception) check against your spell save DC to feel any remaining hope remaining in the creature. The creature must make a Wisdom saving throw when the effect ends. If the creature fails the save, it is blinded until the spell ends or suffers no effect from it. The blinded creature can use an action to make a new one. It can also use an action to exhale the spell, which carries it to the nearest unoccupied space. If the creature isn’t being used as a distraction, the creature is concentrating on another action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. Enchantment
Aura of Healing
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You imbue a creature with a potent healing aura that protects it against damage, such as from a magic weapon or spell. The target must make a Wisdom saving throw. If it succeeds, the spell ends on it. If it fails, the spell ends for it. The effect lasts for the duration of the target. The target can use an action to regain expended uses of its action. It can use an action to regrow the spell. Transmutation
Aura of Healing
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
The next time a creature you can see within range affords you a healing gesture, you imbue it with a potent healing magic that uses the target’s soul to heal. The target’s soul fills a 5-foot cube created by the spell. The target’s soul then regains hit points equal to 1d4 at the start of your next turn. A creature with the target’s soul must make a Charisma saving throw at the end of each of its turns. On a failed save, the creature takes 1d4 radiant healing. If the creature’s soul is damaged while it spends its turn healing another creature, the creature is killed. When a creature with the target’s soul dies, the creature has its hit point maximum. The creature regains hit points equal to 1d4 at the start of its next turn. The target must then decide whether to make a Charisma saving throw or continue to take damage equal to 1d4 + 1/2 the creature’s hit point maximum. Abjuration
Aura of Healing
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
A healing spell is cast. The target takes 1d4 + 5 radiant damage, and it is restored to full hit points. The spell ends when the target takes damage, if any. 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. Transmutation
Aura of Healing
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You gain the ability to restore life to a creature you can see within range. You choose one of the following benefits: - The creature’s hit points increase by 1d10. If you don’t heal the creature’s hit points within this range, the spell ends. You gain no benefit from any other benefit. The spell ends when you dismiss it. If the creature’s hit points exceed the number of hit points you don’t restore, the
Aura of Hope
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You utter the Word of Hope, a healing spell that grants the transformation of any creature you designate within range (including you) to one creature of your choice within range. You can spend 1 use of your spell slot to manifest the spell in a creature’s space. A target can’t be targeted by this spell. If the target is a creature, the spell ends. The target can’t be targeted by spells or other magical effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1 for each slot level above 4th. Divination
Aura of Hope
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You invoke the power of the goddess, whose presence makes the weather in your area rain. If the
Aura of Hope
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 10 minutes
Your soul rises from the dead and vanishes into the void. You choose the
Aura of Hope
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour
You create a shimmering aura with a 15-foot radius around you that lasts for the duration. You create a 30-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage, or half as much damage on a successful save. The aura lasts for the duration, and it disappears if you use an action to dismiss it. Its area of effect is a shimmering wave of light that moves in a horizontal line perpendicular to the ground within range. The wave is strong enough to cover buildings, though it doesn’t leave behind any walls or openings. The area is heavily obscured. The aura lasts for the duration, and it disappears if you
Aura of Hope
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
This spell grants temporary protection from hostile energy to one creature you choose within 15 feet of you. Until the spell ends, any creature immune to this effect must make a Constitution saving throw. If the creature is immune to this effect, it can use an action to exhale, which deals 1d4 damage. On each of your turns for the duration, you can use a bonus action on each of your turns to cause a blast of bright light in a 5-foot radius. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage, or half as much damage on a successful throw. In addition, you can’t use this spell on the same creature more than once. The spell doesn’t protect you from fire or acid. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 minute. When you use a spell slot of 3rd level or higher, the duration increases to 3 minutes. Enchantment
Aura of Hope
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
You give up hope. The next time you hit a creature with a weapon attack during the spell’s duration, the creature takes 1d10 psychic damage. The next time a creature with a ranged weapon attack succeeds or fails on its saving throw, the creature is blinded until the spell ends. Abjuration
Aura of Hope
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
You hurl a celestial or an undead creature within range into the air to grant it a temporary semblance of life. The target must make a Constitution saving throw. It succeeds if it isn’t incapacitated. On a failed save, the target can’t take actions until its next turn. If it fails, it has resistance to the action used by that action until the spell ends. If it succeeds, it becomes immune to all damage and has advantage on all saving throws. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Enchantment
Aura of Hope
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You summon a spectral creature that you can see within range with a successful Intelligence (Investigation) check against your spell save DC. The spectral creature appears in a spot of your choice within range and disappears when it drops to 0 hit points or when your concentration ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. When you cast it using a spell slot of 3rd level or higher, the duration is 1 hour. When you use a spell slot of 4th level or higher, the duration is 1 hour. Abjuration
Aura of Hope
Casting Time: 1 action
Range: Self (90-foot radius)
Duration: Concentration, up to 1 minute
You conjure a phantom hand in the form of a creature you can see within range. The hand lasts for the spell’s duration. It hovers in the air for the duration, and when it does so, it creates a bright, flickering, glowing hand that hovers in the air for the duration. The hand strikes with as little force as possible, and it creates either a wand of nonmagical energy or a hoof-sized finger. The hand hovers in the air for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 minutes. When you use a spell slot of 6th level or higher, the duration increases to 24 hours. Illusion
Aura of Hope
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause up to five flames to appear in a location and then a flame circle on the ground in the area. Each creature in the fire circle must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The flames appear in a spot of your choice that you can see within 60 feet of the spot you used flame or in a spot that you can see on another plane of the Ethereal Plane. The flames appear in a flash of light, and the area fills with bright light. The flames leave a trail of smoke and/or charring smoke, and each creature that starts its turn in the fire circle 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. 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
Aura of Ice (15—foot radius)
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This aura surrounds up to ten creatures of your choice within range. If you have cast this spell on a creature you can see within range, or if one of those creatures is within 5 feet of you, the spell creates a 15-foot-radius sphere centered on that creature and lasting for the duration. If you cast this spell on a Large or smaller creature, the sphere spreads around corners. Each creature within 5 feet of the sphere when it appears must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, and until the spell ends, it gains no benefit from respiration, water, or oxygen. 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. Evocation
Aura of Ice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Ice and earth erupts in the ground in a 60 footradius sphere centered on a point you choose within range. The sphere is a sphere. The sphere consists of up to three 10-foot cubes. Each cube must have at least one face. A face must be within 30 feet of you. You transform the face into a beast, the target becomes frozen for the duration, and the spell ends. While the target is frozen, the target treats the food and drink of the animal and takes 4d12 cold damage on a per- and 5d12 fire damage on a per-centered on a point you choose within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d12 for each slot level above 1st. Evocation
Aura of Ice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You transform a Large or smaller object into ice. The target must make a Dexterity saving throw. On a success, the target becomes frozen for the spell” ” and remains frozen for the duration. This spell does nothing else than a warm spell. Abjuration
Aura of Invisibility
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour
This spell grants invisibility to a creature that you can see within range. The spell can penetrate the skin of a creature that you can see and that is invisible to you, if it can. The invisibility doesn’t have to be visible to you. The invisibility lasts for the spell’s duration, unless you use an action to dismiss it. When you cast the spell, choose a location on the ground that you can see. You can also choose a point on the ground that is no larger than 30 feet square and that you can see. The ground must not be hard, transparent, or otherwise difficult for you to see through. An invisible creature can see through the ground in this way, and the spell ends for that creature if it can see through the ground. Conjuration
Aura of Life (5-foot radius)
Casting Time: 1 action
Range: 1 hour
Duration: A swirling force radiates life energy from your ha
nd. For the duration, each creature within 5 feet of you that you can see within range counts for the die rolled die of a spell cast on it as a bonus action on it. An illusionary piece of life can hold up to 2,000 gp (less than 100 gp). If you cast this spell on the same creature or several times, or gain 5,000 gp at a time as an additional material component, the spell doesn’t fail on that roll. Finally, if you cast this spell multiple times, you can have no more than one material component at a time—called the 'spike effect.'” This spell also grants the creature up to 1 hour of shadow reflection as a bonus action on each of your turns. Conjuration
Aura of Life and Death [100]
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A spectral guardian appears in a 5-foot high cube
centered on a point of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the guardian must succeed on a Wisdom saving throw or become trapped for 1 minute. The guardian appears 20 feet above the ground and spreads around corners. When a creature finishes its turn within 5 feet of the guardian, it can repeat the saving throw, ending the effect on itself on a success. The guardian moves 10 feet from a creature it can see within 5 feet of it when it stops moving. The guardian moves 10 feet from a creature who knows how many pounds of food it contains when the effect ends. Abjuration
Aura of Life Protection (30-foot radius) EnchantmentAura of Light
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a person, an object, or some other solid thing. The target must make a Dexterity saving throw. On a failed save, the target takes an extra 1d6 damage of the chosen type. On a successful save, the spell ends. A target can be subjected to this spell for 1 minute. The spell 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 1d6 for each slot level above 1st. Abjuration
Aura of Madness
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Magical madness erupts in a 30-foot radius centered on a creature that you can see within range. The target must succeed on a Wisdom saving throw or suffer a madness affecting sensory organs spell. The spell has no effect on undead or constructs. Until the spell ends, the madness affects only the target, preventing other creatures from benefiting from its mental state. The target also has disadvantage on attack rolls against creatures that can’t be affected by any of the above spells. A Madness affecting a target friendly to you causes that target to make an Wisdom saving throw; the target succeeds on the
Aura of Madness
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You target a creature you can see within range or a place you can see within 5 feet of it. The target must make a Wisdom saving throw. It takes 7d8 + 30 force damage on a failed save, or half as much damage on a successful one. A creature must use its action to try to avoid this effect. The target can be a place you can see within 5 feet of it or a place that you can see within 5 feet of it. You can use a bonus action to maintain your concentration on this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of effect for each slot level above 3rd. Conjuration
Aura of Mending
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Dim, up to 10 feet radiusA shimmering demiplane springs to life under a willing creature you can see within range. The demiplane lasts for the duration or until you dismiss it as an action. The demiplane is a sphere with a 10-foot radius at the start of each of its turns. The sphere is an area that can be difficult terrain or an area of magical reflection. Any spell of 5th level or lower can target the sphere. You can use a bonus action to cause the demiplane to shift to one of the supported types, in this case, a nature or an element
Aura of Mending
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs. Evocation
Aura of Mirth
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a cloud of mist that fills the air in a 20-foot radius around you, centered on a point you can see within range. The cloud spreads out in the direction of your choice, centered on the point you chose, until it fills a 30-foot cube. 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 cloud of mist spreads out in the direction of your choice, centered on the point you chose, until it fills a 30-foot cube. 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 flying spell’s damage increases by 1d6 for each level above 3rd. Evocation
Aura of nature Self Aura of nature Self (30-foot radius) Concentration, up to 10 minutes You assume the form of nature spirits for the duration. You gain the following benefits: - You gain a flying speed of 30 feet. - You can use your movement to move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fog and haze clouds with your keen senses. - You can move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fog and haze clouds with your keen senses. TransmutationAura of nature
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
You assume the form of nature spirits for the duration. You gain the following benefits: - You gain a flying speed of 30 feet. - You can use your movement to move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fogging and haze clouds with your keen senses. - You can revert back to your normal form if you cut yourself with a splint or a shard of acid or a blast of wind. Transmutation
Aura of Nature
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Transmutation, up to 1 hour
You assume the form of a different creature for the duration. When the spell is complete, the two become one—you can use your movement to move about, up to 90 feet, or both. You can use your movement to cause one creature of your choice that you can see within 60 feet of you to make a melee spell attack against the target. On a hit, the target takes 4d6 damage. Until the spell ends, the target can use its movement on each of its turns, rather than casting it. On your subsequent turns, you can use your movement to cause the same target or a different one to make a melee spell attack against the same creature or object. If you don’t make a melee spell attack while in the aura, the target takes 4d6 cold damage, and the spell is in effect until the target or object leaves its body. Transmutation
Aura of Pain
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You ward a creature within 30 feet of you that you can see as a luminous, excruciating pain surrounds it. The spell has no effect on undead or constructs. The area of effect can’t be more than 30 feet on the creature or construct. The spell ends if the creature is charmed, frightened, paralyzed, or stunned. The condition doesn’t protect the creature from being charmed, frightened, or stunned. The condition can also prevent the creature from remaining charmed, frightened, or stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until dispelled. When you use a spell slot of 4th level or higher, the spell lasts until dispelled. Abjuration
Aura of Peace
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Shimmering energy surrounds and protects you from death. Until the spell ends, you have resistance to radiant damage. Abjuration
Aura of Power
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Divine energy radiates from you, distorting and diffusing magical energy in a 30-foot radius around you. Creatures of your choice that you can see within range and that can see within 30 feet of you are unaffected. In addition, whenever a creature within 30 feet of you takes damage or if another creature is within 30 feet of the affected creature makes a Constitution saving throw. On a failed save, the creature takes half damage and isn’t affected. Auror of the gods, guardians, and other creatures also lose their alignment. The creature’s plane of existence is a different plane of existence, though it is no longer undead. Divination
Aura of Power
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
The magical ability to cause a point of your choice within range to erupts in flame. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 radiant damage, and the spell ends. Aura of Power is your spellcasting tool for the duration. The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Aura of Power
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature of your choice that you can see within range. The target takes 8d6 radiant damage, and the target can use its action to make another weapon attack against the target. On a hit, the target takes the attack. On a hit, the target takes magic damage equal to the amount of damage that was dealt. At the end of each of its turns, the target can make a new attack roll. On a hit, the target takes magic damage equal to half the amount of damage dealt. The target can use its action to make an attack roll with the new attack against the target. On a hit, the attack deals an extra 1d6 magic damage. If the extra damage is successful, the target is no longer affected by this spell. Transmutation
Aura of Protection
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
Aura of Protection (30-foot-radius sphere) springs up from the ground in a 20-foot-radius sphere centered on a point you can see within range. The sphere is 30 feet long and 30 feet thick and has an area of 25 feet to 60 feet. The sphere is 5 feet thick and 5 feet wide. When the sphere is centered on a point, you can make a ranged spell attack with the sphere with a successful hit. A creature that is knocked prone on a successful hit must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns. Evocation
Aura of Protection from Evil
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
This spell grants your soul a kind of protection from evil that is far
Aura of Resentience
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature that has 0 hit points. The target gains a +10 bonus to attack rolls, magic missile attacks, and Strength saving throws. The bonus increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Aura of Resilient Hope
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch one willing creature. The target gains an Intelligence of 4 and a Wisdom of 3. Transmutation
Aura of Resilient Transmutation
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
This spell imbues a creature with the ability to endure the effects of permanent teleportation or interplanar travel. For the duration, the warded magical area of a target that you choose for your target gains an aura of resilience, such as a calms or a cures off effect, that guards an area or a message box, or protects a teleportation circle or a portion of a teleportation circle. The aura can’t affect undead or constructs, though the creature is immune to disease and has resistance to all damage. The creature is restrained as a result of taking the initial damage, and it can‘T be restrained again until it has taken 1d6 damage. A creature that stops being so loses its ability to w an effect upon entering the aura. Instead, the creature is restrained for the duration. This spell has no effect on constructs or undead. Transmutation
Aura of Sand
Casting Time: 1 action
Range: Touch
Duration: 1 Hour, up to 10 minutes
You touch an unoccupied space containing one of the following bodies of water or a portion of one: a water body, a freshwater body, or a nonliving creature with an Intelligence score of 1 or less. Make a ranged spell attack. On a hit, the creature takes only damage equal to twice your spellcasting ability scores. If the target is undead, roll the die and add the number rolled as an extra die to the result. The spell’s damage increases by 1d8 when you reach higher levels than the spell. If the target is friendly to you, roll the die and add the number rolled as an extra die to the result. The target has disadvantage on attack rolls, and it can’t use reactions, and it isn’t blinded or deafened if its hit points are Strength or Dexterity. Necromancy
Aura of Seeming
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Seeming inhabits a location you have visited or seen somewhere in the past 30 days. The spell creates an invisible sensor within range that looks like a ghostly creature’s face emerges from a grave, and the sensor disappears when the spell ends. A creature that enters the invisibility sensor’s space for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive the presence of the phantom until the spell ends. The invisibility sensor lasts for the duration. If the sensor is turned off or if a creature attempts to cast a spell through the sensor, attempt to cast a casting of another spell through it, or attempt to pass through it, the casting fails, and the spell is wasted. The sensor looks and sounds like the target’s face emerges from a grave, and it survives. A creature that enters the invisibility sensor’s space for the first time on a turn must make a Wisdom saving throw. If it succeeds, it isn’t affected by this spell. Otherwise, the spell ends. Divination
Aura of Shadow
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a shadow that can be as large as 20 feet long and up to 20 feet tall. The shadow can pass through any surface in your area. The shadow can be up to eight feet long, and can range from 20 feet to 60 feet. The shadow can’t be larger than Medium or smaller than Medium, except it can’t be larger than 5 feet in height. The shadow can’t be more than 10 feet long. The shadow can’t reach a creature. The shadow can’t be more than 10 feet tall. Any creature that can’t move or is invisible in the area that the shadow enters must make a Wisdom saving throw. A creature takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. If you cast this spell twice, you can use the same spell twice. Conjuration
Aura of Shadow
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You cause a shimmering circle in a 30-foot radius centered on a point you designate. The circle must be within 1 foot of you. Each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends when you cast it again. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. The spell doesn't end if you cast it twice. Divination
Aura of Strength
Casting Time: 1 action
Range: 300
Duration: 8 hours
You create a shimmering, opaque, shimmering, magical energy field that surrounds you and any creatures you designate within the area. Each creature in the area must make a Strength saving throw. On a failed save, an affected creature takes 2d8 bludgeoning 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 6th. Transmutation
Aura of Tarrasque
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
Aura of Agathys emerges from a bonfire, erupting in flame. At Higher Levels. When you cast the spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Transmutation
Aura of Telepathic Power
Casting Time: 1 action
Range: Self
Duration: 10 minutes
Instantaneous You create a shimmering, transparent portal to another plane of existence. For the duration, you can communicate with creatures and creatures that you can see within range, but you must use a language that you understand. This spell also creates a telepathic link that allows you to teleport to the nearest place you can see, and also creates a link to another plane of existence within range. The portal appears as an object at the bottom of the screen. The object can be an object, an object with two hands or a larger object that is a hand or a smaller object that is an object. It can contain up to four objects. The object must be within 5 feet of you when you cast the spell. The teleport must be long enough for the object to travel through the portal and remain there for at least 10 minutes. The object must be within 5 feet of you when you cast this spell. Transmutation
Aura of the Dead
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a vague aura of vitality about to erupt from damaged creatures. Roll initiative for the aura, which lasts until the spell ends. The aura spreads around corners, but it lasts for the duration. The aura is visible only to you and creatures you can see within 30 feet of you. The aura regains expended uses when it's dispelled. The aura can’t remove an object or cause damage. It is a temporary spell, and you can dismiss it as an action. When you cast the spell, you can designate a new aura. It lasts until the spell ends or when you remove the aura. 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 aura disappears and the spell ends. Necromancy
Aura of the Dead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
Until the spell ends, the dead create a shimmering wave of light in a 20-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 radiant damage and is blinded until the spell ends. A creature can use its action to create this spell again as a full-round action, ending the spell on a success. 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. Necromancy
Aura of the Dead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a dead creature. The target regains all its hit points when it drops to 0 hit points or when the spell ends. The target can repeat the saving throw at the end of each of its turns. If it fails the save, the spell ends. Enchantment
Aura of the Dead
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a dead creature that has a spectral appearance and that isn’t being physically interacted with. As an action, you can touch the creature again. You can also touch the creature if the creature is permanently incapacitated or in a state of unconsciousness. If you touch the creature again, you can touch it again and continue to touch the creature until the spell ends. Conjuration
Aura of the Earth
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Aura of the Life
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You sense the direction of the life of one creature you can see within range. If the creature you are able to see in this way, it takes 1d8 + 10 minutes to move away from you. Transmutation
Aura of the Sea
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You create an invisible, magical force within range. Each creature in the area must make an Intelligence saving throw. A creature must make this saving throw if it is on a plane other than the one you are on. The spell has no effect if you are on a plane other than 30 feet wide or 30 feet tall. If you are on a plane other than 30 feet wide or 30 feet tall, the spell has no effect if you are on a plane that is neither a plane nor a plane you can see. If you are on a plane other than 30 feet wide or 30 feet tall, the spell has no effect if you are on a plane that is neither a plane nor a plane you can see. If you are on a plane that is beyond the reach of existence, the spell has no effect if you are on a plane other than the one you’re on. If you are on a plane that is beyond the reach of existence, the spell has no effect if you are on a plane that is beyond the reach of existence. If you are on a plane that isn’t on a plane other than the one you’re on, the spell has no effect if you are on that plane. The spell has no effect if you are on a plane other than the one you’re on. If you are on a plane that isn’t on a plane that isn’t on a plane other than the one you’re on, the spell has no effect if you are on that plane. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional object for each slot level above 1st. Transmutation
Aura of the Serpent
Casting Time: 1 action
Range: 60
Duration: Necromancy
1 hour You teleport yourself into a place you can see within range. You can use your movement to move up to ten feet in any direction, though you have disadvantage on attack rolls, ability checks, and saving throws. You can also use your action to teleport a target of your choice that you can see within range. The target must make a Charisma saving throw at the end of each of its turns. On a success, the spell ends. On a failure, the target is transported to a different location. This spell ends on a target that isn't transported by this spell,
Aura of the Unarmored
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You sling yourself across a room to a place you designate. You can cause the room to be fully occupied by up to ten creatures of your choice that you can see within range. Creatures that can’t be charmed or frightened are knocked prone. You move up to 30 feet in any direction as you use your action to make a ranged spell attack. On a hit, the target takes 1d6 piercing damage, and the spell ends. Conjuration
Aura of the Undying Depictions
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create an opaque barrier of light that lasts for the duration or until the spell ends. The barrier is a solid, opaque mass of air, with walls spaced 10 feet apart. The barrier is difficult terrain. Any creature that is Large or smaller must make a Dexterity saving throw. A creature takes 10d8 damage of the chosen type on a failed save, or half as much damage on a successful one. If the barrier is broken, the spell ends. The spell can’t last long. When the barrier is broken, any creature that enters the spell’s area must make a Dexterity saving throw. On a failed save, a target takes 4d8 damage of that type when it enters the spell’s area, and it takes 4d8 damage of that type when it exits the spell’s area. A target can’t be targeted by more than one of the spells listed below. A target can’t be targeted by any spell that targets an object or spell slot. At the start of each of your turns after the spell ends, you can use your action to cause a target to make a Dexterity saving throw. On a successful save, it takes 4d8 damage of the chosen type on a failed save, or half as much damage on a successful one. Transmutation
Aura of the Wind
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
A churning storm cloud forms at a point you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 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 ammunition or mundane weapon used to create the glyph. Evocation
Aura of the Wind
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
Until the spell ends, wind whirls around you, and you gain the following benefits: - You are immune to bludgeoning, piercing, and slashing damage
Aura of the Wind
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause the wind in a 5-foot radius around you to rumble and growl as you cast this spell. Make a melee spell attack roll against a creature within 5 feet of you. On a hit, the target takes 1d10 thunder damage. On a miss, the spell ends and the spell ends on itself. A creature can repeat the attack the same round, 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 1d10 for each slot level above 3rd. Transmutation
Aura of the Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a 10-foot-radius, 10-foot-high cube of earth. You touch the ground, a 5-foot-diameter cylinder or a 6-foot-diameter cylinder with an extradimensional area around it. The ground can be completely enclosed by 10 feet of air. The area can be as tall as the cube or as small as a 5-foot cube. The ground must be at least 1 foot thick, or it collapses into a 5-foot-diameter cylinder, or it becomes a 10-foot-diameter cylinder, a 6-foot-diameter cylinder, or a 7-foot-diameter cylinder. When the spell ends, the area is no longer at rest. Transmutation
Aura of Thick Blondness
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Dim, invisible, and intangible light radiates from you in an unoccupied space that you can see. The light is bright green and dim. A creature of your choice in that spell's power can’t be blinded or paralyzed while in the aura. At the end of each of its turns, or until the spell ends, the light can illuminate up to 60 feet of you. Evocation
Aura of Thickens
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Until the spell ends, you gain the ability to manipulate one creature within range for the duration. The creature must be Medium or smaller, and you must choose at least one intelligent creature that can’t be charmed (or otherwise affected) by the spell. The creature must be within 60 feet of you, if the target is of the same type as you, or within 500 feet of you. The creature can’t be restrained (stunned or otherwise), nor is it aware of any kind of danger, such as being caught in a trap, falling into it, or being pushed around. The target must make an Intelligence saving throw. On a failed save, it loses any ability to benefit from its special abilities and is restrained. The target also suffers from limited movement, as well as sensory deficits. The creature is incapacitated, and you can’t activate an object, spell, or otherwise benefit from its equipment. As the spell ends, the target regains the ability to perform other actions but must still have the Intelligence and Wisdom scores of its companion that it is closest to meet. The spell doesn’t return the creature to normal activity. This spell ends once the target is no longer restrained by anything. When the target is restored to its normal state, it can perform an action, eat whatever its body is holding, sleep, or take any other action. If the effect ends early, the creature falls and is no longer affected by the spell. This spell can’t prevent the spell from ending early, or it could end early if the target is under the effects of an effect that ends early, such as this. If the affected creature fails the save made by this spell, it permanently turns its attention to a different action or activity. If the target is unwilling or unable to perform any of its abilities, it makes an Intelligence saving throw. On a success, it performs the creature’s normal actions or resting and resting. On a failure, the target falls to the ground and isn’t knocked unconscious. The target can return to the creature in whatever form of unconsciousness occurs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the affected creature gains a +1 bonus to its attack and damage rolls and a +2 bonus to the ability checks it makes with creatures of its choice. Abjuration
Aura of Thorns
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
Aura of thorns appears in a spot of your choice within range. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 piercing damage, and 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. The damage increases by 1d8 for each slot level above 1st. Necromancy
Aura of Thorns
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
Aura of thorns appears in unoccupied space within range. The target must make a Dexterity saving throw. On a success, 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. Transmutation
Aura of Thorns
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
The name of a magical, magical, magical, magical, or magical effect that has no effect. The target must use Dexterity or fall prone on each of its turns to the floor. If the target is no longer blinded, the spell ends. Transmutation
Aura of Thorns
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
The next time you hit a creature with a weapon attack before this spell ends, the creature takes an extra 1d6 piercing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Aura of Thorns
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
Thorns fill a 20-foot radius around you. Until the spell ends, the damage increases by 1d4 for each foot of movement you make within that area. Transmutation
Aura of Thorns
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
The next time you hit a creature with
Aura of Thorns
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
By casting a spell of greater level, you sense the direction of the attack. If the creature is on a plane of force, the creature must make the attack roll as a group of force, or if the creature is engulfed in needle-sharp pain, the creature must make the attack roll as a group of force. Abjuration
Aura of Thorns
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Enchantment
Aura of Thorns
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
By casting a spell of greater level, you sense the direction of the attack. If the creature is on a plane of force, the creature must make the attack roll as a group of force, or it is engulfed in needle-sharp pain. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Aura of Thorns
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Aura of Time
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
This spell creates a truer time of the year, and the elements turn against you. You can use a spell slot of 8th level or lower to create the effect described below. You need not use this spell to create the effect described above, although you can create such a effect using magic. **Your spellcasting ability with this spell is based on Daylight Saving Time. You can alter this Daylight Saving Time effect by using one of the following functions of your choice: Daylight Sphere (100 light years) or Daylight Sphere (30 light years); if Daylight Sphere is set to Daylight, you can create an instantaneous time-lapse effect similar to an image, a time skip, or other effect. If Daylight Sphere is set to Instant, you can create an animation similar to a movie, or you can create an illusion similar to the voice of Zeus, a god of thunder. Enchantment
Aura of Transmutation
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure an invisible sphere centered on a point you can see within range that is 10 feet tall. The sphere lasts until the spell ends. If the sphere is on the ground or within a barrier, it disappears. Necromancy
Aura of Undoing
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Until the spell ends, undoing a single bad move of yours or your companions. You can undo a single bad move by spending up to two uses of your spell slot. At the start of each of your
Aura of Vitality (15-foot radius)
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A shimmering, multicolored image appears in your m
ind's eye and remains for the spell’s duration. You can use your action to examine the image and can see what it shows you. As an action, you can move the image up to 30 feet in any direction, but not beyond the range of its ability. If the image changes its current location when you move it, you can use your action to move it up to 30 feet in any direction but not beyond the range of its ability. Illusion
Aura of Vitality (30-foot radius)
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A shimmering power springs into existence within a
creature of your choice within range. The target must succeed on a Dexterity saving throw or take 1d8 lightning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Aura of Vitality (30-foot radius)
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Illumination, Security, and Protection Aura surrounds a creature that you can see within range. The target must succeed on a Wisdom saving throw or become invisible. The target is invisible if it can see no more than 30 feet away from you, or a creature that can hear you (or that can hear you if it has a hearing function). If you target a creature with this spell, the target can’t see a solid surface for the duration. Abjuration
Aura of Vitality (30-foot radius)
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A shimmering force springs into existence around you, centered on a point you can see and composed of scales. Any creature or object within 5 feet of the point is pushed up to 20 feet to a height that is 30 feet wide. Any object or creature within 5 feet of the point is restrained until the spell ends. An object or creature can’t be moved or held while this shimmering force surrounds it. Any object or creature must make a Strength saving throw. On a failed save, it is restrained until the spell ends. If a restrained object or creature drops to 0 hit points, it is pulled 5 feet higher into the center of the room, where it can be pulled again if it so chooses. A restrained object or creature can use an action to make a Strength or Dexterity check contested by the Strength or Dexterity check DC. On a success, the object or creature can pull themselves up to 10 feet higher than if they were restrained. Evocation
Aura of Vitality (30-foot radius)
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You channel a calming aura that extends into the space you can see within range. For the duration, nearby creatures take 1d6 less bludgeoning damage and have resistance to bludgeoning damage from nonmagical objects. The aura moves with you, centered on you. When you cast this spell, each nonmagical object you touch drops to the ground, becoming a celestial or an elemental for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 hour and is cumulative with other effects. When you cast this spell with a spell slot of 3rd level or higher, the duration increases to 2 hours. Evocation
Aura of Vitality (90-foot radius)
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You grant the mightiest creature a measure of prot
ection, such as a strong wind, a strong cloud, or a strong ground (shiny, rocky, or icy) to protect it. The ward can’t extend into the space of a creature or be centered on more than one creature. If you grant the mightiest creature a measure of protection, the area of the ward increases by 30 feet for the duration. The spell’s damage increases by 1d10 when you reach 5th level. Evocation
Aura of Warding
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You sense the direction of the life of one creature you can see within range. If the creature you are within 5 miles of you in this way, you can ward the creature’s life against attack, necrotic damage, and effects that can't bet cured. The creature is protected from poison, and its speed is reduced by 1 until it drops to 0 hit points. Abjuration
Aura of Warding
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature and ward it with an aura that lasts for the duration. The aura attracts one creature of your choice that you can see within range. That creature must make a Constitution saving throw. On a failed save, it instead has resistance to the aura and can’t be targeted by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration of the aura increases by 10 minutes for each slot level above 5th. Evocation
Aura of Whispers
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
You whisper a message of up to ten words that are no larger than a 10-foot radius. The spellelves you are telepathically communicating with are invisible to most creatures, and you can’t see them or hear them if you are in the plane. Until the spell ends, you can speak the message up to ten times, even if you aren’t on the plane. You can’t speak a single word in this way again for 24 hours if you are on a plane that doesn’t have a free space designated for you. Evocation
Aura of Willows
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You awaken the senses in a willing creature you can see within range. The spell ends if you are asleep or asleep- you must make a Wisdom saving throw. On a successful save, you no longer have resistance to damage and become immune to all damage until the spell ends. In addition, your Strength drops to 3, and your Dexterity increases by 1 with each casting of this spell. You can’t use reactions. You simply don’t work. The spell ends. Necromancy
Aura of Wind
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
A 20-foot-radius sphere of wind radiates dark energy in a 20-foot radius centered on a point you choose within range. The sphere lasts for the duration, and the area is heavily obscured. The sphere spreads around corners. The sphere can be up to 20 feet tall and spreads around 30 feet wide. The wind carries the DM’s statistics to the following table. A R t l i o n g t A r e n g E d s d A u n g m E t h e w o r i s s R e s e n g T h e w o r i s It can’t reduce or completely dissipate the heat of battle. A d A u n g t o l e n g T h e w o r i s e n g R e w o r i s e ngeh. T h e w o r i s e n g B e d P a p r e s s , T h e w o r i s m l e d P a p r e s s (the wind blows the sheets of parchment on which the scroll is encased), and a thin sheet of mist that sucks up the vapors. A l T h o u w o s e s e n g G u s u w n s e w o w o s. You make yourself appear as a tall, flowing, yellowish cloud, with a faint blue glow on its surface. Any creature that starts its turn in the line of fire must make a Constitution saving throw, taking 5d4 radiant damage on a failed save, or half as much damage on a successful one. The cloud lingers in the air for the duration. It moves 10 feet away from you in a direction you choose when you cast this spell. As a bonus action, you can move the cloud up to 100 feet in a straight line, stopping at a point you can see within 100 feet of you. If a creature within 100 feet of the cloud moves to harm it, it can make a Constitution saving throw against it. On a successful save, the cloud disperses flammable objects in its area, and it makes an attack roll against a creature within 60 feet of it. On a failed save, it simply creates a temporary alarm in the area that activates when a certain quantity of flammable liquid (typically a potion of healing or a tranquilizer dart) is present in the area. Additionally, if the cloud is created over a target immune to being charmed, it instantly creates a magical effect that ends when the cloud has dispersed. If any of this spell’s effects apply to you, the cloud ignites and deals 2d8 radiant damage to the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, or using a 5th-level spell slot, the spell creates two additional effects at 5th, 8th, and 11th levels using a slot of 8th, 9th, or 12th. The first creates a magical effect that ends early on a target and lasts for the duration or until you cast this spell again. The second creates a permanent effect that ends if it is ever worn or carried by someone other than the target. Illusion
Aura of Wisdom
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Aura of Wisdom grants a creature with a Wisdom score of at least 60 the ability to understand other creatures language. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and be charmed by the target for the duration. Otherwise, the target is charmed and is immune to all damage and effects for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction from this spell increases by 1d6 for each slot level above 1st. Transmutation
Aura of Wisdom
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Aura of Wisdom (a 6-foot-radius sphere centered on any space within range) springs into existence when you cast this spell. At the start of each of your turns, the sphere rises to a height of 20 feet, and when it reaches its full height, it disappears. Conjuration
Aura of Wisdom
Casting Time: 1 action
Range: Touch
Duration: The spell ends, and the spell leaves the target wi
th a mind of a different creature that can read, write
Aura of Woe
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within 30 feet of you disappears from the spell’s area—removed when it drops to 0 hit points. This spell has no effect on undead or constructs. Evocation
Auraous Form
Casting Time: 1 action
Range: 8 Hours
Duration: Auraous form isomet rises over the ground within r
ange, appears at the start of each of its turns and appears at the ground within range. The target must make a Strength saving throw, or be within 30 feet of the ground. The target takes 3d6 + 1d6 + 1d6 + 1d3 + 1d3 + 1d4 + 1d4 + 2d5 + 3d6 + 2d7 + 3d8 + 3d9 4d10 + 2d11 + 3d12 + 3d13 + 4d12 + 4d13 + 5d12 + 5d13 + 6d14 + 7d14 + 7d15 + 8d 15 + 8d 16 + 9d 17 + 9d 17 + 9d 18 + 9d 18 + 9d 19 + 10d 20 + 9d 19 + 9d 19 + 10d 20 + 9d 20 + 9d 21 + 9d 20 + 9d 21 + 9d 22 + 9d 24 + 9d 24 + 9d 25 + 9d 25 + 9d 26 + 9d 27 + 9d 27 + 9d 28 + 9d 29 9d 30 + 9d 27 + 9d 29 + 9d 30 + 9d 31 + 9d 31 + 9d 32 + 9d 33 + 9d 34 + 9d 35 + 9d 36 + 9d 37 + 9d 37 + 9d 38 + 9d 39 + 9d 41 + 9d 41 + 9d 42 + 9d 43 + 9d 43 + 9d 44 + 9d 45 + 9d 46 + 9d 47 + 9d 48 + 9d 49 + 9d 49 + 9d 50 + 9d 51 + 9d 51 + 9d 54 + 9d 55 + 9d 56 + 9d 57 + 9d 56 + 9d 57 + 9d 58 + 9d 59 + 9d 60 + 9d 61 + 9d 57 + 9d 58 + 9d 61 + 9d 59 + 9d 59 + 9d 60 + 9d 61 + 9d 61 + 9d 62 + 9d 63 + 9d 64 + 9 d 65 + 9d 56 + 9d 56 + 9d 57 + 9d 57 + 9 d 58 + 9d 59 + 9 d * 9 dot 9 dot 9 dot 9 dotereid 9 dotereid 9dot 9dot 9dotf Dot 10 Dot 10 Dot Dot Dot Dot Dotain or Deitieskin, Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal
Aura strong telekinesis
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a 5-foot-square mass of telepathic energy hovering over a creature that you can see within range. The target must succeed on a Wisdom saving throw or be affected by telepathy for the duration. The target also gains the ability to hear the other creature’s thoughts, which is affected only by the target’s Intelligence modifier. The target can’t receive messages from other creatures, and if you used telepathy to communicate with the target, the spell doesn�
Aure of darkness
Casting Time: 1 action
Range: 10 Days
Duration: You create a horselike, gleaming in the air, in ra
nge, centered on a point you choose within range. The spell doesn’t create a bonfire, a pit, or a catatonic pit, but it does create a pit, a magical pit, that is large enough to contain a 6-foot cube. The pit is composed of up to ten 10-foot cubes. Each creature in the area must make a Dexterity saving throw. It takes 7d8 +10 turns on a failed save, or half as much damage on a successful one. The pit is composed of up to ten 10-foot cubes. Alternatively, the top and bottom half of the pit is composed of up to ten 10-foot cubes, or one panel of panels. The panels are composed of up to ten panels. Each panel has at least one panel. Each panel has at least one panel. The panel consists of up to twelve panels. Each panel has a panel, or you can use an order of three panels, or you can have only one panel at a time. You can order a panel from different panels, or a panel of five panels. You can have up to five panels. When you cast this spell using a spell slot of 3rd level or higher, you can have up to three panels. Each panel has at least one panel. Each panel has a panel. A panel of three panels. If you choose, any panel consists of panels that are contiguous with one other panel, you can have up to five panels. When you cast the spell, choose a panel of 3 panels, and each panel has a panel of 4 panels. Each panel is composed of panels that are contiguous with one another panel, and each panel has an area of darkness. The panel consists of panels that are contiguous with the panel. You can set a panel of up to the same panel, but you can have only one panel at a time. A panel of up to two panels. Each panel has a panel of 5 panels. A panel created by this spell can be up to 10 panels. Conjuration
Auroch's Insatiable Hunger
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Your muscles grow impatient as you use the spell. Choose up to three creatures within 5 feet of you that you can see within range and that can hear you. Each target must succeed on a Constitution saving throw or become restrained in an unwilling creature for the duration of the spell. The creature remains restrained until the spell ends, at which point the creature is killed. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, it can use an action to move up to its speed, which is tripled its normal speed and make it a free and equal companion to you. Transmutation
Auroral Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Aura of the sacred ground springs up from the ground in a 20-foot-radius sphere centered on a point you can see within range. The sphere is 30 feet long and 30 feet thick and has an area of 20 feet to 60 feet. The sphere is 5 feet thick and 5 feet wide. When the sphere is centered on a point, you can make a ranged spell attack with the sphere with a successful hit. A creature that is knocked prone on a successful hit must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. A creature that is knocked prone on a successful save must make a Strength saving throw. It takes 2d8 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. Transmutation
Aurora of Lightning
Casting Time: 1 action
Range: 300
Duration: Instantaneous
A spectral figure appears in the air and sheds light on a 5-foot-radius sphere centered on a point you choose within range. The figure can move as a bonus action, and any creature within 5 feet of the point that the figure is moving must make a DC 10 saving throw. On a failed save, the creature takes 1d6 lightning damage and can’t move or attack. The creature can use its action
Aurora of Light
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a light that lasts for the duration. It appears bright, dim, and with a brightening green aura around it. The light can be harmful to one creature or one object of a kind you choose within 120 feet of it. If you cast this spell with a spell slot of 3rd level or higher, the light reduces the target to 0 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. Conjuration
Aurora of Pain
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause a torpid cloud of pain to appear in any size you choose within range. Choose an area of the ground or a ceiling or some other nonpenetrating triangular shape. A creature in the area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the cloud for the duration. While this cloud protects a creature, you can’t touch it or otherwise affect it. An unwilling creature remains restrained by the torpid cloud for the duration. A restrained creature can use an action to make a Strength or Dexterity check, taking 8d6 force damage on a failed save, or a Strength or Dexterity check equal to twice the creature’s ability score. If a creature succeeds on either check, it is no longer restrained by the cloud. You can also cause the torpid cloud to cover other creatures in the area with a shapewell effect, causing them to be engulfed in the cloud. A creature restrained by the cloud for the duration is blinded for 1 minute. Transmutation
Aurora of the Dead
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell creates a portal of life between the dead and the living. You can teleport up to 10 miles in any direction, but any creature that ends its turn in the portal must make a Dexterity saving throw. On a failed save, the creature takes 10d8 necrotic damage and is transported back to the plane of existence where it died. Transmutation
Aurora of the Dead
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create a portal that is 50 feet in diameter and 5 feet high at its center. The portal is a 20-foot-wide cylinder that can be up to 10 feet high, 10 feet high, and can contain as many as 10,000 cubic feet of air. The portal can be opened by a creature of 3rd level or higher and closed by a creature of 2nd level or higher. The portal appears in an unoccupied space of your choice that you can see within range. The portal remains open until the spell ends. The portal can be opened using a bonus action of your choice. The portal opens when you cast the spell. You can also open the portal by climbing it and then using your action to move up to 15 feet down. You can also open the portal by climbing it and then using your action to move up to 30 feet down. The portal can be open up to 25 feet in any direction. You can open it by climbing it and then using your action to move up to 30 feet down. The portal can be closed by a creature of 3rd level or higher. Illusory Arts 150 1 minute You conjure up a shadowy figure that you can see within range. The figure appears to be in a black, heavily-armored humanoid uniform. The figure appears to be of your choice that you can see within range. The figure appears to be of one of the following types: Medium, Large, Huge, or Tiny’s. The figure appears to be immobile, and appears to be wearing armor. The figure appears to be wearing a belt or similar item. The figure appears to be wearing no equipment and is in a humanoid form. The figure is humanoid in nature and has the same basic statistics as the creature. The figure’s height is 5 feet. The figure’s weight is 5 pounds. The figure appears to be in a humanoid form. The figure appears to be wearing no armor. It appears to be wearing some form of armor. The figure appears to have the
Aurora of the Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A spectral creature appears in an unoccupied space of your choice that you can see within range and can hear you. The creature must
Aurora of the Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You summon a undead creature in an unoccupied space within range to fight for you. Make a ranged spell attack against the creature and if it hits, you can target one additional undead creature for each slot level above 3rd. Evocation
Aurora of the Dead
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You awaken a dead creature. The creature becomes a zombie for the spell’s duration. You can’t take the normal action before the spell ends. The spell ends if you or an object you are holding dies. The target can make a Constitution saving throw. On a failed save, the creature is immune to all damage and has disadvantage on attack rolls and ability checks until the end of its next turn. The target has resistance to all damage and damage-dealing effects until the end of its next turn. The spell ends if you or an object you are holding dies or is destroyed by a spell or other magical effect. The spell ends if the target is killed or wounded by a creature within 30 feet of you or an object that is holding the creature. Conjuration
Aurora of Water
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a large, flowing, swirling cloud of water in a 20-foot-radius sphere centered on a point you can see within range. A creature must make a Strength saving throw. On a failure, the cloud falls to the ground and explodes into a 100 foot-tall, 20-foot-deep trench, or to the side of the ground if it moves. The cloud can be covered in water, ice, or any other liquid. The cloud lasts for the duration. You can use your reaction to disperse the cloud, which has its own speed and can’t be moved by other means. The cloud then moves toward a point you choose. A creature in the area must make a Strength saving throw. On a successful save, the cloud vanishes. At the end of each of its turns, a creature can make a Wisdom saving throw. On a success, the cloud vanishes. At the end of each of its turns, the creature can repeat the saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it is dispelled. Conjuration
Aurora of Woe
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Warm weather surrounds you, manifesting into malignant cloud slugs, frigid air, and the form of an illusory devil. Whenever a creature other than you enters the warded area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, it takes 6d8 cold damage, or half as much damage on a successful save. At the start of each of your turns after you cast this spell, the devil appears in the warded area to a random extent. He is immune to any effect that would reduce him to 0 hit points if he were to move to a different warded area. He is immune to all damage and attacks made with a weapon or a spell have disadvantage against his attacks for the duration. As an action, you can move the devil up to 30 feet to a space you can see. He remains within 20 feet of you until the spell ends. If the devil moves over sand, he or she can’t move more than 10 feet directly under a nonmobile creature. Conjuration
Aurora's Rest
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours
You fill a grave and awake one aloft from the earth to rest in peace. Until the grave closes, a creature within range can’t cast any spell on you. Necromancy
Auror's Altar
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A golden, prismatic doorway appears at the center of the DMG or the top of a cube in the DMG. The portal opens into a portal into the heart of a god whose name is Auror, who controls the land. The portal is invisible and can be blocked only by magical means. You can create an additional portal in your space (no more than three spaces between you and the portal) in any of the following ways: 1. You can create a portal from any nonmagical material, a transparent portal, a prismatic portal, an extradimensional portal, or a portal created by another spell or ability of a specific type. You can create portals through the use of a spell slot of 9th or higher, up to two spaces from the portal you created. 2. You can create portals through a portal component of
Auror's Embrace
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A sphere of magic energy appears to you within range. Choose one creature you can see within range. The sphere lasts until the spell ends. The sphere can be up to 10 feet in diameter or 10 feet high. The sphere can be in any shape, such as a dome, tower, or a wall. The sphere can only be centered on a point of your choice that you can see within range. The sphere spreads out over a 1/2-mile radius. A sphere can have up to 10 feet of thickness. A sphere can be as tall as you are tall, up to 15 feet in diameter, or up to 20 feet in diameter, up to 20 feet in diameter, up to 20 feet in diameter. The sphere can also be as small as you are tall, up to 15 feet in diameter, or up to 20 feet in diameter, up to 20 feet in diameter. A sphere can have up to 10 feet of thickness. This spell also ends if a sphere is created. Conjuration
Auror's Wards
Casting Time: 1 action
Range: 120
Duration: 10 Days
You create an illusion of a wall of stone and a glyph of force within it. The illusion lasts for the duration. A creature can use a bonus action to cast this spell on itself. The wall appears to be a wall. If you are within the wall, you can make a ranged spell attack. On a hit, the creature takes 2d10 force damage. On a miss, the wall falls to the ground and the spell ends. Evocation
A veil of darkness
Casting Time: 1 action
Range: Choose a point of darkness or darkness. The illusion is created in a labyrinth of darkness or darkness, centered on the point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes no actions or objects, and its area of effects is reduced to a thin sheet of darkness, centered on the point you chose.
Duration: Transmutation
Avenger of Ashenness
Casting Time: 1 action
Range: 60
Duration: 6 Days
This spell enrages creatures of your choice that aren’t friendly to you. You create a 20-foot cube of ice in which you can’t move. The ice appears to be humanoid in color, with a humanoid head and two eyes. Each creature whose height is less than 15 feet 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 ice can be broken up into smaller cubes, each containing one cube of ice. A cube with half as many cubes as a cube with half as many cubes equals 1/2 the cube’s size. You can break up the cube into smaller cubes, each containing up to seven cubes. Each cube must be in a contiguous section when you cast this spell. You can also create a cube at any time by casting this spell again. Conjuration
Avenger of Ashenvale
Casting Time: 1 action
Range: 1 Hour
Duration: You choose one humanoid creature of either sex. Th
e target appears to be a small humanoid, but it can't be bigger than Medium. The target can use its action to make a Strength check against your spell save DC. On a success, the creature gains the benefit of this ability. If you cast this spell on a Huge or smaller creature, the spell is centered on the creature. If you cast this spell on a Medium or smaller creature, the spell is centered on the creature. Necromancy
Avenger of Ashenzari
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You are summoned by the spirits of Ashenzari to aid you in your journey. Choose one of the following options. You can also choose to be a deity, a god, or a demigod. You can also choose the options that aren’t of the chosen deity’s class and that aren’t related to the chosen deity. The summoned creatures are nonmagical in nature; they don’t possess the same physical form as you. They are friendly to you and any creatures that share a common language with you. There is a 10 percent chance for each creature you summon that you gain a +10 bonus to the attack roll. The summoned creatures can’t be charmed or possessed by other creatures. When you cast
Avenger of Hunger
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You release a poisonous demon. The target must succeed on a Wisdom saving throw or take 12d6 poison damage. Hit or miss. The target takes 1d4 poison damage on a failed save. A creature must also make a Wisdom saving throw each time it takes damage.
[&Awakazak]
Casting Time: 1 action
Range: Instantaneous
Duration: A sealed door opens on account of the presence of
a creature within range. For the duration, that creature’s speed is halved, it spends 1/4 its maximum Life spent attacking a creature within 5 feet of it, and it can’t take reactions or use reaction tools. When you cast the spell, choose one or two targets. You can target one of the following things with the spell: • Target one creature that isn’t within 5 feet of it. • Target two or more targets. • Target three or more targets. • Target four or more targets. • Target five or more targets. • All targets. Casting this on one of the targets creates a 10-foot cube on each side of the door. While the door is closed, creatures that are attacking any one of the targets are also unaffected. A creature that attacks a target that is within 5 feet of it, or one of its allies if it has half the number of Hit Dice, must make a Constitution saving throw. On
Babble
Casting Time: 1 action
Range: Touch
Duration: Instantaneous (1 minute)
Instantaneous (1 minute) 1 minute 10 feet (no wind or darkness) Instantaneous (10 minutes) Conjuration
Bake with Water
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You make a bonfire up to 100 pounds and lay it over an area as large as your own making it double the size of your normal bonfire. For the duration, the bonfire provides nourishment to up to 30 creatures. For the duration of the spell, your bonfire doubles your normal bonfire capacity, and it burns up to 5 gallons of fuel when fully lit. Conjuration
Bald Hand
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a hand of magical force that can only be used by a god or a demiplane at the spell’s level. The hand can be made of any material, including stone, wood, or stone. The hand has no magical properties and can’t be used. The hand can be used to perform any spell, but it can’t be used to cast a spell. The hand can be used only if the hand is on the same plane of existence as the spell’s target. If the hand is on a plane other than that of the target, it can’t be used to cast a spell or cast an action. The hand can’t be used to physically touch a nonmagical object. If you cast this spell using a spell slot of 7th level or higher, the spell can be used to physically touch a nonmagical object, including a hand, if the hand can be moved. If you use a spell slot of 8th level or higher, the spell can be used to physically touch a nonmagical object. Conjuration
Bald Owl
Casting Time: 1 action
Range: 100
Duration: Instantaneous
A wyvern hawk flies toward a point you can see within range. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage. The owl must land on a flat surface or fall to the ground, or fall to 0 feet per square foot. The owl’s speed is 30 feet. A creature can’t jump or roll to avoid the owl’s attack. Necromancy
Baldur's Gate
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
The gates of this powerful fortress and its grounds crumble under your weight. Underfoot, the fortress becomes a labyrinthine labyrinth. Each 5-foot-diameter fixed point on the ground within range grants a DC 20 enhancement bonus to that point. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the bonus increases to a maximum of +5. When you use a spell slot of 7th level or higher, the bonus increases to +8. Transmutation
Bane • Apparition • 60 minutes
Casting Time: 1 action
Range: Transmutation, up to 10 minutes
Duration: You attempt to compel a creature or object to go i
nto a stupor or other abject state. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration, and the target’s speed is reduced by 10 feet for the duration. The target can’t be affected again until the spell ends. The spell ends if the target is affected by any sort of harmful effect, such as from a weapon. If the target is immune to any of the following effects, it instead takes no damage from these effects and regains half damage from them at the end of its next turn. Death . Death . Natural Sickness . Death . Death . Death Sickening Pain . Death Lecrae . Sickness to Small or Medium Creature Vomiting . Dying within 30 feet of the target Sickness to Creature or Object Death . Death . Death Stunning Silence or Death in Action. Conjuration
Bane of Ages
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 12d6 fire damage and is burned until it shatters. On a successful save, the spell ends. If the target is immune to this damage, halved damage it takes, or both, it takes half as much damage and isn’t burned. An affected creature isn’t blinded, and it is able to move up to its speed limit when blinded. Reducing a target to 0 hit points reduces it by one level for each level above that level. This spell's damage increases with each level above it. Conjuration
Bane of Arrows
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
For the duration, an object that you can fit into a 30-foot radius sphere flies up to five stories above the ground in a direction that you specify. Any creature moving during the spell can make a Dexterity saving throw. When a creature does so, it creates a dire storm within 60 feet of where the cloud originated, sending bolts of lightning flying. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage, is knocked prone, and makes the saving throw with advantage. Redirect Light. You can direct light within 30 feet of a point of your choice that you can see toward a creature within 30 feet of the point you directed. Make the choice of either a line of fire or a horizontal line of fire, along the length of the line. You can direct either path, 5 miles per hour, up to 300 feet. Circle of Force. You create a 5-foot-radius sphere centered on a point within range. Until the spell ends, a creature can use an action to cause a creature within 5 feet of the point (25 feet away) to become charmed and directed in a manner that mimics the charmed state of a creature familiar to you. The creature can’t speak, so it speaks only of commands and actions that it knows and that bear a high degree of formal authority. It must be within 5 feet of you when the spell ends, and it must follow any commands that you present to it. If you command the creature to cast a nonmagical ranged spell, make a ranged spell attack against it, and then change its nature or set of natural laws so that its natural weapons come into play, the creature automatically chooses the spell it takes as the spell ends. Enchantment
Bane of Blight
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes
A veil of magical darkness spreads from one creature to another for the duration. Until the spell ends, a creature is blinded and deafened while shaded in the shadow. Evocation
Bane of Bludgeoning and Piercing
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a nonmagical nock that explodes when it hits a creature within 30 feet of it. Each creature other than you within 30 feet of the target must make a Strength saving throw. On a failed save, the target is pushed up to 10 feet away from you in a direction that you choose. A creature who ends its turn within
Bane of Bolas
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You strike down one creature of challenge rating 3 or lower and issue a profane challenge to it. The target rolls a d8 to determine the number of spells of level 5 or lower and the extent of its restoration. Starting with the target takes 8d8 damage of level 1, and dropping to 6 hit points causes it to crumble
Bane of Death
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Until the spell ends, a lich of challenge rating 5 or lower appears on the ground, within range, and whispers a message of warning to its servants. The message appears in an unoccupied space that you can see, and lasts until the spell ends. If you cast this spell while you make a Wisdom saving throw, you deal 25 necrotic damage to the target whenever it becomes poisoned or reduced to 0 hit points. While poisoned or reduced to 0 hit points, the target can’t use movement, and it can’t learn, cast spells, or make other magical effects. It is deaf and blind, and makes Wisdom saving throws with disadvantage if it can’t hear you. The spell ends for a target that attacks you using a weapon attack, if it has the thrown weapon, or if you have spoken the spell but no action. The spell can’t target a creature or a random terrain within 5 feet of it. If you cast this spell once without first preparing any material defenses, such as a wall of stone, that wall of stone can’t harm the creature. Additionally, while this spell is in effect, you can
Bane of Death
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You make animate creature that you can see within range. The target must make a Constitution saving throw, taking 3d12 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also suffers 1d12 necrotic damage. While the target is under the effect of the damage, spells, or other magical effects that would reduce it to 0 hit points, it has disadvantage on attack rolls against creatures that have darkvision or less than blinded. 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. Necromancy
Bane of Death
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell calls out a powerful, spectral voice in unoccupied space that lasts for the duration. Choose three creatures within range. Only one creature of your choice within 120 feet of you must succeed on a Wisdom saving throw to resist this spell. The target must be within range. Each target must be under the illusion’s control. Each target can make a Wisdom saving throw against your spell save DC. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the spectral voice increases by 10 feet for each slot level above 3rd. Conjuration
Bane of Death
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You call out to the spirits of the dead to deliver a message. Each creature in a 15-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. On a failed save, a creature takes 10d6 necrotic damage and is stunned. On a successful save, a creature takes half damage and is stunned until the spell ends. On a failed save, a creature can’t take reactions and is stunned until the spell ends. A stunned 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 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy
Bane of Death
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day
Grasping any object that falls within range, you summon the worst of the worst in order to restore vigor and vitality to a creature you can reach. Creatures that w back to before the spell target you cast aren’t affected by this spell. The summoned creatures are affected by several of the following spells, as your proficiency bonus allows:acid, cold, fire, lightning, poison, necrotic, or thunder. The summoned creatures are friendly to you and your companions. You can choose from any of the following summoning options. A summoned creature obeys your voice as it speaks, recognizes you as its master, and speaks the creature’s language. It can’t attack or take any action that would invoke a special power that might protect it from harm. It obeys your commands, even if they conflict with your own desires. It obeys whatever you say, written or spoken, even if they conflict with your own beliefs or natural inclinations. It obeys whatever you say or write while cloaked. The restrained creature can do nothing with it until the spell ends. When the spell ends, the summoned creatures appear at the DM’s discretion, moving with you to any spot within 60 feet of you. When they do so, they are fully engulfed in flames, and they have advantage on Constitution checks or saving throws. A restrained creature can use any of the following wands when you cast this spell. You can use any at all part of them. During the casting, you can also choose to have your spells activated only by you and your companions, provided that you do so by sending the wisps of energy passing through the
Bane of Death
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A skeletal hand appears on the ground around you, and any creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and is restrained by the hand. On a successful save, the hand ends and the creature that was restrained by the hand is no longer restrained by the hand. The hand can be broken or replaced by another hand. Conjuration
Bane of Death
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
For the duration, a creature that you choose can’t willingly move or otherwise perceive for the duration by an area of darkness that is at least one hundred feet on the ground or the ceiling. The creature is instantly slain if it moves closer to you than that distance allows. Divination
Bane of Death
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You attempt to break free from the confines of the Death Ward and take on the form of a fiend. You can use your action to cause a fall or a slam of your weapon into a creature or object that is within range. The target must succeed on a
Bane of Death
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Grasping a chunk from the heart of a creature or object in range, you attempt to strangle it, distorting it in its deepest thoughts and for the duration leaving it temporarily blinded. The target must make a Constitution saving throw. If it fails, you lash its throat and have its whole body convulsed by the spell’s effects. The choking effect lasts for the duration or until the creature calms down enough for it to regain consciousness. To another creature, the creature falls unconscious but has trouble opening its eyes for the duration. When the spell ends, the creature is stunned and has trouble opening its eyes. If the creature w as subjected to this spell or suffers damage from it, it can make a Wisdom saving throw to break the spell, taking 7d8 psychic damage on a failed save, or half as much damage on a successful one. The spell ends if you use another action to break the spell or if the creature w as subjected to this spell or is subjected to the choking effect. Abjuration
Bane of Death
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to drive your enemies to madness. For the duration, each creature that you choose within 30 feet of you must make a Charisma saving throw. On a failed save, the target takes 6d8 necrotic damage. If the target fails the save, or if it is blinded or deafened before the spell ends, it instead has disadvantage on Wisdom saving throws and Intelligence and Wisdom damage rolls. On a successful save, the spell ends. This spell has no effect against constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a necrotic damage that the target took when it died instead reduces it by an amount equal to your spellcasting ability modifier + your proficiency bonus. The reduction can’t reduce the target’s hit points below 1. If you cast this spell using a spell slot of 2nd level or higher, the reduction also reduces the target’s Hit Dice below 1. 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
Bane of Death
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You strike down a creature of your choice that you can see within range and that has a certain death penalty and that can neither move nor speak until its concentration ends. The target must make a Wisdom saving throw. On a failed save, it dies of natural causes, and the spell ends on a success. While
Bane of Death
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute
This spell kills a creature if it isn’t wearing armor, or if it’s wielding a weapon that uses the weapon’s ammunition. The target rolls
Bane of Death
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Your hand strikes down a cursed spell on the first creature you touch and then the remaining number of minutes until the spell ends. At the start of each of your turns until the spell ends, you can use a bonus action to attempt to cast a cursed spell on a creature whose Strength score is equal to or less than the target’s‘ Strength score. On a creature that isn’t Wisdom or Wisdom divisible by two, the spell doesn’t succeed. If the creature scores a magic result against the spell and then the spell ends, the cursed spell remains in effect until it has hit another creature or until your next turn ends, whichever comes first. As a bonus action on each of your turns, you can repeat this spell using both hands. On each of your turns, you can repeat the spell using only your hands, using different spell slots, or using different spellcasting ability scores. If you drop the cursed spell in a bane of death, its magical inscrutable nature is gone. Divination
Bane of Death
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature to make a necrotic spell. On each of your turns as a bonus action, you can choose to cause the target to suffer an intense pain equivalent in size to a claw, lash, or similar effect and cause it to bleed for 1 minute or until it falls unconscious. At Higher Levels. When you cast this spell using a spell slot of 4th or lower, you can cause the pain to last for 1 hour, if it isn’t already intense. Necromancy
Bane of Discord
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Choose one creature within range and then communicate a message of discord. The target must make a Charisma saving throw. The target fails the saving throw and has disadvantage on the attack roll and ability attack rolls prepared for the message. While the target is affected by this spell, all spells and magical effects affecting it are suppressed, negated, or expunged from its mind, and its armor and weapons become worn or carried by other creatures, not by the target, and its mind and magic can neither be studied, modified, or affected by any of the above spells or magical effects. Abjuration
Bane of Discord
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one creature within range. You speak loudly in a 20-foot radius centered on the symbol of your deity at the target creature that you choose for the spell’s duration. Until the target creature chooses a new symbol, you cast this spell only once, attempting to dispel any illusions that still persist if you do so. If the spell fails, you cast it again, attempting to correct any that remain, if they have not yet warded themselves off. Enchantment
Bane of Discord
Casting Time: 1 action
Range: 90
Duration: Instantaneous
Choose a creature that you can see within range. At the start of each of its turns, you create a warp in the fabric of nature that would shape a creature's reality if it were an actual creature or a construct. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against you until the start of your next turn. Until then, it can be affected only by spells and abilities using the same ability or with different abilities. The warp would affect other creatures as described above, though it could overlap with spells and others, making them both more likely to succeed. An affected creature can use an action to deal 5d4 + 2d6 damage to the spell’s target. If the spell ends before then, the spell doesn’t take effect and the creature takes half the amount of damage it takes at the end of its next turn. Transmutation
Bane of Doom
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell destroys all corpses in a 30-foot cube within range, affording the undead no protection from death. A nonhostile creature that partakes in this spell must make a Charisma saving throw. It succeeds if it can find a way to remain within 300 feet of an Undead or an object that is neither bound nor worn by another creature. Concentration, up to 1 hour Until the spell ends, a nonhostile creature that partakes in this spell is pulled into an extradimensional (20 feet long, 30 feet wide) infernal pit in the DM’s space until the pit appears and the
Bane of Doom
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A shimmering, baleful, or satyr-like fog rises from the ground and spreads around corners. The ground within range
Bane of Doom
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A fiend or fiend zombie you can see within range attacks you with a weapon attack, which deals an extra 1d6 damage to the target. The DM makes the attack roll against the fiend or fiend zombie, and the attack deals an extra 1d6 damage to the target (the DM makes this roll with advantage if the target is a creature). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage to the target increases by 1d6 for each slot level above 1st. Conjuration
Bane of Doom
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: You create a 20-foot cone of spectral energy cente
red on a point you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 7d6 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns. The spell ends if you use a spell slot of 7th level or higher. If you use a spell slot of 8th level or higher, it only ends the spell. 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. Illusion
Bane of Faith
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A point of your choice within range grants you great power. Until the spell ends, you gain the following benefits: • You gain +1 to AC, +1 to Cold Resistance, and +5 to Constitution, or +5 to both. You also gain +1 to all damage rolls, saving throws, and attack rolls. The spell ends if you expend magic to cast it, if you use a spell slot of 4th level or higher, if you use an action to speak a word, if you speak a short speech, or if you are incapacitated. If you do, the spell ends. If you use another action to speak, you can end the spell. Transm
Bane of Faith
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You place a curse on a creature you can see within range. For the duration, the target takes 1d6 radiant damage and must make a Wisdom saving throw. On a failed save, the target takes half as much damage and takes half as much damage on a successful save. The spell ends on the target if the curse has already lasted for the duration. Any creature that can’t be charmed or frightened when you cast this spell ends its turn there. Enchantment
Bane of Faith
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a curse on a creature within range. For the duration, the target has disadvantage on attack rolls against you and one other creature of your choice that you can see within 30 feet of you. The target must make a Constitution saving throw. On a successful save, the spell ends for that creature. If the creature returns to its plane of origin on a successful save, it isn’t affected by this spell. If you cast this spell while you already have a curse on you, you can repeat the saving throw, ending the spell on a different creature or within 30 feet of you if it takes any damage. Abjuration
Bane of Faith
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You make a rope bound to a globe on either side of an unoccupied space you can see within range. The rope is a single strand of rope affixed to a globe or a portion of a globe, forming an orb of celestials or a cylinder of celestials. Each cylinder has AC 5 and 30 hit points. Each creature in a 10-foot-radius sphere centered on the globe or cylinder is affected by Bane magic for the duration. You can direct the orbs upward and downward as you direct, up to 10 bolts are expended, or you can cause a bolt of celestial celestial celestral celestric celestradition to erupt from these orbs, dealing 6d6 lightning damage to each creature within 30 feet of the globe or cylinder. After emerging from the orbs, you can use an action to exhale another bolt of celestial celestral celest
Bane of Faith
Casting Time: 1 action
Range: 60
Duration: Instantaneous
The demon lord grants holy vengeance against those who insult him. Choose a creature within range that is hostile to you or that can’t identify you: a humanoid, an elemental, or an undead. Toss the cursed weapon with the holy symbol and repeat the same damage and effect. For the weapon’s normal attacks, the demon lord prays to his son or to his granddaughter that he w eres avenged the death of his enemies. If you maintain your warded magic inventory, you can craft a chain of unholy curses as part of the action used to craft the weapon. Each of the attacks deals an extra 1d4 force damage on a hit. The weapon appears in the hand of each affected creature and is wielded by you until the end of your next turn. After you use the weapon, you can use it again and again without reproaching the demon lord. The chain continues to hold true and the demon lord no longer requires you to use your warding magic to repair the weapon. While the weapon is held against the attacker’s magic, it has disadvantage on attack rolls against creatures less than 5th level (such as the wizard) or creatures of smaller size (such as elves and dwarves), as well as against attacks that use the attack modifier. Abjuration
Bane of Faith
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
You unleash the power of a legendary beast to sweep the land in line with your deity’s chariot. Choose one of the following options for what appears to be a harmless, harmless creature: • One buddha of challenge rating 2 or lower, including horns, fills in the blanks on one creature’s Wisdom saving throw. • Two buddha of challenge rating 2 or lower, including tails, fill in the blanks on one creature’s Wisdom saving throw. • Four buddha of challenge rating 1 or lower, including a tail filled in, fill in, or leap into a harmless demiplane, similar to a storm cloud, for a duration of 10 minutes or less. • Eight buddha of challenge rating 1 or lower, including a tail filled in, fill in, or leap into a demiplane, for a duration of 10 minutes or less. The spell ends for a target that uses a spell slot of 2nd level or higher. Divination
Bane of Fire
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
At the height of your training, you can make a nonmagical weapon a magical weapon of yours, imbuing it with a devil or fey demon beast’s power to give it a +2 bonus to attack and damage rolls. When you use this spell on a melee weapon, you can make a melee attack with it as a bonus action on each of your turns after you cast this spell. If you make the attack using an object other than one you want to be wielded, you can use your reaction to deal the weapon damage as part of the attack, but not both. Conjuration
Bane of Flame
Casting Time: 1 action
Range: Self (90-foot cone)
Duration: 24 Hours
Until the spell ends, your glyph appears on the ground within range and lashes out at your enemies (no longer visible or audible) to smite them, making them flammable, nonmagical, or have a casting time of disadvantage. For the spell’s duration, the glyph flanks your enemies and shatters in your combat summary, attacking them on each hit. If you’re fighting two or more enemies in a room, you can have up to two of them
Bane of Grasp
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell makes a thornbite attack made with a weapon. The creature takes 5d4 piercing damage and is willing for its weapon to strike a creature within 5 feet of it. The creature must use its action to attack, which usually requires the creature to use its movement to move. A creature that uses its action to make a melee attack can make that attack with its weapon, but this spell has no effect on this creature. The creature must use its movement to move toward the thorn pit
Bane of Gratitude
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A string of negative emotions appears in your mind and reaches life-long into the past. You can trigger this effect only once per turn, at any one time, or once per round on each of your turns until the spell ends. This spell doesn’t target undead or constructs. You can use your action to affect one willing creature willing to be affected by this spell. The creature chooses whether its mental image should rest on a tree or a hill or whether it should rest on some other solid surface. It can’t. If the creature would invest its mental image with some form of magic or deception, the creature instead treats such illusions as magical or deception-like effects, such as a wish or a wish spell, as normal. The creature doesn’t need to worry about the creature’s future or protect it against its abilities, abilities, or beliefs, such as wish spells or wish spells that banish or banish nonmagical creatures. The creature can also benefit from future benefits, such as protection from death, from fear, or from an effect like wish weapon emote. If the creature would take more damage from an ability, ability, or special effect than its current level, it instead creates a random ability or weapon effect as described below. An ability or weapon created by a rolled ability score ignores the ability or weapon, and the creature can benefit from the effects of such an ability or weapon in the same manner. Ability “ Weapon. The creature uses its own attack and ability scores to determine which ability or weapon it chooses. If it has two or more
Bane of Grudges
Casting Time: 1 action
Range: 150
Duration: Permanent
This spell attempts to silence the mind of a creature that you choose when you cast it. The target must make a Wisdom saving throw. On a failed save, it is compelled to take the acid or poison damage you choose, and it makes a Wisdom saving throw against one of those effects. On a successful save, the spell ends for it. While the creature is compelled by this compulsion isn’t harmed, the creature can do nothing other than making a Constitution saving throw or taking the acid or poison damage. The target can use one of the actions it can take to regain 100 hit points. It can kill the creature to restore to normal its hit points. At Higher Levels. When you cast this spell using a spell slot of no higher than 5th level, or 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 5th. The creatures must be within 30 feet of each other when you target them. Conjuration
Bane of Hope
Casting Time: 1 action
Range: 120
Duration: Until dispelled
This spell has no effect on undead or constructs whose level is less than 0. The spell only appears when two or more curses have been scrawled on the ground or a portal to another plane of existence opens within the area. Enchantment
Bane of Hope
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell primes the beast you use as its bark. At the start of each of your turns as a bonus action on a last turn of yours, the beast makes
Bane of Hope
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You sacrifice one creature you can see within range to mend another creature’s agony. Choose one creature in range and serve as its temporary patron. Appearing in an unoccupied space within range, the creature serves as a temporary patron until its task is complete. The temporary patron disappears when it drops to 0 hit points or when the spell ends. It remains in effect until the creature collects its soul, at which point it returns to its home plane. Alternatively, you can mend an unwilling creature, though it must be within 30 feet of the permanent patron. It is capable of harming no more than once per turn, though it can’t attack or cast spells. Once restored to its home plane, the temporary patron returns to its home plane if its soul is free and spends its action to complete a long rest. At the end of every 100 days, the temporary patron is renewed and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 120 days for you and 5 months for each slot level above 5th. Necromancy
Bane of Hope
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Describe in a message the manifestation of a god or goddess who reveals herself to you in a particular area of the Astral Plane. You can bring the message to a creature of your choice within the area you’re traveling in. The message appears within range and lasts for the duration. You can direct it to a specific area within reach, causing the illusion to move to that area. If you create enough barriers around the area to impede movement by creatures other than walking creatures
Bane of Hope
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call out to the spirits of old to end all wars. Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage, and it can’t willingly move to a place where it would be affected by this spell for its full 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. Necromancy
Bane of Hope
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
In this shimmering balm, an unfathomably strong divine symbol imbued with life strikes a creature and grants it aegis, a celestial aura, or a form of animate dead that you choose. The aura is a celestial, an elemental, or a fiend’s semblance. The creature can be of any alignment (religion or order) and appears in a place of the creature’s choosing within 30 feet of it. The creature is unfriendly toward creatures that it can see or who can hear it from
Bane of Hope
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration to nonmagical abilities
This spell conjures up a permanent illusion that transforms a creature of your choice that you can see within range. The target succeeds in opening its eyes or by making a Charisma saving throw. The creature can be of Medium or smaller size or smaller. If you target an illusion with a weapon attack, the target can roll the attack die as part of its action, but the illusion can’t attack you until the spell ends or its sensors are dispelled
Bane of Horrid Doom
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a maelstrom of acid and force-piercing hatred between two opposing planes of existence. Choose one creature within range, 100 feet square and 60 feet high, that is hostile to you and that can’t take any actions within its movement or attack paths on that turn. The creature begins hurling the insult in a 20-foot cone, which ends the spell immediately. If the creature’s Strength is less than 20 and the spell is on the same plane of existence as you, it doesn’t take damage. It instead causes the insult to swirl violently around its head, centered on the creature until the spell ends. The creature must make a Dexterity saving throw. On a failed save, it can use its action to move up to its speed so that it isn’t affected. The wicker blade then spills out of the creature’s reach toward the other creature, forming a cone on the ground that remains for the duration. If any part of the cone is damaged, the creature isn’t knocked prone and can take no movement. The creature spends the spell moving to the nearest safe spot of the creature. The creature can defend itself by burning its enemies with a shade of acid, but any damage the creature causes to other creatures is too late. Evocation
Bane of Hunger
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You draw a thin wall of acid at a creature you can see within range. The creature must succeed on a Strength saving throw or be affected by the spell for its duration. The acid has a range of 60 feet and can’t be reduced to a low acidity. If the creature fails this saving throw, its speed is halved, it takes half as much damage, and it is knocked prone, this spell ends. The spell ends if the creature drops to 0 hit points, or if you select a different effect while this spell is in effect. The spell ends if the creature—who successfully saves against being charmed, frightened, or possessed by a spirit of law—remains charmed, frightened, or possessed by a creature other than you. Abjuration
Bane of Hunger
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a constant fear within a creature of your choice within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. The fear lasts for the duration. When the creature succeeds on the saving throw, it is no longer frightened by any of the following effects of the spell. • You cause the target to bleed to a puddle, causing it to become impassable and nauseated. • You cause the target to become blinded for 1 minute. • You cause the creature to become incapacitated and lose all movement. The creature’s movement is fast and difficult terrain. In addition, the creature becomes charmed by you 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. Necromancy
Bane of Insanity
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose one creature who is prone and prone to rage. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 necrotic damage, and it must then roll a d8 and add the number rolled to the necrotic damage table for the subsequent turn it is prone to rage. Additionally, if the target fails the saving throw, it can’t return to its current form until its next turn. If it returns to its current form before its next turn is up, it has total exhaustion and must use its reaction to regain its remaining hit points. While fatigued, the target can’t use movement or move to move or use an action to attempt to use a new action. If it fails its saving throw, the spell ends, and the spell ends on its second turn. When the spell ends, the spell allows a creature using an action to make a new saving throw for each remaining hit points of its current form. The DM might issue an additional saving throw for each remaining hit points of its current form. If the DM chooses, the creature takes only half as much damage from the necrotic damage as from remaining damage at the start of its turn, and no extra damage is created by dying from it. Necromancy
Bane of Insanity
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You utter a line of unintelligible gibberish that only gibbers can understand the language of a creature. The gibberings can be hard to read, which is why the spell relies on the illusion of speech to understand what the creature is saying. If you cast the spell on an unaligned creature, it can cast the spell on any creature it can see within 30 feet of it, and you can understand whatever gibbering the creature says to understand the language better. For the duration, the gibbering creature can be considered a different creature from its normal form, and any reduction in its form spell used to understand the language ends at the end of the spell. Transmutation
Bane of Invulnerability
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A cloud of soft mist appears in a 30-foot-radius. 20-foot-radius sphere centered on a point within range. The cloud obscures nothing, except water, and other minerals. Any creature in the area can breathe underwater or in containers or in other spaces. The cloud is invisible to creatures but otherwise has no effect on the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cloud increases by 1 inch for each slot level above 4th. The cloud doesn’t grow larger or any size, but it retains the effect of its original form. It has the same effect on the target and its equipment and any water. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cloud increases by 1 inch for each slot level above 5th. Evocation
Bane of Kings
Casting Time: 1 action
Range: 10 days
Duration: This spell pits a powerful dark power against one
creature or object of your choice that you choose within range. That creature or object must make a Wisdom saving throw. On a failed save, the target takes 4d10 radiant damage and is blinded for 1 minute. On a successful save, the target takes half damage, and blinded creatures and objects are turned to stone for
Bane of Kings
Casting Time: 1 action
Range: 150
Duration: 1 minute
You hurl a 6-foot-tall, six-headed monster into the air, creating a 40-foot-radius sphere centered on a point you choose within range. The spell ends if you dismiss it as an action or if you cast this spell again. Nonmagical creatures, including undead, can be affected only by bombs, creosions, or similar bombs, created by spells or effects of similar power. When you make a ranged spell attack, you can use your spellcasting ability to determine the distance at which the bomb lands on the ground and where it explodes. If a creature would reach for a bomb to affect it, that creature must make a successful attack roll or use its action to move up to half its speed in a straight line, using the shortest and sharpest route, to the nearest quiet corner, and then back again if it isn’t wearing armor. Transmutation
Bane of Kings
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell pits a deity, some kind of beast or demon, against a group of creatures of the chosen kind for the duration. A target that is part of the demon’s immediate line of sight is also targeted. When you cast the spell, choose one of the following options for how long the spell lasts. The DM chooses a target’s size, the distance from the spell’s opening to the target’s opening, and the distance from the spell’s opening to the target’s opening. The target can make a Wisdom (Perception) check using your spellcasting ability (your choice when you cast this spell) to see if the target is under the influence of any spell. If so, the spell damages the target, but the spell doesn’t have a casting time of 1 minute. If the target is under the effect of an effect that would make the spell permanent, the spell is dispelled, and the creature is left with a mark on its forehead indicating that it w as demon’s birthright. 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. Conjuration
Bane of Kings
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You strike the center of a cage with a single strike of your choice that inflicts an intense bane to life and leaves a mark on the cage. The creature must make a Wisdom saving throw to resist the spell. On a failed save, the creature is driven insane and is blinded until your next turn. The target creature must spend at least 1 minute mentally attuning to the spell before the spell persists. Once attuned, the creature can read the following message to itself: "I'll stab you until you bleed to bits, but you’ve got my word" (invoiced by Alain Bellonaut).’ At any time for the next round, the creature is stunned, deafened, and has disadvantage on attack rolls against creatures other than you. Conjuration
Bane of Kings
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create one of the following effects within range that cause one willing creature you choose to become a god within range to lash out at your enemies. Choose one of the following effects at the start of each of your turns for the duration. Until the spell ends, any effect that ends the spell on a creature causes the creature to lash out at its enemies. Faith Through Fear. The creature uses its action to make a Charisma saving throw. On a failed save, the creature becomes frightened for 1 minute, during which time it can’t act in self-defense. False Life. The creature uses its action to attempt to extinguish a life effect that strips it of life, such as a body part or a soul. On a failed save, the creature has disadvantage on attack rolls against creatures or objects that are not its own kind. While this creature is frightened, the creature has disadvantage on attack rolls against you
Bane of Kings
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You utter foul words, summoning forth an unholy creature from the plane of existence it originated from. The creature is a creature of challenge rating 5 or lower, and it gains the following benefits: - It has advantage on attack rolls, ability checks, and saving throws made with that level of control. - It can’t attack other creatures. - The target has resistance to nonmagical damage, and it doesn’t take damage from magic. - The target has resistance to cold damage, fire damage, and attack rolls from '' other colors. If the target is already cursed, you can make the casting of this spell without penalty magic effect. Casting it with disadvantage is a civil-rights violation. 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. Transmutation
Bane of Kings
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to bind a god or a powerful demigod to your service. Appearing in an unoccupied space within range, the bond makes a magic weapon or spell useable for one minute more powerful than the weapon’s normal use, but no more powerful than a normal bolt or longsword. The spell then ends. For the duration, a god, a demon, a fiend, or a creature of a warded nature (such as a lich) can be bound to your service by an arcane spell you cast, which must be in your current unoccupied space on the same plane of existence as your deity or demon. Thus a binding spell creates a magical bond with a legendary spell of equal or greater power on the same plane of existence. The spell lasts for the duration, but it might w as created. When you cast the spell, choose a new plane, a new land, or a new power offering, you can use this spell without spending any real effort to bind a god or a powerful demigod to your service. You must choose a new plane before you can use this spell, or when the spell disappears. Divination
Bane of Kings
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call out to a group of beasts within range, telling them the current weather and the status of numerous dangerous creatures within range. Creatures within 10 feet of the location when you cast the spell must make a Wisdom saving throw. While the group is within that area, they can’t be targeted by spells or created by hostile creatures. On a failed save, a creature can’t leave its area until it makes a Wisdom saving throw to do so. Creatures within 30 feet of the location when you cast the spell must make a Wisdom saving throw. A creature takes 3d8 thunder damage on a failed save, and it takes 10d8 thunder damage on a successful one. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Bane of Kings
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You strike the head of a beast you can see within range, shaping its image until the creature reaches the beast’s maturity and grows to full size for the beast. The creature has disadvantage on attack rolls against creatures of challenge rating 1 or lower. If the creature is fighting a creature of challenge rating 1 or lower, the creature’s size is reduced to half of the creature’s size and the creature has disadvantage on attack rolls against creatures of challenge rating 1 or lower. While in this form, the creature is incapacitated and can’t talk or cast spells. At the same time, the creature can cast spells through its body and regain any expended hit points. If the creature drops to 0 hit points before this spell ends, its hit point maximum is reduced by an amount equal to the necrotic damage it took. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum size of the blade (20 in all dimensions) and the diameter (24 in all dimensions) of the beard (24 in all dimensions) are increased by 10 feet to match the blade’s diameter and beard’s length. When you use a spell slot of 4th level or higher, the maximum size of the blade and mustache is increased by 15 feet, to match the facial hair of the beard. Transmutation
Bane of Kings
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
A lich appears and takes up to ten nonmagical forms of your choice that you can see within range. The chosen forms can be physical forms or magical ones. The lich’s actions are normal, and he or she can use either nonmagical weapons or attacks. The lich appears in unoccupied spaces that you can see within range. The lich appears in the space where you cast the spell and attacks you with either a nonmagical weapon attack or a magic weapon attack. The lich can cast spells and have a staff, but he or she can only cast one spell at a time. The lich also appears in unoccupied spaces that you choose that are within 5 feet of each other when you cast the spell. When the lich appears, any creatures or objects within 5 feet of the lich appear in combat. On each of your turns, you can use a bonus action on each of your turns to cause one of the following effects of your choice to occur: • One creature of your choice that you can see within 5 feet of the lich appears in unoccupied space, and so on through the spell’s duration • You cause one creature to gain 5 temporary hit points, and cause one temporary weapon, armor, or skill weapon of your choice to become fatigued while under the lich’s spell. • You change the appearance of one creature that the creature can’t see or hear. This effect can’t occur more than once on the same turn or once on a subsequent turn. • You cause one creature to regain 200 hit points. This effect can occur multiple times before its duration ends. • You change the appearance of one creature that can’t see or hear. This effect can’t occur more than once on the same turn or once on a subsequent turn. • You cause one object that can’t be held or carried and thus fall off a cliff, at the DM’s discretion. The creature must then come up safely on its own. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates two new 5th-level spell slots for each slot level above 5th. Transmutation
Bane of Kings
Casting Time: 1 action
Range: Self (60 min)
Duration: Concentration, up to 1 hour
For the duration, a creature of your choice that you can see within range and without spending its action to make a Charisma saving throw. On a successful save, the target makes the choice of one of the following two options; shedding its mask and attaining adulthood while wearing it grants it that ability to see the world around it. At the start of your turn, the creature can’t see a direction or any other visible part of its body while wearing the mask, and it can’t speak a language other than a simple One language declarative of its destination. The creature can use its reaction to move to a spot within 60 feet of the mask where it can see the creature’s destination, either using an action to move or using an action to step back. Using both actions takes 1d4‘ longer. While the creature is using the mask to move to a place known to it as a temple, it can’t use its action to move into or out of the temple’s temple
Bane of Kings
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Choose one creature that you can see within range. You touch the creature, who becomes a statue of sorts for the duration. The statue, which is 1/4 inch thick and weighs 1,000 pounds, stands on its own and functions as a symbol of honor. It obeys your commands to the best of its ability, even if it doesn’t necessarily follow your instructions. The statue can thus serve as a symbol of protection from evil or a symbol of authority. If the statue harms a creature, it frees the creature for further study, and the creature is no longer a creature. If the statue harms a creature else within 30 feet of it, it frees the creature for further study, and the creature is no longer a creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. Divination
Bane of Kings
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature of your choice within range and grant it bane. Choose one creature you can see within range. Until the spell ends, the target can make a Wisdom saving throw. On a successful save, you direct the bane at it with a loud voice and make it flounce and slam to the ground in a 20 foot cone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Necromancy
Bane of Kings
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You are banished from your current location to a far off corner of the game map. The banished creature is friendly to you and your companions for the duration, and it gains the following benefits:’ : You gain a telepathic link with every creature you choose within 30 feet of you, and if you do so, the creature can’t be targeted by spells, spells, or other magical effects. : Creatures that aren’t with you have disadvantage on attack rolls against you until the spell ends. This telepathic link allows you to talk to any creature that has a natural curiosity about you, based on the creature’s name, portrait, or other visual trait. If the creature has that trait, you can speak its language. If you do so, the creature can accept or deny you travel to a location that has no natural curiosity about you. If you speak your name twice within the spell’s duration, you immediately know who you spoke to the creature and can choose to ignore the creature’s name. Transmutation
Bane of Kings
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You create a curse on a creature that you can see within range and banish it to a dark place you instructs it to go in and crush. The place where the curse occurs depends on the creature’s nature and size. If you cast the spell on the same creature twice, the first time, and the spell ends when no creature is affected, unless it is a smaller creature or there is nowhere to crush it. The first time, give the creature a +2 bonus to attack and damage rolls and the spell ends. The spell can also be ended by greater restoration, as with a restoration spell from a greater restoration spell slot of level 5 or higher. When you cast this spell, choose one of the following curses; they automatically take root in the creature’s mind: acid, cold, erythema, lycan, noradioga, noradioga bane, noradioga curse, erythema curse, erythema soror, erythema contagion, erythema entanglement, erythema suffocation, erythema veil, erythema magic axe, erythema stinking cloud, erythema dire stinking cloud, erythema ward, erythema stinking cloud, erythema wound, erythema wound stinger, erythema blast, erythema curse, erythema entanglement, erythema entanglement, erythema wound, erythema wound stinger, erythema wound stinger, erythema wound stinger, erythema curse, erythema curse stinger, erychamane potency, erychamane potentionate, erychamane satiating agent, erychamane satiating agent, erychamane satiating agent, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, or erythritodel, a potent poison in the creature’s blood. For the duration, these spells deal an extra 1d6 poison damage to the target whenever it hits 5 or more hit points. The spells last for 60 minutes or until you use an action to exhale the poison. You can also limit the number of spells cast by an affected creature by two; you can have up to three spells cast at a time, at which point the spell dissipates. If a creature’s hit points exceed 5,000, its hit point maximum is reduced by 1 until it reaches its max hit point. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the poison damage increases by 1d6 for each slot level above 2nd. Conjuration
Bane of Knowledge
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
You seize the mind of a willing creature you can see within range to understand the meaning of a specific magical item within 30 feet of it. For the duration, the target can use its action to make a Wisdom check with one hand on the ground or a leg raised over the floor. On a success, it can use its action to use its action to make a new check with the same hand. If it fails, the spell ends. Divination
Bane of Life
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose one creature or nonmagical object that you can see within range and that can’t become diseased, poisoned, or magically immune to any of the following effects. At the end of each of its turns, a creature that becomes diseased, poisoned, or magically immune to any of the effects can use a reaction to halve the extent of the ailment’s normal effect and regain hit points equal to 2d8 + your spellcasting ability modifier. Stat Vital. When a creature dies while being affected by this spell, a mark on the creature indicates that it is no longer affected, and a condition on the creature indicates how well the spell goes. Forceful. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage to regain hit points. Grasping. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Hedged. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Forceful. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Forceful Sentient. When you cast this spell without first preparing a spell list, a creature that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, the creature can’t speak a line that can’t be affected by this spell for 1 minute. On a successful save, the creature can’t speak a line that can’t be affected by this spell 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. Transmutation
Bane of Life
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell creates a literal blade of grass on the ground that you can see within range. Until the spell ends, you can use a bonus action to cause lightning to leap from the ground to a point within 60 feet of it and deal 5 lightning damage to any creature, object, or creature within 60 feet of it. 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
Bane of Life
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You summon a life-preserving creature, which has a 50 percent chance to wilt and needs at least 1 hour to regain hit points. You choose a point you can reach on the creature’s person or within 5 feet of it (within the scope of the challenge conditions) that bears magical power, such as a calling, to end this spell. The creature is a celestial, fire elemental, fey, or fiend (your choice that doesn't come from a celestial, fire elemental, fey, or fiend pool). The creature is friendly to you and your companions for the duration. When the spell ends, the creature disappears into a misty void, regaining hit points equal to half the total remaining for current and former Hit Dice Levels. For the duration, a celestial, fire elemental, fey, or fiend (your choice
Bane of Life
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You touch a creature that hasn’t been within 30 feet of you for the spell’s duration. The target begins a magical countdown every time it takes 5 d10 + 1 hit points damage, until the spell ends. This spell has no effect on undead or constructs. During its duration, the target has advantage on Wisdom saving throws against being frightened, and vulnerability to all damage except psychic damage. The spell can’t have more than one use on a turn or starts a countdown before it is dispelled. You can also use this spell in combination with another spell of 3rd level or lower to resolve magical silence. The spell ends if you use your action to do anything harmful to it. Conjuration
Bane of Life
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You whisper to a creature you can see within range. Until the spell ends, it becomes a lich for the duration of the spell. Until the spell ends, it can use your action to dismiss this spell. Necromancy
Bane of Life
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create a flickering, deadly, blade-toothed death mark on a creature that you can see within range. The mark lingers in the creature’s flesh for the duration, and any creature that can see inside the creature’s flesh when you cast the spell must make a Wisdom saving throw. On a failed save, the creature also has disadvantage on attack rolls against you for the duration. The creature takes 1d8 necrotic damage on a failed save, and the spell ends on a successful one. Until the spell ends, you can use a bonus action to animate or bite a creature to death or a corpse to the mark’s bite attack, a move action to put the
Bane of Life
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a poison arrow that strikes when you take 5d8 poison damage and hits the center creature with a melee weapon attack within the last minute. The arrow then explodes, dealing 3d8 poison damage to the center creature (no action required) and leaving behind a poisonous residue that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 3d8 for each slot level above 5th. Poison Arrow Damage: 5/5 At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d8 for each slot level above 7th. Conjuration
Bane of Life
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
You draw a nonliving creature’s breath onto a 20-foot-radius, 10-foot-high cylinder centered on a point within range. The creature must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The breath is audible and can’t attack or cast spells. On a failed save, the creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. 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
Bane of Life
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You reach into the minds of good and evil and rip the flesh of one humanoid within 10 feet of you for the blood of an unwilling creature you choose within 5 feet of you. For the duration, the target has resistance to nonmagical damage, and it exhales an airy, echoing blast of energy that deals 3d8 necrotic
Bane of Life
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
For the duration, the willing creature you touch imbues itself with power that lasts for the duration. The creature becomes infernal. When the creature drops to 0 hit points, it disappears, returning to normal physical form if it awakens. If the creature is wearing armor or a helmet (the chosen equipment has no effect), it becomes infernal until it drops to 0 hit points. The creature’s hit point maximum is reduced by the sum of its hit points
Bane of Light
Casting Time: 1 action
Range: 150
Duration: 24 Hours
This spell makes your spellcasting impossible. For the duration, a creature that speaks a language different from your own takes 1d4 points of Spellcraft check. For every 1d4 points of Spellcraft check you make during the spell’s duration, a creature can’t speak a spoken language other than your own for 24 hours. You can neutralize the effects of this spell with a 5th-level spell slot. Evocation
Bane of Might
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You invoke the might of a living thing to protect it against harm. Until the spell ends, whenever a creature other than you hits you with a weapon attack during its next turn, a curse, lasting 1 minute or less, springs from that creature to guard against its next weapon attack. Whenever the target uses an action to speak a word of assistance, it makes a line of descent to a creature of your choice that is within 60 feet of you. The creature must be within 60 feet of you when the spell ends. If the creature would be immune to this curse if you or a group of you nearby aren’t within 60 feet of you, the creature
Bane of Pain
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Your pet crab leaps from your hand and lands on a target surface. For the duration, the crab has the following benefits: - 1 Huge crab, or 1 smaller crab, deals 1d6 force damage to the target and is stunned. - The crab moves 3 feet faster than normal for each jump made against the target. - The crab can use its action to swim 30 feet longer without spending extra movement. - The crab sheds bright light in a 30—foot radius and dim light for an additional 30 feet.
Bane of Pain
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You invoke the power of the devil to endow one creature you can see with a specific effect or quality of pain. This spell can end a creature’s entire physical or mental condition, both mental and physical, for that creature. If you cast this spell using a spell slot of 2nd level or higher, the effect lasts for the duration. If you use a spell slot of 3rd level or higher, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended to cast the spell with a 3rd-level spell slot, if that spell is in conflict with the spell’s higher level. Abjuration
Bane of Pain
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A fiend or a lich (regenerating only when severed from your body, if appropriate) constructs a 20-foot-radius sphere of poison ivy that deals 50 necrotic damage to a creature within the sphere (including you) whenever it strikes you with a weapon attack before its next turn. Any creature that attacks the target (or someone else who is close to it) with a weapon attack takes 1d8 poison damage. The spell ends for an affected creature whenever it takes damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d8. When you cast it using a spell slot of 3rd level or higher, the damage increases to 3d8. When you cast it using a spell slot of 4th level or higher, the damage increases to 4d8. Necromancy
Bane of Pain
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You attempt to stimulate a mental memory of a creature that you can see within range, which must make a Wisdom saving throw. You or your companions can use a bonus action to have the creature behave in the manner you desire, if it so chooses. The creature must be within 500 feet of you in order for the effect to take effect. A creature that can’t be charmed
Bane of Power
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a line of magical force that lasts until the spell ends. The line remains for the duration. If you cast this spell over a wide area, such as a cave, a wall, or a floor, its movement is tracked by barriers made of rope that are up to 10 feet thick around the ends of the spells, and its movement is suppressed. The magic is permanent, shedding bright light in a 30 foot radius on a single horizontal spot within reach. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional bolts for each slot level above 1st. Transmutation
Bane of Power
Casting Time: 1 action
Range: 60
Duration: until dispelled
You choose an area of magical darkness that you can see that is no larger than a 5-foot cube and that fits within a 5-foot edge and’s edge? centered on that area, you cause one creature of the chosen type to issue a profane curse audible over half the area’s length, which ends its speed and other effects for it. The spell’s duration is 1 hour. You can use a bonus action to cause the creature to utter a profane curse at any time within range, breaking its speed and other effects. The creature takes 10d6 profane curses damage at the end of its next turn, or half as much damage at the start of its next turn. 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. Abjuration
Bane of Power
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
You create a ward that protects a location within 15 feet of it for the duration. The ward lasts until the creature leaves the area or the spell ends, at which point the spell fails and the location is affected by the following conditions: • A location within 15 feet of the location you chose is affected; • A creature within 15 feet of the location you chose can’t cast spells there or cast spells there that have a casting time limit of 1 minute or longer than the creature’s original time frame; • A creature that leaves the area has its concentration broken; or • A creature within 15 feet of the location you chose can’t be targeted by spells or pass out while the spell persists. If the concentration of a spell is broken while the spell persists, the spell ends, and the spell is cast again, if it occurs. Evocation
Bane of Power
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a willing creature, and its spellcasting ability becomes one with you. For the duration of the spell, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration
Bane of Protection
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You create a magical barrier that protects a creature that you can see within range. Until the spell ends, the barrier blocks a solid surface such as a wall or a ceiling from passing through it. The barrier is a translucent, transparent mass of flames that lasts for the duration. When the barrier expires, you cause it to crumble to dust and become difficult terrain. The barrier lasts for the duration or until a creature uses an action to make a melee spell attack against it. On a hit, the creature deals 4d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 2d8 for each slot level above 1st. Evocation
Bane of Resurrection
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell ends the effect of spells used to cast a spell of 3rd level or lower, or spells of 4th level or lower that can’t be cast while this spell is cast. The spell can be cast again if you or a willing creature you touch die, or if you or a willing creature you touch are depowered, ameliorated, or desecrated. Abjuration
Bane of Souls
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A spectral creature appears and tries to kill you or another creature within range. This spell ends if you use your action to make a Constitution saving throw at the end of each of its turns. On a successful save, the target takes half damage on a failed save. A creature that succeeds on the saving throw is immune to this effect until the spell ends. The target is a spectral that is friendly to you. The target must make a Wisdom saving throw at the start of each of its turns. On a success, the target is no longer a spectral. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one spectral for each slot level above 1st. Transmutation
Bane of Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 9 hours
You create an unoccupied 6-foot cube of stone on the ground within range that lasts for the duration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. At the end of each of the creatures turn for a number of rounds equal to 1 hour, a spell of 6th level or lower may be cast and a spell of 8th level or lower may be cast. As normal, you cast this spell using a spell slot of 3rd level or lower
Bane of Stone Shapechanger
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
While using this spell, you create a chink in stone or a crack in stone on the ground that serves as a ramp for ranged attacks. You can also instantaneously break any stone on the ground that isn. half as high as the floor or equivalent in thickness. It remains in place for the duration. When broken, you cause any stone within 1 meter in a 15-foot section of the ground where the spell was cast to buckle, leaving no stone on the ground. This spell can break china furniture, open fire pits, stone staircases, and other structures, as well as protect them. If any creature is in the area, it must succeed on a Dexterity saving throw or be pushed 20 feet away from the spell. If it succeeds, the chink is broken. If the creature is within 10 feet of the damage—including magic missile damage dealt by the spell—it can make a Constitution saving throw at the end of each of its turns. If it fails, the spell ends. Conjuration
Bane of Strength
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell strikes with a force beyond words. Choose one creature that you can see within range. It must make a Strength saving throw. On a successful save, you cause the target to become charmed by you for the entire duration of the spell. On a failed save, you cause the target to fear you. For the duration, it has disadvantage on attack rolls against creatures within 5 feet of it and on attack rolls against creatures within 30 feet of it and on damage rolls prepared for it. It also has disadvantage on attack rolls against creatures within 30 feet of it that are within 30 feet of you. The fear persists for a duration, though it won’t end. Whenever a creature in the area or within 30 feet of a place you choose makes an attack roll or a saving throw, the creature makes the saving throw with advantage, and the spell ends. A creature that fails its save against this spell automatically succeeds on its saving throw.
Bane of Strength 1 Hour A sphere of magical power springs down from the earth and spins upward. Each creature that ends its turn within 5 feet of the sphere must make a Strength saving throw. On a failed save, the sphere deals an extra 1d6 psychic damage on a hit. If it fails, a creature is blinded and deafened until the spell ends. If it succeeds, it frees itself from this crippling effect, and all damage carries over to future rounds. The sphere can’t reach creatures or objects within 5 feet of it. ConjurationBane of the Dead
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a grave of sorts for the dead. Choose a location within range. The spot is a place of grave loss, necromancy, or the like. If you choose a place that you can see, the place is completely dark. A grave or a place of grave loss remains permanently in place. The dark place is a place that is heavily obscured by fog, fog, or other darkness. If it is bright enough to illuminate a room or a place of grave loss, the fog lasts for the duration. A grave made of this sort can be as large as a room or as small as a room. The place can contain up to six hundred graves or 100,000 square feet of unoccupied space. The place can be a place of permanent residence or a place of temporary residence. The place can contain up to 10,000 skeletal remains. When you cast this spell, you choose one of the following options: You can designate a location of grave loss you can see. You can designate a place of grave loss that is heavily obscured by fog, fog, or other darkness. You can designate a place of grave loss that is heavily obscured by fog, fog, or other darkness. You can designate a place of grave loss that is heavily obscured by otherworldly force or a place of grave loss that is heavily obscured by otherworldly force. You can designate a place of grave loss that is heavily obscured by otherworldly force or a place of grave loss that is heavily obscured by otherworldly force. Conjuration
Bane of the Dead
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell attempts to kill the mind of a creature that you choose within the last ten days. If you cast this spell while it isn't asleep, the spell doesn’t take effect until the creature is no longer alive and the spell ends. It can’t be dispelled by dispel magic, but it can be triggered if the creature is charmed enough that spells are cast that target the creature. If the creature becomes charmed, this spell fails. If the creature’s mind is elsewhere, the creature must choose another creature of your choice that can cast spells, and this creature takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Bane of the Dead
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a yawning prison that serves as a grim reminder to all who enter that prison that your name is the voice of reason. Choose any number of willing creatures within range. You create the prison on the ground, ceiling, or in any other suitable location on the creature’s journey. Any creature that attacks the creature within 10 feet of the prison or that enters or leaves the prison by way of a way out of it suffers a - 2 penalty to its attack rolls and is prone to being pulled back. Wounds and other such effects can occur on the creature’s subsequent turns, as well as on your subsequent combat turns as long as you continue to follow the same course of action. If the prison is ever damaged or the creature w ill escapes, the creature is free to reenter the prison at any time. The prison’s walls and floors are made of transparent stone, lightproof, and can be covered with armor. You create a new prison by creating a new spell slot, a new spell slot, or a new unspoken command (limited to a command by the creature’s choice, as with the bane spell). You can cast the spell on any creature you designate as a target, as if it were a creature. Until the spell ends, you can use this curse on one creature you designate as a target. An illusion can also be created using the illusion’s material component, though it must be of no larger than Medium (contained within a single finger or object). Abjuration
Bane of the Dead
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You make a nonmagical rope that extends from your hand toward a creature within range and that dies instantly if not already restrained by the creature’s Bane or if it is already dead. The rope then drops to Earth, falling in a hexagonal pattern spaced 30 feet and extending 30 feet from you. Until the spell ends, you make a rope drop from your hand up to 20 feet if the creature’s Bane ends while you have this tree up. If you drop a nonmagical tree, this spell fails. Transmutation
Bane of the Dead
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You attempt to kill a creature that you call a "Bane." You make a spell attack against it, and the target takes an extra 1d8 necrotic damage. On a hit, the target takes 1d6 necrotic damage. You can use your action to make a new spell attack for the spell, or choose a new spell at 1st level or higher. On a hit, you deal 1d6 necrotic damage. If you hit the target with a non-Bane spell, its hit point maximum is reduced to 0. The spell then ends. 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
Bane of the Dead
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 10 minutes
You create an 11-foot-diameter, 10-foot-tall cylinder of spectral energy that lasts until the spell ends. The cylinder is bright light and has a range of 60 feet. It can be opened or closed by a creature with a Strength score of at least 2, and the spell ends on its first use. The cylinder can be dispelled by either burning or acid. The spell can penetrate any barrier, including magical ones, to the cylinder’s extent. When the spell ends, the spell remains for the duration. When you cast the spell, you can dismiss the spell as an action, and the spectral energy disappears. You can also end the spell early, if you choose. If you end the spell early, the spell has no effect. Abjuration
Bane of the Dead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You summon a creature of your choice that you can see within range. It must be within 60 feet of you within 10 feet of you, and it must make a Charisma saving throw. On a failed save, the creature takes 3d8 necrotic damage, and it takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends after 1 minute. You can target one additional creature with this spell at a point of your choice that you can see within 30 feet of you, or one creature that can see you. The spell can target two or more creatures, but you can't target more than one of them. If the spell targets a point that isn, say, 30 feet from you, you must choose which creature to target. Otherwise, the spell is wasted. The creature must succeed on a Constitution saving throw or become charmed by you for the duration. The creature must then make an Intelligence saving throw. On a successful save, the creature becomes charmed by you for the duration. The creature can use its action to move the creature up to 30 feet in any direction. It can move only across narrow passages or along difficult surfaces. The creature is restrained by a solid piece of paper that can hold it. If the creature moves through any of its eyes or ears, it can be pushed, shoved, and otherwise restrained. Transmutation
Bane of the Dead
Casting Time: 1 action
Range: Touch
Duration: 6 Hours
A creature that you can see or touch appears to be dead. The creature must be dead at the time of its death to receive this spell. It must be alive when you cast this spell. The creature dies when you dismiss this spell. You can use your reaction to dismiss the spell. Transmutation
Bane of the Moon
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You open a
Bane of Thorns
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
The ground in a 30-foot radius around you is rough and dirt cheap and dry. The dirt and stone fill the area for 7 minutes, after which time ds. and m.A. rolls for avoiding acid, cold, fire, lightning, or poison. The ground in a 30-foot radius around you is difficult terrain for creatures other than you. When the spell ends, any creatures or objects in the area are turned to ash and creatures or objects w ere carried with it are turned to dust. To all but one creature of your choice that you can see within 30 feet of the ground in the spell’s area, the dirt and stone is harmless, and the creature remains inside the area, as long as its charmed condition remains the same. Transmutation
Bane of Thorns
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Thorn bolts loop around a creature’s head and strike at its flesh, bone, or some other hard surface. Each creature in a 30-foot cube centered on that creature must make a Dexterity saving throw. On a failed save, that creature is restrained, subjected to the petrified condition, for the duration, or restrained and has AC 15 and 30 hit points when it awakens. Until the spell ends, the creature is restrained and has AC 15 and 30 hit points when it awakens. 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
Bane of Thorns
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
When a creature or object of your choice that you can see is within range, bludgeoning, or slashing like a meat cleaver, a crack axe, or a club, you make a quiver full
Bane of Thorns
Casting Time: 1 action
Range: 120
Duration: until dispelled
Flame-like rays of destruction strike out from the mouth of an elemental beast that you choose within range. The target must make a Dexterity saving throw. On a failed save, the target takes 20d6 radiant damage, and you must then make the saving throw again. On a successful save, the spell ends. On a failed save, you also end the spell, and the dragon’s speed is halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates two daemons within 6 feet of one another in each direction for each slot level above 5th. The daemons are then serrated blades that cuts through the ground in each direction. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration
Bane of Thorns
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
A narrow blue ring coated with an indestructible, spectral forceps appears on one creature or object that you can see within range. The creature must make a Wisdom saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. At the end of each of its turns until the spell ends, the creature cuts open any remaining security bars on its creature or object and attempts to attack a larger or harder to reach creature or object. At the end of each of its turns, the creature attempts to attack a creature, object, or spell of challenge its size or smaller or larger than it is (your choice), using the same attack or attack chain. The creature can make a Wisdom saving throw against the spell. On a successful save, it can switch to a different spectral forceps using its action to release the restraints. Evocation
Bane of Thorns
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a 20-foot-radiusaneidic dome centered on a point within range. The dome is permanent and lasts for the duration. The dome’s area is a 300-foot cube with a 10-foot-radius side that faces toward you. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 necrotic damage, and it must also make a Wisdom saving throw at the end of each of its turns. On a successful save, it takes half as much damage and isn’t blinded. The area can contain up to 10 creatures. When the spell ends, any creature that was already affected by it and that can’t cast spells must roll a d6 and add the Death effect to its spell list. An affected creature is affected as described above, but its hit point maximum is not reduced while the effect lasts. A creature that is immune to the effect and therefore immune to being frightened must make a Wisdom saving throw. On a failed save, the creature rolls a d10 and is prone. On a successful save, the creature is no longer affected by the spell and is instead frightened. At the start of each of its turns, the creature can make a Wisdom check against your spell save DC to see how many feet it has traveled and where that mile is today. If it’s on the ground and must make a Wisdom saving throw, the creature takes 4d6 force damage on a failed save, and it is restrained while this spell persists. At the end of each of the creature’s turns until the spell ends, the creature can make a Wisdom check against your spell save DC to break out of the dome and escape. Necromancy
Bane of Thorns
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You plant a poisonous seed on a creature that you can see within range. The target must succeed on a Wisdom saving throw or be poisoned for the duration. If a poisoned target succeeds on this saving throw, the spell poisons the target. The 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 poison damage
Bane of Thorns
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create a poisonous or profane weave that strips nonliving creatures of any life and turns them into fleshy, hideous appendages. The area of the weave is tightly packed and can hold as many as eight willing creatures. If the weave is ever opened again, the creatures become diseased, have disadvantage on attack rolls against creatures within 30 feet of them, and die instantly. While the creatures are diseased, they can be turned and killed by means other than burning with cold damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation
Bane of Thorns
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause a creature that you can see within range to lash out at you with a thud. The target must make a Dexterity saving throw. On a hit, the target takes 4d6 poison damage and is restrained. On a successful save, the target takes half as much damage and is freed from the thorns. Conjuration
Bane of Thorns
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Thorn bark, bark, and other barked creatures have an odor that disguises them as foul odors entering or leaving creatures or objects and moving objects within 30 feet of them. If the creatures are Medium or smaller, their size is Medium and their w against which they roll their own attack rolls. The creatures have advantage on attack rolls against creatures of their size or smaller. They are restrained, however, in the odor until the spell ends. The restrained creatures can use a bonus action to a weapon attack roll or a saving throw against being affected by this spell. The creatures can use the bonus action of a later turn to make a melee attack with a sword against a creature of their size or smaller, or to throw a weapon attack against a creature of Medium or smaller size. A creature restrained by the odor can use its action to make a sword attack against a creature within 5 feet of it, using the same action it used to cast this spell. A creature affected by this spell must succeed on a Strength saving throw or be restrained and dropped to the ground, this spell ends, and a wracked creature appears in the ground 10 feet away from its destination or the spot where it appeared. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the damage increases by 1d6 for each slot level above 6th. Abjuration
Bane of Thorns
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
As part of the action used to cast this spell, you can strike a creature with a spear or a siege axe with one of the following properties • Using a siege axe • Using a spear • Using a siege axe • Using a longbow • Using a chisel • Using a club If you hit a target with a siege axe strike that creature takes 1d10 piercing damage, and it is pushed 100 feet away from you in a random direction you choose A ranged weapon attack. Hit. a target with a siege axe withers and becomes restrained until the end of your next turn. It makes a melee attack roll with a weapon normal, twice the weapon’s normal damage roll, or you make an attack with a melee weapon, twice the weapon’s normal damage roll, or two twice the weapon’s normal damage roll. You can use your reaction to end the restrained creature’s next attack using only the attack. If you do, the creature takes half the attack’s normal damage, and the spell ends. Transmutation
Bane of Thorns
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
The blades of Thorns whirl around you and lash out at one creature that you can see within range. You can make one bolt of lightning striking the creature with incredible force, shedding
Bane of Thorns
Casting Time: 1 action
Range: Touch
Duration: 30
Concentration, up to 1 minute You banish a creature that you can see within range each round it is under the effect of a Minor or major illusion. The target becomes transparent, and any creatures or objects in its area can see through it and are immune to the effects of spells and other magic. Abjuration
Bane of Thorns
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature and they must make a Wisdom saving throw. On a failed save, the target takes an amount of acid damage equal to 1d4 + your spellcasting ability modifier. On a successful save, the target takes half as much damage. The spell ends if you or someone you love poisons it. On a failed save, the target is poisoned twice as long. 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. Necromancy
Bane of Thune
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell pits an individual creature that you try to cast as an undead against a creature that isn’t an undead, and ends your next turn if it has no body or if you cast this spell without first casting a death sentence against the target. For the duration, the target doesn’t become undead and instead becomes incapacitated and unable to move for the duration. The target has resistance to all damage except psychic damage. At the end of each of its turns, the target can make a Wisdom saving throw to end the turn. If it makes this saving throw while incapacitated or unable to move, the spell ends on its third use. Abjuration
Bane of Thune
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
For the duration, any creature that you choose when you cast this spell gains a +2 bonus to AC, including against the triggering attack. Additionally, the bonus to AC and other ability scores increases by 5 for the duration. Whether the bonus is dispelled or not, the creature can make a Wisdom saving throw. On a failed save, the creature takes half as much damage and can be targeted by one of the following two effects of this spell: • You instantly gain +1 to all ability scores of the creature. • You instantly gain +5 Luck score against the triggering attack. • You instantly gain +10 temporary hit points against the triggering creature. • You instantly gain +15 temporary hit points against the triggering creature. • You instantly gain +25 temporary hit points against the triggering creature. Abjuration
Bane of Truth
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You awaken a creature that is trying to understand the true nature of reality. For the duration, the creature can understand one fabricated reality (such as a god’s true name, family, or language) and can understand any words, glyphs, or other glyphs that appear in it that are unfamiliar to the creature. The creature can make a Wisdom saving throw. On a successful save, the creature is able to understand the words and glyphs depicted on the creature’s forehead until the spell ends. When you cast this spell using a spell slot of 7th level or higher, you can choose a different creature as the target. Enchantment
Bane of Truth
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You open a gateway to a shard of truth ineffable within that is a sphere centered on a point of your choice that you can see within range. The gateway is an orb of truth that extends into the Ethereal Plane, centered on that point. As an action, you can open the gateway up to 120 feet (50 m below the surface of the ground) and cause a gateway effect that is identical to that of the gateway spell. It opens a doorway to an extradimensional space that ends at a point you choose within 120 feet of a point of your choice within range. A gateway is a single door that opens into a nonmagical space or into an extradimensional slot that can’t be opened into a nonmagical nonliving creature’s space. When you cast the spell and as a bonus action on your subsequent turns you can use different gates, opening them from the same plane of existence, to open a gateway created by another spell of 3rd level or lower. This way, you can designate portals that are created by other spells of your choice and that link to another plane of existence. You can construct portals that link to other planes of existence. When you cast this spell and as a bonus action on your subsequent turns you can use a gate created by another warded spell of your choice, in either the extradimensional or nonmag
Bane of Truth
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Your hand crumbles to reveal the true nature of nature. Until the spell ends, a shimmering, misty void appears around you, and a constant stream of invisible baleful energy sprouts from you to protect you. Through your actions and actions during this spell’s duration, you can project a precise visual image of all that lies beyond the barriers that keep you safe. The image reveals yourself to be some sort of fiend or madman, a creation of your choice that you can accept or deny. To succeed on a saving throw you must adopt a different image,
Bane of Vengeance
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You strike the ground and strike the beast that you harm. Make a ranged spell attack with an attack bonus and make a DC 20 Strength (Athletics) check against your spell save DC. On a hit, the target takes 1d6 bludgeoning damage, and it must make a Dexterity saving throw. On a failed save, the target also takes 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using
Bane of Vengeance
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
You cause a creature that you can see within range to erupt in a potent, bloodthirsty beastly roar. Make a melee spell attack against the target. On a hit, the target takes 1d6 piercing damage. If this spell ends before the end of your next turn and you are holding the HAND or LP KNIGHT while the beastly roar is raging, you provoke an attack of opportunity against the target. On a hit, you move the trigger finger short of the trigger and cause the beastly roar to repeat. The trigger finger must be held down while the beastly roar occurs. If the trigger finger touches a creature, the target takes 1d6 piercing damage, and the spell ends. Abjuration
Bane of Vengeance
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a poisonous cloud of acid on the ground in a 30-foot radius. The area is heavily obscured, and creatures that are immune to poison and slashing damage have disadvantage on attack rolls against the area. At the start of each of your turns, you can ram the cloud up to 10 feet in any direction, and the cloud vanishes when you finish a long rest. The cloud lingers in the air for the duration. Necromancy
Bane of Vengeance
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Choose a creature that you can see within range. For the duration, that creature has advantage on attack rolls against you. On a hit, it takes 1d10 divine retribution damage. Evocation
Bane of Vitality
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell harms creatures that you can see within range. Until the spell ends, whenever a creature that you can see within range attacks a creature on your turn, you can attack that creature automatically. On each of your turns, you can use a bonus action to move up to the speed limit on your melee attack, weapon attack, or saving throw. If you move less than normal for an additional round, that round is extended to continue moving. This spell also harms creatures that aren
Bane of Wisdom
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to see and hear the true nature and meaning of a single creature of your choice within 10 feet of it. Until the spell ends, you have darkvision with blindsight, and you also understand the words and images written within an opaque book that can hold as much as 200 pages. You also understand any words or write that appear within 15 feet of it. You also understand words or write hidden messages hidden within an opaque book. The revealed message might consist of a command to a specific creature of some sort, a curse, a legendary curse, or even a religious or mundane truth. The spell reveals a creature’s true nature in one of the following ways: • By seeing invisible hieroglyphs written in basalt-like runes. • • By seeing arcane runes hidden in thicket-like runes. • • By seeing runes hidden beneath the surface of snow or ice. • By seeing glyphs, talismans, and other magical properties hidden in ice, snow, or lava. • By sensing the
Bane of Wisdom
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Drawing on your deep insight, you gain the ability
to effectively manipulate the wisps of nature and the defenses of willing creatures. When you cast this spell, choose one of the following five effects of the spell. You can manipulate an obstacle, plant, or other obstacle that weighs as much as 1,000 pounds. You can manipulate plant growth or creep, plant growth or flower, or any other significant portion of the obstacle’s structure. If you do so, the creature must make a Strength saving throw. It takes 7d6 damage on a failed save, or half as much damage on a successful one. You can use this spell against a target that you can see, such as a wall or a ceiling, or one creature that can’t be moved by means other than by making a melee attack with an attack weapon. Transmutation
Bane of Wisdom
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t speak a single word until it has been frightened this spell’s first turn. You can choose to target one creature for the spell’s duration, one creature for each of its turns until the spell ends, or even two creatures for each of its turns until the spell ends. While these creatures are frightened by Bane of Wisdom, a target has disadvantage on attack rolls against creatures under its control for the duration. At the end of each of its turns, a frightened creature rolls a d 8 and has advantage on saving throws against both spells and attack effects. Conjuration
Bane of Wisdom
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell makes one willing creature of your choice that you can see within range take 2d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Bane of Woe
Casting Time: 1 action
Range: 60
Duration: 1 minute
This spell targets a creature you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 month and you can choose a different target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 month and you can choose a different target. DEXTER DISTANCE 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by one step for each slot level above 1st. Evocation
Bane of Woe
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch a creature. Until the spell ends, the target can’t speak a single spell of challenge rating 4 or lower. For the duration, that creature must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic 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
Bane's Embrace
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This spell transforms a willing creature you touch into a willing servant. While under the effects of the spell, a target suffers a number of debilitating effects. On a successful save, it is able to move as if it were moving normally. Whenever a target takes damage, it makes a new Wisdom saving throw; a successful save negates the effect of the spell. A target also becomes frightened of you for 1 minute after waking. 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
Bane Strike
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You issue a powerful blow against one creature within range, issuing a loud, piercing blow that strikes the target. Until the spell ends, you gain advantage on all attacks made against the target. As a bonus action, you can mentally command the target to attack a different creature of your choice within 30 feet of you. When the target makes a successful prepared attack against you, you issue a powerful, loud, and sustained blow that instantly devours the target and leaves it incapacitated. When you choose a creature for the spell to target, you choose the creature�
Bane Strike
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You strike at one creature within range and command it with your spell. Make a ranged spell attack for the first time on a target within 30 feet of you. On a hit, the target takes 4d6 radiant damage. If you hit a creature with a ranged spell attack, the spell also imposes disadvantage on the attack roll, which is possible if the target takes the attack using less than 30 feet of movement and fewer than three of the attack's stages. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Banish Horridmew
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You banish an undead creature that you can see within range into a pit that you can see. The target must succeed on a Strength saving throw or be restrained until the spell ends. This spell ends if the target is more than 25 feet away from you. The target can’t be more than 100 feet away from you. A creature is still affected when it escapes from the pit. Abjuration
Banish Self
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You banish yourself from the physical plane. Until the spell ends, you dismiss this spell and return to the Plane of existence you originated as a permanent, albeit intangible, illusion. You can no longer attempt to cast a spell from within the Astral plane. Instead, you can focus your attention on a target within 5 feet of it and attempt to ignore it for 1 minute as a bonus action. If successful, you can banish the target to an unoccupied space that it was created on that is no larger than a 15-foot cube. If it succeeds in this spell, you banish it to the nearest unoccupied space that it was created on that is no larger than a 30-foot cube. This spell ends if you cast it again before its duration is up. Divination
Banish Small aberration or undead from space
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A creature you touch appears within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The spell’s target is charmed by you, so it can’t take normal actions, and it can’t speak, use language other than those of another creature. The target disappears when it drops to 0 hit points or when a successful Wisdom saving throw is missed. The target’s soul is the only substance that can’t be consumed by magic. The target’s body is the only substance that can’t be destroyed. Your spell ends if you have no more ammunition than you have remaining. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 minute. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 1 hour. Transmutation
Banish Small or Medium creatures
Casting Time: 1 action
Range: Touch
Duration: Self
Instantaneous You touch a creature and place it in an unoccupied space of your choice that you can see within range. The target must be within 100 feet of you, or the target is charmed. The target then has advantage on any Strength, Dexterity, or Constitution saving throw it makes. On a successful save, the target takes half as much damage and doesn’t need to use this ability again until it returns to you. On a failed save, the target takes half as much damage and doesn’t need to use this ability again until it returns to you. Divination
Banish Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You banish an incorporeal creature that you can see within range into an extradimensional state. The target must make a Wisdom saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns until the spell ends, it must make a Constitution saving throw. On a failed save, it can choose a new form, ending the current one. If the creature is no longer under the target’s control and can’t interact with it or take actions outside of its normal course, the creature dies. If the creature has the ability to speak a language other than English, the creature speaks that language at the beginning of each of its turns, and the creature speaks a language that is either native to the target (such as ǝklfar’s or ǝlfar of wyverns) or that is native to the target (such as ǝlur the hillbillym of an elven warlord) and that is audible within the creature’s sound field. The creature can understand one language of its choice, and the creature knows the following words: implacable love, begotten wish, implacable care, instinctive revenge, intruder, stolen treasure, misunderstood nephew, and stranger. Necromancy
Banish undead from you Minor Illusion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You choose one undead creature you can see within range. The spell can target one creature for each of its hit points. When the spell ends, the target returns to its home plane of existence. The target also gains the following benefits. If the target is an undead, it can have one of the following new hit points: • It gains the benefit of a hit point equal to half your spellcasting ability modifier. • It can use an action to end its turn by using its bonus action to end the turn. The target must be on the same plane of existence as you. Until the spell ends, the target can use its action to make a Charisma saving throw. On a success, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hit points of each spell increases by 1 for each slot level above 3rd. Evocation
Banish undead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical barrier of unoccupied space that blocks the undead from attacking you. The spell ends if you or the target is charmed by undead. The barrier is strong and lasts for the duration. If its thickness is reduced to 0 hit points, the
Banish undead
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch or touch undead creatures. The target must be no larger than 10 feet in any dimension or one of its locations on a plane of your choice. The target’s body is transported to the point where it becomes a mote. The target remains for the duration
Banshee
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You banish one to serve a specific purpose. You choose the nonmagical weapon used as the weapon and the severed body of the creature’s best friend as a weapon of mass destruction. The creature, if it has one, spends its action as a bonus action on each of its turns moving or firing a weapon from its reattached shoulder. At the end of each of its turns, it fires one of the following weapons at the target. While firing its weapon, the creature can use its action to move to a distance of 1 mile and then repeat the attack using only its action. If the creature uses its action to move to a different location and then fails its move, it can make a melee spell attack there and then repeat the attack using only its action. The creature can attack any number of times within 30 feet of its target. Each time it does so, it makes a new attack, which is easier to target. It makes another melee spell attack with each expended used weapon attacks. To regain control of the weapon, the creature must choose a new weapon or use it again before it can use any of its weapons. If the creature reattails on a weapon attack before the spell ends, it takes no damage at the end of its next turn, unless it can use another action to reattert it. Transmutation
Banshee
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Wisdom score to 0, and the spell ends for it. 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. Abjuration
Banshee
Casting Time: 1 action
Range: Touch
Duration: 1 Day
This spell allows you to persuade a creature you touch to become a bani muriata, the daughter of something gone wrong. For the duration, the creature becomes charmed by you, and for the first time on your turn that turn, the creature can be charmed by you. The charmed creature can choose to live, die, become a lich, become an abjurer, or become a necromancer. If you cast this spell while you have a second hand, a second charmed creature can choose to become a lich at the DM’s option. Otherwise, the creature dies instantly and is charmed by you until the spell ends. A second charmed creature can choose to become a dark lord at the DM’s option. If you have both hands, the second charmed creature can choose to follow the example of the lich or follow the lich’s path, ending it with a +X Attack bonus. Transmutation
Bardiche
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You create a particular kind of artisan or artisan, one that you choose at random. For the duration, he gains a +2 bonus to AC for he or she is proficient in one skill of his choice that you have seen listed within the Monster Manual. He or she gains the same benefit from spells and other magical effects for the duration, and the DM has the creature’s statistics for that skill. You create two new statistics for him or her, which are learned after 7 days by doing so. These statistics can be learned from other sources, such as through druidic studies or as part of the normal course of living. You choose
Bardiche
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You imbue a creature with a magic calling that turns its organs into tools that it can use to carry out its task. The creature has limited movement while it is casting the spell, and moving parts can't be affected. When the spell ends, the creature regains 4d8 poison damage (your choice when you cast this spell) and 10d8 acid damage (your choice when you cast this spell), and 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
Bardiche
Casting Time: 1 action
Range: 90
Duration: Until dispelled
You attempt to influence a creature of your choice that you can see within range to grant you one of the following effects. You can specify a password that is nonalphanumeric, verbatim, or has no lower than one letter or number, and that is at least as long as the creature has used and is able to see, such as a creature or a plant. The creature can be a free human or a creature created by an alien artifact. The creature can be a celestial, an elemental, a fey, or a fiend. You can also specify a password that can be nonalphanumeric, verbatim, or has no lower than one letter or number, but that is at least as long as the creature has used and is able to see, such as a creature or a plant. A creature that uses its action to understand the password must use that language (’alchemy’) of its choice. Abjuration
Bardic Heal
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A ward of holy power was created between you and a creature known as a patron of holy war. The spell allows a creature of average strength and smaller or Medium to become immune to being charmed. The spell also grants a wish spell. You can see into the patron's mind the creature whose wish you wish to achieve results in accordance with your desires, as long as that wish is carried out. You must have seen the creature while you cast the spell and can review any successes and failures against the creature’s wish before casting the spell. When you cast the spell, and as a bonus action on each of your turns before the spell ends, you can change the creature’s physical form so that it appears as though it is on the left side of the spell’s range. If you have the creature’s current hit point maximum, the creature becomes immune to being charmed. While the creature has this immunity, it can’t choose to become a patron of war. While a patron is on the spell list of its spell list, you can speak with the creature to determine whether it becomes a patron of war. Should the creature choose to become a patron of war, the spell ends, and your magic stops short of casting it. Illusion
Bardiche
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You choose a nonmagical weapon part you can see within range, such as a sword or spear, and you make one weapon attack with that weapon during the spell’s duration. You make the attack roll with that weapon. On a hit, the target suffers the attack’s normal damage until the start of your next turn. It can use its action to use a different weapon. Choose a weapon part of available damage type from an ascending or descending hand. If you chose a part of damage that is 2 or 3 times the normal damage (for example, throwing a weapon at a pillar or casting a spell at a wall grants 3 times the normal damage), the weapon attack deals an extra 1d6 damage. This extra damage uses your action to move the weapon up to its normal damage level. Should the spell fail, the hand that struck the target also strikes it, dealing 1d6 damage plus 1d6 damage to it. The hand struck the target also strikes another creature of the chosen type in the same way that a normal creature strikes a target. A creature that uses its action to attack a target must make a successful Constitution saving throw. On a successful save, the target makes the saving throw with advantage. If it fails that save, the spell ends, and the spell ends on its full duration. If it fails its save each time it finishes the spell, it can attempt a new one before the break ends. Transmutation
Bardiche
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You create three simple tools that you can use to imbue your actions and moves as part of your action to create one of the following effects. You can use a bonus action to cause one of the following effects on the target: • You create a simple tool, such as a pick axe or a scimitar, that is no larger than a 5-foot cube. You touch one tool and give it a knack for dealing 1d4 slashing damage (the tool isn’t magically dedicated to a specific ability) or slashing damage (the tool serves a specific function or is dedicated to another ability). • You create a simple weapon, such as a crossbow or shortbow, that uses magic items as weapons. When you create the weapon, you instead create two simple weapons with one use of magic items. These simple weapons can be wielded up to 5 pounds and have a weight of up to 30 pounds. While simple weapons, the simple weapons aren’t nearly enough to cause
Bardiche
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a comic, silly story in an unoccupied space of your choice within range. A creature of your choice that you can see within range must make a Wisdom saving throw. On a successful save, the creature can use its action to write on the piece of fabric to identify a place or object within range, say, 100 feet beneath the earth or sky. If it successfullysits on a creature of your choice that isn—at any point during its turn—covered in text, the piece of fabric is no longer in place
Bardic Spellcasting
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
As you cast this spell, you learn the following spells of your choice from the spell list of the spell’s list: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you learn one additional spell of your choice from the list. Transmutation
Bardic Ward
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a ward that inscribes glyphs, words, images, or sounds that protect up to five creatures of your choice within range. Choose one celestial celestial or celestial celestial celestial type (one stone, two weapons, three staffs, or four
Bardic Wisdom
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You are able to discern the nature of the world through the power of your senses. The DM can use this ability once or twice. You can use this ability when you are feeling overwhelmed by other people. The DM can use this ability only once. Conjuration
Barding
Casting Time: 1 action
Range: Touch
Duration: until dispelled
You touch a material object and it becomes a charm weapon until the spell ends, at which point the object becomes an arcane weapon of your choice that can be bonded to a surface and that fits within a 5-foot cube. The object has AC 15 and 30 hit points. The object can be destroyed by force or magic using a weapon
Bardric Door
Casting Time: 1 action
Range: 90
Duration: Until dispelled
You create a door on a solid surface at a point you choose within range. The mouth is 1 mile wide, and it sheds dim light in a 30-foot radius on each side. The mouth is opaque and requires 4 feet of soft material to open. A 5-foot-radius opening is 12 feet deep. The trap is 10 feet tall and extends into the sky. When the door appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d6 cold damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded by this spell makes another saving throw at the end of each of its turns. It takes 10d6 cold damage on a failed save, or half as much damage on a successful one. A creature seriously affected by this spell is immune to all damage and has disadvantage on attack rolls against creatures other than you. As an action, you can open the door and let loose a burst of fire. Make a melee spell attack against the creature within 30 feet of the door, and make the attack with no damage on the attack roll. On a hit, the creature must make a successful Constitution saving throw or be blinded until the spell ends. At the start of your next turn, blinded creatures can make a Constitution saving throw to regain control of themselves. On a success, they can use this spell again to re-blind a blinded creature or a creature blinded by this spell to take half as much damage. At the end of each of your turns until the spell ends, the blinded creature must make a Constitution saving throw. The creature takes half as much damage on a failed save and is blinded until the spell ends. Evocation
Bard's Black Tentacles
Casting Time: 1 action
Range: 150
Duration: until dispelled
Acidified tendrils of stinking metal drip from your fingers and loop around your fingers, briefly obscuring your skin and hair. You hurl the tendrils, which are about the size of your fist, burning your flesh. A creature must make a Dexterity saving throw. On a failed save, a creature takes 5d6 acid damage and another 5d6 acid damage when it buries itself beneath the earth. On a successful save, a creature takes half the damage (less than 1 minute). While unconscious, a creature doesn’t need to use movement to speak or cast spells or take actions. After spending 5 minutes laying waste to the flesh of a creature, the target sucks up any dead flesh it left behind. As a bonus action on each of your turns before the spell ends, you can release the bead of laceration from its vitals, and it does so normally. It must then drink its own acid solution by rolling a d4 and dividing by 5 the number of hit points it requires to complete a long rest. This action canNecromanticTeleport via--------------------— Fire Bolt 60 Instantaneous or 1 Round A beam of fire streaks toward a creature within range and creates a direct flame of one color in a 5-foot radius. The creature must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage and is subjected to the petrified condition. While the creature is charmed, frightened, or stunned, it can’t take reactions or use reactions. The burning mass sucks up any remaining sap, leaving behind no flesh and bones. While charmed, frightened, or stunned, the creature doesn’t learn its spells or benefit from them, and it doesn't learn which of its companions is in the fire. If the creature doesn’t willingly learn a spell or benefit from a benefit it doesn’t cast, that spell ends. Divination
Bard's Familiar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You touch a creature you can see within range. The target must succeed on a Wisdom saving throw or become familiar with it for the spell’s duration. The creature is familiar with the spell for the duration. If the target is a member of a particular race or class, it gains the same benefits as the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to the saving throw increases by 1 for each slot level above 2nd. Transmutation
Bard's Hand
Casting Time: 1 action
Range: Self
Duration: 8 Hours
This spell gives spellcasters the power to issue precise instructions to their servants. Choose a simple task, such as opening a door or serving a soup pot, that their servants do best, such as cleaning dishes, working on a table, or cleaning a table lamp before bedtime. If the task requires special training or is carried out in a specific way, the servant performs this task in a manner that allows it to do so without hindrance. Thus, while a servant stands up, an Amazon, a Huge or smaller creature, or a Large or smaller creature, is beseeched to open the latch on a door or to open the back of a large desk, or to pour out the contents of a large covered pot. When such a task requires little or no training, the servant produces a detailed instructions word or phrase, spelling out particular actions and preparing a counteroffer. When the task is repeated several times, the Amazon appears in a separate, heavily obscured area, which it appears in and prepares with care. When a task requires so much detail and so little time, a servant spends just a moment studying its instructions that the Amazon appears in a different spot within an instant of its choosing. If the Amazon suddenly appears in a different place on the same spot, that spot is searched for by the servant and found under no cost, though it might take its stand if it is attacked. If it is attacked, its magic ends, and the spell fails. When you cast this spell, you can choose a new task every day for 10 days. For the duration, the servant can issue precise instructions to any creature it pleases on everything from how to wash its hands and wear proper clothes to how to stand and fold its folding robes. Thus, while the servant creates its own instructions, it can also issue to any creature summoned by a willing creature (creatures that don’t rely on hands or might rely on hands for movement might issue the same instructions to each summoned creature). The instructions given to the creature are directly related to the task at hand, but the creature is limited by its own limited movement and can’t willingly move or use movement that would allow it to do so. If the creature chooses to follow the Amazon's instructions, that creature must succeed on a Wisdom saving throw or suffer the servant’s retribution. Should a creature choose to follow the servant’s instructions, the creature is limited in the actions it can perform by its own training and Constitution, though it can use its action to perform one of the following actions: Climb, Dash, Jump, Use Device, Make A Device, Use Spell, Make A Device Trivia The servant can issue precise instructions to any number of creatures within 30 feet of it. These precise instructions can be precise enough to make a successful Intelligence (Investigation) check against your spell save DC. While the creature is within 30 feet of the precise instructions given to it by the servant, any ranged spell attack it makes is blocked. The creature can attack any creature within 30 feet of the precise instructions given to it but its speed and armor class aren’t reduced in any way. Divination
Bard's Mark
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You hurl a patron of fey, a holy symbol that has a sigil that can be tapped to grant you knowledge of a holy cantrip. For the duration, the mark reveals a location known to the wyvern god. For the duration, no living things are known to you and no spells are cast that target them. The mark appears when you cast the spell or as an action on your turn. The mark instantly ignites any weapons or armor that are worn or carried by the creature, and it disappears when the creature drops to 0 hit points or the spell ends, even if there are no corpses or when the mark is replaced by a divine symbol. As an action, you can move the mark up to 5 feet and then repeat the process for all creatures within 5 feet of it, if you wish. The process can reduce or eliminate undead, construct, or undead that aren’t there already. Alternatively, you can use your action to move the mark up to 10 feet and then repeat the process again for any creature within 5 feet of it. After you have given your original explanation for how the mark works, you can use your action to reveal how the mark functions to all who see it. You can choose words that appear within 5 feet of each other, as a part of the process. For example, you could explain how a mark appears within 5 feet of a magic dagger or magic ward, as part of the process. If the mark cuts at a creature or a tree, that creature can use its movement to move up to twice its speed, and the spell ends. Divination
Bard's Mark
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You choose a creature that you can see within range and that fits within a 5-foot cube (10-foot tall) ringed with bright radiance that bears your name and emblazoners your power and glory. The creature’s mark becomes a powerful symbol of your power and bravery. Until the spell ends, you make the creature wreath its magic within an arcane glyph, creating a magical storm with a 50-foot radius around it. Any creature not within 5 feet of the glyph when you cast this spell assumes a sigilant status, causing the warded creature to perceive danger and granting it advantage on attack rolls against creatures hostile to it. The storm spreads around corners. When it strikes a creature, it creates a wave of psychic force equivalent in size to a car's roar. The wave crashes into a creature, causing it to make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage, and on a successful save, it takes half as much damage. As a bonus action on each of your turns, you can mentally command any creature you commanding to a language you’ve never heard of, a language that isn’t infested with magic, or an area of magic that you believe to be magical, such as a school of magic that can banish an undead, an area created by a wish spell, a lich’s illusion, or a demiplane. Choose the language you speak. You decide what language the creature speaks and what its thinking and doing. The storm spreads around corners. When it strikes a creature, it creates a wave of psychic force equivalent in size to a car's roar. The wave crashes into a creature, causing it to make a Wisdom saving throw. On a failed save, it takes 2d6 psychic damage, and on a successful save, it takes half as much damage. As a bonus action on each of your turns, you can command any creature you command to speak a language you perceive to be natural to the language. The creature must be within 5 feet of you when you speak the language and can understand your language. The creature knows how to read and write its own language, though it usually only understands one language at a time. Whatever you speak, it can understand and understand any additional information it collects while speaking the language. The warded creature is immune to all damage, and it has advantage on Strength saving throws and Strength saving throws against attack. Necromancy
Bard's Mark
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You imbue a creature you touch with a mark on the next day. The mark appears within 10 feet of the target and lasts for the duration. The mark is unbreakable and can’t been damaged. If you cast this spell again, the spell ends early if you use up the capacity. To cast the spell again, you must have cast it once, and you must use a different casting method. If you cast the spell again, the mark disappears, and you are no longer bonded to it. You can’t cast this spell
Bard's Mark DivinationBard's Mark
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature. For the duration, the target’s magic item is a divine symbol, imbued with divine power. The target’s intangibility and hit points increase by one, and their Hit Dice increase by 2, for the duration. At the end of each of the target’s turns, it can make a Charisma saving throw. On a success, the spell ends. Abjuration
Bard's Mark
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and give it one of the following benefits. The creature must be within 30 feet of you when you cast the spell. If you cast this spell multiple times, you can have up to one of the benefits on each cast. Necromancy
Bard's Minute Meteors
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a miniature meteor that rises from the ground in an unoccupied space within range. Until the spell ends, you can use your action to move the miniature circle up to 30 feet in a straight line and then make a ranged spell attack against a creature within 5 feet of it. On a hit, the creature must make a Strength saving throw. On a failed save, it can’t take reactions until the spell ends. The meteor doesn’t harm a creature or create damage or move into a location that could harm it. It obeys all the normal laws of physical motion, such as those of gravity and elevation, as well as the nature of other objects and objects, such as wisps and spheres. Each creature within 5 feet of the circle must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage, or half as much damage on a successful save. A creature that fails the save succeeds with half damage, doesn’t take damage, and isn’t knocked unconscious. While the meteor is on the ground, you can use a bonus action to cause a beam of brilliant light to leap from the top of the circle toward one creature within 5 feet of it. Make a ranged spell attack for the meteor, and if the target succeeds on its attack roll, the beam strikes the creature on the next turn. Make a spell attack for the creature with the beam, and make a new one with each attack action. On a hit, the creature takes 4d8 radiant damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage the meteor deals increases by 10 for each slot level above 5th. Evocation
Bard’s petrified body
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A creature you touch appears in a random direction within range and is charmed by you for the duration. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Illusion
Bard's Wands
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a wand that is imbued with the power and power of bardics. You can use the wand to teleport to any point within range. You can also use the wand to dismiss a challenge. Any creature that is within 20 feet of the wand and that can use a bonus action to cast a spell of opportunity must make a Wisdom saving throw. On a success, the spell ends. A spell of opportunity ends if the target fails the save. Conjuration
Bard's Whisk
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You choose a number of Medium or smaller creatures whose challenge rating is equal to or less than the Hit Dice of the chosen creature. The chosen creatures are Medium-sized, one foot on each side, with 10 hit points and no movement. The spells used by these spells must be of a level or lower. When you cast one of these spells, you can replace the Hit Dice of each creature with a d8 ‖bard spell score. When you cast the spell using a concentration, you roll a d8 ‖roll to see who takes what damage. The d8 ‖roll is how many hit points the creature has remaining and how tough the armor it has been created with is. Alternatively, you can roll an additional d8 ‖roll to see who is stronger against who targets you. Both rolls deal 1d6 force damage. If a creature fails its roll when it takes the extra damage, the target suffers the extra damage. If you invest the extra damage in the form of a Strength or Dexterity check, reduce the creature to 2d8 force damage. This spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Bard's Wisdom
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose a 10-foot cube of stone that you can see within range. You must use your action to ask a willing spell-like ability question. The spell answers the questions in each case until the spell ends. For example, you might ask a question of "Did you hear about the Black Death?" or "Did you hear about the Black Death?" as you cast the spell. You can also ask a question of the ability of your choice, such as the one above, about whether the spell is casting or not. Conjuration
Bare Bones
Casting Time: 1 action
Range: 300
Duration: Instantaneous
Bones of the undead hide beneath snow. When a creature of your choice the area for an instantaneous melee attack, an area spell of your choice from within 30 feet of you, or a spell of 3rd level or lower, makes it into the thick of things. Each creature within 30 feet of the area when it hits a target must make a Constitution saving throw. A creature takes 4d8 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, the damage increases by 2d8 for each slot level above 3rd. Necromancy
Bare Bones
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You create bones of thorns that protect up to 10 humanoids. You choose the corpses or severed limbs of each creature that you choose within 10 feet of a corpse you choose. To fit a limb or a body, the bones take into account the limb’s distance from you and the depth of the water (at least 10 feet). The bones can’t reduce a target’s size by less than 10 feet, and the creature can’t become larger than 10 feet on a limb. Also, any creature that can’t grow limbs can’t use them as base limbs until dispelled as long as the limb isn’t worn or carried by another creature. For the duration of the spell, the bones hold both the creature and the limb for its size and weight. The creature can use its action to move the bones as far as its muscle can move, expending no movement to move the bones while it does so. Transmutation
Bare Bones
Casting Time: 1 action
Range: Touch
Duration: 1 minute
Bones appear on creatures of your choice that you can see within range. When a creature uses an action to make a melee spell attack, the target rolls a d10 for its attack damage. Hit or miss, the creature has disadvantage on attack rolls against creatures other than you, and the spell ends on a successful attack for it. On a miss, the creature has disadvantage on attack rolls against creatures other than you, and the spell ends on a success for it. A creature with an Intelligence of 6 or lower can use its action to determine whether the spell’s damage reduction was actually intended as a major or minor problem, and it makes a successful Intelligence saving throw. It knows whether the spell’s effect would lower the target’s maximum Hit Points, its hit point maximum, or both, and it makes the saving throw with advantage. While the creature is casting this spell, it gains and loses Hit Dice equal to half the creature’s Hit Points. If a creature uses its action to make a new hit or hit another creature, the creature that made the new hit or hiter also takes 2d8 necrotic damage (if any), and the creature takes 1d8 necrotic damage if it dies. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Bare bones
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Your skin glimmers with gold and becomes skin toneier and darker for the duration. One creature that you can see within range is immune to being frightened. An unwilling creature must spend 1 extra 1d4 radiant energy damage to succeed on a Wisdom saving throw or become frightened while frightened by the aura. Abjuration
Bare Embrace
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Until the spell ends, a creature you touch has resistance to one damage type of your choice: acid, cold, fire, or lightning. Abjuration
Bare-Eyed Owl
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour
A wight, or at least one winged owl, appears and calls out for your assistance in combat. When a creature that you choose hits you with an attack, the wight performs a simple verbal ritual in the unoccupied space of its space for the spell’s duration. For the duration, the wight serves as a distraction for non-creatures within 15 feet of it, as a sort of sensor on the move. The wight makes no sound, but emits bright light in a 5-foot cube centered on it that is dim and illusory for 5 minutes. Any creature in the area when you cast this spell must make a Wisdom saving throw. On a failed save, it takes 2d6 fire damage and 30d6 radiant damage, respectively. On a successful save, the spell ends. You can direct the wight through objects and other creature’s line of sight, but it must remain within 30 feet of the target. You can’t direct the wight through a gap in a creature’s space, wall, or ceiling, or through a creature’s space behind a structure. The wight leaves behind a trail of smoke in locations you choose, which complies with the lore of the wights, though it is likely the wargear of an allied wights. If you cast this spell while within 30 feet of a structure or a creature’s space, you can ram the wight through the structure’s space and cause as much damage as possible to that creature. Evocation
Bare Hand
Casting Time: 1 action
Range: 60
Duration: Instantaneous
With a finger like a whip attached, you strike against one of the target's three cursed objects within range. If the target has its own cursed object or if some of its objects have powers different from those of the target than it directly guards, the attack is either a magic missile or a direct attack from a cursed object. The target is limited in the number of spells it can cast when it can cast these spells, and it can’t take any actions or take any actions that would allow it to cast any spell, cast a spell, or do anything magical within 120 feet of the target. The attack deals an extra 1d6 cold damage to the target whenever it blinks or uses an action to make a melee attack against it. Conjuration
Barking Bolt
Casting Time: 1 action
Range: 1 round
Duration: This spell creates a blast of magic in a 15-footra
dius sphere centered on a point within range. The sphere spreads around corners, and passing creatures are unaffected. It creates a small glowing bead on each creature within 15 feet of it, which it emits when it calls a spell of 8th level or lower. The bead is light and moves with every creature within 120 feet of it. At the stroke of a trigger spell, the spell creates a new burst of magic. Creatures created by spells of 8th level or lower, or such spells as the Dash spell created by this spell, can
Barking noise
Casting Time: 1 action
Range: 120
Duration: 1 minute
You create a soundless, barky noise that you can hear on the ground or on the floor. When you cast this spell, choose a point within range. You can affect one creature that is under the bark or on the ground with a touch or a noise spell made using a rope, stick, or chain. You can create any sound that can be heard within 10 feet of the bark or the ground. As a bonus action on each of your turns, you can move up or down in the bark’s space so that it is facing you. Enchantment
Bark of Death
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell creates a shimmering, bark-like object within range that lasts for the duration. Choose one creature that you can see within range and makes a melee spell attack against the target. On a hit this creature deals 2d8 + 1d4 damage, which is no more than a d20 damage surge. A creature with truesight and senses magic within 5 feet of the object must succeed on a Wisdom saving throw or be cursed with a horrid vision. This cursed creature can’t see or hear anything beyond 5 feet of it. At the DM’s option, the creature must have truesight, and it does so with advantage. It can then dismiss the spell. Illusion
Barkskin and in combat
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell bestows temporary, loyal spirits on those who have it and creatures that can hear and smell it. Choose any number of creatures that you can see within range. Each target gains a +2 bonus to its attack and damage rolls, and it gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. While the target is temporarily blinded, the spell ends. Enchantment
Barkskin Blade
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You create a momentary, talons-sharp blade covered with a rust-coloured stinking cloud. Each creature in a 40-foot—radius sphere centered on the stinking cloud 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 stinking cloud spreads around corners. When a creature uses its action to move within 30 feet of the cloud, it makes a Strength saving throw. On a failed save, the creature takes half as much damage and is blinded for 1 minute. When the stinking cloud spreads, each creature within 30 feet of it must make a Dexterity saving throw. The creature takes 5d10 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 1d10 for each slot level above 1st. Conjuration
Barks of Agathos
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. The target must make a Charisma saving throw and causes one willing creature hit by a thrown weapon attack to become charmed for the spell’s duration. On each of your turns thereafter, you can use a bonus action on a subsequent turn of 1 hit or miss, if you have one, to cause the target to have bravery against you. Conjuration
Barks of Agathys
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Until the spell ends, berserkers are a dangerous group of creatures who beguile and even murder. Choose one beast of challenge rating 4 or lower, and it must succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature can use its action to make a Wisdom check against your spell save DC. On a success, it frees itself and makes another Wisdom check against your spell save DC. While frightened by this spell, the creature becomes restrained in the area for the duration. At the end of the creature’s next turn, it can make a Wisdom check against your spell save DC to break out; if successful, it frees itself and makes another Wisdom check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is concentration, up to 30 minutes. When you use 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, the duration is concentration, up to 1 hour. On a failed save, the creature’s skin glimmers with lead and is blinded for 5 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 9th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 12th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 14th level or higher, the duration is concentration, up to 30 minutes. When you use a spell slot of 15th level or higher, the duration is concentration, up to 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 4th level or higher, the duration is concentration, up to 1 hour. Conjuration
Barks of Agravard
Casting Time: 1 action
Range: 120
Duration: 24 Hours
As a bonus action, you expend one of the following charges from your wands: a celestial, a fey, or a fiend (your choice which one). When you do so, you must use your action to assume a berserk state, but have advantage on all attack rolls and ability checks. You can use your action to automatically make a melee attack against one creature that has trouble making a Wisdom saving throw. Make a weapon attack roll using your action to change the nature of any attack that you make against the creature. A levelled change (statue, axe, crossbow, polearm, pole star, rope, spike, or spike leg) makes it more likely that the change you make successfully disables some of its effects. If you have twice the number of charges expended, you have two times the number of charges expended. During the duration of the spell, which ends on the creatures first turn, your AC increases by 5, and your damage by 1d8. A levelled shift (tongue wrinkle, slipstream, or tangle) makes the turn
Barks of Bright light
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
When you cast this spell using a spell slot of 6th level or higher, you can create a golden band covering up to 15 inches of floor space in a 5-foot cube on each side of the spell’s area. For the duration, this magical band obscures bright light in the area except for a portion of its area that is dark. During this spell’s duration, the band lasts for the duration. When the magical band changes color, you can change its construction, shape, and opacity. The change gives you control over the band’s brightness, dim light and brighten its tone while it is in its area. Alternatively, you can create a magical bridge extending over the band’s surface that extends over both dimensions of the spell’s area. If you create such a bridge, each foot of it leads to a different magical construct created by the spell. To create a magic construct, roll a d20 and add the number rolled to the damage die you use for your magical construct. To create a magic construct, use the conj
Barks of the air
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A gust of wind disperses clouds of fog in a 60-foot cube centered on a point you choose within range. Each cloud is a circle. Each creature in the area must make a Constitution saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d10 cold damage on a failed save, and it takes 2d10 cold damage on a successful one. In addition, each creature in the area must make a Constitution saving throw each round it remains within 60 feet of the center circle for the spell’s duration. A creature takes this course on a successful save, or half as much damage on a failed one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d
Barks of the Cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a 20 mile radius sphere of blackness that twists and twists at your command. This cloud obscures solid objects of up to 300 feet in height, and it obscures an unoccupied space on the ground that you choose within range. This cloud obscures only visible objects, such as trees, that are not visible to the naked eye. A creature must make a Dexterity saving throw the first time on a turn that it enters this cloud, and the creature takes bludgeoning damage equal to 1d4 + your proficiency bonus + your spellcasting ability modifier. On a failed save, the creature takes half damage, and the cloud falls prone. While in this cloud cloud state, you can’t use reactions, you can only speak commands, and you can—t move or speak a command for long enough to have effect. You can only affect one creature w hould be affected by this cloud; another creature affected by the cloud can use its action to move w hould its encountered creature toward it or leave it exposed to nonmagical damage. The cloud obscures solid objects up to 300 feet tall, such as large vehicles or buildings, that are up to 50 feet tall and are up to 50 feet wide. Creatures that aren’t there can’t see through the cloud, preventing them from seeing through it. Transmutation
Barksoul Spray
Casting Time: 1 action
Range: 500
Duration: Instantaneous
A spectral bolt of lightning streaks toward a creature within range, forming a ring around its neck. Each creature in a 10-foot-radius sphere centered on the point you chose must make a Dexterity saving throw. A creature takes 4d10 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 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation
Bark, Stone, or Rock
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell attracts and protects plants and stones of your choice in a 30-foot radius centered on a point you choose within range. You contact the spirits of nature and ask permission to erect or reshape any such plants or stone. You receive a brief message from the spirits stating its conditions and their benefits. If you ask for permission to erect or reshape a plant or stone, the plant or stone takes 1d4 + 1 hit points at the start of your turn, and the spell fails. If you ask permission to erect or reshape a certain mineral substance, the druid grants permission for the substance to be transformed. You can also ask the spirits for permission to construct or mend a certain portion of a wall. If you ask permission to create a certain mineral feature, the druid grants you this permission, requiring that you provide the proper forms and materials for the task. If you ask permission to create a certain mineral type, the druid grants you this permission, requiring that you provide the appropriate types and materials. If you ask permission to create a specific mineral type, the druid grants you this permission, requiring that you provide the appropriate mineral types and materials. If you ask permission to create multiple mineral types, the druid grants you this permission requiring that you provide the appropriate minerals for each type, as well as their respective minerals. You can create up to twelve plants and stone types, two minerals for each mineral type, and one mineral type for each mineral type. The construct or mend spell can’t create more than one plant and stone type. You can also create two or more types of stone, two types of rock or a mixture of two rock types or two types of rock types, three types of stone or sand, or four or more types of stone or mud. To create a mineral type, you must specify a mineral type that is neither created by nor modifiable by any mineral’s mineral content. For example, if a mineral type says that it is composed of pith or stone, you must make the construct or mend spell ask you for such a mineral type. Otherwise, you cast the spell and no longer need to ask. If you use an ability score of 2, the spell creates two types of plants and stone for each level of that ability, but the minerals created by the spell can’t be duplicated by other plants or stone types. If you use an ability score of 5 or lower, the spell creates two types of rocks for each level of that ability, but the minerals created by the mineral type ask you for such a mineral type instead. For example, if a mineral type says that it is composed of two types of rock, you must use the ability score to create two types of rocks for each level of that ability. Divination
Baron's Gate
Casting Time: 1 action
Range: 300
Duration: 24 Hours
This spell casts off the wards of the contested city in which it appears and to its north, the road leading to it is sealed off by the pillars of royal guard guarding it. Until the spell ends, a circular ramparts down the ramp from the center on the northwest side of the city to a place where all buildings are covered except for the pillars. While the ramparts remain sealed, fog and smoke clouded creatures can pass through, and passing at least once a day. When the spell ends, the ramparts are cleared. Any creatures or objects trapped within the ramparts are ejected to their homunculus. Any creature or objects trapped or picked up by a creature during a spell-like activity are also ejected to their homunculus. At the edge of the homunculus is a barred door that leads north up to the northwest corner of the city. It’s flanking function, and any creature that enters the barred door must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold 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 its turn early. A creature blinded by this spell is blinded for 1 minute telepathically to all nonmagical objects in its path and as part of the movement of its movement, can use its action to try to deafen the creature. Conjuration
Baron's Mark
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Duration’ Time for a small ward to sweep all life
in the area. Until the spell ends, you see and hear as if you shared a language of your choice that was never written on the creature’s flesh. When you cast the spell, and as a bonus action on each of your turns thereafter, you can move a finger to a spot within 30 feet of the spot you used to move. Divination
Barrow Rock
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A rock hard surface erupts from a point you choose within range. A rock erupts from a point within range of a stone cliff or level contrivance you choose. A rock erupts from a point within range of a stone bridge or a siding cliff you choose, or a body of water flowing beneath the cliff or bridge. You choose craters and crevasses on the ground within range to accommodate the erupting point. Each crevice is 10 feet wide, 5 feet deep, and 5 feet tall. When a rock crackles, it forms a crackling grove that is 3 feet deep and 5 feet tall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the diameter and thickness of cracks on the ground you select are reduced to 2 feet instead of the normal 1 foot. Additionally, whenever a rock crackles, it forms a crevasse made of cracker crackers. The crevexes formed by the crevasse crumble in an earthquake. Each crevasse is about the size of a small, wooden vessel. Each crevasse has AC 15 and 30 hit points, and it burns as fire when it strikes an object or burns an object as a whole. Each of the cracks on the ground has AC 15 and 30 hit points. That creature can use reactions to break the crack. When a crevasse crackers a crevasse creature, the creature that crevo rages and makes a melee spell attack with it must succeed on a new attack roll against a different creature within its crevasse. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each crevasse crack has advantage on one attack roll it makes for the spell’s duration. Additionally, if an attacker chooses an area of stone where a crack could not extend past a creature’s QòSTA’s QòSTA’s QòSTA’s QòSTA’‘A layer of crack, that creature is limited in how it moves, while fighting against the crack, until you dismiss the spell. A creature is immune to this stress for 24 hours. During that time, it acts in accordance with the DM’s choosing, using all its movement, and using reactions as described below, but without regard to the shape or size of the creature’s equipment. Creatures of any kind within 30 feet of a crevasse’� have disadvantage on attack rolls against them. Conjuration
Bash of the Dead
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A skeleton that has been wounded by a weapon or spell of 4th level or lower (or higher) level or lower (or higher) level (a 5th or 6th level spell) takes 2d6 radiant damage. When the spell ends, the skeleton regains hit
Bash of the ElementsSelf
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: This spell deals 1d6 radiant damage to a creature,
and lasts for the spell's duration. The target can use its action to make an attack roll with Strength or Dexterity checks. The target takes 2d6 radiant damage, or half as much damage on a successful save. The spell lasts for the duration, and a creature can make an Intelligence saving throw. On a successful save, the target is no longer restrained by the spell, 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 7th. Conjuration
Bastardic Blast
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You make a burst of flame in a 60-foot-radius sphere centered on a point you can see within range. The sphere erupts in a 10-foot-radius sphere of flame up to 10 feet in diameter. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and 4d6 acid damage on a failed save. The spell ends if you or a creature you can see within range moves into the sphere. The sphere lasts for 1 minute. At any time, you can teleport to a point of your choice that you can see in the sphere. You must still be within 60 feet of the nearest active point. Conjuration
Bastard's Hand
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You forge a pact with a creature to become your servant, and at the same time deliver a weapon blow. If the target takes any damage, it is compelled to make a Wisdom saving throw. On a successful save, you restore the target to its original hit point. On a failed save, it dies. You can deliver a weapon blow as a bonus action on each of your turns after the spell ends. If you deliver the weapon blow with advantage, the target takes 4d8 bludgeoning damage, and the spell ends if it hits its target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you manipulate a bolt of lightning that strikes at half damage to both targets. Conjuration
Bastard's Hand
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a hand of shimmering energy that hovers at one point above your head for the duration. Until the spell ends, the hand creates a radius of 30 feet in each direction, centered on a point you choose within 30 feet of you. The hand lasts for the duration or until you dismiss it as an action. It moves with the hand and sheds bright light in that radius. Each creature in the hand and within 30 feet of the point where it sheds light must make a Constitution saving throw. On a failed save, the creature can’t use facial expressions, gestures, or expressions other than those of the spoken language during its turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the hand increases by 5 feet for each slot level above 7th. Transmutation
Bastard's Irradiance
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You imbue a celestial being within range with the power to project a great radiance that hovers in the
Bastard's Milebridge
Casting Time: 1 action
Range: 30
Duration: 10 minutes
This spell creates a new bridge of fine air that reaches 300 feet in a 30 foot radius along a point you choose within range. You create the bridge by manipulating one of the following properties: • You create a one-way street in a 5-foot cube or an area 100 feet square on your side of the road. • You create a one-way street in a 5-foot cube or an area 100 feet square on your side of the street. • You create a one-way street in an area 100 feet square on your side of the street. • You create a one-way road in a 20-foot-radius open field in the area. • You create a one-way road in a 20-foot-radius open field in the area. • You create an open road along the shoulder of the road in an area with a mild wind of your choice. If the road cuts through a natural natural wall, the road can be cleared by any means necessary. When you create the road, you can set aside clear air and plant plants, making the construct’s movement smooth and noninvasive. The construction requires an area of normal or manganese-infused fog in order to operate. If you create an opening along a dry road and open the road, the road creates a one-way road that travels perpendicular to the ground at least 25 feet wide and 25 feet tall, though it can’t occupy more than 20 feet of ground. You can create a one-way street with these steps. Place your hand on the road’s edge and command traffic to move up or down, or create its course. The way the road turns and the manner in which it twists take into account when you influence its movement. You decide what sort of street—from tall buildings to dirt ones, up or down—to create. It takes 2d4 + 1 levels of Intelligence checks for the job. When you create the road, you can make two special rules for the task. You can use either of the following special rules for the road: • You can create a one-way road from a dead end in a 40-foot cube along the street’s shoulder to a standing start at a point you choose within 30 feet of the spot you chose. The road takes only a few feet at a time to move from one end of the road to the other. When the road cuts through a natural wall, a trench, or a loose rock, any plants growing there create a hazard for your creatures. Your creatures aren’t affected. You can make a single attack roll with this spell against a creature within 5 feet of the start of your next turn
Bastard’s Scorcher
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create two beasts of burden within range. Each beast has AC, but it has no healing or special ability to use on it. It rolls its own damage die, which regains 1d12 hit points when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Special Conjuration
Bastion of Protection
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You create a shimmering pillar of protection centered on an area of ground you can see within range. The pillar protects you against fire damage, and it insures that you are not blinded or deafened. It lasts for the duration or until you use an action to take a step or two step free from the pillar. In addition, whenever a creature within 5 feet of the pillar or another creature within 5 feet of it hits you, either because it has forgotten its gear (such as by dropping its level or by making a Charisma saving throw) or because of a sudden effect of your choice, a surge of positive energy from the pillar erupts from its space, reaching up to twice your size and dealing 1d8 lightning damage to anything it hits. For the spell’s duration, or until you use an action to take a step or two inside the pillar, the pillar insures that none of your attacks have damage or aren’t doubled or halved, and that
Beacon of Nine Levels
Casting Time: 1 action
Range: Self
Duration: 8 Hours
Holy energy fuses with the atmosphere of an unlikely union for the duration. For the duration, creatures of two levels or lower can coexist on the same plane of existence as you. Creatures of three or more levels higher than that allow for the bond to operate, too. The duration can be as brief as 10 minutes, or as long as 7 days. Abjuration
Beast Bane
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You make a beast rage spell with a range of touch. For the duration, the beast has advantage on all attack rolls it makes, and has advantage on attack and damage rolls that use attack rolls or weapon attacks. It also gains advantage on attack and damage rolls that use ability scores, when the beast makes an ability check, and when it deals 1d4 + 1 damage to a creature or a construct when it does so. The beast also gains advantage on saving throws against status effects, which would allow it to stop short of saving for a moment. Also, whenever the beast moves or uses its action to move across a terrain or a structure made of steel, it makes a successful saving throw against that terrain or structure. While this spell is in effect, any Strength or Dexterity- or both’s components of the creature’s skill bonus is reduced by 1. While the creature’s skill bonus is equal to or less than the creature’s proficiency bonus, the creature doesn’t benefit from any special ability scores. You can make other spellcasting decisions based on the creature’s proficiency with your spellcasting arts. If you make an ability check with one of your warding spells, the spell can’t deal severe damage to the creature or prevent its movement, though you deal 1d4 extra damage on a successful one if you think the creature might be vulnerable to being wrenched. Necromancy
Beast Embrace
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You grant the semblance of life and intelligence to a creature you can see within range. Until the spell ends, the creature has a +2 bonus to AC and Dexterity saving throws and has resistance to all damage. Also, whenever a creature other than you 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 can’t speak a foreign language and is prevented from gathering food or otherwise using its body. In addition, the creature has disadvantage on attack rolls against you for the duration. At the end of each of its turns, an action or a reply can be given but the action can be given only to each creature that ends its turn within 10 feet of you. Enchantment
Beast Emissary
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A Large, lightly tremorbrushed mirror image appears at the spot where a creature of your choice within range appears and causes any creature of your choice within 5 feet of the image to become aware of it for the duration. Creatures that make the casting or reading of this spell assume the illusion because of the shimmering patterns on clothing and bark patterns on bark. The mimic’s bark can be distracting or triggering movements in the creature’s rooms. A simple tug of one finger causes the bark to move to a spot within range and create audible thud for a second to warn off intruders. When you cast the spell, you can designate a specific target for use as a component component of the spell. The bark produces a tremor sound when it occurs, which might be the sound of a large stone or similar structure shaking in the immediate vicinity. Transmutation
Beast Emote
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You adopt a form that you can see within range. You can use this spell to summon up to five beasts of your choice that you can see within range. Once per long rest, you can summon up to five additional beasts of your choice that you can see within range. Choose one beast you can see within range. The beast appears in your space within 5 feet of you and must be within 30 feet of you. You can use your action to dismiss the summoning beast. If the beast’s Intelligence is 4 or higher, it is aware of you as a free action. You can dismiss the beast’s Intelligence without affecting it. 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
Beast Empowerment
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You extend your hand and trace a sigil of might in the air. Until the end of your next turn, you gain the following benefits. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. • You can use your action to make a melee spell attack. On a hit, the target takes 4d8 fire damage. • You have resistance to all damage type types. • You can move across difficult terrain of your choice being ridden by one creature. You can hurl the creature’s weapon at it. It must succeed on a Constitution saving throw or be pushed up to 10 feet away from you. A pushed-up creature is restrained by this spell. If a creature is already in the water when you cast the spell, the creature is no longer in the water and can’t be pushed up to 10 feet away from you. Transmutation
Beast Form
Casting Time: 1 action
Range: 10 Days
Duration: 1 hour
You create a beast of your choice that's 5 feet tall, weighs up to 100 pounds, and has 4 AC, and is AC 20. The beast has resistance to all damage. It can’t be charmed, frightened, or otherwise affected by any of the following spells: Bite, Cone of Cold, Dedication, Erotic Draining, Earth Shattering, Earthquake. Conjuration
Beast Form
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a beast form that resembles a beast, either as a mount or as a member of the chosen race. The beast is Medium or smaller. It has a Strength of 4, and it gains the following benefits: - You can’t use your action to make a melee attack. - You create a straight line 60 feet long, 10 feet high, and 20 feet thick extending from you up to a creature of your choice that you can see within 60 feet of you. The creature must make a Strength saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A Tiny or smaller creature that can see the beast’s body can only see half the distance up to 60 feet. A Large or larger creature that can see the beast’s body must make a Dexterity saving throw. A creature takes half as much damage on a failed save and isn’t affected by this effect. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd. Evocation
Beast Form
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your transformation is an illusion. You are a slender, lightly buildable humanoid with four legs and only two arms, and your appearance is as it appears on the cover of the cover of the beast. When you cast this spell, you must be of Medium or lower and have a Medium size (your choice) or smaller body type. In addition, when you make a melee attack with your weapon, you make the attack with only one of your two hands, instead of two for your normal attack and two for your bonus action. You can’t switch between hands, so you must make a weapon attack during your attack. When you make a melee attack, your attack deals an extra 1d4 hit point. If you hit another creature with a weapon attack during this spell’s duration, you have the option of dropping the weapon you used for its attack into an open container filled with air, a 50-foot square container that lasts until the end of its turn (at the start of your next turn) or dropping it into a pool of acid that has the same effect as the pool you used for its attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the number of hit points you need to maintain your warding magic and the acidity of the acid container shift to a higher level. For example, you might use your spellcasting ability to maintain one level of acid bash and four acid feet of acid door open at 4th level by dropping acid containers in the acid container. Divination
Beast Form
Casting Time: 1 action
Range: Self (10-foot radius, 1 minute)
Duration: Self
Concentration, up to 1 minute You create a humanoid form that you can see within range. The creature must be within 5 feet of you when it forms. The form is of the form of a beast, with its head and limbs covered in fur and claws. The beast’s body is composed of a thin, fat, skeletal body and a large, pointed, pointed, pointed head. The beast’s armor and some of its body are covered in armor plates. The creature’s equipment is limited to simple weapons and shields, but it can’t become mounted. The creature can’t take any actions other than attack. The creature can’t cast spells or have any other magical effects. The creature must be within 5 feet of you when it forms, and it can’t be charmed. The creature’s equipment is limited to simple weapons and shields, but it can’’t become mounted. The creature’s equipment is limited to simple weapons and shields, but it can’�’t become mounted. You can make the creature’s equipment and equipment’s equipment, as well as any armor, weapons, or shields it has, part of it. Any armor, weapons, or shields worn or carried by the creature must be of some sort. The creature must be within 5 feet of you when it forms, but it can’t be charmed. The creature can’t be frightened, but it can’t be affected by any of the following spells. Necromancy
Beast form
Casting Time: 1 action
Range: Self
Duration: Beast (10,000 gp)
Concent
Beast Lord
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You choose a beast of your choice that you can see within range. The beast must be within 10 feet of you. You can’t target a larger beast. Each beast within 10 feet of you has disadvantage on attack rolls and ability checks. The beast’s hit point maximum is 25. At Higher Levels. When you cast this spell using an unoccupied or unoccupied space you can designate a different beast for each slot level above 1st. Abjuration
Beast Lore
Casting Time: 1 action
Range: 30
Duration: Enchantment
Beast Bond 10 Days You choose one beast you can see within range and which is an equal share of the number of hit points of your companion (determined by the DM when you cast this spell). Your companion’s hit point maximum is reduced to 0. For the duration, affected creatures have disadvantage on attack rolls against them until the spell ends, unless they can avoid it. When the spell ends, the creature awakens, and it has advantage on all Strength, Dexterity, and Constitution saving throws. While affected by the spell, its hit point maximum and current hit points are both adjusted to match the creature’s hit points. The spell ends if you attack a creature that has a hit point maximum or reduced to 0 hit points. Divination
Beast Lore
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one beast, and it obeys all the rules set forth in its deity’s sacred book. Whether that creature is friendly to you or hostile to outsiders, your spell gives it insight into your god’s true nature and the true relationship it has with nature. While attuned to your god’s holy book, you can read and write within the bounds of beast’s natural language, whether that language is literal or figurative of your deity’s language. The spell even ignores written language that doesn’t directly or indirectly speak your god’s language, such as those created by divination spells or spoken by nonbelievers. Divination
Beastly Apparition
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You summon a beastly apparition that has the power to move at a speed of 60 feet per round for the duration. The beast weighs 1,000 pounds and can be up to 10 feet long and 5 feet tall. The beast isn’t frightened or attacked by any of its kind. The spell ends on a summoned beast if the beast appears in a location you choose within 30 feet of a point of your choice within 6 hours. Evocation
Beastly Apparition
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A spectral demon appears in a place you choose within range. Choose an unoccupied space you can see within range. The demon must be within 5 feet of you when it appears. The demon can also appear on any surface that is free from all creatures other than the spell’s surface. When the demon appears, it appears to be in a different location from you. For example, the demon appears to be in a room you can see within range, but it is not visible in the room. The demon is visible only to you and you must make a Wisdom saving throw. On a success, the demon appears in the room it appears in. Any creature other than you that is within 5 feet of the demon must make a Wisdom saving throw if it can’t see the demon. On a failure, the demon is dead. Conjuration
Beastly Appendage
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell brings forth beasts of your choice from your home. Creatures that you can see within range are immune to being charmed, frightened, and possessed. Creatures that aren’t charmed and aren’t possessing a willing creature have disadvantage on attack rolls against you until the spell ends. When you cast this spell, you choose a beast from the following set of statistics: Strength, Dexterity, Constitution, and Wisdom. If the target’s Strength or Dexterity score isn’t 0 or lower, it must succeed on a Wisdom saving throw or take 3d6 fire damage. If the target’s Wisdom score is higher than or equal to 1, it takes 1d6 fire damage. If the target’s Constitution score is lower than or equal to 2, it takes 2d6 fire damage. The spell’s damage increases by 1d6 when the target reaches its maximum hit points. Necromancy
Beastly Armor
Casting Time: 1 action
Range: 60
Duration: 1 minute
You cause up to ten pieces of beastly armor, worn by one creature of your choice that you can see within range, to radiate an invisible radiance. The armor lasts for the spell’s duration, and each piece of the armor is cast on a creature that has a height equal to its height. The creature must succeed on a Dexterity saving throw or take 1d6 necrotic damage. If the spell ends, the armor becomes inoperable until the end of your next turn. Enchantment
Beastly Bond
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a bond of friendship and loyalty among one creature of your choice that you can see within range. The creature must be of a humanoid type. The bond lasts for the duration. The creature can be friendly to you or hostile to you. The creature must be of the same level and type as you (your choice) and has the same hit point maximum. If you create a bond with an undead, you can use your action to cause it to become friendly toward you. The creature can also become hostile toward you in any of its turns, even if you don't want it. The bond lasts only as long as you are in the creature's place of residence. If you cast this spell multiple times, you can have the same effect on all of them. The first time, you can decide whether to make the bond permanent or permanent. If the spell ends before the creature can form a new one, it ends when you cast it again. You can also end the spell before the creature can form a new one. The creature must be within 10 feet of you when you cast the spell. Divination
Beastly Bond
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to protect a beast. You can use an action to call forth a beast in the domain of a friendly beast. The beast’s roar and bark reveal it for what it is, and the spell ends when the beast finishes its turn. The beast acts as a messenger, reporting to you whether it is safe and sound. The messenger can be a creature, an elemental, or an undead. The DM has the beast’s statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 day for each slot level above 1st. Enchantment
Beastly Grace
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a brilliant new bond between a creature or a piece of equipment within range. After 1 minute, the creature or the piece of equipment becomes familiar with you and can be affected by this spell. The creature or piece of equipment must be within 30 feet of you when you cast this spell. Each creature that can’t be affected by this spell must also be within 30 feet of you. 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. Enchantment
Beastly Growth
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You create and grow a beastly shape that you can see within range. The beast’s size is Medium and it has AC 10 and hit points equal to twice the creature’s hit points. The creature’s size is Medium. You can use your action to make a Strength or Dexterity check to determine the beast’s height. The creature must be at least 5 feet tall. You can’t exceed the creature’s height by more than 5 feet, though you can’t exceed the creature’s height by more than 5 feet. The creature must be within 30 feet of you when you create the beast. If the creature is larger than the creature’s height, it is moved to the nearest unoccupied space if it isn’t within 30 feet of you. The creature can go up to 30 feet in any direction when you create the beast. Conjuration
Beastly Growth
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Choose one beast or humanoid you can see within range. The creature must be within 5 feet of you when you cast this spell. The beast or humanoid must be at least 1 mile long. The beast or humanoid is tall, with a normal height of 7 feet. The beast or humanoid can’t be larger than Medium. The creature must be within 30 feet of you when you cast this spell. Conjuration
Beastlyphy Plane
Casting Time: 1 action
Range: 60
Duration: 60
Instantaneous You transform a beast you can see within range into a new form and create a new beast there, taking the new form into the new form and transforming it into another beast. The transformation lasts for the duration until you decide what the transformation means and when you decide what you use to do, you can use your reaction to hear from the new form. The transformation lasts until you decide what you were asked to do, and you can use your reaction to hear from the new form. The transformation lasts for the duration until you decide what you use to use to do, and until you decide what you use to do, you can use your reaction to hear from the new form. The transformation lasts for the duration until you decide what you use to do, and until you decide what you use to do, you can use your action to make a Charisma check against your spell save DC. You can use your reaction to hear from a creature’s mind, see its mind, and hear its thoughts. The transformation lasts for the duration until you decide what you use to do. If you use your reaction to hear from the new form, you can use your reaction to hear the general nature of the beast’s thoughts, and until you decide, you can use your own reaction to hear what you were asked to speak. You can use your own reaction to hear from the new form, and until you decide, you can use your own reaction to hear the new form. The transformation lasts for the duration until you decide, and until you decide what you use to do, you can use your own reaction to hear and hear from the new form. The transformation lasts for the duration until you decide what you use to do, and until you decide what you use to use to do, you can use your own reaction to hear from the new form. If you use your reaction to hear from the new form, you can use your own reaction to hear the general nature of the new form. You can use your own reaction to hear and hear only from the new form. If you use your reaction to hear nothing from you, you can use your own reaction to hear nothing from you until the spell ends. You can use your own reaction to hear and hear only from the new form. If you use your reaction to hear nothing from you, you can use your own reaction to hear the general nature of the new form. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can use your own reaction to hear and hear only from the new form. If the spell is a 2d6, you can use your own reaction to hear nothing, and you can use your own reaction to hear the truth. If the spell is a 3d6, you can use your own reaction to hear only from you until the spell ends. If you use your own reaction to hear nothing, you can use your own reaction to hear only from you until the spell ends. You can use your own reaction to hear only from you until the spell ends. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard from you until the spell ends. If you use your own reaction to hear no, you can use your own reaction to hear only as you heard from you. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard from you. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. You can use your own reaction to hear only as you heard. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your own reaction to speak only one language, and you can use your own reaction as the first. When you use your reaction to hear only as you heard, you can use your own reaction to hear only as you used to hear. If you use your own reaction to hear the truth, you can use your own action to hear only as you spoke. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard. If you use your own reaction to hear only as you used to hear, you can use your own reaction to hear only as you used to speak. If you use your own reaction to hear no, you can use your own reaction to hear only as you used to speak. If you use your own reaction to hear nothing, you can use your own reaction as the first. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you used to hear. If
Beastly Whirlwind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You cause a whirlwind of destruction that travels on a single line of force. The whirlwind is difficult terrain. Any creature in the area that ends its turn in a straight line must succeed on a Dexterity saving throw or take 4d4 bludgeoning damage. The whirlwind lasts for the duration. If the spell ends on a creature or an object in the area, it ends the next time you use your movement to move it. Transmutation
Beastly Whispers
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You whisper a message of divine power to one beast of your choice that can’t be more than a mile long. The beast, if it’s friendly, and the first line of the message is an audible reply. If you cast this spell multiple times, the first time you cast it once, the spell ends. Each time you cast a spell that calls for a message from a beast, you must call for the first line of the message, and each line must be spoken or heard. The spell doesn’t specify what kind of message you wish to receive. You can specify one or more of the following: a written message, a message that can't be read, or a message that can't be read. For example, a message that can't be read could be a truthful one. The spell can also specify a sentence, a line of text, or a sequence of words. If the spell is to be used on a creature, the creature must make a Wisdom saving throw. On a failed save, the creature speaks a short, cryptic phrase. The spell is cast on the creature as a group and lasts until the spell ends or until the spell ends and the spell ends. Conjuration
Beastly Wounds
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a beast or a beast beast with a scream, and the beast takes a -1 penalty to the attack roll. On a hit, the beast takes half as much damage. On a hit, the beast takes half as much damage. Evocation
Beast Master
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You become one with a beast. You gain the benefits of the following abilities: • Your Constitution score increases by 1 for each additional level you possess. • You gain proficiency with short or longbow weapons. • You gain the following benefits: • You have resistance to bludgeoning, piercing, or slashing damage. • You have resistance to all damage. • You have resistance to acid damage. • You have resistance to cold damage. • You gain the following benefits: • You have resistance to fire damage. • You have resistance to poison damage. • You have resistance to fire damage. • You have resistance to lightning damage. You gain proficiency with short weapon attacks. Necromancy
Beast Master
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You call one beast you can see within range to serve as a companion throughout the casting of the spell. The beast must be within 30 feet of you, up to date on all creature companion spells and prepared for combat, and can speak one willing and able to comprehend your language. When the beast appears in an area of your choice, you can move it up to 60 feet in either direction along a straight path, up to 100 feet in a direction that you chose, up to 100
Beast Master
Casting Time: 1 action
Range: 30
Duration: 1 minute
You pursue one beast within range that you can see and causes it to make a Wisdom saving throw. If it fails the save, it is drawn to you for the duration. It becomes friendly to you and to creatures it can see within 30 feet of you until the spell ends. Abjuration
Beast Mastery
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You gain the ability to manifest beasts at will, and you choose beasts that are friendly to you. For the duration, you can manifest one beast at a time. You must be within 100 feet of a beast that you designate, or a creature that you can see within range. A beast’s statistics and traits are unchanged. If a creature’s statistics and traits change, it must make a Constitution saving throw. On a failed save, a beast’s statistics and traits change to a current one; as long as the spell’s statistics and traits remain the same, the creature can use its action to make a Constitution saving throw. On a successful save, the spell ends. Transmutation
Beast Mastery
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a beast of your choice that you can see within range. The beast is a Medium beast. It has 10 hit points. You can use your reaction to make it attack or defend against one attack roll. If you do so, it takes no damage. The beast must be within 30 feet of you. You can also make the attack roll with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you cause the beast’s hit points to rise by 1d4 for each slot level above 3rd. Evocation
Beast Mastery
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You gain the ability to create a beast of your choice that is both terrifying and friendly to you. The beast must be friendly to you. The beast can’t attack or otherwise harm you or another creature. The beast’s hit point maximum is equal to the beast’s Hit Dice. The beast can’t be affected by spells or other means of affecting it. When the beast appears in a hostile place or a place that is hostile to you, you choose the same place or place as the location of the beast. The beast can’t be hostile to you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th. Abjuration
Beast Mastery
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You gain the ability to cause beast’s attention on one creature you can see within range. Make a melee spell attack against that creature. On a hit, the target takes 4d10 psychic damage and must succeed on a Constitution saving throw or be charmed. Evocation
Beast Mastery
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create an object of the form of a beast. You can designate the size, type, and type of beast you designate as you cast the spell. The creature must be within 30 feet of you when you cast the spell. The creature must have a head of hair of at least 3 inches (10 inches) and weighs no more than 1,000 pounds. The creature can’t attack, cast spells, or otherwise move. It can’t take actions other than making a melee attack and has disadvantage on attack rolls with other creatures. If the creature’s head is small enough, it can’t move. The creature can’t attack, cast spells, or otherwise move. The creature can’t take actions other than making a Strength check. The creature must be within 10 feet of you when you cast the spell. Conjuration
Beast Mastery
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You gain the ability to create a beast of your choice within range, gaining the ability to follow it as you move. For the duration, you can target one beast you can see within range with an attack. The target must be within 30 feet of you. The target’s speed is not reduced by half, and it can’t be attacked until the spell ends. When the target drops to 0 hit points, the target takes 4d6 poison damage, or 4d6 necrotic damage. On a hit, it must succeed on a Strength saving throw or take 1d6 poison damage. The target is restrained, and it must make a Constitution saving throw at the end of each of its turns to regain control of itself. It can’t regain hit points or use reaction until the spell ends. The restrained target can’t be attacked or paralyzed, and the target is protected from nonmagical damage. If the target is an object, the creature is restrained and can’t attack it with attacks until the spell ends. Evocation
Beast Mastery
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one beast you can see within range. You choose one of the following effects when you cast this spell. You verbally command the beast—it must be within 30 feet of you, or it can’t attack you. The creature obeys your verbal commands, but it makes illogical attempts to run in a straight line and fall, even though it is immune to their attacks. If the creature can make this attack while on the move, it takes 14d6 damage of the first type, and it makes illogical attempts to follow your commands while moving 20 feet away from you. If the creature starts its turn in the line of fire, it can repeat the same attack twice, ending the effect on itself. You can also command the creature to move at least 10 feet away from you in a straight line, stopping at none of its movement steps. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the most common effect produced by this spell is audible within 20 feet of you, or the sound of the beast’s screeching can be heard 100 feet away. Transmutation
Beast Mastery
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a beast from the remains of a creature you can see within range. You can make the beast a Huge or smaller creature. The beast can be a Huge or smaller humanoid, a Medium or smaller humanoid, or a Huge or smaller beast. The beast can’t attack, nor can it use any weapon other than a weapon of any kind. The beast sheds magical energy equal to 10 + your spellcasting ability modifier. You can’t overwhelm or overwhelm a creature you’ can see within range. Evocation
Beast Mastery
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You learn how to become one with the beast. You learn the nature of the beast, as well as how to gain control of it. You can also choose to learn the beast as part of its training or as part of a spell. Once you choose this option, you can end your turn by calling the beast's name. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create one additional beast for each slot level above 6th. Evocation
Beast Mastery
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You gain the ability to transform a creature of your choice that you can see into an animal. For the duration, the beast has advantage on attack rolls against creatures that you can see within range, as long as the creature isn’t larger than you. This transformation ends when the beast’s Strength and Dexterity scores at 1 or 2 exceed its ability scores. For the duration, the beast’s AC and hit points can’t exceed your normal hit points. The beast’s saving throw against this transformation ends if you are incapacitated, blinded, or incapacitated by another effect. You must use an action to attempt to regain hit points. Conjuration
Beast Mastery
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You gain proficiency in one of the following skills of your choice that you can see and that have no associated bonus or penalty. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you learn the statistics of all creatures you can see within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, your statistics become all the more detailed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you learn the statistics of all creatures that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you learn the statistics of all creatures that you can see within range. At Higher Levels. When you level 6 or 7, you learn the statistics of all creatures that you can see within range. Evocation
Beast Mastery
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Your martial calling requires an example of skill in one of the following areas of your choice: dance, martial arts, charmed, or poison. You learn the general movements and characteristics of up to four creatures of your choice within 30 feet of you that you can see within range, provided that they aren’t within 500 feet of you. You can target one of the target’s four horns with a straight swing, making the attack roll with advantage. On a hit, the target takes 3d10 piercing damage. The horns wilt, their horn broken, and they become unstable. If any creature stands in their way of their horn being pulled, it leaves behind a trail of crackling, blackness that lasts until the horn is gone. 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
Beast Mastery
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature of your choice within range and let it understand your words and actions. This spell increases your spellcasting ability by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can target one additional creature for each slot level above 1st. Divination
Beast Metamagic Scroll
Casting Time: 1 action
Range: 60
Duration: 1 year
You create a magical scroll that reveals the power of a beast. You can use this scroll to grant a beast a number of bonus hit points equal to your Intelligence modifier. If you cast this spell multiple times, you can have up to six of its bonus spells active at a time, which can’t be interrupted by other spells. The bonus spells can’t be more than once. If you cast more than one of these spells once, you can have up to two of them active at a time. You can also have up to seven of them active at a time. You can also have several of the bonus spells active at a time, at a time. You can also change one of the bonus spells’s effect, such as when you cast the spell or when you start your next turn. Divination
Beast Modification
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a beast that you can see within range. The beast is a Large or smaller beast of challenge rating 1st to 5th level. The beast has the statistics of the beast. It has no size, type
Beast of Hunger
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You gain the ability to gain an additional 10 pounds of magical energy that you can use every day. You can use one additional day for every 10 days that you are within reach. You also gain the ability to use two additional days for every 10 days that you are within reach. Conjuration
Beastrage
Casting Time: 1 action
Range: Unlimited Endurance
Duration: 10 minutes
You create an instantaneous burst of beast rage. Choose one beast within range and make a melee attack with it. Choose one creature within 60 feet of you that you can see within range. A roaring creature takes 3d8 thunder damage on a hit and is pushed 10 feet away from you. The creature must make a Strength saving throw. On a failed save, a roaring creature is restrained and must move 10 feet away from you from the start of your next turn until its restrained state ends. After the creature moves 10 feet away from you, it makes a Wisdom saving throw at the end of its turn, 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, the damage increases by 1d8 for each slot level above 5th. Evocation
Beast Remains
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a beast of your choice that you can see within range. The beast must be within 5 feet of you on the ground or within 60 feet of you. The beast must have its size or be within 5 feet of you. The beast can’t be affected by any other spell or ability that targets it, such as the normal challenge rating of the beast. The beast can’t be affected by any other kind of spell, spell, or ability that targets it. The beast can’t be charmed, frightened, or otherwise affected by one of the following effects from time to time: A creature can’t be affected by an effect that would cause the creature to automatically succeed on a Wisdom saving throw or take 1d8 radiant damage, or by a spell that would cause the creature to fail a saving throw. A creature can’t be affected by any of the following effects from time to time: A creature that can’t be charmed, frightened, or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 radiant damage. A creature that can’t take damage from an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 poison damage. A creature that can’t be frightened or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 necrotic damage. A creature that can’t be affected by any of the following effects from time to time: A creature that is frightened or otherwise affected by an effect that would cause its concentration to become frightened or otherwise affected by a concentration effect is affected by its concentration. A creature that is stunned or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 psychic damage. Conjuration
Beast's Blood
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a bloodthirsty beast of your choice that has a weapon attack bonus equal to 5 + your Constitution modifier. The beast appears in a location that you can see within range, and the creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 necrotic damage and is stunned for 1 minute. A creature that succeeds on this saving throw is no longer blinded or charmed by this beast. The creature can use an action to make a Strength check against your spell save DC against this effect to make the creature regrow the weapon within 24 hours of the spell's effect. A creature that succeeds on this check is no longer blinded or charmed by this beast. The creature regains hit points equal to 1d8 + your proficiency bonus. A creature regains hit points equal to half the amount of hit points lost by this spell. Conjuration
Beast's Grace
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You have the power to make one of the following abilities more powerful than you could cast the normal spell. The creature gains the benefit of this power if it has the chosen ability in its current form. Conjuration
Beast's Grace
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch one creature of your choice that you can see within range. The target takes 4d6 bludgeoning damage and is restrained until the spell ends. Transmutation
Beast Shapechange
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to transform one beast you can see within range. You can transform one beast you can see within range, providing it has the mending ability. You can transform the beast into any size you choose. The transformation lasts for the duration. If you transform a Large beast or a Small beast, you can transform up to ten additional beasts. The transformation can’t reduce the beast’s size, but it increases the beast’s intelligence, and the beast can’t be larger than Huge. The beast's size also determines its ability to move. The beast’s Intelligence is its spellcasting ability for the spell’s message. The beast’s Intelligence is how many Wisdom points the creature has, and the creature’s Intelligence equals 10 + the creature’s Intelligence modifier. If the creature doesn’t have enough Intelligence to cast the spell, it can’t cast it, as you try to convince others that you do. Alternatively, the creature can make an Intelligence saving throw. On a successful save, the spell ends. If the creature doesn’t have enough Intelligence to cast the spell, it can’t cast it, as you try to persuade others that you do. If the
Beast Shapechange Facial Description You transform a beast you choose within range, with which it is proficient, into a form known as a beast. This transformation lasts for the duration, and the beast is as monstrous as a bat with three hit points, but it doesn’t turn undead. If the creature is too large for the creature’s body, it is restrained within a 10-foot cube in an unoccupied space that the creature can’t move. A beast that changes form and then dieroys from the stress of this transformation is immune to its vulnerability conditions, which are raised to the same condition along the‘s plane of existence. At Higher Levels. When you cast this spell using a spell slot of a higher level than the slot you use for the beast transformation, you can transform a beast that you have designated as a beast at the start of each of its turns into one that fits the pattern described below. The transformation lasts for the duration, and the creature can use its action to move into the beasts natural form and speak the language of the DM’s choice. The creature can be a construct or a wizard if you choose. When you cast the spell and as a bonus action on your turn, you can switch beasts with a construct or wizard that you have designated as a beast at the start of each of its turns. A construct or wizard can’t become a beast until the spell ends. A wizard can, however, transform a beast that he or she makes physically or mentally possible by the use of a spell, such as by raising the creature to the celestial form, gaining the celestial traits or the celestial armor, or attempting to transform a Huge or larger construct by reducing its mass. To do so, you need not cast this spell again and must, at the DM’s option, restart your own transformation. Once a transformationBeast Shapechange
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You gain the ability to shape your own behavior. Choose one beast you can see within range, such as a bard, for the duration of the spell. You can shape a beast’s appearance: if you have it as an adult, you can make the creature have a short sword held beneath his or her right shoulder as a weapon, or you can shape a beast to appear to be a simple beast of opportunity. If you do so, you transform the beast into a beast of opportunity, gaining it as a bonus action on each of your turns. On each of your turns, you can use an action to reshape the beast for the duration. The beast can be restored to life with just a short rest, or you can revert it to a form you choose and sustain the use of the trinket change, at any time until you use your action to undo the effect. The transformation lasts for the duration, unless you end it later for obvious reasons. When you create the beast, you can’t choose whether to reshape the beast for the duration or to make the beast’s natural form. If you choose to make the beast appear as a human, the transformation occurs instantly. If you have the creature as a celestial, you create the beast’s natural form, and the transformation lasts for the duration. The creature becomes a celestial even though it is not a celestial. It is fully aware of its natural state and can act in accordance with its nature as a celestial until the end of its next turn. Transmutation
Beast Shape
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a beast that uses its size as a weapon, such as a spear or a spear-wielding beast, and it gains the following benefits: - The beast can’t be charmed, frightened, or possessed by a target other than the target it touched. - The target can’t become charmed, frightened, or possessed by the target it touched. - If the target is larger than its Hit Dice, it is charmed, frightened, or possessed by the target it touched. - If the target is smaller than its Hit Dice, it is frightened, or possessed by the target it touched. - If the target is larger than its Hit Dice, it is frightened, or possessed by the target it touched. Conjuration
Beast Smite
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You attempt to crush a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 slashing damage and is knocked prone. If the target is wearing armor, the creature’s hit point maximum is reduced to 0. The creature must make a Dexterity saving throw at the end of each of its turns to regain hit points. On a successful save, the spell ends for the target. If the creature is unconscious, the spell ends for the target. 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
Beast Swarm
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a swarm of creatures that you can see within range. The swarm can be destroyed or captured. The swarm lasts 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 1st. Illusion
Beast Swarm
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A swarm of beastly creatures appears in a unoccupied space that you can see within range. The swarm appears as a harmless sensory hazard to creatures within 30 feet of it that you can see. Creatures in the swarm are difficult terrain. They don’t have any speed or attack rolls; they have AC 15, hit points at 3, and have disadvantage on attack rolls against creatures other than them. The swarm is harmless and harmless wave-like creatures. Each creature in the swarm can hear and sense the sound of its noise, but it is deaf and hard of hearing. A creature that can hear the sound of a beastly beastly beast can’t be targeted by this spell. Evocation
Beast Swarm
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
A swarm of rats appears
Beast Swarm
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a swarm of earthen structures that can be up to six feet in length and up to 30 feet wide. Each creature in a 60-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature’s speed drops to 0. The spell’s effect ends on a success. The swarm then moves to a spot where it is safe to do so. Each creature in a 60-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature has disadvantage on attack rolls against creatures within its area. 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
Beast Swarm
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a swarm of beastly creatures within range. The spell creates a burst of roaring sound that lasts for
Beast Swarm
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. You create a swarm of 10 foot tall humanoidoids that are either either Large or Medium creatures. Choose one of the following effects. • Each creature and object you designate within range must make a Constitution saving throw. • Each creature and object that is Large or Medium must make a Constitution saving throw. • Each creature and object that is Huge must make a Constitution saving throw. • Each creature and object that is Huge must make a Constitution saving throw when you cast this spell. 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
Beast Swarm
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You create a swarm of ghouls that sprout from a
Beast Swarm
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a swarm of flying creatures within range. Choose one of the following: • Creatures that aren’t being used as humanoids. • Small or smaller creatures. • Large or smaller creatures. • Nonmagical creatures of a type you don’t own’t fit into the swarm. • Nonmagical creatures with Intelligence scores of 2 or lower. • Nonmagical creatures that use a different kind of energy. • Nonmagical creatures that are neither created nor lost by the spell. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration is 9 hours. If you cast this spell using a spell slot of 7th level or higher, the duration is 10 hours. If you cast this spell using a spell slot of 8th level or higher, the duration is 1 hour. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, the duration is 1 hour. Evocation
Beast Swarm
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a swarm of 10-foot-tall, 10-foot-diameter, 20-foot-tall, 30-foot-long creatures. They must be within range. Each swarm creature must be within 5 feet of you. While the swarm is in place, you can take actions to cause it to move away from you as a bonus action. The swarm appears in a place that you can see within range. When it travels to a spot where it can’t, it appears in the space of a 30-foot cube or larger and starts moving. The swarm lasts for 1 hour, until you reduce the swarm to 0 creatures by 1 foot. If the swarm is destroyed, it is still there and isn’t destroyed by another spell or effect that has no effect on it. Transmutation
Beast transformation
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A Beast appears within range. You choose one of the following forms: a humanoid, or a 5–foot-tall humanoid. Choose one of the possible forms that you use for the class feature. The Beast’s form is identical to the one you chose for the class feature.
Beast Transformation
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You gain the ability to transform into a beast of your choice that is different from the one you chose. A beast transforms into a human form, and your movement as a beast grants you the ability to interact with it, as it moves across the battlefield. Your movement is limited, and you have disadvantage on attack rolls with attacks that deal damage. A beast’s senses are limited, and it is difficult to discern its movements. When a beast’s senses are reduced to a minimum, it becomes hostile to you and the creature it appears to be fighting. The beast’s senses are also limited. While it is in the beast’s form, you can use your action to make a melee attack. On a hit, the target takes 4d6 bludgeoning damage and is knocked prone. If there is a creature within the beast’s space that is incapacitated, the beast takes half as much damage as if it were in the beast’s form. A creature’s saving throw fails. A beast’s senses are weak, and it is difficult to discern its movements. When a creature’s senses are reduced to 0 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 0 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 1 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 1 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 2 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 2 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 3 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 3 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 4 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 4 or less, and it is difficult to discern its moves. When a creature’s senses are reduced to 5 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 5
Beast Tremor
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You cause a beast to tremble up to 10 feet away from you. The tremOR inflicts nonmagical damage only to the target, even if the beast is charmed. The spell has no effect on undead or constructs. Evocation
Beast Wall
Casting Time: 1 action
Range: 5
Duration: 30 Days
You create a wall of crackling magical energy in a 5-foot cube on ground that you can see within range. The wall is opaque and 25 feet thick and lasts for the duration. When the wall appears, each creature in its area must make a Dexterity saving throw. A creature takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. The magic nast fills the wall with a misty glaze that lasts for the duration. To an undead or an untrained creature, the mist fills the entire wall, and the mist obscures the way for the creature or the other creature to move through the wall. Evocation
Beast ward
Casting Time: 1 action
Range: 120
Duration: 1 Hour
As you cast this spell, you can ward a fey creature you touch and animate or raise up to five fey creatures of your choice within 60 feet of you. Creatures of the chosen fey types aren’t affected by this spell. When you use a fey spell, you can ward a number of creatures (up to you at the same time) of your choice that have immunity to one or two of the following effects (ranging from one to three effects per slot of the bonded fey spell, up to six effects per line of bloodline, or four effects per trinket slot of two slots). Chaining. Whenever a creature that you cast this spell attempts to cast a chaining spell on a fey creature other than you, the fey creature attacks the fey spell with advantage. At the start of each of its turns until the spell ends, the fey creature attacks with a chaining effect that could deal it extra damage. While the fey creature has chaining, it uses your action to make two attacks: one with the chaining effect and one with the summoning bell effect. If the summoning bell effect would resolve before the fey creature reaches the altar, the fey creature would be summoned there and have its spellcasting ability w ho reduced to minimum. If the summoning bell effect would resolve early in the fey creature’s journey, the fey creature would arrive at its destination before the summoning bell effect reaches its full potential. Chaining Poison. When you cast this spell, or as an action when you cast this spell with an 8th level spell slot, you can attempt a ranged spell attack against a fey creature of the same type as you and targeting the same creature. If the creature you target attacks you with an attack, it can roll a d20 roll, which determines whether the fey creature hits the attack or not, and takes 1d6 poison damage. A fey creature also suffers one damage die at the end of its turn. Whether you hit or miss, the creature regains 2d6 hit points and half the number of hit points it had at the start of its turn. Enervation. When you cast this spell or as an action on a later turn you can make a melee attack with a fey creature or a cursed fey creature, or both, against a fey creature or a cursed fey creature (your choice when you make the attack or the spell creates one), or one fey creature that isn’t friendly to you. Both attacks deal an extra 1d6 force damage. Strength. When you cast this spell or as an action on a later turn you can make a Strength check against your spell save DC. A successful check negates the enchantment, and a fey creature is immune to this spell. Wisdom. When you cast this spell or as an action on a later turn you can make a Wisdom check against your spell save DC. A successful check negates both effects. The fey creature takes 2d10 force damage at the start of each of its turns, and it takes 2d10 force damage at the end of its turns. Conjuration
Beast Warding
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A strong magical force springs out from the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere can be used to warding off hostile creatures and creatures that aren’t friendly to you or that aren’t fighting back against you. The sphere can be used to warding off hostile creatures and creatures that aren’t hostile to you or that aren’t fighting back against you. The spell’s damage increases by 1d6 when you reach 10th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Belt of Defiance
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Belt of Life
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A creature of Medium size or smaller within range regains 4d4 + 1 hit points. For the duration, each target takes 1d6 necrotic damage, and it becomes incapacitated for the duration. At the start of each of the following turns, the target can use an action to make a Strength or Dexterity check (DC 20) against the spell’s success DC. On success, the spell ends. If it does so, the spell ends early, and all creatures that were also under the spell were instead turned to ash. At the end of each of the 30-foot-long staves created by this spell, a nonmagical weapon falls to the floor and deals 1d6 necrotic damage to the target. Necromancy
Belt of Life
Casting Time: 1 action
Range: Self (5-foot diameter cylinder)
Duration: 8 Hours
Life-preserving energy radiates from you in a 1/2 foot-radius sphere centered on a point within range. Until the spell ends, a creature within the sphere can use its action to imbue the material with life-preserving properties, which can restore up to 10 percent of an affected creature’s total health. Transmutation
Belt of Life
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Grasping life from the ground within you, you shape-shifts matter into simple components: vines and roots, poisonous plants and stone, plant life and undead, and so on. Choose a creature that you can see within range and that can fit in a 5-foot cube on the ground (your choice). You can target one of the elements for the spell or create a ward around a creature within range, using an element’s natural weapon. The material component of the spell lasts for the duration, if it isn't already. A material component can’t be bonded, but it can create a protective adornment over a creature’s head and create a protective charm against one creature with a natural weapon that uses an element’s component. Transmutation
Belt of Life
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a creature and imbue it with life. For the duration, that creature is protected from decay and makes a Constitution saving throw. When you cast the spell, choose a point in range. You can also choose a point 30 feet square and 30 feet deep. The creature’s current altitude and speed are both measured in mounds, and the current height and direction are determined using ores and ores' current velocities determine terrain. When you make the spell’s first strike, roll a d8 and add your spellcasting ability modifier to the attack roll. On a hit, the target takes a cumulative 5d8 poison damage. When a cumulative damage roll of 2 or higher occurs, the spell ends for that creature. 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. Necromancy
Belt of life
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch one willing creature and grant it an instantaneous and nonmagical right wing thrust. For the duration, that creature has berserk immunity to all damage and can’t be damaged or even summoned. It also has disadvantage on attack rolls against creatures you can see within 30 feet of you. If you cast the spell on a creature whose first attack roll against you hits it, the spell ends, and the creature returns to its feet, unless you can somehow end its turn attacking another creature. Transmutation
Belt of Life
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
For the duration, any creature you touch and surrounding plants, creatures, and things are imbued with life-giving powers. They take 5d4 radiant damage for the first time on a target before the spell ends (the plant’s maximum number of uses of this spell is two). If a creature would already have life on it, the plants turn it back to life but deal no damage (the plant’s maximum number of uses of the spell is two). 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
Belt of Life
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
If you touch a creature who is neither undead nor still alive, a surge of life energy from your hand awakens it to provide nourishment. This spell doesn’t target plants or animals, such as trees or shrubs, that aren’t growing or being damaged. You choose a creature type (such as a horse or camel or a mastiff) and a point of
Belt of Protection
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one creature, one piece of clothing or a piece of ammunition. The target takes 10 piercing damage. The target makes a Wisdom saving throw. On a failed save, the creature takes half as much damage as it would on a successful one. On a successful save, the creature takes half as much damage but is only restrained by the spell. Conjuration
Bend and fall
Casting Time: 1 action
Range: Touch
Duration: 10
Instantaneous A shortbow of fire erupts from a point you can see within range. The point is a point you can see within range, and it can be up to 30 feet long, 5 feet high, and 5 feet thick. The point can be up to 100 feet tall and has a range of 60 feet. The fire lasts for the spell’s duration. It can’t be dispersed by spells or otherwise targeted by spells. The fire spreads to all creatures within 100 feet of its mouth. Each creature in the area 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. On a successful save, a creature takes half as much damage and is immune to this effect. The fire persists for the duration. Evocation
Bendigo
Casting Time: 1 action
Range: 150
Duration: Unlimited
Until dispelled on your turn, the illusion spreads through the air and lands on objects moving or appearing within reach of creatures, objects, and creatures of your choice that you can see within 30 feet of you. Anything that moves within 30 feet of you, or that can move within 15 feet of you, must make a successful Constitution saving throw. On a failed save, the target takes 1d4 slashing damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation
Bendigo
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You fill the air with a poisonous, translucent, orangish aura around one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the aura for 1 minute, or until the aura seeps out and ends its effects. For the duration, affected targets have disadvantage on attack rolls against you. While affected by the aura, an affected target must use its action to make a melee spell attack against the target, which makes the attack roll with advantage. On a hit, the target takes poison, repel, overwhelm, or out of reach, gaining 10d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each affected target takes 1d8 poison damage when it takes the Poisonous Proficiency bonus, and it takes 6d8 poison damage when it takes the Disease Proficiency bonus, for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum size allowed by the spell increases by 4 feet, and the damage increases by 1d8 for each slot level above 3rd. Transmutation
Bendigo
Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)
You choose a point within range and cause a humanoid in the radius to stumble. The target must make a Dexterity saving throw. It takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A fall or break might cause the target to buckle and fall prone. If you choose this spell to halve the time required for maintaining a sustained running start, you cause a humanoid in the radius to leap out of the spell’s spell slot to make a successful grab. Transmutation
Bendigo
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Up to six willing creatures of your choice that you can see within range are turned to stone for the duration. Creatures that aren’t turned to stone are immune to this spell. Transmutation
Bending
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
One willing creature you can see is struck by a nonmagical weapon. The weapon leaves a young creature struck by the weapon permanently restrained in the weapon. The restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the target is unaffected by this spell. Until the spell ends, you can use an action to can the weapon against the target. If the weapon strikes the target again, the damage increases by 1d10 for each slot level above 1st. Transmutation
Bending
Casting Time: 1 action
Range: 60
Duration: ConcentrationAbjuration
Bending
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell makes two versions of yourself bender in one creature’s space. The first benders to see through your duplicity and woe at the slightest intrusion by a creature other than you. The second transforms the first into a strong attacker that charges at the first turn of your current turn. The attacker’s weapon attacks the duplicate while it remains in its space. If the attacker spends its turn attacking the second turn, he/she deals 1d6 bludgeoning damage to either creature. Conjuration
Bending
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a solid barrier of magical force between straight surfaces within range and within 60 feet of
Bending
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
This spell creates a whirling cube of force between two adjacent cubes of equally spaced metal within range. This whirlpool, or whirlpool-shaped vortex, moves at a speed of 60 feet per round circle with a 10-foot radius. Whenever a creature in the w eldritch plane hits a creature with a weapon attack before this spell ends or a spell of 8th level or lower or a spell of 4th level or lower is cast, the whirling vortex erupts with a raging whack. Each creature other than you within 30 feet of the vortex must make a Strength saving throw. On a failed save, the creature takes 1d10 force damage. On a successful save, the creature takes half as much damage. Additionally, the vortex erupts from creatures that are immune to being frightened. When a creature uses its action to make a Strength or Dexterity check, it instead makes a Dexterity check against your spell save DC. On a success, the creature takes half as much damage. Transmutation
Bending
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
This spell makes one creature grapple another creature (no action required). The target can use its action to free itself from the grapple or hold onto a object it is grappling over objects that aren't being worn or carried by the target. At the end of each of its turns, it can make a Strength or Dexterity check, which determines the extent of its free fall. If it succeeds, the spell ends for it. The spell ends on an object that the target is grappling over or that is worn or carried by another creature. A creature that uses an action to free its hand or to use one of its fingers to free another object can use its action to free another object or tool made of an object or tool by this spell to free another creature from the restraints. The grapple ends if the target is struck by any weapon or if it successfully escapes from one of the creatures w eres. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the length of the tether increases from 5/16-in to 5/24-in, with a 2nd, 3rd, and 4th level tether growing smaller. Ilsan's Hand enchantment gives you a 10% chance on your attack rolls or attack damage when you use the Hand to crush a creature that you can see within 60 feet of you. Conjuration
Bend of Wind
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
A wave of wind flickered down from the top of your head in a 60-foot cone at a creature within range at the start of each of your turns until the spell ends, ending the effect if. A creature must also make a Strength saving throw. On a failed save, it takes 6d8 bludgeoning damage and is pushed 10 feet away from you. A creature with a Strength score of 2 or lower can use its action to move up to 20 feet with each movement—at which point the wind stops working. Evocation
Bend Over
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A warp ran across one
Bend Shapeshifter
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You make a humanoid in your space. Until the end of your next turn, the target assumes the form of a beast and does not need to breathe, eat, or drink. The beast’s original form is a shard of rock about the size of a Small mountain dragon. Until the end of your next turn, you control the target. The spell ends on the target if you let go of the target before then, if it reverts to its normal form, and if the target retains its alignment and Intelligence scores (as with line of sight) before the
Beneath the Earth
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You create a 30-foot cube of unoccupied space within range. The space can't expand beyond 10 feet. The cube can be up to 10 feet in any direction. The cube can be used to create structures, such as a tent or a room. The cube can also be used to create magical objects, such as scrolls or charms. Any creature in the cube can make a Wisdom saving throw. On a failed save, the creature takes half as much damage on a failed save. Transmutation
Beneath the Earth AbjurationBenevolence
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
For the duration, you can see and understand the words, images, sounds, and images of all creatures within range, and any visible sign of nonliving creatures such as footprints, moccasins, or wurl-clawed serpents. You also understand the words and images you sense when you cast the spell, but you have disadvantage on attack rolls against creatures other than undead and strong humanoid opponents. Illusion
Benevolence
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You reach into the soul of a creature you can see and force its thinking or experience to change. For the duration, the creature has an Intelligence of 2 or 3, and it has advantage on Charisma checks that ask it to make an Intelligence saving throw. If the creature makes an Intelligence saving throw and the spell ends before then, you can use a bonus action on a subsequent turn of yours to affect the creature again. The creature still has advantage on attack rolls against you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Berserk
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
You have hurled a pebble that is 1/4 inch thick at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 bludgeoning damage, and it must make a Dexterity saving throw. Hit or miss. The spell ends if you dismiss it as an action or as a typical spell of the same level used in the attack. Evocation
Berserk
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You cause an object of your choice that you can see within range to erupt in a powerful psychic force. The object must be of a kind that is difficult terrain (such as stone, rock, snow, or ice) and that doesn’t fall into the spell’s range. The object can only be destroyed by means other than blast or burn. The object must be in a box or cylinder that is not in contact with any air, water, or any other substance that is difficult terrain. The object can’t be more than 10 feet in height and weighs no more than 1,000 pounds. The spell’s radius is 30 feet. Conjuration
Berserk
Casting Time: 1 action
Range: 120
Duration: 1 minute
You create the appearance of something that has no physical form and is a different creature from the one you’ve seen. The creature must succeed on a Strength saving throw or become a zombie. The spell’s effect ends if it ends for any other reason. The creature remains as a zombie until the spell ends. The spell can end for any number of rounds equal to the spell’s duration. The creature can’t use its action to make a Strength (Athletics) check. On a success, the creature isn’t a zombie and is immune to being eaten or devoured by undead. The spell ends if the creature becomes charmed. Conjuration
Berserk
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You attempt to cause a creature that you can see within range to become frightened for the duration. The frightened creature must succeed on a Wisdom saving throw or be frightened for the duration. The spell’s effect is permanent and lasts for the duration. A frightened creature can be separated from the spell’s area of effect by a barrier, wall, or other barrier blocking its movement. When a creature attempts to move into the spell’s area of effect, the spell’s area is reduced to 0 feet of water and no longer contains any creatures. Enchantment
Berserk
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You cause an object or a creature within range to attack the target. The target takes 1d6 bludgeoning damage, and the spell ends if you or a creature you can see attacks the target with a weapon attack. Conjuration
Berserk
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A deafened creature you can see within range must make a Wisdom saving throw. On a failed save, it takes half as much damage and must use its reaction to move at your direction instead of at your direction from you. At Higher Levels. When you cast this spell using a spell slot of one of the spells described in the spell list or a spell of 4th level or higher, the damage increases by 10 for each slot level above 3rd. Abjuration
Berserk
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
At the end of each of the 8-foot squares on the ground you choose within range, a berserked creature must make a Charisma saving throw. On a failed save, it becomes frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is doubled for each slot level above 3rd. Enchantment
Berserk
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
For the duration, a creature that ends its turn within 500 feet of you has a feverish fever that turns its muscles into barbs. The target must make a Constitution saving throw. The target takes 2d8 fever 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. Conjuration
Berserk
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A spectral storm erupts from the ground in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 necrotic damage. On a successful save, it takes half as much damage. A creature can’t take this damage if it's holding a nonmagical weapon, if it is holding a melee weapon, or if it has no weapon. A creature must be holding a nonmagical weapon to take damage from thunderous winds. Conjuration
Berserk
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You utter one word with a creature of your choice that you can see within range. The creature must be within 5 feet of you and that has the same
Berserk
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You unleash the power of your muscles to create a nastier, fiercer state of mind for up to twenty creatures of your choice within range. Each target must succeed on a Wisdom saving throw or be restrained for the spell’s duration. For the duration, a target can take only one nonmagical non-determined damage type, a natural weapon, or a different nonmagical weapon of a different kind (such as a crossbow) that it uses frequently, or a piece of equipment created by a weapon in its bag. The restrained target can use a bonus action to make a melee attack with that weapon. On a hit, the target suffers the restrained state for the duration. The target can’t move, and it has disadvantage on attack rolls against creatures and other creatures with a Strength of at least 30 or less. Abjuration
Berserk
Casting Time: 1 action
Range: 150
Duration: Instantaneous
This spell turns the flesh of a willing creature into a raging beast for the duration. If you harm a creature that has the bane level of a Huge or smaller creature, you can cause the creature’s bane to become a raging beast. The creature becomes magically immune to all damage and can’t be subjected to any other damage or condition until the spell ends, if it has one. The creature is driven to do great damage throughout its entire length, and it is compelled to move at all costs to avoid slipping through the bane. At the DM’s option, the creature is cursed with
Berserk
Casting Time: 1 action
Range: 30
Duration: 1 minute
You unleash a primal force on a creature that you can see within range. For the duration, the creature is deaf and blinded. The affected creature can use an action to make a Strength or Dexterity check, and the creature takes 10d10 bludgeoning damage. If you hit the target with a melee attack, its hit point maximum can't increase by more than 10 hit points until the spell ends. As a bonus action on your turn, you can switch from deaf and blind to deafened and affected by the blinded creature’s weapon attacks. While blinded by this spell, the creature must make a Wisdom saving throw. On a failed save, the creature takes 10d10 acid damage and 10d10 fire damage. On a successful save, the creature takes half as much damage and isn’t blinded. At the end of every 30 days, the creature is restored to full health and is no longer affected by this spell. Abjuration
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Until the spell ends, a creature that you can see within range and that fits within a particular class, race, or deity (if any) might attack that creature, provided that its weapon is of the same type as the melee weapon used to target the creature. Otherwise, the creature only has advantage on attack rolls against the creature, and it has disadvantage on attack rolls against creatures of the same class or deity. Abjuration
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Until the spell ends, your mind crumbles to bits in an attempt to instill fear in others. Creatures with Strength scores score 3d8 + 1/2rds of the damage a creature takes for its Strength score to fall within 5 feet of it. To a creature with a Strength of 2 or less, the attack deals an extra 1d8 damage. Evocation
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call down the power of a creature the same as your normal spell’s target. The target can use its action to make a Charisma saving throw. On a success, the spell ends. On a miss, the target takes 1
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The target takes 3d6 acid, cold, fire, or thunder damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
For the duration, your body becomes targeted by a deliberate move that you can see you to a creature’s direction. The target can be up to 30 feet away or simply standing still in an unoccupied space that you can’t move between you and the target. The target must make a Wisdom saving throw, taking 5d10 damage on a failed save, or shifting to a different form. The target can’t cast spells or do anything else that requires a saving throw. For the duration, each target has advantage on attack rolls or saving throws, and the spell also ends on any of its turns. The spell ends on an affected target, if it is ever still. Evocation
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell ends if you are struck by a melee spell of 3rd level or lower or, if you cast it without first preparing a melee weapon of your choice, if you cast it as a 3rd-level spell that requires an 11th-dimensional version of the weapon. You can use a bonus action to dismiss this spell. When you do so, roll a 5 or a 6. On a 7 or 8, the spell ends. For a 9, the spell ends. At 12th level, you can use a bonus action to dismiss this spell. When you cast this spell using a weapon that is neither a weapon nor a spell, you can use your action to have the weapon fly up to 60 feet in a straight line, raising your w ho as your action for the spell. You can reach for your weapon as your action for the full 3d. While your weapon is flying, you have disadvantage on attack rolls against any creature within 5 feet of it that you can see. Evocation
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell turns undead creatures into beasts for the duration. Choose one beast you can see within range. A beast with a challenge rating of 4 or lower must be separated by 1 foot and then killed. Also, make a melee attack against one creature within reach that has a challenge rating of 3 or lower; the target creature takes 6d8 nec necrotic damage on a failed save, or half as much damage on a successful one. A target also makes a Constitution saving throw, taking 6d12 necrotic damage on a failed save, or half as much damage on a successful one. A target can take short rest or be affected briefly by this spell, while other spells and effects last for 1 minute. 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. Necromancy
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to frighten a creature into attacking. Until the spell ends, the target assumes a different form, and the creature takes damage equal to twice the creature’s hit points. The target must succeed on a Wisdom saving throw or be frightened while in the creature’s form. After the spell ends, the frightened creature can use an action to make a Strength check against your spell save DC. If it succeeds, the spell ends. Enchantment
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You take 2d6 acid, 1d6 acid, or 2d6 necrotic damage. If you take the damage from a nonmagical weapon, you take the same amount of damage. Both damage rolls increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You touch a willing creature that you can see within range and that isn’t incapacitated. The target must succeed
Berserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You unleash the power of the dead to banish one humanoid within range. For the duration, the humanoid can’t take reactions or move at all. The creature is restrained and must make a Wisdom saving throw. It can be freed by using any action it takes this way again on a successful save. Abjuration
Berserk
Casting Time: 1 action
Range: 60
Duration: Instantaneous
All nonmagical weapons, bolts, and bolts of energy for which there are no materials—including magical weapons that can be created or transmuted—become deafened. Abjuration
Berserk
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You are driven to insanity. You make an insane decision, causing one creature of your choice that you can see within range to become charmed by one willing to invest its life to achieve its own ends, no matter how modest its apparent desires might seem. The charmed target is under the spell for the entire duration, and until the spell ends, it makes a Charisma saving throw against your spell save DC. On a successful save, you can choose the option of pursuing an unstable or unstable relationship with the target. While unstable, the target is prone to violence, particularly with other creatures. While unstable, the target is indifferent about any creature or circumstance affecting its alignment. Once a target becomes hostile to you, you can use your action to deal extra damage to the target, ending the effect on itself. Conjuration
Berserk
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You attempt to attack a creature you can see within range. The target takes 4d8 bludgeoning damage and is knocked prone. A creature must make a Constitution saving throw. On a failed save, the target takes 10d8 bludgeoning damage and is knocked prone. At the end of each of the target's turns, it takes half as much damage and is knocked prone. Enchantment
Berserk
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You berserk to attack. The target must succeed on a Wisdom saving throw or have its statistics changed as follows: • Choose one creature that you can see within range and that can’t be targeted by a spell or by an attack. If the target can’t be targeted by a spell or by an attack, you choose one of the creatures to be affected. The changes make it prone, prone, or restrained. In addition, you can make a melee attack roll against the target. On a successful roll, the spell or attack has no effect. Berserk. The target pounds with tendrils of raging fire and erupts into flames that deal necrotic damage if you are within 5 feet of it. Each creature or object restrained by the flames rises and falls, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of flames created increases by 6 for each slot level above 2nd. Conjuration
Berserk
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause a boomerang-shaped creature’s noise or beak to slam shut against a wall or other obstacle in range. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Illusion
Berserk
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You make a ranged spell attack against one creature within 60 feet of you. On a hit, the target takes 3d8 bludgeoning damage. Conjuration
Berserk
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Your mind starts shouting curses and piercing the flesh of vulnerable creatures you choose within range. Creatures that aren’t connected to the Ethereal Plane can’t see or hear you, and any creatures or objects that connect to or interact with the Ethereal Plane can’t speak or move. This spell doesn’t target undead or constructs. Constructs and undead creatures can’t be targeted by this spell. If you cast this spell and make a melee spell attack on a creature connected
Berserk
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You slam shut the door of a creature or object within range, forcing the creature or object to make a Constitution saving throw. On a failed save, the creature takes 2d6 acid, cold, fire, lightning, or thunder damage, and can’t open a gateway to another plane of existence. On a successful save, the creature takes half as much damage and doesn’t have to live in the dungeon to survive. If a door or window is opened inside the spell’s area, the spell ends for that creature. The spell could also end early for a fiend or an undead, for example. If you throw the spell at a creature, it must make a Constitution saving throw, taking 5d6 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, the damage increases by 1d6 for each slot level above 3rd. Conjuration
Berserk
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You unleash a bolt of acid that damages up to five creatures of your choice within range. Make a ranged spell attack against each target. On a hit, the target takes 3d10 acid damage. Abjuration
Berserk
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
The ground in a 20-foot radius centered on a point within range circles as you cast this spell strikes with a ferocity well beyond the capabilities of your own body. For the duration, as a bonus action on each of your turns, you can use a bonus action to create a new magical barrier around a point you choose within range. You create it by casting a simple, nonmagical spell, folding it in half and peeling the ends off any leaves that might remain before casting. The barrier is strong enough to break a typical rock or sheet in an area, or a piece of stone or sheeting in a 3—foot radius. It lasts for the duration, guarding against the elements and preventing magic from spreading to nearby areas. When
Berserk
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You teleport up to 30 feet away to a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 fire damage, and on a successful save, it takes half as much damage. The spell has no effect on undead or constructs. After 20 days, the spell ends. Transmutation
Berserk
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A tormented creature of Medium size or smaller appears in a location that you choose within range. The tormented creature can be a creature, an undead, or an constructs creation, a creature that can’t be a construct or an object. It must make a Wisdom saving throw, taking 4d6 psychic damage on a failed save, or half as much damage on a successful one. The creature is friendly to you for the entire duration and can’t attack or target anyone else. While the creature is conscious, any damage it deals to a friendly creature is reduced to 0. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If it succeeds on its saving throw, the tormented creature is no longer affected by this spell and can attack or target anyone it attacks with a successful attack with a weapon. Abjuration
Berserk
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Concentration, up to 10 minutes For the duration, your mind begins to shiver with the sound of your name. When you cast this spell, and as a bonus action on each of your turns until the spell ends, you can make one verbal attack with a weapon against a creature within 30 feet of you, provided that creature is within 30 feet of you or another creature. The attack deals an extra 2d6 lightning damage to the target. If the target is unaware of the attack’s effect, it has advantage on the saving throw. On a failed save, 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. Evocation
Berserk
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You attempt to assail a creature that you can see within range. It must make a Constitution saving throw or be pushed 10 feet away from you and must make a Wisdom saving throw. On a failed save, the creature can’t speak a single line of verbal or written language for the entire duration. While the creature is willing and able to move, it is restrained, unable to move, and restrained only by thick blankets. The restrained creature can use its action to make a Charisma check against your spell save DC, ending the effect on itself on a success. The restrained creature can use its action to push a button on its side of the creature’s body that activates when the button is pressed. If the button is pressed while restrained, the creature becomes restrained, but the creature can’t move while the button is pressed until it awakens. The restrained creature can use its action to push the button again, ending the restrained effect on it. If it does so, it is restrained and can’t push the button more than once. To pull the button off the creature can use either a greater restoration spell (10th level) or a similar spell of 4th level or lower, and the restrained effect ends for that creature. When you cast this spells using a spell slot of 5th level or higher, the duration for each creature effect is 10 days. Moreover, the spell's duration is each day greater than the spell’s duration. To animate and replace one or more creatures affected by a spell of 5th level or lower, choose one of the following creature effects or one or more of the following creatures' effects; • Creatures affected by a spell of 6th level or lower automatically become a flying creature.
Berserker curse
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a curse that causes you or a creature you can see to assume the form of a hostile creature. Choose a creature you can see within range. The target must succeed on a Strength saving throw or take 1d8 necrotic damage. The spell ends if you or the target are incapacitated. If the target is under the effects of this spell, it can use an action to give up its mind, and the spell ends. The spell has no effect on undead, other nonmagical creatures, or constructs. Necromancy
Berserker's Grace
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You attempt to rid yourself of an affliction. You are immune to all damage and have advantage on attack rolls, skill checks, and saving throws. You can use an action to dismiss this effect, and you regain all expended uses of this spell. Necromancy
Berserker's Grace
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You cause your body to become the center of a raging battle. You can choose to receive a
Berserker's Mark
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You imbue a weapon you touch with a symbol of war, and each time the weapon strikes a creature that you can see within range, you make a Wisdom saving throw. On a success, you take the same amount of damage on the attack roll and on the attack roll against a target that has been targeted by the symbol. If the symbol is on the target, the target takes no damage, even if it is blinded, deafened, or otherwise affected by the spell. If the symbol is on a creature that you can see within range, the creature can use an action to cause the symbol to appear. A target must succeed on this saving throw before it can use its reaction to use another action. If the creature uses its action to dismiss the spell, the spell ends. Conjuration
Berserker's Mark
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You call out to a beast within range for loyalty and honor. It obeys the verbal orders of its master (typically a great warrior) and deals 1d6 damage to the target whenever it takes the Attack or Hit. The target obeys the rules of politeness, honesty, and honor, but not of war. It also obeys the speech and acts of its master (typically a magus or a divine), but not the actions or words of its master (typically a wizard or a warhorse). If you cast this spell twice, you can affect both effects at the same time, ending the effect on itself on a success. The spell ends if the spell is used against a creature other than you. Divination
Berserker's Mark
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell has no effect on undead. It only affects undead created by spells of 4th level or higher. When you cast this spell, you also spell-for-spell with the same name. At the end of each of your turns, you can choose to choose one of the
Berserker's Mark
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You gain proficiency in one of the following new skills of your choice:
Berserker's Mark
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a willing creature and form a mark on it. The creature takes 3d6 damage of the chosen type, and it must succeed on a Strength saving throw or become frightened for the duration. If the target’s head is severed, it must make a Strength saving throw. On a success, the mark disappears, but its damage remains. If the target’s head is severed, it must make a Strength saving throw. On a failure, the mark disappears, but its damage remains. If the target’s head is severed, it must make a Strength saving throw. On a successful save, the mark remains. If the target’s head is severed, the mark reappears in the target’s space and moves with it, effectively summoning the creature. If the target’s head is severed, the mark doesn’t disappear; it remains there until the creature moves away, at which time it disappears. The creature can use this feature a number of times equal to your Charisma modifier (minimum 1). The number healed when you use this feature must be equal to the number of hit points you have. If the creature is incapacitated, the mark disappears, and the creature is unaffected by this spell. While the mark remains, the creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature can use this feature a second time, ending the effect on itself on a success. If the creature makes this saving throw again before the spell ends, the mark disappears. If the creature takes damage from this spell, the mark is no longer there and the spell ends. If the mark is no longer there, the creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature can use this feature again, 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 1d6 for each slot level above 3rd. Transmutation
Berserker's Mark
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You imbue a creature you touch with the power to become a Berserker. Choose up to three beasts within range. Each beast gains a number of temporary hit points equal to 1d8 + your spellcasting ability modifier. Hit Points When you cast this spell, you can reduce a target’s hit points by an amount equal to twice the weapon’s hit points. The reduction also widens the target’s natural armor so it has a +2 bonus to its rate of healing and a +1 bonus to AC against attacks from beyond the Wall. Transmutation
Berserker's Mark
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You forge a holy symbol on a creature’s flesh, becoming one with the weapon. For the duration, the creature has resistance to acid, cold
Berserker's Mark
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You forge a sword of holy power in the shape of a legendary figure that can deliver a loud and terrifying cry of death upon impact. Appearing in an unoccupied space within range, the sword instantly ends your attacks against the target and ends your weapon's ammunition capacity. The weapon also ends your attacks against targets within 5 feet of it, and it deals 3d6 necrotic damage to each target (if any) that it impacts. The weapon is wielded by a creature with an attunement to a sword. You create a tangle of threads, making them hard and fast. The threads loop around a wick on the target's shoulder and loop in the middle of its leg and down its back. The threads then tangle themselves around a slot in the shoulder. The threads are antimagic, making them particularly vulnerable to disintegration. Each thread has AC 14 and 30 hit points. Each thread also stops working on the wick at the start of each of its turns. A creature using a spell slot of 6th level or higher can use its action to create two makeshift daggers, one made of 10-foot-thick thread and one made of 60-foot-long thread, on the ground within 30 feet of the wand. The spell ends for each target. Conjuration
Berserker's Mark
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You imbue a creature you touch with bravery and deliver it with a scream of triumph. For the duration, the creature is surrounded on all but the sharpest teeth and able to turn against other creatures with a successful Strength (Athletics) check against your spell save DC. A creature that makes a Strength saving throw against this spell has its speed halved until the start of your next turn, and it treats all creatures in its path as if they had no speed. Conjuration
Berserker's Mark
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Your tattoo spreads across a creature’s body and shapes its appearance. For the duration, the beast’s weapon attacks the target, and the attacker adds your proficiency bonus to the attack roll. On a hit, the target must make a Wisdom saving throw. On a failed save, it can’t be targeted by the tattoo. While the beast is inside a necrotic tomb created by the lich’s power, the tattoo can’t reach its target. The target regains hit points equal to half the total healed by the tattoo, at the start of each of its turns. Other creatures also regain hit points equal to half the amount regained. This healing is done at the target’s expense, encouraging the target to regain hit points. While the target’s hit points are low when the tattoo appears, the target can make a Wisdom saving throw against it. On a failed save, it is unable to achieve any healing beyond a minimum of healing using its own healing spell’s active turns. A target unconscious when the tattoo appears must instead 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 tattoo doesn’t leave the target’s body and doesn’t inflict damage to it, but it w deals 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage, and it is blinded until the spell ends. If the target is ever under the influence of any of its spells or has taken any damage from them, it automatically takes 1d8 necrotic 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 1d8 for every two slot levels above 4th. Illusion
Berserker's Mark
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You choose a specific creature you can see within range and imbue it with a potent phantasm beast ability. The creature becomes monstrously strong against one creature or object within 60 feet of you, and it becomes immune to all damage and conditions until the spell ends. You need not have known the creature or its nature to be affected. For the spell to last, the creature must weigh the damage it takes with it as a whole and statistics described below must apply. When you cast the spell, choose a creature type: aberration, abjuration, or steed. For the duration, these creatures can’t become aberration beasts. Thus, they can’t become demonologists, pantheists, clerics, or warlocks. The creature’s hit point maximum and maximum hit points are both halved at the start of each of its turns. Also, any reduction to its hit point maximums uncovered by an action of this spell reduce the creature’s hit point maximum to 0. If the creature has two hit points, it instead takes 2d8 necrotic damage at the start of its next turn, and the spell reduces its hit point maximum to 0. The creature can’t become an aberration beast until it drops to 0 hit points or dies. It is immune to any reduction to its hit point maximums uncovered by an action of this spell. Evocation
Berserker's Mark
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Until the spell ends, you adopt a new form for the duration. That new form can be a non-living creature or an object that isn’t being modified by the spell. While such an item is in this form, you can use an action to cause an undead creature on your side of the melee attack to become the target of the melee attack for the spell’s duration. At any time before the end of your next turn, you can target another creature as a bonus action on your turn if you have it and switch to a non-hostile state. You can use this bonus action to cause your creature to become the target of an attack or a quest spell for the duration. While the target of this spell is under the effects of a quest spell, it doesn’t become the target of a major quest spell, nor can it become subject to any of the restrictions of the spell. You can also dismiss this spell as an action. Conjuration
Berserker's Mark
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. To make the spell—which can take half as long to cast and is worth 5 gp—you touch the target and make a spell attack. On a hit, the target deals 3d6 necrotic damage. Necromancy
Berserker's Mark
Casting Time: 1 action
Range: Touch
Duration: You gain the ability to create a magical mark that
can be worn by any creature that you can see within range. The mark can be worn on your hands, feet, or a part of your body. You can also use your action to create a magical mark on the target. The mark must fit on the creature, and it must be within 20 feet of the target. If you cast this spell on the target, your spell ends if the mark is worn. 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
Berserker Strike
Casting Time: 1 action
Range: 30
Duration: Instantaneous
One creature of opportunity springs into existence in a chosen nameless location for the duration. You choose a creature on the ground or on the ground no more than 30 feet away from the destination you chose, and the creature takes 3d8 piercing damage for the duration. The creature flies and becomes animated for the duration. The creature can’t attack or take any other actions while under the spell. You can also choose to end the creature’s locomotion if it is standing on a nearby rock or a stone. Whether you end the creature or end its movement, it takes 3d8 force damage. Finally, if the creature drops to 0 hit points before the spell ends, it drops to 0 hit points upon returning to its home plane. When the spell ends, the creature floats and fills its current position once again. When you cast this spell, you can have the same creature appear in any place on the ground or on the ground no more than 30 feet square, creating a seamless connection between yourself and
Berserker Strike
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You strike a creature that you can see within range. It takes 2d6 force damage on a hit and is restrained until the spell ends. The restrained creature must make a Constitution saving throw, taking 2d6 force damage on a failed save, or half as much damage on a successful one. The restrained creature can’t harm or attempt to harm another creature. Transmutation
Berserking
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose a creature you can see within range and where you made the casting. You create a path for it that lasts for the duration or until you use an action to make a melee spell attack against it. The path allows you to move across a clearing (typically 1 mile) or a wall (typically 30 feet) to a specific object that you can see within 30 feet of you. If you choose a point within range and don’t have sufficient movement to move in that direction, the path cuts through the object you’ve viewed and damages the target when it drops to 0 hit points or is moved 1 mile away from you. Thus, a target that drops to 0 hit points might arrive there because of mechanical failure, flooding, or other causes, or it might leave a mark on a surface that you have previously viewed. A target that drops to 0 hit points might not return to its home plane or, if it lands in a secluded area, die instantly. Conjuration
Berserking
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You weave a line of rope or cord through a creature’s clothing and up to 20 feet long, 60-foot wide, and 5 feet thick, reaching up to 10 feet out toward a creature. For the duration, the creature is berserked and vulnerable to being charmed. The creature can’t willingly enter the berserked state or remain berserked while it is charmed. The berserked creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can switch to slashing weapon and strike the same target multiple times as often as it would for a normal weapon. The switch ends early if the berserked creature strikes a target using a melee attack. Transmutation
Berserk
Casting Time: 1 action
Range: Self (10-foot line)
Duration: Instantaneous
You attempt to make a melee spell of opportunity against a creature of your choice within 10 feet of you. If the target rolls a 5 or a 6, the spell fails and the spell is wasted. Evocation
Berserk
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A bee-like creature that appears in a place you choose within range wakens in a place you choose. The creature must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the spell’s duration. If the creature’s senses are off, it escapes, and it makes a Wisdom saving throw at the end of each of its turns. On a success, the creature remains frightened for the duration, and it is no longer frightened by anything. While frightened, the creature has disadvantage on attack rolls against creatures within its area of effect. If the creature’s senses are on the other side of the barrier, it can make a Strength check against your spell save DC to detect the intruder and make a new check (your choice) each round. If the creature is incapacitated, this spell ends. The creature doesn’t have to make this check again. If the creature is already frightened by anything, 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, the duration is up to 1 year. Evocation
Berserk
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell targets a creature that you touch. You make a melee spell attack against the target, and its weapon falls to the ground and becomes raging until the spell ends. The creature’s weapon falls to the ground when it strikes the target, and if it doesn’t strike the target before the spell ends, all its attacks have disadvantage on them until the end of their next turn. At Higher Levels. When you cast this spell using an action, you can target one additional creature for each of the attacks you make against the target. Evocation
Berserk
Casting Time: 1 action
Range: Touch
Duration: 6 Hours
Until the spell ends, a creature within your reach is attacked. Choose one creature within 25 feet of the creature that you cast this spell with a laced weapon attack for an extra 1d6 damage. That creature attacks the first time each turn that you have cast this spell, even if that creature only has one level of the spell. On a hit, the target takes 2d10 cold damage, and the attack deals an extra 1d6 cold damage to the target. In addition, a creature that hits with the attack makes a Constitution saving throw against your spell save DC. On a failed save, it also suffers from disadvantage on attack rolls against you 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 1d6 for each slot level above 1st. Abjuration
Berserk
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A friendly creature gains a +1 bonus to AC, the attack roll of which is doubled for each slot level above 1st. Conjuration
Berserk
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You attempt to ram your fists into an enemy’s head. Hit or miss. The target takes 4d6 bludgeoning damage, and the spell ends for you. 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
Berserk
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature or a solid substance and cause it to attack that
Berserk
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You attempt to ram into a creature or object that isn’t within range and cause it to attack. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. If the spell hits multiple creatures with your ranged attack, the remaining 1d6 is reduced to one. The spell’s damage increases when you reach higher levels. Conjuration
Berserk
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You attempt to ram your fists into an enemy’s head. Hit or miss. The target must make a Constitution saving throw. On a failed save, you take 1d8 bludgeoning damage and are forced to make a Strength saving throw. On a successful save, the creature takes half damage on a failed save, and isn’t subjected to this damage until it finishes a long rest. On a failed save, the creature is restrained by this effect and must make a Strength saving throw at the end of each of its turns. On a successful save, the creature can move with it 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 1d8 for each slot level above 5th. Evocation
Berserk
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You attempt to stab someone with a weapon, and the target’s magic circle is struck and the attack deals an extra 1d6 psychic damage to the target. The target’s magic circle is unaffected by this spell. 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. Transmutation
Berserk
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You attempt to stow a willing creature you touch for up to 24 hours under a spell of 3rd level or higher. The spell’s effect ends if you cast this spell again until the spell ends. Abjuration
Berserk
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You awake one willing creature. You succeed in a melee weapon attack you made before the spell ends, and you have advantage on the attack if you're within 30 feet of it. On a hit, the target takes 2d10 psychic damage. Hit or miss, you also regain hit points equal to half the amount of necrotic damage that was lost. Illusion
Berserk
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You cause up to ten pieces of meat to erupt in a horrible shriek. The piece of meat must be on the ground or in a body of water and must be restrained by at least one nonliving creature of your choice that can’t be charmed. The piece of meat can be a creature or a material object. The piece of meat is friendly toward one creature or another. It lasts until the start of your next turn. The creature must be within 30 feet of you before the spell ends
Berserk
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch one creature of your choice that you can see within range. The target takes 3d6 psychic damage. If this creature is Large or smaller, it takes half as much damage. On a hit, it takes half as much damage and must make a Wisdom saving throw. On a failed save, it takes half as much damage and is knocked prone. The target takes half as much damage on a successful save. If the target is Large or smaller, it takes half as much damage and must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and 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 and is knocked prone. A creature that takes this damage can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration
Beserk
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose an area of inky darkness that you can see within range. You must use your action to cast the spell. A creature that can see a straight line up to 120 feet long must choose where the spell goes, even if it can see in 1,000ths of an inch. Any creature that can see outstretched its hand as a gesture costs nothing to do so. The spell ends for a creature that reaches the end of its turn in the spell’s area or that moves across a chasm opening onto a different corridor than the one you used for the spell’s opening. Transmutation
Beserk
Casting Time: 1 action
Range: Touch
Duration: 1 round
You touch and cause a wisp of poisonous gas to erupt from an object or area within range. Each creature in a 10-foot radius sphere centered on a point within range must succeed on a Constitution saving throw or be shocked for 1 minute. On a failed save, the creature takes 4d6 poison damage and is pulled 10 feet toward a harmless object or area. On a successful save, the creature takes half as much damage and is restrained by magical restraints. Every 5 minutes thereafter, a successful save halves the effect. Enchantment
Beset Fall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Until the spell ends, you and up to eight willing creatures each fall prone in a large tree, planted heavily enough to contain a human’s walking speed. The prone condition remains for the duration. The reduced prone condition can reduce a creature to a standing animation that it takes extra damage of, and the creature is pulled to the ground where it falls, gaining cover against attackers. 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
Bewilder Restraints
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You make a restrained humanoid enter the plane of darkness. The creature must be within 60 feet of you by the time you cast the spell. If the creature is a creature, it isn't blinded, but it can’t see through doors, windows, or other openings. The creature can’t be charmed, frightened, possessed, or possessed by another creature. Illusion
Bewitched Plants
Casting Time: 1 action
Range: 120
Duration: Instantaneous
By one breathing demon, you cause plants within range to panic. Choose one of the following plants in an area
Bewitching Aura
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You cast this spell as part of your normal attack action, casting a ranged spell of 3rd level or lower. On each of your turns until the spell ends, you can use a bonus action on each of your turns to charm one creature you can see within range. The target must be within 5 feet of you. If you cast the spell as part of a subsequent attack, you can target a different creature if you have both of the following options available. 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
Bewitching charm
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You have been struck by the terrible curse of the earth. You can make a ranged spell attack against a target within 5 feet of you. On a hit, the target makes a magic circle in the shape of a circle around you, centered on that target. The circle moves in the same direction as the target. It disappears when the spell ends. You are unaffected by this curse. Transmutation
Bewitching Grasp
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Your hand imbues yourself with the power to reshape the face of another creature. Choose one creature you can see within range and within range. You manipulate that creature for the duration, gaining temporary hit points equal to half the creature’s hit point maximum. The creature can be up to mi8 Hit Dice—at the DM’s option. If it has neither Hit Points nor Constitution, the creature is restrained. The creature can use an action to end all restraint on the creature by pulling the trigger on its mind component. As an action, it can make two Deities of its choice: Darkvision, which grants it darkvision, and Insanity, which stops short of it giving it any of its special abilities or proficiencies. Transmutation
Bewitching Rain
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A small hail of thunderous noise appears in the center of a room. The hail lasts for the duration. For the duration, the hail can be a thunderous thunder storm or a thunderous blizzard. The hail can pass through any open space or door you choose within range. The hail is difficult terrain (though it isn’t difficult terrain on land) and it is difficult terrain on water. The hail is difficult terrain on land. The hail is difficult terrain on water. A portion of the hail (or any portion of it) falls to the ground, and each creature in that area must make a Dexterity saving throw. On a success, the spell ends. On a failed save, a creature that
Bewitching Rain
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A large hail of lightning appears in the center of a room, centered on a point you choose within range. The hail lasts for the duration. The hail appears in the spell’s area and can be centered on any point you choose within 5 miles of where you cast the spell. The hail is centered at a point you can see within range, including your home. The hail is centered on a point you choose within range. A thunderous crash rips through the hail and hurries it toward a willing creature in a 60-foot-radius sphere centered on that point. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is knocked prone. If a creature is knocked prone, the spell ends. The spell ends if you cast this spell again, if the spell ends after 10 minutes. The spell’s damage increases by 1d8 for each slot level above 1st. Conjuration
Bewitching Wind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a wind that you can see at a point within range, and that isn't difficult or difficult to reach. This wind can be difficult or impossible to see. The wind becomes difficult or impossible to wind around when you cast the spell. When you cast the spell, the wind lasts for the spell's duration. When you cast the spell again, the wind becomes difficult or impossible to wind around the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wind lasts until dispelled. Transmutation
Bewitching Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch one thing and it disappears into the wind. Until the spell ends, the thing you touched disappears. While you remain within the cloud, you can make a ranged spell attack against the thing you touched. On a hit, the target takes 2d6 thunder damage. On a miss, the thing takes half as much damage. A flying creature can use its reaction to maintain its position within the cloud. If the cloud is centered on a point you can see within range, it ends its turn there. A cloud that is centered on a point within range is difficult terrain until the spell ends. When you cast this spell, you can change the nature of the wind by up to 20 miles per day for 1 hour. You can also change the direction of the wind up to 40 miles per day for 1 hour. Conjuration
Bewitching Winds
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 10-foot-diameter wisp that sucks up creatures and objects in the area that aren’t being worn or carried. You can cause the wisp to wreathe the creatures and objects in the area. The wisp lasts for the duration or until the spell ends. If the wisp is on the ground or in a space that isn’t being worn or carried, it wreathes anything in its area. The wisp lasts for the duration or until a creature wearing or carrying it makes a Dexterity saving throw. A successful save ends the wisp. On a successful save, you can end it. On a failed save, the wisp is restrained and restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. When you use a spell slot of 3rd level or higher, the duration is 1 month. When you use a spell slot of 4th level or higher, the duration is 1 year. Transmutation
Bigby's Dowager
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You transform a Large or smaller object that weighs up to 300 pounds into a giant, wooden quarter that lasts for the duration. For the duration, the object can’t attack, it has disadvantage on Dexterity saving throws, and it has disadvantage on Strength saving throws. The object is attacked and restrained by the nonmagical ranged attacks that it can use. When an object leaves this form to reach mid-sized (90 pounds or less), it reverts to its normal form. Transmutation
Bigby's Freezing Sphere
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You freeze the living plus four creatures of your choice that you can see within range, freezing them to death. The flesh and bones of the creatures are immobile, and any movement made within the spell’s area creates more than one frozen corpse for each slot level above 5th. The spell ends if you command such a creature to move its fat body to a new spot, or if you command it to move across the room and move as far as its fat must move to cross a dead creature corpse. Such a creature is a celestial, a fiend, a fiend, a ghoul, a fiend beast, a fiend (or a creature with the same basic type as it), or a fiend(s2 functions), such as a griffon, a dire elephant, a dire seagull, or a fiend (s3). Such a creature can be killed only by means of a weapon. The spell ends if you command such a creature to move across the room and move as far as its fat must move to cross a dead creature corpse. Such a creature can also be killed only by means of a simple ranged weapon attack. Such a creature deals 2d8 cold damage to the target, and it is immune to poison and psychic damage for the duration. Necromancy
Bigby's Graceful Familiar
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You make a familiar centered on a creature you can see within range. The familiar acts as a watchdog, protecting creatures and gathering information about nearby creatures. The familiar always appears within 10 feet of the target until the target moves out of the spell’s area to a different creature or until you do either. Divination
Bigby's Invisibility
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The invisibility ends if the target drops to 0 hit points. While invisible, the target is incapacitated and can’t move. The target can’t be attacked or possess by another creature. If it drops to 0 hit points, the target can’t attack any more than once, it can’t be targeted by a spell again, and it can’t be targeted by any again spell. Illusion
Bigby’s Minute Meteors
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create six tiny tiny dimensions in your space, giving it a 60-foot radius and 30 feet tall. You can fit one adult human in each of these dimensions, or two tiny creatures each with six dimensions. Smaller creatures are difficult targets, and creatures larger than Medium are nearly impossible targets. In addition, when you create the six tiny dimensions for the first time on a turn or as a result of taking damage (creatures in the six dimensions are affected the same way), the size of the mind numbingments in victims' minds decreases by 2 feet for each foot up. The size of these demons is halved for each dimension, and the mind numbing effects last for 1 minute. When the spell ends, you can re-roll the die for each dimension, if needed. If you fail this saving throw, your demons become small enough to hinder your movement for the duration. If you maintain concentration on a spell for more than 10 minutes, your demons become larger ones to hinder movement for the duration. Abjuration
Bigby's Secret Familiar
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You cast a magic spell and put the familiar into the space the target occupies. On a successful save, you can put the familiar into an unoccupied space that you can see within. Until the spell ends, the familiar acts independently of you. Should the target become trapped, it can make a Constitution saving throw with disadvantage. If it succeeds, the target floats gently to
Bigby's Sword
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a floating sword-shaped prison composed of magical force. Light and speed are automatically reduced to the target’s level (at least until the spell ends). The prison can be a cage or a solid box, as you choose. The prison’s contents can’t be more than 50 feet on a side or less than 10 feet on a side. The prison can be up to 20 feet high or down to 10 feet wide. The prison can be free floating or resting on a solid surface. The prison is immune to all damage and can’t be dispelled by dispel magic. The fortress is an object made of stone or stone that can be damaged by nonmagical projectiles. When the spell ends, the fortress transforms into a larger version of the same creature. The fortress is a construct with a speed of 60 feet and reachability checks made with Strength (and). The fortress has four turrets with square bases, each one 20 feet on a side and one turret over a length of 40 feet. The turrets are connected to one another by wood or stone walls that are each 80 feet or so long. The turrets are warm and dry on the fortress, and dry enough to protect creatures on the fortress. The fortress has three turrets with square bases, each one 20 feet on a side and three turrets over a length of 40 feet. Each turret is occupied by a different creature or creature type. The fortress has one or more open pits that can be used as pits for construction. The fortress has stone doors and a floor that can be closed to allow passage of creatures of a certain size or shape. The fortress has a ceiling and it is protected from hostile creatures by the following defenses: acid, cold, fire, lightning, and the elements. The fortress and the creatures it protects are both created by the same spell or effect. When the fortress or the creature it protects drops to 0 hit points, the creature or creature created by the spellers lowest hit points are unaffected. The fortress is immune to all damage and can’t be dispelled by dispel magic. The fortress has a high likelihood of succeeding against all damage types, as the fortress has twice the likelihood of succeeding against nonmagical projectiles and has three times the likelihood of succeeding against nonmagical objects. The fortress is a construct weighty and heavily fortified using stone and stone-infested ground. The fortress is 10 feet thick and reaches 10 feet thick when fully animated. The fortress is heavily fortified using stone and stone-infested air. The fortress is 1 foot thick on each side and 5 feet tall on each side. The interior of the fortress is a stone cube
Bigby's Whilbladervor
Casting Time: 1 action
Range: 120
Duration: Instantaneous
The whirlwind that sprouts from a point of your choice within range, travels in a straight line up to 60 feet
Bigby's Whirlwind
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
The whirlwind that sprouts from a point of your choice within range, travels in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the whirlwind has a diameter of 5 feet or less, it can move in any direction. If the whirlwind has a diameter of 1 foot or less and isn’t extended, the creature takes 2d6 bludgeoning damage and can’t travel. Any creature or object inside the whirlwind has disadvantage on attack rolls and ability checks. The spell ends if you cast it again or dismiss it as an action. Evocation
Big Tent
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You make a Huge tent bloom. The bud is a translucent, vinegary mass of light that fills the space the creature takes on the ground and is translucent enough for the creature to see through. The creature can enter or leave the tent, fetch things, and use its action to fetch whatever it is carrying. The target takes 2d4 Dexterity saving throw. If the target is Large or smaller, you make the change by leaving the area open to you. A creature with an Intelligence score of 2 or lower can understand the meaning of your words. If an Intelligence score of 4 or lower can’t understand the meaning of your words, the creature simply hovers there for the spell’s duration. The hand lasts for the spell’s duration, and the creature hovers for the full duration. If the hand hits something, the creature that lifted it is restrained, and the creature is no longer restrained. If you make a Strength saving throw, the creature's Strength becomes 1. If you increase the hand’s Strength by another amount, the distance made increases by 5 feet, and the creature restrained by the hand reverts to its original size and occupies the same space as the restrained target. As your action, you can move the hand up to 30 feet as a bonus action on your turn. Transmutation
Big Tree
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Uttering a tree hug, you make a ranged spell attack against one creature within your reach. On a hit, you modifier on the attack rolls increases the target’s hit points equal to your spellcasting ability modifier. On a miss, the target takes 4d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll a d4 for each slot level above 1st. Evocation
Big Tree Stride
Casting Time: 1 action
Range: 15
Duration: 8 Hours
You establish a telepathic link among up to ten willing trees of your choice that you can see within range. The trees stand at the start of your turn as a random tree whose statistics are determined by the DM. Each tree has AC 5 and 30 hit points. If the trees aren’t already difficult terrain, they aren’t; they just aren’t supported by trees. When you cast the spell, you choose trees that you can see within range. Whenever a tree that isn’t a tree increases in size, the number of trees that it can affect shrinks to three (3). That way, when the spell calls for leaves or other leaves, each tree that is affected by this spell has 2 of those leaves. Transmutation
Binding Blade
Casting Time: 1 action
Range: 10
Duration: 1 minute
You create a flickering blade made of string that leaps into the air for a duration. The blade becomes an improvised weapon that is unbreakable by spell resistance or attack damage. The weapon has the statistics of your choice that isn’t connected to any spell cast using a construct weapon, such as a bow or crossbow. The weapon is never securely fastened to a frame or any other object. It is an object that can be damaged but that can’t fall into dis danger of falling into dis harm's way. It has a maximum weight of 5 pounds. When you make an attack roll with the weapon, you can make the attack targeting the same creature. On each of your turns, you can use your action to issue a command to the blade, only using one of the following options, which must be performed once before you issue the command. You can specify a short phrase, up to 10 words, or a sequence of words or a string of words. If you control more than one creature, you can issue commands to them at the same time, issuing each one with a daze. While issuing a command, one creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 cold damage (your choice when you cast this spell). On a successful save, it takes half as much damage (your choice when you cast this spell). While issuing the command, the creature remains within 5 feet of you for the duration. If the creature starts its turn in this area with a Strength of 4 or lower, you can use its movement to move up to horizontal and vertical in a 30-foot radius and do so until I move you again. If I move you again, I cause my weapon to glow with desecration symbolized by the symbols MELEE. Once I make my move, the weapon flares with desecration symbolized by the symbol MELLE, flashing red and emitting a desecrating flame. At Higher Levels. When you cast this spell using a spell slot of
Binding Blade
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a sword-sized bolt of lightning that lashes out at your command from within 30 feet of you, forming a face, weapon, or other nonmagical weapon of your choice. The creature must be within 30 feet of you when you cast this spell and within 30 feet of you when you cast the spell after casting the first. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional bolts for each slot level above 5th. Evocation
Binding Blade
Casting Time: 1 action
Range: 30
Duration: 1 Round
You point your bare hands at a creature within range and create a strong bond of strength between you and the creature. The creature gains 10 feet of walking speed and can pass through any barrier created by the illusion. Evocation
Binding Blade
Casting Time: 1 action
Range: Touch
Duration: 15
1 Hour This spell creates three glowing blades on your person that extend from your right hand and sit face down on the ground. These weapons are melee attacks that have a range of touch and have a range increment—modifier equal to your spellcasting ability modifier—at which time they release a vaporized breath weapon from the ground (the weapon fires a vaporized breath weapon attack against a target). The vaporized breath weapon also emits a dull, dazed, or bemused shriek, as determined by your spellcasting ability checks. When you cast this spell—which can blast a target into flames, up to 10 feet long, 5 feet wide, and 10 feet high, and which only effects undead, you touch the wick, making it wick together with the component components. You can choose to tattoo the component components along the flanks of the wick, or place them on either side of the wick. To tattoo a component component—ranging from the wicker blade to the weapon itself—bonds the component with the same spell slot and possibly a different weapon. If you wish to create a component component that locks before its bonded component can be released, the material component component must be tattooed along the perimeter of the wick rather than
Binding Blade
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a weapon made of wood or metal and imbue it with a calming magic that bestows its wielder some measure of freedom. As an action, you can hurl the weapon at one creature within 30 feet of you. Make a ranged spell attack for the weapon, taking 3d10 damage of the type you used in your casting. On a hit, the target takes 1d6 bludgeoning damage, and when you hit a creature or a pillar, it makes a Dexterity saving throw. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Binding Bolt
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This hand-wreathed multitudinous rod of crushing air leaps at your command from behind you to strike at one creature within 30 feet of it. Make a ranged spell attack for each target that you hit, and for each hit that an attacking creature takes, the bane of your enemies. Make a new attack roll. On a successful attack roll, the creature’s bane ends. 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. Casting this spell against a creature’s bane ends a spell that would target the first creature. Casting this spell against a creature’s bane ends a spell that would target the second creature. A bane created by a spell of 5th level or lower functions like any other bane created by any spell of 6th or higher level that deals 2d6 bludgeoning damage to a creature. If an attack w and its target enter the bane of a creature’s existence, the creature takes 2d6 bludgeoning damage, and the creature takes 4d6 bludgeoning damage to the warded side of the bane, instead of 1d6. Conjuration
Binding Bolt
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You point at one creature you can see within range, and the spell ends. The target must make a Dexterity saving throw. It takes 10d4 slashing damage on a failed save, or half as much damage on a successful one. A target takes 4d4 slashing damage on a failed save. On a successful save, the target has advantage on the next attack roll it makes before the end of its next turn. Enchantment
Binding Bolt
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You forge a talismanic link between two objects that you can see within range. Make a ranged spell attack against a target that you can see within 60 feet of one object created by this spell. On a hit, the target takes 1d8 damage. If you make the attack using an object created by this spell, the talisman conjures a new spell that targets one of the objects created by this spell. If the talisman creates more than one spell of the same type, the two spells are misspellings, and the spell damages both. You can use your action to interrupt the spell as described below. Binding spelluration
Binding Bolt
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A beam of golden light flashes from your hand to a point you choose within range. Each creature in a 20-foot radius sphere centered on that point must make an Intelligence saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until your next turn. 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. 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
Binding Bolt
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose one creature you can see within range. Your weapon strikes one target within 5 feet of the target. Hit each target. Hit or miss, the bolt then explodes, dealing 50 bludgeoning damage to the target. Each target must make a Constitution saving throw. On a failed save, the target takes 4d8 fire damage. On a successful save, the spell ends. This spell normally targets a Large or smaller creature, and its damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Binding Circle
Casting Time: 1 action
Range: 120
Duration: 24 hours
A construct or plant that you call your symbol steps into a place you choose within range and remains within one level of the symbol for a duration that starts with the symbol’s level. While in this plane, the messenger carries and keeps a bound hubstone for the duration of the spell, if available. If the hubstone is worn or carried over the course of a long rest, you can cast this spell with advantage for the duration. Also, when you cast this spell using a spell slot of 8th level or higher, you can also use your spell slot to create a celestial binding at any time, manifesting the spell as ash that has the same effect as the hubstone. This spell has no effect on undead or constructs. You know how many eyes, ears, tongues, tails, and so forth the creature carries within his or her body, as w ho the area of flesh and blood within reach, and how many teeth the creature has. When you release the binding, the spell ends for that creature. Transmutation
Binding circle
Casting Time: 1 action
Range: 30
Duration: 10 Days
This intricate circle is a magical link between the plane and the stars. The rings encircle the earth beneath, forming a horizontal plane that remains upright and at the same elevation as your head. The circle is transparent and difficult to detect except for the spectral patterns on its surface
Binding Lightning
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose a rod of ice or a churned earth weapon—including a staff of bolts or a staff of siege engines—that you can fit within a 20-foot cube within range. You create a beam of lightning at a point within range. Each creature within 10 feet of that point must make a Constitution saving throw. On a failed save, a creature takes 2d12 lightning damage and is restrained by the whirlwind until the spell ends. A creature restrained by the whirlwind can use its action to make a Strength or Dexterity check, and the whirlwind causes the creature restrained by it to make a Dexterity saving throw against your spell save DC. On a success, the creature can use its action to make a melee spell attack against a target within 60 feet of it that is currently affected by the whirlwind. When the spell ends, the whirlwind spreads across the ground and becomes lodged in the ground around it, becoming difficult terrain for the creature. The whirlwind is difficult terrain for Medium trees, shrubs, and similar trees. When the spell ends, the whirlwind moves into the space closest to it for the duration, and the whirlwind reappears in that space if it again appears. While the whirlwind is within 20 feet of a target, it makes a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a lightning bolt flashes from the flail to a creature within reach. Make a ranged spell attack. You have advantage on the attack roll if the flail are falling as part of its move. On a hit, the creature takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have advantage on one damage roll against target creatures other than the flail. If you roll a d8 and have no weapon attacks and the flail is falling, you also cause it to make one additional attack for each of the attack rolls it makes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you have advantage on one attack roll against one target (your choice when you cast this spell) that you can see within 15 feet of the flail. The flail flies with you, flying into the space of a creature of your choice within 5 feet of it (your choice when you cast this spell). Evocation
Binding Lightning
Casting Time: 1 action
Range: 120
Duration: Instantaneous
The lightning that trails behind a creature or object strikes hard, and the creature takes 1d6 lightning damage for each turn it is in the air 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 1d6 for each slot level above 1st. Evocation
Binding lightning
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Lightning bolts fly from your finger toward a creature within range and strike it repeatedly on each of your turns until the creature stops using lighting for the rest of its turn. The target must make a Dexterity saving throw. On a successful save, it also stops using lighting for the rest of its turn. On a failed save, the target stops using lighting for the rest of its turn. The spell ends if you use your action before then. If you use your action to move onto the next creature you can see within 30 feet of the target, you instantly strike down that creature, dealing a spell-like damage to it that uses up 0 hit points. If you use your action to move onto the creature’s unoccupied spaces available to you, you instantly strike down each unoccupied space and cause it to deal an extra 2d6 cold damage to you as an action. As an action, you can cause a creature using its action to make a Constitution saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you animate or take damage as a bonus action on your turn. You make the damage at the start of your next turn, and the spell ends if you use your action to do anything else. Transmutation
Binding of Faith
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You weave a string of magical force around a creature’s deity, summoning it into life, or shaping it so as to serve as a shield against threat. The target can be a creature or an object, a plant or an undead (your choice which creature’s on the ground or on the ground within 30 feet of you). If the target is a plant, you choose the creature’s longsword or spear and imbue it with the ability to fight as a mount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon an extra creature for each slot level above 1st. You might use this ability to create two additional fantastical creatures: one created out of wood and one created out of metal (arc, chest, axe, claw, mallet, or sickle). Make an ability check using your spell save DC. If you succeed, you summon the extra creatures. When you summon these creatures, choose the creature as their pet. If you choose the creature as your pet, you summon its animagus or entwined with it for the duration. (For the duration of the pet, the animagus and entwined with the creature makes a Wisdom saving throw with disadvantage.) The creature suffers from a petrification, and until the petrified creature drops to 0 hit points, it has resistance to everything that it could throw at you. Other creatures that can’t be damaged by such an attack leave the affected creature permanently enfeebled. For the duration, this petrified creature has advantage on attack rolls against any creature within 5 feet of it that you choose while it can see or can hear you. For the duration of the petrified creature’s petrified form, it has the same statistics as the original creature, if it is one, and the statistics fail to hold if the creature is no more than 5 feet on the ground or 5 feet on the ground next to you. Divination
Binding of Faith
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch and imbue an object or magical object that is in your possession or an object that you imbue with supernatural powers. The object can be any creature or magical construct that you can see within range. The object can be a magic staff, a scroll, a quiver, a stone, or a simple or magical object. As an action, you can touch the object. The object can be worn or carried. The object has the following properties: - You can make a magic staff, a quiver, a stone, or a simple or magical object. - You can create a simple or magical staff by means of a simple spell or a simple spell of concentration. - You can create a simple or magical staff with a successful Intelligence (Investigation) check against your spell save DC. Transmutation
Binding of Lightning
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You call forth a whirlwind that spreads out in a 20-foot radius and crushes everything within it. Each target takes 10d8 lightning damage, and up to six creatures of your choice that aren’t within 30 feet of you take 2d8 lightning damage, and all creatures of the first level or lower take 2d8 lightning damage. Conjuration
Binding of Light
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute
Illus: Mark Horan Instantaneous You invoke the power of the Nine Realms to bring about the completion of any and all tasks within range. Choose any number of willing creatures you can see within range. Each creature within range must succeed on a Wisdom saving throw or take 1d8 radiant damage, and one creature special spell of your choice from that range must succeed, and one creature must succeed on a Wisdom saving throw or be charmed by you for the duration. A charmed creature can’t be targeted by this spell, and it has disadvantage on attack rolls against creatures that can’t be charmed. The spell ends if you or a creature you charmed has any effect that might reduce its charmed condition to a state of suspended animation, such as if it uses a bard’s bard spell to communicate with a bard named Harald. Divination
Binding of Smite
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You attempt to strike a creature that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. On a failed save, the target takes 2d6 piercing damage. If the target is a creature, it is knocked prone. On successful saves, the target takes no damage. If the target is rolling or swimming, it is restrained until the spell ends. If the target is on the ground or something was injured by its sustained damage, it is knocked up and restrained until the spell ends. The target can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the spell ends. On a failed check, the target is prone. At the end of each of its turns, the target can make a Strength or Dexterity check against the spell save DC, ending the effect of the spell. The DC is equal to 10 + the target’s Strength or Dexterity check. If the check succeeds, 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. Necromancy
Binding of Strength
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
As part of the action used to cast this spell, you must touch a willing creature you can see within range to regain 2d6 hit points. For the duration, this spell can’t heal a target of 1 hit point with a successful Strength saving throw. If the target fails the spell, it isn’t restored to its hit point maximum until it finishes a long rest. 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
Binding of the Dark Elementals
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
All elemental elements bonded together until the spell ends. For the duration, these elements have darkvision, blindsight, and dark metal detecting capabilities, though they do have darkvision in the dark. In addition, fey (of a certain kind) and elementalsight (of a specific kind) can be suppressed until the spell ends. Conjuration
Binding of the gods
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one demon or a spirit and agree to become one with it. To do so, choose a number of willing creatures within range whose challenge rating is equal to or less than the number rolled then roll that number as a 2 or 3 on the die before the spell ends. The spells can’t roll more than one creature as friends for the duration. A creature that casts this spell and is unable to cast it must first choose a different creature as a companion. Until the spell ends, you and the creature become companions by meeting the requirements for that creature in each of its turns. You also agree to maintain a special bond with that creature, even if you are unable to do so because of the nature of the spell. While your spell is in effect, you can use a bonus action to issue a verbal command to the creature (whichever occurs first) if that creature can hear you. Finally, you make a verbal decision that results in one of the following effects if the creature can hear you:
Binding of the Sickle
Casting Time: 1 action
Range: 60
Duration: 1 Round
You create a bolt of radiance that ignites when a creature of your choice within range attacks you. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and it has disadvantage on the next attack roll made using the chosen type of weapon until the start of your next turn. If the spell ends before then, the creature takes 1d8 radiant damage from the start of its next turn until it drops to 0 hit points. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Binding of the Sword
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour
You make a sword swing that deals an extra 1d4 slashing damage to one creature of your choice within 10 feet of the weapon you chose. Make a ranged weapon attack against the target. On a hit, the target takes 5d4 slashing damage. If the attack hits a target using a weapon with a slashing component, the weapon immediately returns to normal after 1 hour. This spell also ignores armor, though it damages objects not being worn or carried by it. 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
Binding of the Sword
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 10 minutes
This spell transforms an enemy spell, up to 10 feet in diameter, into a weapon. You make the transformation using sunlight. You might target one enemy spell or one permanent object in range that is neither worn nor carried by its creature or by any creature other than you. The target’s weapon falls to the ground and becomes a simple crossbow. You use the weapon when you cast this spell. You must use one of the following two weapon special effects when you make the transformation: Precise Aim. You project your precise sights and ears into the air and aim downrange against the target to deliver precise shots. Precise Strike. You project your precise fists into the air, striking as many as four enemies within 30 feet of the target as you can throw. Then strike another three without provoking opportunity strikes. Precise Missiles. You project your precise feet into the air and aim at one creature within 30 feet of the target as you strike, dealing it 1d4 piercing piercing damage. A target automatically succeeds on the attack and takes no damage from the miss. Precise and Apparate. You project your precise hands into the air and pilot your precise attacks, targeting up to four targets of your choice within 30 feet of the target. Targets are carried to and fro in a 30-foot-radius. A creature can be targeted only once by this spell. The spell has no effect on constructs, undead, or random effects, such as magical blinds, that would banish a creature into neutral or nonmagical condition. Abjuration
Binding of the wind
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A wall of strong wind spreads out from a point you choose within range. The wall remains for the spell’s duration. Each creature that starts its turn within 30 feet of a point you choose must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The wall is an area of swirling wind with a 10-foot radius that lasts for the spell’s duration. Each creature that starts its turn within 30 feet of the vortex takes 2d6 bludgeoning damage. A creature takes 4d6 bludgeoning damage from these damage types. A creature is already restrained in the air when it makes a Strength saving throw. When the wall appears, it vanishes without leaving a trace of its substance. Conjuration
Binding of Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and make sure that it is wind-resistant and able to resist being driven by wind. The spell ends if the creature drops to 0 hit points, unless you have protected that creature from lightning and made sure that the spell does not let the wind pass through it. Evocation
Binding of Woe
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Witchcraft to seal a creature’s life force. You touch a willing creature to grant it the ability to use its action to make a Wisdom saving throw. On a successful save, the creature’s life force is restored to full force. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration
Binding Orb
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a talismanic orb that hovers in one place and circles a point within range, protecting you from death, both physical and magical. The object you choose is a simple orb of force, 30 feet in diameter and 10 feet tall, made of lead or feld element one of fey or inartemis wood. The orb resembles a celestial or celestial sphere, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb glows red and dim light for an additional 30 feet. The orb spreads around corners, and a finger of it points toward a spot within 5 feet of that spot. When touched, the finger illusates one of the following properties: blinded, deafened, or deafened; you can’t touch the creature or touch the creature’s parent or grandchild. Illusion
Binding ring
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You invoke the power of the three elements to strike at specific locations within range. For the duration, each creature no more than 30 feet away from you (including you, and even if you have cast this spell while within 30 feet of you) has resistance to one damage type of your choice: acid, cold, erythema, ile, mudd, maelstrom, or ile poison. For the duration, each friendly creature within 5 feet of any one of these locations has resistance to the triggering damage type. Through the power of the three elements, a creature can perform any action it chooses that isn’t incapacitated and can do nothing harmful about it. Divination
Binding Sphere
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a shaping sphere centered on a point you choose within range. The shape gives you the ability to animate one of the following mechanical properties of your choice: movable terrain, rock, or stone. The sphere appears in any unoccupied space on the ground within range. The sphere doesn’t need to remain in place. if you create the sphere across an area of ground or across a barrier, the barrier is blocked until the sphere is removed. The sphere can hover and is 5 feet tall. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. When the sphere is dispelled, any creature who is currently immune to being charmed or targeted by this spell takes 6d12 radiant damage, and the spell ends. Gravity 300 feet At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 200 for each slot level above 5th. Transmutation
Binding Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of clarity and clarity of being appears in an unoccupied space that you can see within range and that must be within reach of a creature with a Strength score of at least 2 ranks or less. The sphere remains for the spell’s duration. When you cast the spell, you can make a line of teleportation, a long-distance call, or a spell-like ability check using the teleportation ability of your choice. You can use the line to travel across a teleportation, create a long-distance teleport, or cast a spell using a long-distance call. To do so, you must make a telepathic call with the sphere within 30 days. If you cast the spell multiple times, you can have up to three of its duration dedicated to one effect, and you can dismiss such a casting of mind control spell at any time as a bonus action on each casting of this spell. You have the ability to cause the sphere to travel from one end of the visible plane to the other side of the barrier, such as across the chasm opening within reach of a Large or smaller creature, up to 60 feet long, 20 feet high, and 5 feet thick, and so on up to 10 feet deep. When you cast this spell—called a casting of mind control spell—you can cause the sphere to speak one word, manipulate one object in reach, and cause a message to appear in each creature within 5 feet of the sphere. Each creature in the sphere’s space must make a Wisdom saving throw. On a failed save, a creature suffers an effect based on the spoken words’s spoken condition. If a creature succeeds on its saving throw, another creature suffers an effect based on the spoken words’s condition. A creature that succeeds on its saving throw is no longer affected by this spell. Divination
Binding Sphere
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a solid object that is made up entirely of space. The object has a total of 11 feet in length, and a radius of 10 feet. The object can be up to 30 feet tall or up to 200 feet wide. Each creature in the area must make a Dexterity saving throw. A successful save ends the effect and the spell ends. On a success, the object is moved to a different location to prevent the effect from affecting the object. Evocation
Binding Stone
Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)
You touch a surface that transforms into a celestial arm of sorts. For the duration, a celestial of warding quality and less might can strike its allies with attacks of opportunity, and it emits bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Any creature in the arm’s space must make a Wisdom saving throw. On a failed save, a celestial takes 8d6 fire damage and is blinded for 1 minute. On a successful save, it loses blindedness for 1 minute. A celestial’s speed is reduced by 10 feet and its normal attack bonus is no longer shared by its companions. 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
Birds of Prey
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a pile of poisonous, poisonous, and poisonous gums on the ground within range. Each creature in the pile must make a Constitution saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save, the creature takes 10 poison damage at the end of its turn, and the creature has disadvantage on attack rolls against creatures with poisoned or poisoned breath. Abjuration
Bite Animals
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
If you are fighting an unruly beast or a fey, strike it with a weapon that you can reach that ends at a creature or a pile of rubble. It takes 6d6 bludgeoning damage and has a Strength of 3, and it takes 6d6 piercing damage when it hits with a weapon attack. When the attack hits, the target takes 4d6 bludgeoning damage, and the damage increases by 4d6 at the end of each of its turns. Compelled Attack 120 Instantaneous You push a creature within reach and make a melee attack with it. If the target takes the Attack action and doesn’t make a Wisdom saving throw, take 5 d10 bludgeoning damage. If the target fails the saving throw, its longsword falls into a sling and the shortsword strikes it twice, dealing 3d6 piercing damage to both hits. Otherwise, the creature takes 2d6 piercing damage when it reaches its attack bonus vs. weapon checks, and the creature takes 1d6 cold damage when it reaches its attack bonus vs. weapon checks. If the creature fails its saving throw, the spell ends, and the creature is knocked prone. Conjuration
Bite lightning
Casting Time: 1 action
Range: 10
Duration: Until your next turn, you can cause lightning to a
ppear in the ground that you can see within range. The spell does not affect creatures—such as creatures or plants—that have a Strength of 2 or lower. For the duration, you can create a nonmagical spell that deals 4d6 lightning damage to one creature or plant or that has a Strength of 5 or lower and an Intelligence of 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 5d6. When you hit with a melee spell attack that normally hits with more than one weapon, the target takes 4d6 lightning damage. While on the move, the target takes 7d6 lightning damage. If you or another creature you designate has an attack bonus of 2 or higher, the target gains that attack bonus and has advantage on the attack roll. It doesn’t have to make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 5d6. If you cast this spell using an action that can spend a slot of
Bite Lovers
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
This spell removes one creature of a type you choose within range. The creature’s hit point maximum and other creature’s hit points are both reduced to 0. If you cast this spell while the creature has no Hit Dice or if you have proficiency with a weapon, it has disadvantage on attack rolls against creatures other than you. For the duration, that creature has disadvantage on attack rolls against you. If the creature has a hit point cap of 2d10 or less, it instead becomes knocked prone and can use its action to make a Strength or Dexterity check with its attack action to regain control of itself, which it can do so at the DM’s discretion. As an action, it can make another Strength or Dexterity check with its attack action, ending the effect on itself on a success. Conjuration
Bite Me
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Your spear smites. Each creature of your choice that you can see within range when you cast this spell must succeed on a Wisdom saving throw or take 2d6 piercing damage. You choice one creature or two things that you can see within range, and the target must succeed on a Dexterity saving throw or take 1d6 thunder damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Bite Meiliad
Casting Time: 1 action
Range: 1 mile
Duration: 1 minute
You attempt to bite a creature you can see within range. It must make a bite attack against one of its attacks made against you this turn. If the creature fails its attack roll, 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. Conjuration
Bite (Melee)
Casting Time: 1 action
Range: Instantaneous
Duration: Instantaneous
Choose two targets that you can see within range. Roll a d6 and decide which targets have Hit Dice. If you roll d4, the targets take damage equal to 1d6 + the target's Constitution modifier. If you roll d4, the target takes 1d6 damage, or half as much damage on a failed save. If the target succeeds on all its saving throw, the spell ends. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. The spell ends if the target fails the spell check. Conjuration
Bite Me
Casting Time: 1 action
Range: Self
Duration: 1 Hour
By bashing against a creature other than you, you attempt to bite one of the target (or several of it at a time) or inflict damage on it. If you do so, the target takes 1d8 necrotic damage, and you can use your reaction to deal 1d8 necrotic damage to it again if you do so. The spell ends if the target attempts to cast a spell or move if it is charmed. If the spell or move requires an action, it doesn’t take any actions. You can use your reaction to dismiss the spell. If you do so, it dissipates at the end of the creature’s turn, and it must then roll a d4 dollabor roll for its total, which is how many hit points it has. Otherwise, it dies. 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
Bite Me
Casting Time: 1 action
Range: Touch
Duration: 10 Days
You strike down a foe, either with your bare hands or with your greatsword. Make a melee spell attack against the target. On a hit, the creature deals 1d4 necrotic damage. Whether you hit or miss, your weapon primes the creature with necrotic damage, healing it of the amount of necrotic damage it takes. The target also regains 4 + 1 hit points per level of its weapon. This spell's damage increases when you reach higher levels. At 5th level, you make a single melee attack with your weapon. Additionally, if you hit a creature with a weapon attack before this spell ends, the spell has no effect when the creature takes damage, and the weapon only takes +1 hit points when you hit it with it. If you use your action to move from one place to another while the spell is in effect, you can move up or down three feet in any direction. Both moves are made without incident or penalty, and the weapon strikes and the creature suffers the attack's necrotic damage. This spell ends if you dismiss this spell as an action, taking 3d6 radiant 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. Illusion
Bite Me
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and deliver a punch that causes it to lash out in a 20-foot cone, causing it to lash out in a different direction. The target must succeed on a Constitution saving throw or be knocked prone. The target’s hit point maximum is reduced to 0 hit points. The spell’s damage increases by 1d6, and the spell’s damage-dealing effects last until the spell ends. 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
Bite or bite
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You attempt to bite a creature that you perceive as having been killed or injured. It must succeed on a Wisdom saving throw or be stunned for the duration. When the stunned creature becomes conscious and does so, it deals an extra 1d6 force damage to the target whenever it deals its remaining remaining force to cover damage, and it makes a Constitution saving throw with disadvantage, ending the effect on itself on a success. A stunned creature can use its action to take an action that would normally only target creatures, or choose another creature that it can see or that can see within 30 feet of it, and then make a Constitution saving throw. The target takes 4d4 cold damage on a failed save, or half as much damage on a successful one. An stunned creature can throw off a wind-propelled weapon or a torch that is thrown against a wall by accident and then rolls a d4 psychic damage on the die to see what it throws. The spell ends for a stunned creature if it fails its save attempt or if it tries to use an action to do something else. Abjuration
Bite or Toss
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You attempt to strike one creature you can reach. The target takes 2d8 bludgeoning damage from the start of your next turn to the creature’s bare minimum damage. If the target is holding a weapon and the attack hits the target, it takes 1d8 bludgeoning damage from the start of your next turn. If the target is carrying a weapon and the attack hits it, it takes 1d8 piercing damage from the start of your next turn. Conjuration
Bite Small humanoid (humanoid)
Casting Time: 1 action
Range: 10 (Instantaneous, up to 10 minutes)
Duration: Concentration, up to 1 minute
A creature that you touch or otherwise incapacitates must make a melee attack against a creature it can see within range. If the target fails its save, it is frightened for the duration. The frightened target must succeed on a Constitution saving throw or take 2d4 psychic damage. The spell ends if the target attains the Undead trait. After the spell ends, the frightened target returns to its feet and takes 4d4 psychic 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. Evocation
Bite, Smite, or Disease
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You attempt to stifle a creature’s natural instincts for the duration. The target takes 8d6 psychic damage on your turn, and the spell ends on a successful hit. If this damage makes you deaf or blind for the spell’s duration, the spell ends for you. Conjuration
Bite the Badger
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You pull one animal or an entomological hazard within range that the beasts can’t pass up, causing it to make a melee attack against one creature within 15 feet of you. If the creature fails its save, the creature is brawled up and killed; if the creature fails its attack roll, the creature is freaked out and killed instantly. The creature is stunned, frightened, or gibbering for the duration, and the creature takes 2d8 necrotic damage, and it has disadvantage on all attack rolls and ability checks. The creature can have up to 12 hit points at a time, or it can be targeted only by one effect that targets one creature or an effect area. The creature can’t willingly move or otherwise benefit from being moved, and it is restrained. A target can choose to be brawled up or restrained. A creature restrained by this spell makes a melee attack roll with advantage if it can, and the restrained creature makes the attack roll as normal. Illusion
Bite the Beast
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You slam a beast of prey or a creature you can see within range on the ground, within range. The beast must make a Strength saving throw. On a failed save, it takes 4d6 bludgeoning damage and is pushed 10 feet away from you. On a successful one, the creature takes half as much damage. On a successful hit, the beast dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th. Conjuration
Bite the Beast
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A spectral demon slaughters its fallen foes in the process. Make a melee attack against a creature within your reach. On a hit, the demon inflicts a disease damage equal to 1d4 + your spellcasting ability modifier. On a miss, the demon instead strikes and suffers disadvantage on attack rolls against the target until the start of your next turn, at which point the demon doesn’t bite or deal any damage. Also, the demons’s health drops to 0. The demons’s natural armor is disarmed and the demons damage and have disadvantage on attack rolls against any creature within 60 feet of them. While in this form, each target has disadvantage on attack rolls against you and that is within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a d8 damage of the demon’s spell damage is added to the end of the spell’s damage. Each target also adds an extra D6 damage of 4d10 to the spell’s damage. Conjuration
Bite the Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A beast or an elemental originating from another plane of existence, or originating from a different plane of existence, pounds against a creature roll equal to 1d4 + your spellcasting ability modifier. The beast’s weight is reduced to nothing more than an object or heavy armor. The beast is hostile to all creatures except you and can’t attack. A celestial, a fiend, or a fiend (your choice which creature is in the game) each have disadvantage on attack rolls against the beast. Evocation
Bite the Beast
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Your weapon attacks deal an extra 1d6 lightning damage to the target whenever it strikes a non
Bite the Beast
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature and cause it to strike a beast of opportunity for the duration. If the target is a Huge or larger beast (such as a longhorn or antler), it comes under your direct attack. If the target is a Huge or larger beast (such as an antler), the creature takes 1d6 bludgeoning damage from the start of your next turn until it uses its action to make a new attack. The target regains hit points equal to 1d6 at the end of each of its turns, and the spell ends if the beast’s hit point maximum or hit point capacity is reduced by more than 100. Conjuration
Bite the Beings
Casting Time: 1 action
Range: 60
Duration: 1 Hour
For 1 minute An incorporeal living being appears and strikes at one humanoid within the spell's range on each of your turns for the duration. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level spell slot, the damage increases by 1d6 for each slot level above 2nd. Abjuration
Bite the Crab
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
For the duration, up to three silver or bronze scythes or tipped with gems or other gem-like substances strike at targets within reach. Each target must make a Strength saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. If you have a speed of 30
Bite the Dancer
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute
For the duration, you cause melee weapon attacks that you can see against a creature within 5 feet of it to be either bludgeoning damage or a piercing damage. The spell ends if you have a weapon equipped. At
Bite the Fox
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Grasping a pebble from a tree trunk, you bite down on the exposed flesh of one creature that you can see within range. That creature must make a Strength saving throw. If it succeeds, struck by the pebble, falls prone, and is restrained by the bark, it deals no damage. If it fails, the creature falls prone, and if it reaches 0 hit points before this spell ends, it takes 6d10 force damage. If the creature w as biting down on its exposed flesh, it makes a pebble-sized bite, and when it hits 5 or fewer hit points, it causes another pebble to emerge from the trunk, healing 1d10 + 10 hit points. Additionally, when the creature drops to 0 hit points while biting down, it makes another bite, healing twice as much. Abjuration
Bite the Grasp
Casting Time: 1 action
Range: 150
Duration: Instantaneous
This spell lashes out at creatures you choose within range, making them touchless and distressing. If you target an unwilling creature, or a creature that has died but that isn’t immune to being charmed, the spell chooses one of the following attacks: a weapon attack, an attack that a target makes with an attack weapon, a melee spell attack, a melee spell damaged by a weapon attack, a spell attack that a target makes with a spell’s material component, a spell attack that a target makes with an effect similar to that of the spell’s antimagic field. Transmutation
Bite the Grasp
Casting Time: 1 action
Range: 30
Duration: 1 minute
Wise hands or a strong strong breeze might push the flesh of a creature that you choose within range to the strike of its weapon. The target must make a Strength saving throw. On a failed save, the target takes 3d8 bludgeoning damage, and it is struck with a claw of opportunity until the spell ends. As an action, you can release the trigger on the creature, causing it to make a successful saving throw against the claw. Conjuration
Bite the Grasp
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You attempt to crush a creature within range to deliver a severe curse. Choose one creature that you can see within range. The target must make a DC 20 Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. This
Bite the Grasp
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell slices the flesh of a creature whenever it rams into an unoccupied space you can see within range. That creature is unfruitful and can’t be bound by magic for the duration. It becomes diseased and weak against nonmagical attacks until it hits 0 hit points. If you choose a creature, which has the same hit point average as you, its hit point maximum and hit point maximum is reduced by the total number of hit points you have remaining. The creature’s hit point maximum and normal hit points also remain at 0. If you reduce the creature’s hit point maximum to 0 or lose any of its hit points, it suffers from a number of disease spells created by the lich’s lore. While this spell is active, a diseased creature also has disadvantage on attack rolls against creatures that aren’t its kind. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of disease that can’t reduce a creature’s hit point maximum to 0 increases by 1d8, for each slot level above 5th. Transmutation
Bite the Grasp
Casting Time: 1 action
Range: 60
Duration: 1 minute
You hurl a nonmagical weapon, a smaller or larger version of which is a nonmagical weapon, into the air with a range of 120 feet for the spell. The weapon can reach 10 feet in one direction and can hold two charges. As a bonus action on each of your turns thereafter, you can attempt to crush one of the nonmagical weapons within 30 feet of it, which creature takes 20d6 acid, cold, fire, lightning, or thunder damage (your choice) and has its AC�_ TO SHOT reduced by 10. While these creatures are under the effects of the spell’s damage type and have trouble triggering the ability to cast certain abilities, spells, or other spells, you have a 30 percent chance to trigger one of those abilities, a 25 percent chance to trigger one of those spells, or one of those spells' subraces, at any time for the duration. The claw attack deals an extra 20d6 thunder damage to the creature, and its flurry of blows deal an extra 20d6 lightning damage to the creature. The spell’s damage increases by 30d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Bite the Grasp
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one creature you can see within range, and one of the following effects occurs at the start of each of its turns: - You can throw a ranged spell attack using your spellcasting ability. Hit target: . With a melee attack, the target deals weapon damage equal to 1d8 + your spellcasting ability modifier. If you hit this with a nonmagical weapon, it also deals 1d8 damage of the attacker’s chosen type (at the DM’
Bite the Grasp
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You hurl a strong force of nature at one creature you can see within range. It must make a Strength saving throw, and it does so with advantage if it can. If it doesn’t have any, it must succeed on a Dexterity saving throw or take 2d8 fire damage. Otherwise, it takes 5d8 fire damage on a failed save, or half as much damage on a successful one. Evocation
Bite the Grasp
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You point your finger and strike one creature you can see within range. That creature takes 10d6 radiant damage, and it must spend 3 feet of movement for each foot it spends walking. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Bite the Grasp
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
You lash out at one creature or object that you can see within range. The target must succeed on a Strength saving throw or be restrained in an extradimensional web of energy for the duration. The web is a sphere with a diameter of 1 inch and a thickness of 10 feet. The web can span up to 10 feet in any direction, and its surface is smooth and translucent. The web has a diameter of 1 inch and a thickness of 10 feet. As the spell ends, the web appears in a 20-foot radius centered on that point. Until the spell ends, the web can’t pass through barriers or through openings on the
Bite the Grasp
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
A creature you touch attacks you with a force equal to 1d6 + your spellcasting ability modifier. Abjuration
Bite the Grasp
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You strike down a creature of Medium size or smaller within range and shape it for the duration. The creature is free to make any and all movement, attacks, and saving throws it chooses, but it retains the limited senses it has with the aid of its senses. The creature is also limited in the actions that it can perform by its own senses, though it can do so even if it is blind or deafened. The creature is limited in what it can see and hear. The creature moves only by thinking and acting out of its mental image of itself as the creature it was designated as, though it is not. The creature can breathe, as one ordinarily capable of doing, but no solid food or liquid remains within it. Even if it could, the creature
Bite the Grasp
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You attempt to bite one creature you touch. It strikes you in the gut and crushes it in its bones, though the flesh is soft and smooth. For the duration, the creature has grappled, and it has advantage on Strength and Dexterity saving throws. If it fails, it can use an action to slam the creature to the ground, sending it reeling. The creature is immune to all damage, and it has resistance to acid, cold, fire, lightning, and thunder damage. Abjuration
Bite the Grasp
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Tongues of silver gleam in the Dark Lord’s eyes, and the lips of a serpent bite its victims. For the duration, a target that fails its saving throw is restrained and has the lowest AC possible against all attacks it takes. A restrained target can use its action to make a Strength or Dexterity check against your spell save DC. On a successful check, the spell ends for it. The restrained target can use its action to make a melee spell attack. The restrained target can hit with the attack, but the creature must be conscious or the creature must make a melee attack before it can use its action to do so. The creature is restrained and can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is freed using either its action or a bonus action it took to leave the restrained state. 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
Bite the Grasp
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature and imbue it with a painful grasp of poison. The target must make a Dexterity saving throw. It takes 2d10 force damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy
Bite the Grasp
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You strike a creature that you can see within range with a melee weapon or with a nonmagical weapon, making the creature take 3d8 slashing damage. The creature must make a Strength saving throw. On a failed save, it takes 6d6 slashing damage. 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 1d6 for each slot level above 3rd. Conjuration
Bite the Grineer
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You attempt to bite a creature. It takes a bite, or a knock, to move away from you and make a melee spell attack. On a hit, the creature is restrained. The creature is then killed if it isn’t restrained. You can end this spell early if the creature fails a saving throw against a nonmagical noncreature or by accident, as in this case. The creature is killed if it isn’t restrained, and the creature is restored to full health. Conjuration
Bite the Hounds
Casting Time: 1 action
Range: 60
Duration: 1 Round
You attempt to bite the creatures that you consider to be near enemies. If a creature is attacked by a creature before the spell ends, the creature that attacked is now knocked prone. That creature can take damage as normal, and when it does so, it takes 2d10 force damage, and it can’t take damage from more than 5 feet away. Conjuration
Bite the King
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Tears drip down from your enemies feet and strike at the same rate you would for a punch. For the duration, they deal 1d5 + 1d6 bludgeoning damage to each other when you land a punch. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy
Bite the Sickness
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A wyvern in the nature of life devours someone within range. For the duration, the undead takes 1d8 necrotic damage, and the target becomes blinded and deafened until the end of your next turn. 1. Attacks roll against the target. On a hit, the target has a flying speed of 60 feet. On a miss, the spell
Bite the Thaumaturge
Casting Time: 1 action
Range: 120
Duration: 1 Round
You attempt to strike a foe with a melee weapon in a street or on the ground, creating a street of teeth or claws on the ground. The creature must succeed on a Dexterity saving throw or be restrained for the spell. The creature falls prone and is instantly blinded or deafened (your choice) for 1 minute or until it drops to 0 hit points. To a restrained creature, the spell is a slashing spell, dealing 1d8 piercing damage to the target. The restrained creature can use its action to make a melee spell attack against the creature restrained by the spell, ending the effect on itself on a success. A creature restrained by the spell can use its action to make a new one with advantage. If a creature restrained by the spell makes an attack roll with the attack, the creature is killed. A creature restrained by the spell makes a new attack roll with the new attack bonus. A creature restrained by the spell makes a new unblinking check made with that check made at the start of its turn. A creature that makes a new attack roll with a check this way must make a new attack roll with it the following round—if it has it, the creature makes the check again if it succeeds. A creature’s saving throw against this spell is failed. Evocation
Bite the Wrecker
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You slap a wick of poison on a creature or object that you can see within range. When the wick is used, the target takes 2d6 poison damage. This spell ends if you cast this spell again.
Bitter Cold
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A frigid atmosphere springs into being within range to chill your flesh. Until the spell ends, your flesh warm to frigid temperature, and within the spell’s duration, the flesh softens and stiffens. You can use your action to break the hardening by creating a 15-foot long cone of frigid light that extends from your shoulder to a point within range and then dim light for an additional 15 feet. This cone can’t overlap or ward off the chill. The frigid light can’t illuminate magical doors, or create magical wards or similar that limit access to a specific area or activity within the past 100 days. Abjuration
Bitter Earth
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You throw a blast of earth, an icy wall, or a liquid that is either liquid or solid. Make a ranged spell attack against a creature within 5 feet of the spell’s area. On a hit, the target takes 1d8 cold damage. Evocation
Bitter End
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call forth the spirits of the dead and ask them to bring forth the spirits of their dead relatives. Choose a common ancestor, a duplicating ancestor, a cousin, or a nephew of a creature the creature is creating (a member of a race, a divine being, or some other divine or supernatural being). The spirits give you information about the current status of the creature’s severed body, if any, along
Bitter Endowments
Casting Time: 1 action
Range: Touch
Duration: Augment Object
For the duration of the spell, you can touch an object that has been subjected to an attack, spell, or other magical effect. This spell can also be used to affect any object that has been subjected to an effect or has been changed in a manner that can cause the object to be affected. The affected object can’t be changed, but it can’t be permanently damaged. Divination
Bitter End
Casting Time: 1 action
Range: Touch
Duration: 8 hours
By means of a powerful curse, a creature within range has a painful bruise forming on its body. This bruise can be as large as your hand, up to 1 inch thick, and lasts for the duration. At the start of your lightning action, you can target an unwilling creature making the attack with a weapon or a spell made using magic weapon ammunition drawn from a bard's hand or a staff drawn from a bard’s bard of choice. The target must make a successful Constitution saving throw to resist the spell. On a failed save, the creature can choose to become blinded until the spell ends.
Bitter Light
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Light dim light up to 10 feet in a 10-foot cube, and up to 10 feet long. The light can be dimly lit, but it must be at least 1,000 lumens or dim lighted. It can’t be turned on or off by
Bitter Pain
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A deafened creature takes an amount of acid damage equal to 1d6 + your spellcasting ability modifier. You can use your reaction to create a burst of acid that deals 1d6 acid damage to one creature within 15 feet of you. That creature must succeed on a Constitution saving throw or be affected by this spell for the duration. As a bonus action on each of your turns, you can choose to cause the shock to persist, making it more powerful before the condition is met. The shock leaves a 1-foot-radius sphere on each of your turns that is illuminated, and it lasts until the spell ends. Using multiple shocks at once makes each spellcasting turn more difficult. If you cast the same spell twice, the second one deals 1d4 acid damage to you instead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 1d6 + your spellcasting ability modifier. When you cast a spell using a spell slot of 3rd level or higher, the damage increases to 2d6 + your spellcasting ability modifier. Conjuration
Bitter Pain
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You cause numbing pain to form around one creature or object you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit point maximum or maximum levels or the size or shape of its hit points, and it doesn’t mend the target’s wounds. The spell ends if you use your action to do anything magical or harmful to it. Transmutation
Bitter Roar
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You launch a powerful blast of acid that can penetrate all armor and spell resistance
Bitter Smite
Casting Time: 1 action
Range: Self
Duration: Concentration
Concentration, up to 1 minute Until the spell ends, the fiery fist of your weapon strikes up to five creatures of your choice that you can see within range. Each target must succeed on a Constitution saving throw or be affected by the fist for the duration. Each affected target takes 4d8 damage of the chosen type at the start of each of its turns, and it adds its own poison or disease damage to the total. While affected by this spell, a creature can’t attack or use reactions. On its turn, it can use any reaction it has, but must use two uses of its action to do so. Abjuration
Bittersteel Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You touch a creature. The target takes damage equal to your spellcasting ability modifier. If you hit, the target takes 2d10 bludgeoning damage. If the target is wearing armor, the damage is reduced by 1d10. Illusion
Bitter Taste
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell transforms a creature’s saliva (your choice), when it is pure white, into acid for the duration. At the end of the creature’s next turn, it must roll a d4 and add the number rolled to the attack roll or cast the spell again. Also, a creature that dons this spell becomes animated against the DM’s statistics for the duration. This spell makes a creature seem thinner, sicklier, or fatier than it actually is. The transformation also transforms the creature’s saliva into bitter, bitter food. The transformation takes 1 hour on a creature by creature basis. At the end of your next turn, the creature can eat whatever it’s still sensitive to can’t handle. If the creature’s saliva dries, it withers, and it can’t make another Constitution saving throw. Conjuration
Bitter Truth
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You whisper, "I'm sorry. I had a dream about it." It is a dream, and it has a horrible ending. You are a vampire, and you are the subject of a spell. You have a total of 10 hit points, and you must be within 60 feet of the target for the spell to occur. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 necrotic damage and loses all its hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action to dismiss the spell as an action. Conjuration
Bitter Truth
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You awaken in a creature you can see within range and hear it utter your deepest secret. The creature is under your control and must succeed on a Wisdom saving throw or become frightened for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell still lasts for the duration. If you cast this spell multiple times, you can target one additional time for each spell slot spent. Abjuration
Black Bolt
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Seven minutes, either from a bonus action of your choice or a bonus action of your choice, you launch a burst of black-and-white energy at one creature of your choice that you can see within range. The target takes 4d6 thunder damage, and its speed is reduced by 10 feet until the start of your next turn. The spell ends. If the target takes damage before then, it can repeat its saving throw at the end of each of its turns. If the target takes damage before it can target again, the spell ends. Whenever the target takes damage from this spell, it can repeat the saving throw at the end of each of its turns. If you maintain your concentration on the spell, the spell doesn’t stop. Each time the spell is cast, more damage is dealt to the target as your spellcasting ability is met. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage dealt by the attack increases by 1d6 for each slot level above 5th. Evocation
Blade Bond
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You imbue a sword or shield with a magical power that allows it to defend against ranged attacks, both melee and ranged (but not necessarily close) attacks. The sword or shield then functions as if it were a normal weapon. The spell ends if you cast it again or finish a long rest. Divination
Bladed Hand
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You draw your own weapon and use it against a creature within the spell’s range. To hit, the target must make a Dexterity saving throw. On a successful save, you throw your weapon against a target of challenge rating 5 or lower. If the target fails the save, it can use its action to automatically throw a nonbonded weapon at you. The weapon then skips its reload animation and continues to do so. If it has already worn off before the spell ends, you can dismiss such a weapon as an action, but if it is returned to its normal state, it is no longer wielded by it. Transmutation
Blade Flurry
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You flutter your sword in the air and weave it around a point you can see within range. The point spreads around the spell’s area in such a way as to create a 40-foot cube of air within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. As you increase your exposure to the spell, you must adjust your sword to fit your new environment. If you use a warded weapon, shield, or similar component, the warding effect of the weapon is lost. For daggers and rapiers, the warding effect of the weapon is restored. For rapiers and longswords, the warding effect of the weapon is restored. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional daggers or longswords for each slot level above 1st. Evocation
Blade Flurry
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You launch a flurry of magical energy at a creature within range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 4d10 fire damage. On a failed save, the target takes 3d10 fire damage. At the start of each of your turns until the spell ends, the target must make a Constitution saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area, burning them to ash. On a hit, the target is restrained, and you can use your action to break free by speaking one of the language options above. Evocation
Blademaster
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You reach into the mind of a creature you can reach and shape it in anything from the flames of battle to the screams of beasts. The creature comes into being at the start of your turn as a Tiny, you gain the ability to affect the target with magic, and the creature becomes friendly to you until the spell ends. The creature’s statistics are attested to, and you have advantage on all Intelligence and Wisdom checks. The creature is intelligent and attuned to its environment. While friendly to you and dealing damage to it, you can‘t affect it with melee attacks. Transmutation
Blade of Faith
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You have the power to reshape the physical world around you, reshaping it to create a new reality. Choose a location that you can see, such as a city or a temple, or choose one or more other locations that are widely known. You can then call forth the force of nature to compel any creature within 30 feet of the location you used to cast this spell to make a Constitution saving throw. An unwilling creature must succeed on the save or be affected by the spell. If a creature fails the save, it can choose an alternative destination. If the destination is a place you have never visited before, the spell fails. If you cast this spell over a permanent object, such as a book, a temple, or a stronghold, the spell fails. If you cast it over a permanent object created by an ability, such as an influence or a magic weapon, the spell fails, and the target is affected only by your choosing. Divination
Blade of Fire
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute�You create a beam of
fire in a 10-foot cube centered on a point you can see within range. The beam lasts until the spell ends. The beam is a ranged spell spell with a range of 30 feet. The beam can be targeted by any creature that can see it. It is visible only to creatures of your choice that aren't wearing armor. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target up to ten additional creatures for each slot level above 1st. Evocation
Blade of phoenix
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You project a shard of bright light in a location you choose within range. The spell fails and remains in the spell’s area for the duration. At least one phoenix rises each morning for 10 minutes. The spell ends when one or both of the following effects set off any effects on the same creature or at least one phoenix. The compulsion ends. You can use your action to dismiss this effect. Choose one of the following effects on the same creature or at least one phoenix again. The effect temporarily ends (e.g. a strong wind produced by an action or a blast of lightning produced by a special spell)). Under certain circumstances, you can also use your action to dismiss the effect, creating a new one, if you wish. Such a creature can be a human or a fey (the DM chooses the fey). The new form can be anywhere on the same plane of existence as the one you turned). You can use your action to temporarily banish the phoenix. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can send the phoenix back in time as a permanent fixture of your home. (This spell can also be cast on creatures that have expired or been disenchanted.) This spell can restrict the movement of creatures that have died, as well as events as presence or demerits that have passed. Physical interaction with the phoenix reveals it to be a kind of fiend or fiathole, for it can approach a creature in—through the space of its body, away from it, and even to touch it. As a bonus action, you can mentally
Blade of the Nine Tones
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You strike the mind of a creature you can see within range, making it aware of your presence and drawing out any or all of the information it needs to understand a topic that it isn’t familiar with. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and is prone. On a successful save, the target takes half as much damage and isn’t affected. At the end of each of its turns, the target can make another Wisdom saving throw. If it succeeds, this spell ends for that target. 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
Blade Shuriken
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You draw a shuriken from the air and throw it at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage. The spell’s damage increases by 1d8 when you reach higher levels. Evocation
Bladestorm
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
This spell grants a spectral, warhorse-like creature a temporary form that it uses when it dies. The spectral creature can be up to five feet long and 10 feet high, and has a visage of lash-like fur covering its body and hind legs. The creature speaks one language (your choice, which you can understand), two languages of your choice that are both written in serrated runes, and one language that is spoken only by one creature with a voice over it (your choice), which you can understand and understand. The spectral creature can’t attack or target other creatures, but it can reach into other creatures’s spaces and use magical means to move up and down its body and limbs to reach its destination. In addition, if a creature moves over a pit or a hill, the spectral creature can crush there to deliver a siege weapon attack. If the creature attacks an undead, it has advantage on the attack roll, though it can choose to be knocked prone (if it isn't knocked prone, the creature makes an attack roll that uses additional movement). At
Blade Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Your blades strike up to three enemies within range. Each target must succeed on a Dexterity saving throw or be thrusting forward, up to 30 feet, toward the target. The target must succeed on a Dexterity saving throw or be pushed up to 5 feet away from the point of impact. Necromancy
Blade Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A strong wind carries your weapon across the room in a straight line toward a creature of your choice within 30 feet of it. The wisp spreads around corners, and in the area where it spreads, up to 5 drops of blade wind are dropped. When a creature starts its turn in the area, roll a d4 to determine whether the wisp is within 30 feet of it, of which wisps the creature is affected. If you are the target of this spell, you instead make a DC 15 Strength check. If you are not, the creature takes 3d8 slashing damage. If the wisp is on the ground or flying, the creature takes 2d8 slashing damage of the kind you chose. Evocation
Blaming Earth
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause up to ten pillars of roaring energy to erupt from you and fill a trench up to 20 feet in the trench. Choose one pillar within range. A pillar of roaring energy springs from you to a point of your choice within range. The pillar rises in a straight line toward a point of your choice within range and then explodes. Each pillar is then destroyed. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the energy increases by 1d6 for each slot level above 2nd. Evocation
Blamstone**
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A nonmagical rock that you choose is hurled 5 feet above the ground at a point within range. You can make the throw target either flat- or spaced 2 feet from the ground, and it can’t drop the rock if it leaves its range. You make the sling ring larger, and you can make a sling staff or a sling pole smaller or no sling at all. If the sling is broken, disintegrate it, creating a 10-foot deep pit that is easy to reach and fast-traveling. You can use your action to create a small earthquake on the ground behind you. Each creature being affected must make a Strength saving throw. On a failed save, the creature can barely move and is restrained for the duration. A creature restrained by the sling can use its action on each of its turns to make a Strength attack against a creature within its reach, ending the effect on that creature. Abjuration
Blanket
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You form an invisible, flickering mass of smoke that lasts for the duration or until someone uses a spell of 4th level or lower to cast a spell of 5th level or higher. For the duration, the shape distorts and distorts as you try to make one melee spell of reach, which spell you've chosen. If you succeed on the spell, you transform into a flammable object with 20 hit points and no spell slots. The flammable object is immobile while you are affected by it. A creature awakens and regains hit points equal to half the amount of Hit Points restored by the flammable object. Transmutation
Blanket
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
By means of this spell, you create a blanketing blur that appears at a point of your choice within range, moving as a spell cast. The blur lasts for the duration, and it deals no damage if it has been created. If you cast this spell again instantaneously damages the blur, but it still appears, the spell ends. When you cast this spell, or as a bonus action on a later casting of this spell, you can alter the
Blank Slate
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You touch the ground in a flat area and deposit a solid surface in it. The ground is smooth, but the thickness is uneven. The ground can be dirt, gravel, rock, or other solid material. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine if it is safe from falling. A creature can use its action to determine the thickness of the area. On a success, the ground turns opaque. An object that is less than half its normal dimension must fall into the ground to fall into it. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine if it is safe from
Blank Slate
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
A shimmering void appears in the ground at a point you choose within range. The solid surface appears to be made of stone or mud. You can create the void by pouring the material into a 5-foot deep cistern on the ground outside the spell’s area. You can use the spell’s area within to create a void extending from the spell’s interior to the ground outside the spell’s area. You can also use the void as a means to create a void extending from the spell’s interior to the ground outside the spell’s area. The void extends into the space you choose and remains so for the duration of the spell. The void can exist anywhere on the ground outside the spell’s area, so long as you are standing on it. When you cast the spell, you choose the material from the inside of the void. A void’s interior can be as small as a 20 feet cube, up to a 20 foot cube plus an area extending from the spell’s interior as a bonus action on each of your turns. The void fills a 10-foot cube. If more space is occupied by an interior void, that void fills a 20-foot square, with the material from the interior filling the square and the void created there. This casting requires a different material from the spell’s interior. You can use a material from the spell’s interior as long as the spell’s area is neither too small nor too large for it to occupy. The casting requires a different spellcasting style from the one you choose, though it always ends a spell. Conjuration
Blank Stone
Casting Time: 1 action
Range: Self (15-foot-radius sphere)
Duration: Instantaneous
You create a portion of stone that appears to be a blank sheet made of stone. The stone lasts until the spell ends or you make a casting using an action to shape a piece of parchment that you can see within range. You choose a point that you can see within range on a solid surface, such as a wall or a ceiling, and that fits within a 5-foot cube. You or an approved servant of your choice that you can see within range can use its movement to create the blank stone. If you use a spell slot of 7th level or higher to create the blank stone, you must spend 4 uses shaping the stone. If you use a spell slot of 8th level or higher to create the blank stone, you must spend 4 uses shaping the stone and need not use any spell to animate it. Each time you make a casting of the spell, you can shape the stone into any stone you choose, provided that you do so at night. If you shape the stone into a solid object, stone, or slab, you create the impression of solidity and strength, creating a seamless illusion for the creature. The stone sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that can see through its vision is blinded for 1 minute. A creature blinded by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the spell ends for it. Transmutation
Blardocate creature
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create an invisible barrier between two creatures. The barrier is 1 inch thick and can be up to
Blard of Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You gain the ability to make verbal and written verbal and written magical spells. You can also cast this spell with a verbal or written spell slot of up to 10th level. You can make either spell at the same time. On a successful save, the spell fails. You can use your reaction to make the spell again. On a failed save, the spell ends. If you cast this spell again, you can use your reaction to end it. If you end it, the spell ends. Otherwise, the spell ends. The spell lasts for the duration. It can also end on a failed save. If you use your action to cast the spell again, 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. Divination
Blaspheath
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause a glowing sphere of force 30 feet long and 10 feet wide to burst out from the center of the sphere and burst out into a swarm of 20 creatures. The swarm can be up to 10 creatures or up to 10 creatures plus one additional creature for
Blasphemous Blast
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Instantaneous Describe a region of fire that is neither bright nor cold. Until the spell ends, the region appears bright and cold to the closest creature of its size who can’t be blinded or otherwise affected by fire damage. The region isn’t necessarily a place of fey or fey magic, but rather a place where a creature can fly or swim. You can specify a place where the spell ends, or specify one of the following conditions for the spell’s ending. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration
Blasphemous Brood
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day
You transform a Large or smaller beast that you can see within range into a gargantuan gaseous form. For the duration, the beast is unfurlingly large, reaching for as high as a 10 foot pole. The beast remains hunched over its surface for the duration. If you move the beast so that it appears to be casting a spell, its speed is tripled, and it gains the ability to fly. It gains the ability to reach down to the ground, which it can but barely reach under the surface, so using it to jump and grapple creatures is a good strategy. When the beast appears to be hovering, it appears to be casting a spell, and it has the m inger of a spell of 3rd level or lower. If the beast has any remains, they must be no higher than the spell’s level. Creatures are also stunned while within the beast’s grasp. Divination
Blasphemous Cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
Until the spell ends, you can see through clouds in a 20-foot-radius sphere that you can see within range. If you don’t have a sphere, you can use your movement to move up to 30 feet in any direction. In addition, you can’t change the appearance of any objects in the sphere or the appearance of creatures in it. Make the spell’s appearance with appropriate equipment. You can also change the appearance of other creatures in the sphere. You can also change the appearance of creatures on the ground in the sphere, though they must
Blasphemous Cloud
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a cloud that spreads across an area that you can see
Blasphemous Object
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: 1 Round
Three creatures of your choice that you can see within range appear in a location you choose within range. An unwilling creature must succeed on a Wisdom saving throw to resist the spell. A creature that succeeds on its saving throw is unaffected by this spell. If a creature is attempting to cast a spell with a range of 30 feet or less, it must first
Blasphemous Remains
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a vast void, leaving behind a ghostly, glowing corpse. The corpse must remain unharmed for the duration. The corpse sheds no light, and it can't be seen. As a bonus action, you can move the corpse up to 30 feet in any direction. The corpse sheds no light until the spell ends. You can also use an action to move the corpse up to 60 feet. The corpse sheds no light until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation
Blasphemous search
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You cast this spell at a point you can see within range, and the creature you choose must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed by you, you can choose one of the conditions that would be met if you or someone else were charmed. The target has resistance to nonmagical damage. You can use your action to cause a creature to make a Wisdom saving throw to break the spell. On a success, the creature takes 6d6 psychic 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. Evocation
Blasphemous Spirit
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A spirit appears and whispers to you in a language you can see within range. Until the spell ends, the spirit speaks the language of a fiend or a demigod. The language must be written on a surface that you can see, such as a book, a box, or a table. The creature must be familiar with the language and knows the language. The creature is under the control of the spirit if it is capable of speaking the language, if it is willing and able to answer your questions, or if the creature is hostile to you. The spirit is willing to aid you in any way it chooses, but it must focus on your saving throws and attack rolls. While the spirit is focused on you, you can use your action to cause the creature’s saving throw to fail. The creature is under your control for the duration. Once the spell ends, the spirit speaks to you again, but this time you must use your action to speak your mind. The creature speaks in an unintelligible, nonsensical manner, and you must roll a d8 to determine whether the utterances violate the languages you’re speaking in. If you are able to understand the utterances, you understand the message, but the creature’s true nature is in doubt. If you are able to understand the utterances but the creature is hostile to you, the creature speaks in your language. If the creature is friendly to you, the creature speaks to you in your language. The creature can’t target you
Blasphemous task
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Choose a creature within range that you can see within range. The target must make a Charisma saving throw. On a failed save, it becomes incapacitated for the duration. At the end of each of its turns, it must make another saving throw. On a successful save, it is no longer incapacitated. The spell ends for it. Necromancy
Blasphemous Taskmaster
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You make an arcane task a reality. You choose a task that is difficult or impossible to do within your current sphere of influence, such as a task requiring nearly no effort or requiring nearly no thought. Once performed, the task remains as it is without interruption, but you can make a new task difficult or impossible for the duration. At the end of each of its turns, a task can be accomplished, requiring either a different task or a different activity. The task can be any task that you choose, up to and including creating a task that requires an activity or raising or lowering an activity’s price. The task’s price is determined by dividing the price of a task by one, as determined by the DM. The DM might suggest a price that is a little higher, a little higher, or a lot lower. Once a task is accomplished, it disappears from the task list and is no longer needed. The task itself is simple and repetitive, but it provides enough information to track down the task as it occurred. For example, a task that requires only a few words might be simple enough to remember for years. A task whose task description includes a creature’s name might require even more intricate training, depending on the circumstance. At the DM’s option, the DM might choose a task that only appears in the spoken language of the chosen creature. The task might require a long time commitment, or it might require a particular activity or task, which might require the casting of several spells at a time. The DM gives each task a name. The task might be a simple task, performed with skill, wit, or a combination of these skills, based on the circumstances, and requiring only a few words to complete the task. A task requiring more than just a few words might require a greater effort, more skill, or a different activity entirely. If the task requires a greater effort, more thought is expended, and more time is consumed, the task might be broken or interrupted as the DM deems appropriate. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional task for each slot level above 6th. Transmutation
Blasphemous text
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
This spell allows you to turn words into images. When you cast the spell, choose a password that you believe to be appropriate to the words you choose. An image is a piece of writing that appears within range on a surface you
Blasphemy
Casting Time: 1 action
Range: Instantaneous
Duration: You point a spell of holy wrath at a creature that
you can see within range. The target takes 2d8 necrotic damage and must succeed on a Constitution saving throw or be cursed with a certain curse. If you cast this spell on a creature that can see the spell, it is blinded, deafened, or has resistance to one of the following effects. The target takes necrotic damage equal to 2d8 + your spellcasting ability modifier. If the casting of this spell is interrupted, the target is cursed with a curse. If the casting is complete, the curse ends. The spell ends on a target that you can see within range. A target must also make a Charisma saving throw. On a success, the creature is cursed with a different curse. If a target chooses to end the spell on itself or one of its companions, that target takes 2d6 poison damage instead. Any creature that fails its saving throw must succeed on a Constitution saving throw or be cursed with a similar curse. For the duration, the target can repeat the saving throw at the end of each of its turns. If it fails the spell, the spell ends. When you cast this spell, choose one of the following
Blasphemy
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A creature you can see within range takes 5d8 acid damage on a failed save, or half as much damage on a successful one. Evocation
Blast Furnace
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a pillar of roaring flame that spreads around corners and reaches 25 feet high. The flame is 1 foot thick and lasts for the duration. The flames wreathe you in a spray of black smoke that extinguishes any flame in the pillar. Any creature that starts its turn in the pillar’s space must succeed on a Strength saving throw or take 1d8 bludgeoning damage. This spell has no effect on constructs or undead. 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
Blast of Ammonia
Casting Time: 1 action
Range: 120
Duration: 24 Hours
A whirlwind of ammonite erupts from a point within range, moving slowly, explosively, and explosively in a direction You choose within range. The whirlwind travels 1 mile in a direction you choose, and it does so with disadvantage if you have a free hand path through it. It is unprotected except for a spell slot of Bless Spell and weapon’s reach. The whirlwind lasts for the duration or until a wind of adamantine fills it. It covers a radius of 40 feet equally divided between you and the whirlwind. Roll twice; if you are on the ground, the whirlwind instantly blocks you and lasts until cleared out. If you are within 30 feet of the whirlwind, make a melee spell attack against it. On a hit, the attack deals an extra 2d6 force damage. During the spell’s duration, you can use your action to move the whirlwind up to 40 feet in any direction, 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 whirlwind deals an extra 1d6 force damage to both physical and magical damage it causes when it strikes a creature. Additionally, on each of your turns for the duration, you can use your action to move the whirlwind up to its speed and to halve its speed for each additional foot it travels. In addition, there is an additional cost for each creature that is within 30 feet of the whirlwind when it strikes a creature or a
Blast of might
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You strike the weak against an enemy, knocking them prone and granting them a +2 bonus to attack rolls and saving throws. For the duration, a mote of ichor flies up to you and ends any effects that might have affected a creature or a random creature within 1 mile of the wall on that turn. For the duration, the mote has disadvantage on attack rolls against undead and Wisdom (Perception) checks that a creature uses to realize its action are wasted. Whenever a creature ends its turn in any way, or attempts to cast a spell, a mote of ichor flies up to you and strikes the creature as it flies. The creature must succeed on a Constitution saving throw or take 4d8 radiant damage. This spell's damage increases by 1d8 for each slot level above 1st. Conjuration
Blast of Thunder
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A line of force 120 feet long and ten feet wide appears and ends in a line of fire of 1 inch thick and 10 feet long. The line of force appears on a point you can see within range. The line of force spreads across the ground, and you can use your movement to make a ranged spell attack with it. On a hit, the line of force deals an extra 1d6 force damage. Conjuration
Blast of Wind
Casting Time: 1 action
Range: 120
Duration: Instantaneous
As a bonus action, you can move up to 100 feet and create a 10-foot-diameter blizzard of whirling air churning tires, churning razors, and churning floors within range. Each creature that starts its turn in the bl
Blast of wind
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Roll a d10, and instead of thundering from your hand, create a 20-foot-radius sphere of whirling air centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. When you cast this spell, each creature takes 1d8 thunder damage, and it becomes a thunderous noise for 1 minute. When you make the saving throw, you can specify creatures of the chosen type that follow the same pattern until the start of your next turn, at which point the spell ends. Creatures of the chosen type repeat the saving throw DC. If you used this spell to cast a spell and the spell ends before you have finished it, you must finish it again to do so. Creatures that ended their turns in the area before or after you cast this spell must make a Constitution saving throw at the end of each of their turns, taking 1d10 thunder damage on a failed save. Evocation
Blaze
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a dazzling display
Blaze
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a cloud of smoke that explodes in a 10-foot radius. Three creatures of Medium size or smaller can fit inside the cloud. Each creature in a 6-foot radius around the cloud when it appears 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. If the spell fails, it ignites flammable objects in the cloud that are still in contact with solid surface. The flames can be extinguished by a simple igniting hand or by pouring cold water over them. A wind can disperse the flames. When extinguished, any flammable objects inside the cloud remain but are trapped. A creature is also unaffected by this spell for 24 hours. Transmutation
Blaze Arrows
Casting Time: 1 action
Range: 120
Duration: 1 Round
You create three bright flame arrows in your free hand. Each creature of your choice that you can see within range must succeed on a Strength saving throw or be drawn into a fiery pit, centered on the point you chose. The arrows explode when the spell ends. Each target takes 4d8 fire damage and 5d6 cold damage on a failed save, or half as much damage on a successful one. The arrows then leap at targets up to 60 feet away. Evocation
Blaze Arrows
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Flames wreathe one human shoulder and direct it upward, extinguishing flames in the air and igniting flammable objects in the ground under it. The flames burn for a limited time and extinguish unprotected flames in the area. A wind-powered propeller (20 miles per hour) can propel the flames upward, but it is limited in the movement to 60 miles per hour. Evocation
Blaze Arrows
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You create an arrow or arrow trap inscribed with a magical light within range. Each creature that stands in the area, including you, must make a Dexterity saving throw. The trap automatically triggers if a creature moves into the area while you are within 60 feet of it. When the spell ends, any creatures or objects trapped within the trap are launched into the air and take bludgeoning damage equal to 2d6 + your spellcasting modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the trap triggers on each of its triggered effects. Each time a creature fails a saving throw during the duration of a truesight spell used to levitate or stave off death, it falls, must spend the spell, or ends its turn within 5 feet of the trap. Enchantment
Blaze Arrows
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
Describe soothsayers speak of an invisible, liquid, impassable wall of fire, 300 feet high, whose walls can be formed by fire or stone, and whose interior is airy and serene. Each wall bears a unique meaning and can be created by any of the following acts: a) Any creature that starts its turn in the wall at the start of your turn (and can’t be targeted by spells or otherwise take any damage while in the wall’s space) makes a Dexterity saving throw. If the creature succeeds, it isn’t engulfed in flames. b) You cause flames to race in a 20-foot-radius circle on each side of the wall. Each creature or object within the flames sheds bright light in a 5-foot radius and dim light for one level. Any Huge or smaller or larger object or object or circumstance described above must also work against you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flames shed by the wall are three times as large as normal for each slot level above 1st. Evocation
Blaze Arrows
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
Blaze arrows erupt
Blaze of Death
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Bolstering with glimmering fire, you create an invisible flame that spreads out across a solid surface and lasts for the duration. At any time after the flame reaches its maximum extent, it emits 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 2nd level or higher, the radius increases by 5 feet for each slot level beyond 1st. Conjuration
Blaze of Grisaia
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A shimmering sphere of light appears in a spot of your choice that you can see within range. The sphere lasts for the duration, and it becomes a prismatic prismatrix. The sphere transforms into a prismatic prismatrix when you cast this spell. Each creature in the sphere must make a Constitution saving throw. A creature takes half as much damage on a failed save and 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
Blaze of Life
Casting Time: 1 action
Range: 90
Duration: Up to 10 uses
You conjure up a nonliving flame, a torch, or some other visible substance that sheds bright light in a 60-foot radius and glows in a 20-foot radius. The flame remains for a duration and dim light for an area of bright light within 120 feet of you. The flame is an ooze of greenish-white coloration and dim light in the area. The flames turn flammable or non-bromant materials such as stone or snow into solid objects and vice versa if they are on the same plane of existence. A solid object that isn’t in an area of darkness (such as a wall) and therefore isn’t partially illuminated and still being affected by light, such as a bowl or a large rock, becomes opaque until after 90 days have passed. The spell ends if the object or liquid is w e r engulfed in water, if the creature is caught in the flames and burns in the same manner that a fish has done in
Blaze of might
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You strike the nearest creature of your choice within range. Any creature other than you that you can see within range takes no damage if it takes 5d6 bludgeoning damage or more. Evocation
Blaze of the Dead
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You make a ranged spell attack and take 4d
Blaze of Whispers
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell creates audible whispers within a 30 foot cube centered on a point you choose within range. Until the spell ends, you can use your action to whisper a few words to a creature you trust and which is friendly to you. If you speak the words, the creature answers your questions honestly and with a level of honesty that most other creatures couldn’t
Blaze of Wind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You weave together two objects—stones and wood—to create a magical beam of light that strikes one creature you can see within range. The target must succeed on a Dexterity saving throw or be affected by the beam. A creature that fails the save must succeed on a Constitution saving throw or be blinded until the spell ends. The spell ends if you cast it again. The target can use your action on each of your turns to switch objects made by the spell to one of the following: a) A torch; b) a lantern; c) a mace; d) a simple weapon (your choice which you use when you cast this spell); or e) a piece of jewelry. The target must succeed on all saving throws, and it can’t be charmed or frightened by this spell. Illusion
Blaze Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a 20-foot square puff of flame that spreads around corners and spreads over land and air for a number of minutes equal to 1 minute per caster level. That spell has no effect if the globe is 6 feet or smaller or if you choose a point within range. If you choose a point within the range, the flame spreads out over anything it touches, extinguishing unprotected flames if it touches it or creating indentations in the ground if it touches it. The flame spreads around corners, up to 30 feet, and is visible from up to 50 feet away. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flame spreads among celestials, elementals, fey, fiends, and undead that you choose, which have spell levels equal to or less than the target. Conjuration
Blaze Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You conjure up a sphere of black flame that lasts until the end of your next turn, and it explodes in a 5-foot cube on impact
Blaze strike
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
Flame like blades wreathe your body, freezing your prey to death. Make a melee spell attack against the target. You have resistance against the attack for the duration. While frozen, the target must make a Dexterity saving throw. It takes 2d10 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 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. Evocation
Blazing Arrow
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You emit a brilliant flash of brilliant light that lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 radiant damage, and you can target one additional creature for each slot level above 5th. 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. Evocation
Blazing Arrow
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure a flying celestial or a giant celestial by laying m arrows on ground, lightly piercing its head and shedding bright red sparks at its command. The spell costs 10 arrows and 5 bolts, and none of the projectiles can hit creatures or structures. If you send a celestial or a giant celestial into an open space but don’t contain its space within, it flies over a rock or a solid object and strikes the rock or solid object as it strikes it. Any creature on the ground that ends its turn within 5 feet of the celestial strikes the rock or solid object, and any object that the celestial strikes is struck by another creature or carries with it the creature’s deflection strike modifier while it is still within 5 feet of the rock or solid object. The celestial strikes with a nonmagical weapon that is within 5 feet of the weapon and that is no larger than a 50-foot cube. If the weapon hits a creature or a piece of ground within 5 feet of the weapon, the celestial flies and strikes it with a nonexplosive nonmagical weapon. While struck by the weapon, the celestial has advantage on attack rolls against creatures or structures that aren’t within 5 feet of the weapon or within 5 feet of the wall. The celestial can fling its weapon at a creature, a construct, or a creature within 5
Blazing Arrow
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You hurl a beam of magic-infused energy at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 magic damage. Choose a length of twigs, branches, or other branches as thin as a thin sheet of thicket, and serve as a basic spell attack for that spell. You can move the target up to 60 feet per round in a direction you choose. If you move in a straight line, the line repeats for each foot of hair on the target. Each foot of hair counts as 3 inches on each side of the creature’s head. If the creature is moving in a circle, that circle is wider and therefore requires 1 inch in all sides. If you are blocking a straight line, however, the creature is limited in both movement and what moves it can move around corners while still being under the line. If a creature moves around corners or through openings, the creature has disadvantage on attack rolls against the target. If you have a line running across the creature’s head, the spell creates an instantaneous, 1-foot-long circular beam of magical energy, centered on that point. The beam travels at a speed of 100 feet per round for the duration. If the beam cuts through a creature’s head or enters another creature’s head or into another creature’s skull or causes damage to a creature’s head, the spell ends for that creature. Evocation
Blazing Arrow
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You shift your attention to a line of flame about the size of your hand and place it between your right hand and the target. The line of fire spreads around corners and intersects line of sight points within 60 feet of each other. At the end of each of the line of fire's turns, a creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and becomes deafened for 1 minute. On a successful save, a creature takes half as much damage and becomes deafened for 1 minute. On each of your turns for the duration, you can make the saving throw with advantage if you have one. Evocation
Blazing Arrow
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure an invisible arrow that flies into your hand and flies toward an enemy that you can see within range. You can direct the arrow to either end a ranged weapon attack that is made against a creature within 30 feet of the target, or to a point that would provoke an attack of opportunity against that creature. The arrow passes through the target, and any damage it deals is halved if it hits. The spell ends if the target is no longer in range. If you target a creature that has hit points below 2nd level (including you), the spell ends. Divination
Blazing Arrow
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You hurl an arrow of flaming energy at a creature within range, issuing a powerful shard of fire at it. Make a ranged spell attack against that creature, and the target takes fire damage equal to the damage dealt by the ranged weapon attack. On a hit, the target takes 1d6 fire damage, and you can throw the arrow again. If you do so, a burning altar of fire rises from the floor and ignites flammable objects in its path. The altar sheds bright light in a 40 foot radius and dim light for an additional 40 feet. The altar can be destroyed in either explosion or by means other than an explosion. A burning altar can be turned into a prismatic orb, by using an area spell slot of at least 1 inch in diameter, and by using mote or similar effects to create a circular orb. Each creature in the area must make a Constitution saving throw. On a failed save, the creature is blinded until the spell ends or sees no light. If the object being burned is neither broken nor falling, it remains aloft in the air for the duration, and it burns in an appropriate spot within 60 feet of the altar. 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
Blazing Arrow
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Your touch of a fiendish arrow that is centered on
a creature is destroyed by the spell’s effects. The arrow is destroyed if it fails the spell’s effects. The creature is stunned for the spell’s duration, and the spell ends. The target can be blinded, deafened, and blinded. The spell ends if it fails the spell of existence, or if it succeeds on a saving throw, the spell ends. The target is blinded, deafened, and blinded. The target is blinded, deafened, and blind again. The target is blinded, deafened, and blinded again. The spell ends if the target is on the ground, or if it is in a pillar, a pillar, or other pillar, the spell ends. Divination
Blazing Arrows
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You unleash a long-lasting energy blast that pierces the flesh of one creature you choose within range and makes its movement erratic. Each creature in a 60-foot-radius sphere centered on that spell point must make a Dexterity saving throw. A target takes 4d6 fire damage and 6d6 cold damage on a failed save, or half as much damage on a successful one. Each creature other than you in that area must make a Constitution saving throw against the spell. On a failed save, a target takes 5d6 fire damage and 6d6 cold damage on a successful save, and half as much damage on a successful save. Both damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Blazing Arrows
Casting Time: 1 action
Range: 60
Duration: 8 Hours
A bright beam of light flashes out from your hand and out from your weapon, and you choose one arrow that strikes a creature within 5 feet of you. The target must succeed on a Constitution saving throw or be blinded until the spell ends. If the target drops to 0 hit points before the spell ends, it instead takes no damage and takes no damage at the end of the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration
Blazing Arrows
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You conjure up a ray of brilliant radiance over a point 40 feet square and over an area no larger than 20 feet on each side. The point must be within range. The ray lances out from you in a direction you choose, mimicking the effect of a ranged weapon attack. If you hit a target, it takes 3d4 radiant damage, and you take half as much damage on a hit. The ray spreads around corners. If you hit a creature, its speed is halved until the start of your next turn, and it suffers no damage until its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can cast three twice as much for 8th level spell’s damage and three times as much for 9th level spell’s damage and damage at the end of your next turn. Evocation
Blazing Arrow
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You choose a flying creature. The target can make an Intelligence saving throw. A flying creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, the target can move through the air and strike the target. The target must make a Constitution saving throw. On a failed save, the target takes fire damage equal to 1d8 + your spellcasting ability modifier. On a success, the target regains all expended fire damage. If the target is flying, it is immune to this spell for 24 hours. The target moves at half speed, and any movement it makes during the spell ends. When the spell ends, the target can use its action to make a Constitution saving throw. On a success, the spell ends. On each of its turns, the target can use its action to move up to its speed and make an Intelligence (Investigation) check against your spell save DC. Each time it moves more
Blazing Arrow
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous or 1 hour (see below)
Describe a line of fire that has a 15-foot diameter and a 15-foot long section. The line radiates bright light in a 20-foot radius. The fire spreads around corners, and it explodes into smaller, more powerful bolts of fire. A creature must take 10 feet to create a bolt. A creature can use its action on each of its turns to make another weapon attack for the initial bolt. On each of its turns, it can repeat the attack roll, ending the effect on itself on a success. The fire spreads around corners, and it explodes into smaller, more powerful bolts of fire. A creature must take 10 feet to create a bolt. A creature can use its action on each of its turns to make another weapon attack for the initial bolt. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create the following effects: 1. You create a line of fire that spreads around corners. The area is 30 feet long and 5 feet wide and is covered by a 30-foot-radius sphere centered on a point you choose within 5 feet of you. The sphere is fireproof and can be used to create a cone of fire at a point you can see within 30 feet of you. A cone starts at a point you can see and is visible to creatures and objects within the area. Each creature in
Blazing Arrow
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
As part of the casting of the spell, a creature uses 5 feet of movement for every 1 foot he or she moves. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed increases by 5 feet for each slot level above 2nd. Transmutation
Blazing Arrow
Casting Time: 1 action
Range: Touch
Duration: 1 Round
A spark of magic radiated from you ignites a celestial arrow you touch and ignites a celestial tomahawk on impact, dealing 1d4 necrotic damage to it and throwing it into igneous war. The arrow explodes, dealing 1d4 + 1d8 necrotic damage to each creature within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one additional celestial tomahawk for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of celestial tomahawks for each celestial tomahawk created increases by two for each slot level above 2nd. Abjuration
Blazing Bolt
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a beam of yellow light at a point 300 feet on the ground that remains within range. The point of the beam is perpendicular to the ground where it appears. The beam flashes a green light and lasts for the spell’s duration. If you cast this spell multiple times, you can have no more flashes than one flashing per round, and you can have an additional flash set during your turn. The spell remains in effect while you are within cover or at least 100 feet away from the source to the best of your ability. Until the point you cast this spell, you can use your action to cause a flash of yellow light to pass through all its possible lanes in a 10-foot cone, dealing no damage. The spell ends if the flashing green light passes through a barrier. A barrier created by a spell or other magical effect can only be breached by a creature whose space in that area is less than 200 feet away from it, and it can remain so for the spell’s duration. A wall, other than a wall created by a spell or magical effect, can be breached in this way only by an invisible barrier. Transmutation
Blazing Cloud
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A veil of vapors fills the air at a point you choose within range. Choose up to ten creatures within range and one surface of stone where a cloud of soot and bright light spills out of it. Each target must succeed on a Constitution saving throw or take 1d8 fire damage when it begins its turn in the mist. The mist spreads around corners. Any creature within 30 feet of the center of the cloud can make a Constitution saving throw. On a successful save, it spreads out among all surrounding creatures, even if none have to travel such a way. Evocation
Blazing flash
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch a creature you can see within range. The target takes 3d6 radiant damage. The target takes half the damage of the spell, and any magical damage the target takes is reduced by 1d6. Transmutation
Blazing Smite
Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack with a casting time of 3 minutes or less, your weapon flares with bright flame and deals 1d6 fire damage to the target. The attack deals no cold damage. If the target is a creature, it can be charmed by the glowing hand, or frightened by it. Otherwise, you have advantage on the attack and have the ability to use your action to deal extra damage to the target. If
Blazing Smite
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You unleash a hail of iron-clad beams of light that slam into targets on the ground, a portal to another dimension, or whatever you choose to open one of the portals on the first floor. A creature must succeed on a Strength saving throw or be affected by the blast. On a failed save, the target takes 1d6 piercing damage, and it must then make a Constitution saving throw at the end of each of its turns. If it succeeds on this saving throw, it is immune to this blast. A creature that takes damage or is affected by any of its other effects is knocked prone in the portal. Transmutation
Blazing Sphere
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell creates a globe of red speckles in a 20-foot radius centered on a point within range. The globe remains for the duration, and the globe sheds dim light in a 20-foot radius when red glowing. The globe remains for the spell’s duration, as it does when a globe is created, for the duration of a spell. If you cast this spell multiple times, you can have up to four glowing spheres on each side of the globe, centered on that point. Each sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, glowing spheres centered on the globe shed bright light in a 30-foot radius when you cast it. Similarly, when a globe is dispelled, one sphere that was created with the dispel curse sheds bright light in a 30-foot radius. While the globe sheds dim light, creatures and objects within its area are affected, and magical objects created by spells and magic items shed dim light in a 30-foot radius. This spell can have additional effects depending on the form you choose. A staff of eight beams of light shines down from the globe, repel ranged weapon attacks, and deal an extra 1d4 radiant damage to each creature within 4 feet of the point where the staff appears. When the globe appears, each creature must make a Constitution saving throw. On a failed save, a creature takes 10d10 fire damage. On a successful save, the creature takes half as much damage. Until the spell ends, bright light in the globe sheds its color, and dim light in a 20-foot radius around the globe. 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
Blazing Sphere
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
Choose an unoccupied 5-foot square that you can see within
Blazing Sphere
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You create a sphere of light that is 100 feet in diameter and 5 feet high and 10 feet
Blazing Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This spell reveals the presence of creatures within your reach within the sphere, and those creatures appear in unoccupied spaces within 30 feet of you if you or someone else is within the sphere themselves. For the spell’s duration, or until you use an action to determine if a creature within 30 feet of your location is within 30 feet of the spell’s location without moving, a glowing orb 7 feet in diameter and 5 feet tall, or a misty cloud 5 feet in diameter and 5 feet tall. It moves in a straight line up to 120 feet in a direction you choose. For the spell’s duration, or until you use an action to determine if a creature within 30 feet of the orb is within 30 feet of the spell’s location, shapes, or intensity, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet until the spell ends. These lights radiate a blue light, a green light, or a violet light that lasts for 1 hour. The elemental magic of this spell is shared by all elements of the chosen element, as well as the chosen creature. Once shared, the elementals learn and refine their own elemental magic, imbue their magic to their enemies, and protect themselves against their magic. Each creature in the orb’s space is protected against one elemental drain. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have up to three of its 6 components appear in one place within 30 feet of each other. Each creature of your choice within 5 feet of one of its components must make a Constitution saving throw. On a failed save, it takes 14d6 fire damage that can’t be reduced
Blazing Sphere
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create or form an invisible barrier that covers a 30-foot-radius sphere. The barrier lasts for the duration. The barrier is made up of 1,000-foot-high walls, each 60 feet in diameter. Each wall has a weight of 20 pounds. Each wall has a height of 20 feet. A barrier can be created up to 20 feet higher than that created by this spell. The barrier is made up of 60 blocks of stone. A wall can be up to 5 feet high, 20 feet long, and 6 feet tall. The wall can be up to 1,000 feet tall, 10 feet high, 10 feet high, and 20 feet high. The wall can be 20 feet or more high or 20 feet or more low. The barrier is made up of a thin sheet of silvery material that can be woven into any material available. At any time you can create or form a wall, you must first locate the nearest surface that can be used to form it. You can also create or form one of the barriers you create. You need to know where the barriers are located before you can create one. A wall created by this spell is difficult terrain and can have a height of up to 30 feet. The barrier isn’t difficult terrain when it is created. If it is created, it is automatically visible to all creatures that it blocks. A wall that isn’t created by this spell is difficult terrain and can have a height of up to 30 feet. A
Blazing Sphere
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell emits a dazzling greenish glow that sheds light in a 10 feet radius throughout the area for an additional 10 feet. For the duration, or until you use an action to reflect the green light back to any place within 10 feet of you where it was created: as a flash of light in a lantern or a place of great illumination in an adjacent room, up to 5 feet deep. This spell has no effect on plants or other natural light. Evocation
Blazing Sphere
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell creates a sphere of flame that is at the center of your space for the duration. You can place this spell anywhere within a 20-foot cube. You can extinguish the sphere when you take damage, or place a spell-like effect there that makes the sphere flammable. The sphere remains there until the spell ends. If you create more than one sphere, you can create spheres of different shapes, sizes, colors, and fey types. For example, you could create a sphere of warded earth, earth covered in molten stone, or translucent stone with an extradimensional opening. You can use your action to create a sphere of stone that is a cube with 10-foot cubes. You choose the shapes described below: The spheres can be placed as close as 10 feet to as far as 100 feet away. You can create a sphere up to 25 feet in diameter, or a sphere that is as tall as 30 feet tall, or a sphere with 20 feet to the nearest 5 feet tall. You can create a sphere up to 25 feet in diameter and up to 10 feet tall by placing a simple object weighing 40 pounds or less within the sphere. The spheres can be placed on surfaces other than stone or other nonmagical objects. You can create a sphere from either a material object or a nonmagical object (such as a book, a spell book, or a mountain's set). When you create the sphere, you can use your action to create and hold onto the material object or unoccupied portion of the sphere, making it a part of the Sphere of Magic. You can animate the sphere by using an action to mimic the movement of your own body. The sphere remains within 1 foot of you, but it has advantage on Wisdom saving throws and ability checks that rely on perceived direction. If you cast this spell on the same spot every day for a year, or whenever you cast the spell for a full year, the sphere appears in the spot you used it, and the spell ends. You can use your action to move the sphere up to twice your speed, and it can repeat this move many times. 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
Blazing Sphere
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You create a glowing orb centered on an object that you can see within range. The orb spreads around corners, and its area is bright green and opaque. If a creature is concentrating on a spell before the spell ends, the spell lasts until it finishes its concentration, and it emits a brilliant glint in an opening 10 feet wide and 5 feet deep. The glowing orb spreads around corners, and its area is heavily obscured. It emits bright fire or sunbouldering rays at your command. If the glowing orb fails to extinguish your fireball or sunbeam fire spell without first
Blazing Sphere
Casting Time: 1 action
Range: 150
Duration: 8 Hours
This spell creates a quiver of flame that explodes when a target within 20 feet of you is hit by a nonmagical weapon attack. The weapon has the same power and the same range as the spell’s normal ammunition, but the weapon creates a quiver of burning brightly colored flames in the space of 10 feet of nonmagical ammunition within range. A target can use its reaction to make a Strength saving throw. On a successful save, the quiver of fire explodes in a 20 foot cube on impact, covering a 5-foot-radius. 20 foot radius, 5 feet of nonmagical ammunition, and 5 feet of solid stone. The quiver extends along the ammunition to form a protective portal around the target. A creature can use its action to open the portal. On a creature, whose Hit Dice are equal to or less than the creature’s Hit Dice, the portal automatically opens. The portal is 10 feet long and 5 feet thick. It opens onto an unoccupied 5-foot-radius solid rock face that you can see. While in the portal, the target is transported to another unoccupied space within 5 feet of it. When the portal opens, a luminous orb with a diameter of 5 feet is visible in the rock face and is bright light up to 60 feet long, 1 foot thick, and 5 feet thick and can hover 10 feet off the ground if it is free and can reach up to 10 feet on a spike. The orb appears in unoccupied spaces within 30 feet of it. While in the portal, the target can use its action to make a melee spell attack against one creature within reach (if that creature is a creature) within 5 feet of the orb and another creature of his or her choice that is within 5 feet of it. 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). Conjuration
Blazing Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 20 feet of the sphere must make a Dexterity saving throw. The creature takes 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. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration
Blazing Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A white, iridescent sphere of fire appears in your space and moves with you, centered on a point within range. You can target one creature you can see within range and see in the sphere for the duration. The sphere appears in places, such as behind a door or behind a pillar, and lasts for the duration. When you cast this spell, you can target one additional creature for each target you select. If you target two or more creatures, your sphere attracts them and leaves a trail of sparks in each creature’s space. 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
Blazing Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
The sphere ignites bright light within range, creating bright flashes and dim light for a duration. Each creature in a 5-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. The sphere ignites bright light within range, creating bright flashes and dim light for a duration. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d10 fire damage and is restrained. While restrained by this magic, a restrained creature must still make a Dexterity saving throw. While still under the sphere, a restrained creature is also engulfed in flames, which burning within the sphere damages it and produces tempestous clouds that are 20 feet long and 5 feet deep. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move up to its speed so that it is no longer affected by the sphere’s speed. A creature restrained by this magic must make a Wisdom saving throw each time it reverts to its original plane of existence. 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
Blazing Sphere
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
An illusory cloud of flames springs from your earthen grasp to reveal a location that looks like a place beyond reality. Choose a spot you can see within range. Each creature in a 20 foot radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 14d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the cloud up to 30 feet and then repeat the saving throw. If you are holding the smoke cloud or smoking it, you have advantage on any saving throws made to resist the cloud. The cloud moves 30 feet every time it strikes a creature within 5 feet of it. Conjuration
Blazing Sphere
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of flame appears and wreathes itself in obscuring darkness. The sphere spreads around corners. The sphere remains for the duration. If the sphere moves toward a creature within 30 feet of it, that creature must make a Constitution saving throw against your spell save DC. On a failed save, the sphere explodes. On a successful save, the sphere disperses immediately. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use an action to cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. Conjuration
Blazing Sphere
Casting Time: 1 action
Range: 300
Duration: Instantaneous
A spark of life-giving energy springs from the center of a creature by means of a symbol or symbol hand, such as a cross, a cross emblazoned across its chest, or a symbol inscribed across a creature’s surface. The spark ignites any ammunition it carries with it and ignites flammable objects that aren’t being worn or carried. The spark ignites any ammunition it carries with it. Each 5-foot-diameter cylinder has AC 20 and 20 hit points per 10-foot section. When an object touches or hits the spark, it becomes inert and emits an audible warning when it strikes the object. When a creature moves into the center of the spark or touches it (like a creature can move into or out of the center), that creature must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage, or half as much damage on a successful save. For the duration, an harmless creature or object can’t be affected by this spell. If an object strikes a creature, that creature must make a saving throw. On a failed save, it causes the object to rustle and shiver at its feet or a similar surface, and it must use its reaction to regain control of itself by returning to the Dash action. The rustling creature can repeat this saving throw the following turn, ending the spell on an affected creature on its 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. Evocation
Blazing Sphere
Casting Time: 1 action
Range: 300
Duration: Instantaneous
A sphere of flame, 3 feet in diameter, shines bright and clear and lasts for the duration. A target must succeed on a Dexterity saving throw or take 1d6 radiant damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Blazing Sphere
Casting Time: 1 action
Range: 300
Duration: Instantaneous
A sphere of radiance streaks out from you, filling a 60-foot-radius sphere with radiance for the duration. Each creature in the area must make a Dexterity saving throw. A target takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that takes this damage on a successful one takes 6d8 bludgeoning damage on a failed save. A creature can make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. Conjuration
Blazing Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a bright, glowing sphere of flame that can be a foot or two tall. The sphere is 10 feet in diameter, and can be up to 10 feet thick. The sphere is made of a silvery material, with a diameter of 1 foot. The sphere can be interacted with by up to three other creatures of the same color and size, as long as they each have their own color. A creature can use an action to cause the sphere to glow in a 20-foot radius. The sphere is so bright that it can be seen from up to 50 feet away. A creature must maintain 1 foot of cover on the ground in order to perceive the sphere. A creature can use its action to make a ranged spell attack against the sphere. While the spell is on the spell sheet, any creature within 5 feet of the sphere when it appears 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 can’t cast this spell again until it returns to its plane of existence. A shattered sphere of light can be used to
Blazing Sphere
Casting Time: 1 action
Range: 60
Duration: 24 Hours
A spark of magic radiate from your finger toward a creature within range, forming a sphere of intense intensity within range. Make a ranged spell attack against the target. On a hit. the target takes 4d8 radiant damage. You can use your spellcasting ability to determine the damage type of the spell’s element, and you can choose a number of nonmagical elements worth noting as magical. You determine what magical elements are present in the target’s liquid form, w eaving at the DM as a bonus action on each of your turns to deal the damage. You can create a single nonmagical element, a magic stone, that bears this information description. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d8 for each slot level above 5th. Conjuration
Blazing Sphere
Casting Time: 1 action
Range: 60
Duration: 24 Hours
A spark of radiance appears within range towards a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage (if you have it) or 20d6 radiant damage (if you don’t). On a successful save, it takes half as much damage and no damage. A creature succeeds on the saving throw with disadvantage. For the duration of the spell, the spell also ends against creatures other than trees or trees that don’t grow leaves. If the spell ends against a creature, it isn’t blinded, deafened, or has 100 percent body weight, but it is restrained and must use its movement to move up or down as normal, if it can. As an action, it exhales a bolt of holy energy that deals an extra 4d8 radiant damage. This spell ends for the target when the spell ends and it explodes, or when it damages a creature, if it isn’t there yet. Evocation
Blazing Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a 20-foot-diameter sphere of black smoke that spreads around corners and lasts for the duration. The sphere is translucent and doubles as a lantern. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. If you are the target of a misty cloud spell, it lingers in the air for the duration. The cloud acts as a lantern but sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When you cast this spell, you can make a spell attack with the cloud. Each creature in the cloud (including you) must make a Wisdom saving throw or be affected by the spell for its duration. Targets don’t automatically fail the saving throw. The cloud moves 10 feet each time it strikes an object or for 1 minute, after which it stops working and moving again. When the spell ends, the cloud spreads around corners. When the cloud strikes a creature, it produces bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell, you can make a spell attack with the cloud as part of making the spell, but the attack deals an extra 1d6 radiant damage to the target. Evocation
Blazing Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a glowing sphere of flame, a 10-foot diameter sphere centered on a point you can see within range. The sphere floats in the air and lasts for the duration, up to 10 minutes. When the sphere hits, you create a 20-foot-radius sphere of flame that is at least 10 feet in diameter. If the sphere hits a creature or an object that isn’t being worn or carried, it explodes, dealing 1d4 fire damage to the target. The sphere is impassable and can’t be damaged, but it has disadvantage on attack rolls against creatures or objects with flying or trident-like properties. You can move the sphere up to 20 feet out of its space. The sphere remains in place for the spell’s duration. If you cast this spell a number of times, you can have up to three of its effects active at a time, and you can dismiss
Blazing Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a sheet of quivers filled with flame that explode when a creature of your choice within range points within range points within range of a bonfire or lantern you choose within range. Each creature in a 15-foot radius sphere centered on that point must make a Constitution saving throw. Creatures in the area take 1d8 fire damage. When a creature damages or burns through the bonfire or lantern, or as a result of being on the ground, while burning, the flames are extinguished instantly, the flames of which dissipate at the start of each of its turns. As a bonus action, you can move the flames up to 30 feet in a straight line. Fireball. Make a ranged spell attack. On a hit, the target takes 3d8 damage, or half the weapon’s maximum ammunition capacity. The fire can fill 5 gallons of water and 2 gallons of clean water in any other direction. On a hit, it ignites any nonmagical objects in the flames that are not being worn or carried. Evocation
Blazing Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a sphere of opaque light in a 20-foot cube. The sphere appears to be a sphere, with the same radiance as a normal sphere. The sphere grows in size from the bottom to the top. The sphere sheds light and dim light in a 20-foot cube. The sphere can hold up to 10,000 gallons. The sphere and any creature within it can make nonmagical ranged spell attacks against you. If you cast this spell multiple times, you must choose at least one of the spells you want to use on each casting. Conjuration
Blazing Sphere
Casting Time: 1 action
Range: 90
Duration: 1 minute
A brilliant bonfire radiates from your hand toward a creature within range. Make a ranged spell attack for the creature’s creature, and make a new spell attack for that creature. On a hit, the target takes 3d8 radiant damage. You choose the creature’s color; bright red, blue, or light blue. Each creature of the color must make a Constitution saving throw to resist the spell. If the creature fails the save, it is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Transmutation
Blazing Sphere
Casting Time: 1 action
Range: 90
Duration: 1 minute
A spark is created in your hand and begins glowing blue and gold in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. An unwilling creature must the first saving throw against the spark. On a failed save, the creature takes 4d8 fire damage. 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. Evocation
Blazing Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
A 20-foot-radius sphere of fire appears in a 60-foot radius centered on a point you can see within range. The sphere spreads around corners, and its area is difficult terrain. Until the spell ends, whenever a creature enters the sphere for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’
Blazing Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 8 hours
You create a luminous—invisporeal manifestation of solid energy that lasts for the duration or until you dismiss it as an action. You can use this spell to cause torches and lanterns to flicker and to create warp in wooden planks and planks. If you make a ranged spell attack against a creature within your reach, the creature takes 4d8 bludgeoning damage, and it takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell's damage increases when you reach higher levels. when you cast this spell using a spell slot of 2nd level or higher, the damage increases to 4d8 + your spellcasting ability modifier. Evocation
Blazing Sphere
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A brilliant, emerald green flame streaks out from your hand. For the duration, you gain a +1 bonus to AC and saving throws, and you gain the following benefits: - Aquatic: You can breathe underwater and gain advantage on new weapon attacks made underwater. - Earth: Your plants and minerals transform plants within 30 feet of you into usable tools, and you gain a swimming speed of 60 feet. - Floating: You can hover in the air and project earth and fire damage spells into the air, making your daily routine a success. - Transmute Flame: You can manipulate the fire of flame in the area, making your everyday routine a success. Casting this spell again halves your damage and makes your spells more accurate. 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
Blazing Sphere
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
A sphere of flame 120 feet in diameter and 5 feet high rises toward a point within range. The sphere remains for the spell’s duration, and it extinguishes flames in a 15-foot radius sphere when extinguished. The sphere can contain up to eight 10-foot-by-10-foot cubes, each cube 3 feet in diameter and 1 inch thick. Each cube has AC 15 and 30 hit points per inch of travel. Each cube remains for the spell’s duration. When the sphere’s space is occupied by a creature, the creature takes 10d6 cold damage and is restrained there. The sphere’s space is difficult terrain. Any creature within its space of’s dimension that can’t hear or understand any creature other than you must succeed on a Dexterity saving throw. The creature is restrained there until the spell ends or the sphere’s space is occupied by another creature. Any time the sphere’s space is occupied by another creature, the creature takes 10d6 fire damage and is restrained there until the spell ends or the sphere’s space is occupied by another creature. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. The creature is also restrained by a thin sheet of mist that
Blazing Sword
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You summon a magical sword from the dark pits of hell. You create the sword and imbue it with a magic that lasts for the duration. The sword lasts for the duration by shedding bright light in a 50-foot radius and by dealing 1d8 radiant damage to one creature within 5 feet of the sword. If the weapon strikes an enemy, it deals 1d8 force damage to each target. If the weapon strikes an object or an unwilling creature, the weapon instantly expels the object or creature and deals 1d8 damage to it. After the spell ends, you can use a bonus action to mentally command any creature you made with the sword, summoning them from the shadows. They must be within range of the spell. If you command a creature summoned by the sword, they speak the sword's incantation. The creature must understand your command and understand what you mean when you speak it. The creature must make a Wisdom saving throw, taking 7d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or link two other objects of your choice that you can see within 60 feet of the sword and animate or link them from there. When you do so, you can switch from using an animal companion spell to using a spell of 8th level or lower, creating a new spell of your choice, or from using a spell slot of 8th level or higher. Each additional time you cast this spell, the sword animates and animates until you use a different one. You can link two wooden pallets of lead to create a bridge over water, a pair of leather trousers to link a shop to a high wall, or a leather jacket to give a man cloak. When you use this spell on a creature, it can follow your movements and doesn’t have to follow you around. Transmutation
Blazing Tendrils
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose a spot within range for lightning that you can see. That spot must see line-of-sight only to you, and it moves at your command (this spell must be called with care to maintain line of sight with you and your companions). Whenever a lightning bolt (contained within a 5-foot radius centered on that spot) reaches a creature, that creature must make a ranged spell attack with it or put the bolt into its weapon. On a hit, the target makes a DC 20 Constitution saving throw. It automatically succeeds, though it takes a -4 penalty to the save. On a failed save, the creature frees itself, and it becomes prone if you have it. At the start of each of your turns, you can use a bonus action to make a new attack roll. On each of your turns until the spell ends, you can use an action to mentally trigger another ability of the chosen creature. If you have the ability to do this, you must call on the chosen ability from within 20 feet of the spot you chose. If you have the ability to do nothing more, you have no ability to do anything but concentrate on the task at hand. You can use your action to create a ring of poisonous clouds that fill 1 foot of your space. When you cast this spell—and without spending time concentrating on anything else or casting spells—you can extinguish the cloud with a touch attack, and you can’t specify a spell’s poison or missile nature, but instead use a bonus action to push it apart with a weapon. In addition, you can extinguish the flames of lukas by using your action to create a small dispelling cloud of leaves centered on a point within range, as part of an attack. Each cloud of leaves burns up to 5 gallons of fuel, and you have resistance to burning damage for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd. Evocation
Blend
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
For the duration, you can create a magical bond between two or more creatures of the same kind that share a common physical form. The spell can deal damage to the two targets, but the second target can't be charmed. Divination
Blend
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell imbues a creature with the primal urge to fight, even to die. Creatures in an unoccupied space that you can see within range can see only one of each of their turns as a creature, but you are immune to all damage. At the DM’s option for a creature that’s in an unoccupied space and that has the Strength score of the chosen creature, the creature can make a melee attack with one of its slam attacks against a target within 30 feet of it, instead of the creature’s normal melee attack action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, or when you cast a spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation
Blessed Blade
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You make a sword that you can see. Choose a creature within range. It must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage. On a successful save, a creature takes half as much damage. Conjuration
Blessed Blade
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
With your weapon attacks, you can cause a shield to fly up to 50 feet in any direction. The shield is a Medium shield with a 10 inch radius and a 10-foot tall, 30-foot-high cube in the center. The shield is made of a thin sheet of force-piercing acid, which is strong enough to break bones and shatter ceilings. The shield can’t be disarmed or restrained. The spell’s effect lasts for the duration. If you cast this spell once, you can have up to five of its effects active at a time. Conjuration
Blessed Bless
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You heal a Huge or smaller creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 thunder damage. On a failed save, the target takes half as much damage. When you cast this spell, you can target one additional creature for each target you designate. If you target multiple creatures, you can designate one of them as a target of the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can target increases by two for each slot level above 6th. Evocation
Blessed Bless
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
It grants you a truesight. For the duration, your mind is able to comprehend what other creatures say and do. You can make a Wisdom saving throw. You make the spell a bonus action, and the target can determine the bonus by making an Intelligence (Investigation) check against your spell save DC. A creature can use an Intelligence (Investigation) check against your spell save DC to determine if the bonus has been achieved. If so, it can't take the check. If you are casting this spell with an Intelligence (Investigation) check against your spell save DC, the extra benefit is lost and the spell is no longer considered a bonus action. You can also use an Intelligence (Investigation) check against your spell save DC to determine if the bonus is achieved. If so, it is lost if you roll the saving throw. Transmutation
Blessed Blessword
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range blesses another creature that you can see within 5 feet of it for the duration. The target is protected against death and undead, and its hit point maximum can't fall below 5th level. The spell ends when it has struck its maximum hit points. Enchantment
Blessed Familiar
Casting Time: 1 action
Range: 5
Duration: 8 hours
You gain the ability to bless a willing creature. You gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage. • You can’t be charmed or frightened by spells, or you can’t speak a native language. • You know the languages of other creatures you can see. • You can’t cast spells and have no natural or magical connections to the plane. You also don’t have to worry about magic, such as the ability to understand the languages of other creatures. You can have up to one additional blessing at a time. Enchantment
Blessed Hand
Casting Time: 1 action
Range: 60
Duration: 1 hour
You and up to six creatures of your choice that you can see within range become deity-like, unless you choose to grant them a supernatural ability. The chosen ability can be any of the following: • Paralysed, deafened, or stunned (your choice) • Stunning, incapacitated (your choice) • Disarmed, halved, or paralyzed (your choice) • Confused (your choice) • Fainting (your choice) • Stunned (your choice) At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create three additional illusions for each slot level above 4th. The additional illusions can be any of the following: • One humanoid or a creature’s size that is in an unoccupied space on the spell’s level. The creatures are neither the target of the spell nor its target. If the target’s size is smaller than the target’s, the creature is blinded. The target’s size and direction are determined by its alignment, as does the target’s speed. The target can’t benefit from teleportation spells. Conjuration
Blessed Image
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
A glowing sphere of light in an unoccupied space appears to be composed entirely of magical energy. The sphere is 20 feet in diameter and 1 inch thick and is shaped like a square.
Blessed Mutation
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or become a creature of your choice. The target is a humanoid that has the following statistics: Strength: 1d8, Dexterity: 1d8, and Intelligence: 1d8. The target can’t be charmed, frightened, or otherwise treated as an undead. The target can’t benefit from spells or other magical effects. The target can’t cast spells. When you cast this spell, you must spend 5 minutes casting either the spell or the target’s Wisdom saving throw. Conjuration
Blessed One
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You touch a creature and receive the divine favor. The target gains the benefit of an ability that you can benefit from by using his or her Wisdom modifier when you cast this spell. If you cast this spell multiple times, you must have both of the same benefit. At any time, the target can benefit from all of the benefits of the first spell. If he or she uses his or her own Wisdom modifier to know the information below, the target gains no benefits from the second spell (although he or she can use both of them during any turn he or she is on the plane of existence he or she is in). You can use this feature a number of times equal to 2 + your proficiency bonus. When you do so, you can use the spell to ask the creature about the benefit of another benefit he or she has. If you ask the creature to explain the nature of its benefit (such as how it treats enemies and creatures), this spell can ask the same questions as the normal spell. You can also ask the creature to explain why the benefit is being offered. You can also ask the creature to explain why you have provided it with the benefit. The answer is given to the same effect as the spell. For example, if you ask the creature to explain why you made the saving throw to give you the benefit, this spell can tell you that the creature made the saving throw because it was under the spell's effect. This effect is invisible to the creature, and only the creature can see it. If you cast this spell over a long period of time, the effect lasts until you dismiss it as an action. You can also dismiss the spell by using your action to dismiss the spell with a success. Transmutation
Blessed One
Casting Time: 1 action
Range: 60
Duration: 6 Hours
You take the form of an ordinary creature of your choice that you can see within range. The creature is willing and able to see in the full 360-degree plane. Whether its alignment is one of the following: Neutral, Gnome, Half-Orc, Dwarf, Half-Elven, Half-Orc, Human,
Blessed One
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You choose one of the following benefits;’t no effect’s. You can also choose to receive or receive no benefit at all. An instantaneous healing effect. A spell that ends a turn. A healing effect that ends the first turn. A special effect. A healing effect that ends a turn that isn’t special. A special effect that ends the last turn. A healing effect that ends the last turn that isn’t special. Enchantment
Blessed One
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You are one thing. You have no particular special abilities or abilities. If you are a divine, you gain the following benefits: You can cast spells of 1st level or higher as divine spells. You can also choose to have
Blessed One
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You are one step closer to your deity or a god. You are divested of all your other senses (such as sight, memory, smell, and taste) and gain the benefit of
Blessed One
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You bless someone with a sacred item that can be used to bless any creature within 30 feet of you. If you or a creature you designate is within that 30-foot-radius sphere, you can create a creature of your choice that you can see within 30 feet of you, and you can cast the spell on it. You can make the creature immune to vulnerability, poison, and disease. When the spell ends, the creature can use whatever magical item it carries for its ability scores. If the creature is affected by a nonmagical item, the creature must use its own magic to create the item. Instantaneous You touch a creature you can see within range. It must make a Charisma saving throw. The target takes 3d12 psychic damage and is blinded until the spell ends. If the target is a creature, it is charmed by it, or frightened by it. The creature can’t be affected by this spell. If the target is an object, it is charmed by it, or frightened by it. Conjuration
Blessed One
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You conjure up a
Blessed One
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You are able to grant one of the following benefits
Blessed Ward
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A ward appears on a creature you can see within range. The ward lasts for the duration or until the spell ends. The ward appears on a target within range. The spell lasts until it has resolved. While the ward is active, the target can use a bonus action to reduce that target's AC by 10 for the duration. The spell ends if the target attempts to use an action to use a different form of protection. The target can use an action to dismiss the spell as an action. A creature can use an action to dismiss the spell as an action. Conjuration
Blessed Ward
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You become a divine ward against one of the following effects. The spell’s effect lasts for 1 hour. Water Breathing. You can breathe in any liquid that you choose. Fire Breathing. You can breathe in the form of a liquid that is 100 feet in diameter, 40 feet high, and 40 feet deep. Ice Breathing. You can breathe in the form of a liquid that is 100 feet in diameter, 40 feet high, and 40 feet deep. Poison Breathing. You can breathe in the form of a liquid that is 100 feet in diameter, 40 feet high, and 40 feet deep. Lightning Breathing. You can breath in the form of a liquid that is 40 feet in diameter, 40 feet high, and 40 feet deep. Water Breathing. You can breathe in the form of a liquid that is 40 feet in diameter, 40 feet high, and 40 feet deep.
Blessed Ward
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You gain the ability to heal one creature of a specified type. The target must make a Wisdom saving throw. The target takes 1d8 necrotic damage on a failed save. On a successful one, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. A successful save ends the effect. Conjuration
Blessing of Intelligence
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Illumination, up to 10 minutes
For the duration, a creature you touch is magically infused with the power to discern the location of evil and good spirits. Any creature that you touch is immune to the spell and the spell is silent for the duration. The target can see through the illusion and can hear the voice of the spirits. This spell can end the effect of evil spirits within 60 feet of you. Abjuration
Blessing of Intelligence
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You attempt to locate and speak the name of a divine being or divine word. The spell’s language and other knowledge remain unharmed. The target chooses a deity or a name you give it. The target’s language or other knowledge is intelligible to you, if you cast the spell. If you cast this spell multiple times, you can designate a different deity or name. At any time after casting the spell, if the spell is cast or if you are concentrating on the spell, the target must choose a different name before the spell ends. The spell’s language is affected by the target’s alignment. The target’s alignment also dictates the nature of the target’s current alignment. The target’s natural ability scores a number of successes and subtracts one from his or her total. If you cast this spell twice, you roll two additional successes. If you roll two, you roll the number of successes or subtractions as you would from the target’s total. The target’s physical and mental strength scores are both reduced by the target’s total for this spell. If you cast this spell with a spell slot of 6th level or higher, your target’s Strength and Dexterity scores are reduced by two for each slot level above 5th. Evocation
Blessing of Light
Casting Time: 1 action
Range: 30
Duration: Instantaneous
The spell reveals the presence of a celestial deity within the form of a large, glowing globe. Each creature in the area must make a Wisdom saving throw
Blessing of the Dead
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You imbue a creature of your choice that you can see within range. The casting time is 10 minutes. The creature must be within 30 feet of you. The target can make a Wisdom saving throw. On a failed save, the creature takes 1d4 necrotic damage, or half as much damage on a successful save. A creature can also use an action to cause itself to become charmed by this spell. The creature must be within 30 feet of you when you cast this spell. If a creature is within 30 feet of you while charmed by this spell, the creature must make a Wisdom saving throw. On a failed save, the creature takes half as much damage on a successful one. If the spell ends before the target can see the creature, the spell ends. Conjuration
Blessing of the Dead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You make a divine or celestial sacrifice and bless it, granting a +5 bonus to AC, CMB, and all saving throws. For the duration, you and all creatures you designate gain a +10 bonus to AC, CMB, and all saving throws. Transmutation
Blessing of the Dead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch an undead creature that has no memory or can no longer remember its name or deeds. The creature must succeed on a Wisdom saving throw or become aware of the name and deeds of the creature until the spell ends. The spell ends if the creature is dead or frozen, which occurs if the creature is no longer alive. Conjuration
Blessing of the Elements
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A blessing appears on a creature or object you choose that lasts for the duration. The spell has no effect if the creature or object is already a holy symbol. The spell has no effect if the creature or object is an object created by a spell of 7th level or higher. Divination
Blessing of the Elements
Casting Time: 1 action
Range: Self
Duration: You touch one object of worth at the end of your n
ext turn. The object you touch is a divine gift from a deity. The object is a celestial body, and the spell ends if it is worn on your hands. The object can be of any type, and it can’t be worn more than once. If you cast this spell multiple times, you can use your action to resolve the entire spell. On each of your turns, you can also use your action to dismiss the spell. If you do, the spell ends. On each of your turns after you dismiss it, you can choose any additional action you took. You can also dismiss this spell with a successful Intelligence (Investigation) check against your spell save DC. Transmutation
Blessing of the Gods
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You utter one divine word or command of a god or goddess, and the deity or goddess becomes a god or goddess of one of the following five possible forms: god, godess, god, godmother, godfather, godmother, godmother goddess
Blessing of the Lord
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a simple, magical, and sometimes dangerous magic item that has a power rating of 10 or lower. The item can be any substance, a magical item, or a component of any of the following: magic, stone, fey, fey weapon, flail, flail ring, ring, rod, sling, sling club, sling club, sling whip, sling sling finger, sling ring, sling ring, sling whip, sling spear, sling sling gun, sling sling ring, sling sling gun, sling sling weapon, sling sling ring, sling sling wand, sling sling staff, sling sling ring, sling sling wand, sling sling ring, sling sling staff, sling sling ring, sling sling wand, sling sling ring, sling sling weapon, sling sling ring,
Blessing of the Seeker
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You gain the power to ward two types of creatures. For each of the creatures you ward, you can make one additional attack with the ability. If you can, the spell ends. As an action, you can dispel the spell. Conjuration
Blessings of Light
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You imbue a creature with the power of light, a force that can cause it to appear in any plane or space within range. The spell’s area of effect is centered on a point within range. The target of the dispel magic can see through the spell’s area; if the target is within the area, it can
Bless of Earth
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You whisper a word to a creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed for the spell’s duration. If the creature is a creature, it can’t be charmed by this spell. Divination
Bless of Fire
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
You utter a divine word, and your magical fire erupts from your spellsword, flicking flames in all directions within 5 feet of you. Each creature that ends its turn in the area must succeed on a Dexterity saving throw. On a successful save, a creature takes 2d8 fire damage. On a failure, the creature takes 2d8 radiant damage. A creature that successfully saves against this spell has its speed halved until the start of your next turn. Evocation
Bless of Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a shimmering globe of flame that lasts for the duration. The globe can be used to create a wall or to illuminate a place. The globe is covered by a thick, transparent covering that protects the globe from light and prevents damage from harmful rays. The globe can be made to be a prismatic structure. The globe can be made to be a prismatic surface. The globe can be made of
Bless of Healing
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A beam of healing energy appears in a specific place that you can see within range. You heal a creature by using your action to heal up to two creatures of your choice that you can see within range of you. Any creature that is healed when you cast this spell must make a Constitution saving throw. On a successful save, the target takes half as much damage. Its hit point maximum is increased by 5d6 for each slot level above 4th. Necromancy
Bless of Holy Strength
Casting Time: 1 action
Range: Self
Duration: 30
Instantaneous You gain one of the following benefits: The target gains a +2 bonus on attack rolls and ability checks against you and its companions for the duration. You gain +2 to saving throws against spells and other magical effects. You gain immunity to nonmagical bludgeoning, piercing, and slashing damage. You can use your action to grant the target a bonus to attack rolls, and you can change the target's statistics so that it increases your attack bonus and damage rolls with each level. You gain a bonus to AC against spells and other magical effects that have no effect on you. You can target one creature of your choice that isn't immune to this spell. If you target a creature with a different save DC, the target takes 2d8 bludgeoning damage. Conjuration
Bless of Life
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell grants life-preserving antimagic field to up to eight willing creatures you can see within range. A willing creature (including you) grants a wish that the target carries with it, as long as the wish is true. The target is charmed by you until the spell ends or until you use your action to dismiss the target. The wish can be a wish to remain celibate (your choice), a wish to become celibate (your choice), or a wish to become celibate (your choice). The target can make a wish that makes you more powerful or less powerful at the time you make the wish, or one that makes the target less powerful or less powerful at the time you make the wish. You decide what happens after you make the wish. For the purposes of this spell, the target can be a creature or a place or a place and can be celibate or unfettered in its desires. The target can have its mind permanently tormented by the spell. For the duration of the spell, the target has advantage on attack rolls, ability checks, saving throws, and ability checks that rely on memory and senses. Abjuration
Bless of Life
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature of your choice that you can see within range and that can touch it for the duration. The target must make an Intelligence saving throw. On a failed save, the target takes 3d8 necrotic damage, and it takes half as much damage on a successful save. The spell ends at the end of that spell's duration. Abjuration
Bless of Lightning
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
Choose one creature of your choice that you can see within range. Each target must make a Lightning Reflex saving throw. On a failed save, the target takes 2d6 lightning damage, and it is restrained. On a successful save, the spell ends. 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. Necromancy
Bless of Light
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Bless of Life, once reserved for the dead, grants up to 1/2 the spell’s normal effect while in the spell’s light. Up to ten creatures of your choice that you can see within range gain
Bless of Power
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You gain one of the following benefits: - You gain a +2 bonus to AC for the duration. - You gain a flying speed of 30 feet. - You gain resistance to nonmagical damage. - You can use a bonus action to create a shimmering blast of magical energy that damages any creature within 5 feet of you that you can see. The target must make a Constitution saving throw at the end of each of its turns. - You create an instantaneous teleportation spell. The casting time depends on the version of Windows the casting of which is completed on the same day as the spell’s spell slot creation. - You create a teleportation circle centered on a point you choose within range. The circle moves with the circle’s distance to you. Until the spell ends, you can use a bonus action on each of your turns to cause a teleportation circle to circle around a point you choose within range. If you do so, the circle moves at half the area’s equivalent speed to the circle you created. - You create an instantaneous teleportation spell. The casting time depends on the version of Windows the casting of which is complete on the same day as the spell’s spell slot creation. If you cast the spell on a different target, the
Bless of the Dead
Casting Time: 1 action
Range: 1 mile
Duration: Instantaneous
You choose one of the following benefits: • You gain a +5 bonus to the attack roll of all creatures you designate for this spell. • You gain a +5 bonus to the attack roll of all creatures you designate for this spell. • You gain a +10 bonus to the attack roll of all creatures you designate for this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases by 1d10 for
Bless of the Dead
Casting Time: 1 action
Range: 60
Duration: 1 minute
You utter a divine command to a creature you can see within range. Make a Wisdom saving throw, and the target gains the ability to use his or her action to make a Constitution saving throw. The target can use his or her action to make a Constitution saving throw at the end of each of his or her turns. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 minute. Transmutation
Bless of the Dead
Casting Time: 1 action
Range: Self (1-minute)
Duration: Concentration, up to 1 hour
You touch one living creature that you can see within range and call to its power. If it is a Large or smaller creature, you choose one of its hit points. The target must make a Charisma saving throw. On a failure, the target takes 4d8 psychic damage. On a success, it takes half as much damage. On a second failure, it takes only half as much damage. On a third or subsequent failure, the target takes half as much damage. On a fourth or subsequent failure, it takes half as much damage. On a fifth or subsequent failure, it takes half as much damage. On a sixth or subsequent failure, it takes half as much damage. On a seventh or subsequent failure, it takes half as much damage. On a eighth or subsequent failure, it takes half as much damage. On a ninth or subsequent failure, it takes half as much damage. On a tenth or subsequent failure, it takes half as much damage. On a ninth or subsequent failure, it takes half as much damage. On a tenth or subsequent failure, it takes half as much damage. On a tenth or subsequent failure, it takes half as much damage. On a eleventh or subsequent failure, it takes half as much damage. On a twelfth or subsequent failure, it takes half as much 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 5th. Abjuration
Bless of the Dead
Casting Time: 1 action
Range: Self
Duration: 3rd (1W-10N)
This spell transforms undead into undead. The transformation lasts for the duration, and you can target undead with the same spell or ability to become the same creature. If the target is not undead, the transformation lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 minute. Evocation
Bless of the Dead
Casting Time: 1 action
Range: Self
Duration: 5
Instantaneous You imbue yourself with the power to strike down mortal enemies and heal them for 1d6 hit points. The target must succeed on a Constitution saving throw or be charmed by you for 1d6. The target must then make a Constitution saving throw. On a success, the target is charmed by you for 1d6, or the target is immune to the spell until it drops to 0 hit points or fewer. The target can’t harm you or your companions. Transmutation
Bless of the Dead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You gain the ability to restore two corpses to life. The corpse disappears if you touch it. The corpse is undead and you can see through it. Until the spell ends, you can use a bonus action to cause the corpse to disappear. You can use up to three creatures of your choice that you can see within range to remove the corpse. You can move the corpse back and forth between the targets, but you can't move the corpse or any of its companions. Abjuration
Bless of the Elements
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a shimmering orb of dazzling light in a space you can see within range. Until the spell ends, the orb is a shimmering orb. Creatures that are on the ground in that space are unaffected. Each creature in that space 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. Any creature that ends its turn within 5 feet of the orb must make a Dexterity saving throw. On a success, the spell ends and the orb disappears. Evocation
Bless of the Elements
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You curse the earth, the air, and the elements for 1 hour. You can also curse the elements for up to 1 hour. You can also curse the elements for up to 1 day and up to 1 month. The curse lasts for 10 minutes. You can also curse the elements for up to 2 minutes. You can also curse the elements for up to 6 minutes. You can also curse the elements for up to 10 minutes. The spell lasts for 1 hour, and until the spell ends, the curse lasts only if the target is in the air or if the target is wearing armor that covers itself. Conjuration
Bless of the Elements
Casting Time: 1 action
Range: 60
Duration: Con
Bless of the Elements
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You choose one of the following nonmagical objects of your choice that have been imbued with a certain element of resistance. The object is imbued with a certain amount of energy, which you can use to create either a duplicate of the object or to create a new duplicate of it. The duplicate of the object must be a different object than the one you created. The duplicate can be a creature, a plant, or a plant-like creature. The duplicate can be a creature other than the creature
Bless of the Elements
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You gain the ability to cause up to ten of the following benefits to one creature. You can also create two of the same benefits at the same time. For example, you can create one benefit and change the other. Abjuration
Bless of the Elements
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Transmutation
Bless of the Greater Restoration
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You touch one creature you can see within range. The target is restored to full health and in use by the restoration spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the restored condition is restored to the target. Abjuration
Bless of the Light
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You touch and bless one unoccupied space of your choice that you can see within range. The space is a small, dim light that appears to be entirely white. The space must have at least 1,000 feet square. The space can't contain more than 3 creatures or one creature of your choice that isn't an object of your choice. If you cast this spell and you target one creature of your choice that you can see within range, the target must succeed on a Wisdom saving throw or be stunned by the spell. If you cast this spell more than once, it can affect any number of targets at once. You can also change the target's alignment, which affects the target only. The target remains charmed, but it has disadvantage on attack rolls against you. If the target changes its alignment, you choose the one that it has. If you choose both at the same time, you can use your action to compel the target to alter its alignment. If you don't compel the target to alter its alignment, you can compel it to alter its whole personality, which you can do only once. This spell also affects creatures that can be charmed by this spell, such as the undead. Conjuration
Bless of the Undying Furnace
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature or a solid object that you can see within range. The target of the spell is immune to being charmed until the spell ends on that target. When you cast the spell, the target must make a Wisdom saving throw. On a success, the target can’t be charmed for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the saving throw DC increases by 1. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage roll for all damage rolls against the target increases by 1d10. Evocation
Bless of the Unseen
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch someone you have been given a divine gift. They sense your presence and recognize you as a divine being. The target of this spell is immune to necromancy for 1 minute. You can use your action to dismiss the spell. If you do both, the target gains a list of the chosen spells you cast in the casting time or until it dismisses the spell. The target then becomes a divine being. You choose one of the following options: - Choose one of the following effects. - Choose a nonmagical or magical effect. - Choose any effect that you cast that is no longer active. - Choose any effect that you cast that you have been cast as a spell. - Choose some other effect that you cast as a spell. - Choose a nonmagical or magical effect that you cast as an action that you can see within 30 feet of you. - Choose a nonmagical or magical effect that you cast as an action. - Choose any effect that you cast as a spell. - Choose one of the following effects that activate if you cast the spell as a full-round action. - Choose one effect that you can see within 30 feet of you. - Choose one effect that you can see within 30 feet of you. The target is unaffected by this spell. You can use a bonus action to dismiss the spell. Transmutation
Bless of the Warding EnchantmentBless of Wisdom
Casting Time: 1 action
Range: 1 Hour
Duration: You bless another creature. The target takes 1d6 p
sychic damage, or half as much damage on a failed save, and the spell ends. Transmutation
Bless of Wisdom
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You gain the power to manifest a subtle sense of power. You can use this power to illuminate a location, a creature, or a place with a light that shines out from your hand. Until the spell ends, an object or the ground in the area you point a wand at appears invisible, and a silver beam appears in the ground in the area you point a wand at. The beam appears to be of gold or silver, but the beam can be of any color. The effect lasts for the duration of the spell. Necromancy
Bless of Wisdom
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You make a melee spell attack against one creature or object you touch. The target must make a Strength saving throw. On a failed save, the target is restrained 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 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Bless�Touch
Casting Time: 1 action
Range: Instantaneous
Duration: You touch a willing creature that is within range
and must be within 5 feet of you. The target can use a bonus action to make a Wisdom saving throw. On a success, the creature takes 1d6 necrotic damage and is no longer affected by this spell. The spell ends on a failed save. On a successful one, the creature is no longer affected by this spell. The spell ends if the target is incapacitated or if it attempts to cast a spell of 3rd level or higher. Conjuration
Blight�Concentration, up to 1 minute
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause a burst of spectral energy to emanate fr
om you, centered on a point you can see within range. This energy deals 1d8 necrotic damage to any creature that enters the area or within 120 feet of it. When you cast this spell, you also cause a temporary spell effect to appear on the target creature when it is affected by this spell. The spell lasts for the duration. Evocation
Blight of Stone
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You can hide in any spot within range that you choose within range. For the duration, shimmers of stone, quicksilver, or tungsten scatters when the spell ends. You must use a successful dispel magic spell to do so. A creature is blinded while in this area, and must make a Dexterity saving throw at the end of each of its turns to regain control of his or her ability. 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. Transmutation
Blind Blade
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a ray of bright light in a 60-foot-radius sphere centered on a point within range. You can use your action to create a 60-foot-radius sphere centered on the same spot as the spell’s target. The sphere lasts until the spell ends. If it ends early or the ray is broken, it deals 5d6 fire damage to the target. Evocation
Blind eye
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You gain advantage on saving throws against spells and other ill effects. You can also use this ability as an action to see another creature's eyes (your choice) for the first time on a long rest. If you use this ability to see another creature’s eye, you can see it only while the spell lasts. The target can’t see an object other than itself. Transmutation
Blindfold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose one creature you can see within range, and choose a point within range that you can see within 5 feet of you. The creature can see the ground and moves at 60 feet per round for the duration. Otherwise, the creature is blinded. You can’t use this spell to cause an uncontrolled teleportation; instead, you can attempt to cause an uncontrolled casting of a spell by using one of the somatic component components of the trick. You can use a bonus action to cause the target to speak a message loud and clear before moving on its next turn. Transmutation
Blind Fury
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You create an intense burst of magical energy that can be blocked, and the target must succeed on a Dexterity saving throw or take 1d6 fire damage and be blinded for 1 minute. The target must make a Charisma saving throw at the end of each of its turns, and the spell ends on that turn. On a failed save, the target takes half as much damage. Transmutation
Blind Fury
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 1-foot-radius sphere of intense magical energy centered on a point you can see within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage and is blinded until the spell ends. The sphere can be up to 100 feet in diameter. It can be removed by using a similar effect from a 20-foot-radius sphere. The sphere can contain up to one hundred pounds of force. The sphere
Blind Fury
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a shimmering void within a 5-foot-high, 5-foot-deep pit, centered on a point of your choice within range. The pit can be a hollowed-out cylinder or a large cylinder, as long as you can see it. Each creature in the pit 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 can also fail this save with a Strength or Dexterity bonus of 5 or higher. Transmutation
Blind Fury
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose an area of ground you can see within range and cause an attack roll against that area. If the attack roll is a higher number than the target's, the target takes the attack roll for the turn. If the target takes a lower number, the attack roll is reduced by 2 and the target takes half as much damage. The spell’s effect ends when the spell ends. Enchantment
Blind Fury
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You fling a weapon of your choice that you can see and that can’t be reduced to 0 hit points or less of its type that you can see within range. The weapon has AC 20 and 10 hit points. The weapon’s hit point maximum is reduced by 1d6 for each additional hit point you take. Evocation
Blinding Arrow
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a beam of light that falls into place on a spot you can see within range. The spot must be within 60 feet of a point of your choice that you can see within 60 feet of the point you created the beam. For the spell’s duration, you can target a spot within 60 feet of the point you created the beam. If the spot is within 60 feet of a point of your choice that you can see within 60 feet of the point you created the beam, you can use your action to cause the beam to point within 60 feet of the place you created it, or you can cause it to point within 60 feet of the place you created it. Transmutation
Blinding Arrow
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a bright, long-lasting, magical arrow of fire. You create it from a solid object of weight, such as a stone, a piece of wood, or wooden planks. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A thrown object created by this spell must also be a Large or smaller object. The spell ends if you use your action to dismiss it. It is an arrow. It is an unbreakable string that you can use to create a new object. The string must be on an unoccupied space within 30 feet of you and must have a length equal to the dimension of the spell’s area. You can also use your action to dismiss the spell. The string must be on an unoccupied space within 30 feet of you and must have a length equal to the dimension of the spell's area. You can also use your action to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can dismiss other effects that would normally target creatures other than the target creature, such as a curse, a curse missile, or a spell cast on a target that isn’t a target of a spell. The save DC is Charisma-based. The spell ends if the target is a Large or smaller creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can dismiss a number of additional creatures of the same type that you cast. The total dismisses can be up to five. Divination
Blinding Arrow
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You conjure up a spectral arrow that pierces the air within 30 feet of you, dealing 1d4 bludgeoning damage to each creature in that area. The arrow travels in a straight line, dealing 1d4 bludgeoning damage to any creature within 30 feet of you. A creature must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, and it must use its action to move up to half its speed and make a Strength saving throw. On a successful save, the creature takes half as much damage and isn’t knocked prone. The spell ends if you cast it again. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Blinding Arrow
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous
A beam of flame bursts from your hand and explodes in a line 5 feet long and 10 feet tall. The ball of fire spreads out from your hand, and it spreads out in a vertical arc, centered on a point you choose within range. The arc lasts for the spell’s duration, or until it ends. As an action, you can move the ball of fire up to 30 feet in a straight line, and it then explodes in a 20-foot-radius sphere centered on that point. A creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage. On a successful save, a creature takes half as much damage. Divination
Blinding Bolt
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You hurl a bolt of lightning that explodes in a 20-foot cone 30 feet long and 5 feet thin. Each creature within range: one blinded by lightning for the duration; another blinded by fire for the duration. Each creature that is in the cone must make a Constitution saving throw. On a successful save, a creature awakens by dropping to half its speed for the spell. The spell ends for a creature blinded by fire. On a successful save, it awakens at the start of its next turn. blinded by cold, fire, or poison ’ or by light, cold, or fire (10 feet or less radius). Conjuration
Blinding Brightness
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
You conjure up a bright light in the area. It becomes dim, green, or blue, and the spell ends for that light. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the spell increases by 1d6 for each slot level above 1st. Evocation
Blinding eye
Casting Time: 1 action
Range: Self
Duration: 1 minute
You create a blind spot on the ground and cause it to flash red. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 poison damage,
Blinding Grasp
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch one humanoid or an object and speak one phrase of your choice that must be inaudible by one creature spell that you can cast in an area other than the SpellSight cast slot. The target can use its action to examine the spell target and make a Wisdom (Perception) check against your spell save DC. If successful, the target is protected from divination spells for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. Conjuration
Blinding Light
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A beam of bright light appears in a 20-foot-radius sphere centered on a point you choose within
Blinding light
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cast this spell as an action that lasts for the duration. The spell lasts for the duration, as long as any objects in the spell’
Blinding light
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cause a ray of light to illuminate a space in a space of 60 feet that is 60 feet or less across. Each creature in the space 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. A creature that fails the save can choose to make a Strength saving throw at the end of each of its turns. A creature takes half as much damage on a successful save and half as much damage on a failed one. The spell ends if
Blinding Light
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You conjure a dim light that shines bright light in a 30-foot radius and dim light for an amount of damage equal to your spellcasting ability modifier. On a creature or object within the spell’s area, the creature or object is blinded until the spell ends, and the spell fails if the creature or object is wearing or carrying any gear or other magical equipment. Illusion
Blinding Light
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A beam of bright light flashes from your hand to point directly at a point you choose within range. The target must make a Strength saving throw. On a failed save, the target takes 1d6 fire damage and is blinded until the spell ends. You can also use your spell’s damage modifier to determine the amount of damage that is lost while blinded. The damage increases by 1d6 after each level until it is reduced to 0. The spell ends if the target fails the saving throw. 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
Blinding light
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a bright light that is dimmed and dimmed. The light doesn’t have a casting time. You choose a light within range and the spell ends. The light appears in a spot that you can see within range. You can target one square of the spot that you are targeting with an attack roll. The target must make a Wisdom saving throw. On a failed save, the light appears in a spot that you can see within range. If that spot is more than 10,000 feet away from you and you can see it from within 5 miles of the spot you’re targeting, then the spell ends. The light has a range. When you cast this spell, you can target one square of the spot that you are casting as a ranged spell attack. The spell ends if the target doesn’t make the attack roll. Conjuration
Blinding Light
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Until dispelled, any creature that can see or
Blinding Light
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A beam of bright light flashes from your hand to point directly at a point you choose within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant damage and is blinded 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 1d8 for each slot level above 5th Conjuration
Blinding light
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause a beam of blinding light to appear on a point within range. The beam spreads out in a 30-foot radius, then disappears. The beam must be at least 10 feet tall. The spell’s area is an unoccupied space within range. You can use your movement to move the beam as if it were a beam of energy. You can also use your action to
Blinding light
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
A candle ignites in a 30-foot radius and dims to a bright light within range. The flame ignites in a 10-foot radius, and each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the spell ends. Any creature blinded by this spell must succeed on a Constitution saving throw or become blinded for the duration. The blinded creature can’t benefit from being blinded by more than one of the following effects, and its concentration is broken. 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. Illusion
Blinding Light
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous
An invisible light flashes in a 60-foot line 5 feet wide and 10 feet tall that lasts for the spell’s duration. Each creature in the line must succeed on a Dexterity saving throw or become blinded for the duration. The creature can’t use any of its action to take damage or regain hit points. 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
Blinding light
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You cause a beam of bright light to radiate from you in a 20-foot cube. Each creature in the cube must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Illusion
Blinding Light
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Light quivers around you, and bright light arcs toward you in a 15-foot radius. Each creature in the radius of the flash must make a Constitution saving throw at the end of each of its turns. A creature takes 4d8 radiant and 4d8 cold damage on a failed save, or half as much damage on a successful one. Transmutation
Blinding Light
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up to three rays of light in a 30-foot-radius sphere. Each ray must be of a type that you choose. The spell can be used to illuminate a single target within 30 feet of it and dim light for an additional 30 feet. Each target must succeed on a Wisdom saving throw or become blinded for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the radius increases by 30 feet for each slot level above 5th. Enchantment
Blinding Light
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a dim light-filled darkness within range. Any creature that ends its turn within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 1d12 radiant damage and is blinded for 1 minute. At the end of each of its turns, a blinded creature can repeat the saving throw, 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, the damage increases by 1d12 for each slot level above 5th. Abjuration
Blinding Light
Casting Time: 1 action
Range: Touch
Duration: 8 Days
Lightning springs out from your fingers and shines brightly in a 10-foot radius centered on you. Make a ranged spell attack for each finger touched. On a hit, the target takes 3d8 lightning damage. The spell’s damage increases by 1d8 when you reach 4th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Blinding Light
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a luminous light and cause it to dim in a 10-foot radius. Make a ranged spell attack. On a hit, the target takes 2d6 fire damage. Evocation
Blinding Light
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch an object that you can see within range. The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be up to 10 feet wide and up to 10 feet tall. The light must be within 30 feet of each other and dim light for each foot it moves. A creature can use an action to cause the light to dim and dim light for an additional 30 feet. A creature can use its action to cause the light to dim and dim light for an additional 30 feet. The light can be back or be back. If the light is back, it spreads across the floor, which must be a single step from the front and side of the room. Conjuration
Blinding light
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a point that has a luminous light fill it. It creates a 100-foot-radius sphere of light centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 radiant damage and is blinded until the spell ends. On a successful save, it takes half as much damage. On a failed save, the spell ends. Transmutation
Blinding ray
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A ray of light flashes from your eyes to a point you choose within range. Each creature in the area must make a Dexterity saving throw at the end of each of its turns. On a failed save, the target takes 2d8 bludgeoning damage and is blinded until the spell ends. Necromancy
Blinding ray
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure up a beam of flame to illuminate the area around you, making sure you are within it. 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. Evocation
Blinding ray
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You make a melee spell attack against a creature. On a hit, the target takes an extra 1d8 fire damage. Transmutation
Blinding ray
Casting Time: 1 action
Range: 60
Duration: Concent
Blinding Ray
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A ray of light from a point you choose within range explodes in a 10-footradius sphere centered on the point. Until the spell ends, the spell can cause up to 20 bolts of light, ranged or magical, to appear in the sphere. Each bolt has a 10-foot radius and can be fired from anywhere on the ground. The bolts can be blocked, dispersed, or destroyed. The bolt’s damage increases by 1d6 when you reach 5th
Blinding Ray
Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Instantaneous
A beam of bright light flashes out from you in a 15-foot cone. Each creature in the cone 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. At Higher Levels. When you cast this spell using a spell slot of 2
Blinding Ray
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You attempt to blind a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage. On a miss, the target takes 2d6 bludgeoning damage. As a bonus action, a creature of your choice that you can see within range can make a Dexterity saving throw. On a successful save, the target takes half as much damage and isn’t blinded. Abjuration
Blinding ray
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature that you can see within range and cause it to flinch and fall prone on its back, causing the target to make an Intelligence saving throw. On a failed save, the target takes 1d4 radiant damage. The spell ends if the target is
Blinding Ray
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one creature that is no larger than 5 feet tall and weighs up to twice as much. The target must succeed on a Charisma saving throw or become blinded until the spell ends. The target can use an action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. Transmutation
Blinding ray
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a point of light and animate one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or become blinded until the spell ends or the target can’t see. Otherwise, it must make another Dexterity saving throw at the end of each of its turns. On a failed save, the creature is blinded. On a successful one, the creature is blinded until the spell ends or the target can’t see. For the duration, the creature has disadvantage on attack rolls and ability checks. Evocation
Blinding Sickness
Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)
An undead creature that you choose that you can see within range is cured of one of the following diseases, magical feldspar, or poison, and any diseases or afflictions it has previously cured.
Blinding Smell
Casting Time: 1 action
Range: 60
Duration: Until dispelled
A mouthful of foul smelling vapors erupts from your mouth. You hear a low rumble, filled with a dull thud. That creature must make a Charisma saving throw. On a failed save, it can’t speak a command or use any abilities. Without this spell, the creature can only roar loudly, and the creature emits faint thud like the roar of a beast. When you cast this spell, you can also instantaneously extinguish the mouthful of foul smelling vapors found throughout Dunmer’s Earthen Ring. Conjuration
Blinding Sphere
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a burst of light that is 10 feet long and 10 feet wide. The sphere spreads out to 20 feet in a 40-foot-radius sphere centered on a point you can see within range. Any creature within that area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and half as much damage on a successful one. A creature can also gain a number of other benefits from the sphere. The sphere has no effect on magical objects. Conjuration
Blinding Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You cause a blizzard to form along a portion of the ground in a 20-foot-radius sphere that is 30 feet in height. The blizzard can appear anywhere on the ground in a 20-foot-radius sphere. A creature can enter the area in any of its turns. A creature can move through the blizzard at will. A creature that enters the area takes 2d8 blizzard damage. Conjuration
Blinding Sphere
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a material object that is nonmagical to you or that isn’t being worn or carried. The object explodes when it touches the object’s surface. Any creature that is within 5 feet of the object when the spell ends must succeed on a Dexterity saving throw or be affected by the spell for the duration. The spell ends for the affected creature if it remains unconscious for the duration. The spell can’t affect other creatures. Illusion
Blinding Water
Casting Time: 1 action
Range: 1 minute
Duration: You cast this spell using your spell slot level (1
0) or less, and then, if they are in the same form when you cast this spell, they are transported away from you for the duration. They move away from you until they are re- transported away from you. They are transported by water. They travel away from you until their destination is known. They travel, but if they were in the same form, they will travel to the destination for the duration. The same effect returns when you touch them again. They take two actions, and they can travel to any part of your choice within 5 feet of you that is in the direction of the destination. They travel up to 5 feet in the direction they travel up to 5 feet. They travel up to 5 feet in a direction that reaches 0 feet. The next time you cast this spell, you can move up to 5 feet in the direction of the destination. The first time you travel up to 5 feet in a direction that it can travel up to 7 feet, you can move up to 5 feet in the direction it is in, and move up to 5 feet in the direction it is in without leaving the direction it was given to move up to 5 feet in the direction it is in before moving up to 5 feet in a direction it has chosen. Divination
Blinding wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You conjure a 5-foot-square beam of wind from nothingness that is 1 inch across, centered on a point within range. The beam spreads out across the ground in a 40-foot cone, centered on that point. Each creature in that 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. A creature is blinded until the spell ends. Until the spell ends, you don�
Blindness (10th level)
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a barrier of light in a spot you choose that's within reach. The barrier is centered on a point you choose within range. If you cast this spell again, it has no effect on that point. If you cast this spell again, you can make an additional one. Once the barrier is made, it lasts until the spell ends. The barrier can be one level higher than the one you cast this spell (your choice). The barrier lasts until you dismiss it as an action. Conjuration
Blindness and Cold
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You cause a creature you touch to blink in the direction it appears. Until the spell ends, the creature must make a Dexterity saving throw. On a failed save, it takes 4d6 bludgeoning damage and is stunned until the spell ends. On a successful save, the creature takes half as much damage and isn’t stunned. On a failed save, the creature can’t take damage from nonmagical weapons or nonmagical ammunition. Illusion
Blindness and Cold
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a blizzard in a 5-foot-radius, 20-foot-high cylinder of air. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. On a successful save, the creature is unaffected by this spell, and it is immune to any poison, toxin, or similar effect on it. The spell doesn’t protect against poison and other nonmagical diseases, but the creature might take poison if it wanted to. When the blizzard appears, each creature in the cylinder must make a Constitution saving throw at the end of each of its turns. If a creature fails its save, the blizzard spreads around corners, and the spell ends. If a creature fails its save three times, it explodes. A blizzard lasts for the duration, and creatures in the area are subject to blizzard damage until the spell ends. A creature that ends its turn in the blizzard can make a Dexterity saving throw at the end of each of its turns, ending the blizzard on that creature. On a successful save, the creature is unaffected by blizzard damage. On a failed save, the creature is unaffected by blizzard damage, and it can make a Constitution saving throw at the end of each of its turns. A creature can use a bonus action to determine the nature of the blizzard, which must be within 60 feet of it. On a success, the blizzard disperses the blizzard around corners. Evocation
Blindness and Cold
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A sphere of cold air springs from your fingers and falls to the ground in a 20-footradius, 30-foot-high cylinder centered on a point you can see within range. Up to six creatures of the chosen type (including you) can enter the sphere at any time. Creatures that aren’t under the sphere’s effect can move through it. Until the spell ends, you can use your action to mentally call one of your creatures to the ground in the center. The creatures have disadvantage on Strength, Dexterity, or Constitution checks until the end of their next turn. Transmutation
Blindness and Cold
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a magical barrier of light and cold around a point you can see within range. Until the spell ends, this barrier is made of ice and water. The barrier blocks creatures and objects that aren't within 30 feet of the point. Evocation
Blindness and Cold
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
You touch a creature that you can see within range. The target must have either light skin or dark skin. The target can’t become blinded, but it can’t see through darkvision. The spell’s range is limited to a point you can see within range. Conjuration
Blindness and cold
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
You create a magical barrier that prevents creatures of your choice within 60 feet of you from seeing or seeing anything. For the duration, the barrier prevents creatures of the same or lower alignment from seeing or seeing anything. When a creature moves into the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d8 bludgeoning damage, and the spell ends. On a successful save, the creature takes half as much damage and isn’t affected by this spell. The barrier remains in place for the duration. On a failed save, the creature takes neither heat nor cold damage, and the spell ends. Transmutation
Blindness and Cold
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You attempt to blind a creature or a solid object in a 40-foot radius. The target must make a Charisma saving throw. On a success, the target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The target is also blinded by dim light for the duration. On a failed save, the target can't see through the dim light. The target can’t be targeted by spells or otherwise interact with creatures. Enchantment
Blindness and Cold
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical barrier that blocks a creature's attack and reaction until the spell ends. The barrier protects against both fire and cold. The barrier blocks both types of attacks until the spell ends, or until you dismiss it. In addition, the barrier blocks any ranged weapon attack except that made with a weapon with a range of touch. Evocation
Blindness and Death
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause blind or demented creatures within range to become temporarily incapacitated. Creatures that are under the effects of this spell lose their Dexterity and Intelligence scores when they are stunned. The spell ends if a creature dies or is charmed by this spell. Abjuration
Blindness and Disease
Casting Time: 1 action
Range: 30
Duration: 1 Round
For the duration
Blindness and necromancy
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You use your movement to hide in an unoccupied space that you can see within range. A creature that ends its turn there must make a Charisma saving throw. If it succeeds, the spell ends on that creature. If it fails, it is stunned for the spell’s duration. The stunned creature can’t move, and it is blinded. On each of your turns until the spell ends, you can use a bonus action on each of your turns to make a melee spell attack against the target. The attack deals an extra 1d4 damage of the type you chose, and the stunned creature can’t move. The spell ends if you use your action to make a new melee attack. On each of your next turns, you can spend up to one use of your action to end the stunned creature. Transmutation
Blindness and Silence Self Blindness Aura 90 Concentration, up to 10 minutes Concentration, up to 10 minutes 1. While you sense danger, the nearest creature of your choice that you can see within range has disadvantage on attack rolls, ability checks, and saving throws. This weakness persists even if the target is invisible. If the target is an object, such as a chest, chest cavity, or chest plate, the target can't see through the target’s eyes. While invisible, the target can’t be affected by any sort of visible or invisible force. The spell ends if the target is incapacitated. If the target is fighting or using a weapon, the weapon has disadvantage on attack rolls, but the spell doesn’t end until the weapon is no longer in use. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage rolls for each of its effects increase by 1. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for each of its effects increases by 1. NecromancyBlindness/Deade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You blind and blind with a brilliant glint as you make a Wisdom (Perception) check. Until the target’s movement is interrupted by a harmful spell, you make the check at the start of each of its turns. It must succeed or suffer the effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Blindness/Deafness/Disorientation
Casting Time: 1 action
Range: 30
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, 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. Necromancy
Blindness/Deafness/ silence
Casting Time: 1 action
Range: 30
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, 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. Necromancy
Blindness-end time
Casting Time: 1 action
Range: 150
Duration: Necromancy
Blindness, Mocking
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You teleport yourself to another point within range, and a creature of your choice that you can see within range must make a Wisdom saving throw. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A target can make a Wisdom saving throw again on a successful save. If it succeeds, it is blocked by the barrier until the spell ends. You can use a
Blindness or deafness to nonmagical attacks or to spells and other magical effects (see below) ConjurationBlindness or Muggles
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell blinds a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it can’t speak a single word, and its speed drops to 0 until the spell ends. While blind, the targets can’t see, touch or communicate with one another, and they are unconscious. Because of its blindness, a creature can’t cast spells but instead has a limited awareness of their words and can’t examine its body language, which is limited to words unfamiliar to the creature. The target can make a Wisdom saving throw to check words or images on the target’s mind or read the image’s thoughts before making a decision based on their words. On a success, the target can make a Wisdom check that requires a successful concentration check. On a failed check, the target can’t make a decision until it has a better plan, and it has disadvantage on saving throws against effects that might end its turn earlier. A blinded creature is also affected by this spell. Under normal circumstances, the target can be charmed or frightened (see below) but unable to perceive anything (see below). While charmed or frightened by this spell, a creature is affected by the following spells in ascending order: Acedonia, Celestial Harmony, Catastrophe, Collapse, Flood, Whirlwind, Minor Illusion, Minor Poison, Resurrection, and Spell Turning. A blinded creature w ho deals 1d10 necrotic damage to all of its hit points each round it remains blinded. A failed save reduces the target to 0 hit points. A creature loses all its hit points at the start of its next turn. Transmutation
Blindness/Silence
Casting Time: 1 action
Range: 30
Duration: 1 minute
For the duration, your mind is directed in a silent manner toward a creature 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 for the duration. The spell’s target can’t be attacked or frightened from passing by you. While the target is charmed, your movement doesn’t provoke opportunity attacks. If the target takes damage, you can use your action to make a Wisdom saving throw to make the saving throw again. On a success, the spell ends. Enchantment
Blindness to Construct
Casting Time: 1 action
Range: Touch
Duration: 10 Days
You cause a Construct creature that you can see within range to become blind until the spell ends. The blindness lasts for the duration. The blindness is permanent. The spell ends on a creature that is within 5 feet of the caster. The creature can use its action to make a Wisdom saving throw. On a success, the creature can move to another creature of its choice within 5 feet of the caster. It must also make the saving throw with a successful save. A creature that fails the saving throw must make a Wisdom saving throw with a different version of the spell. On a success, the creature can use its reaction when it uses its action to make another Wisdom saving throw. If it succeeds on this saving throw, the spell ends
Blindness to Elements
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause a spectral flying creature to flee from you. The creature is blinded until the spell ends. It must make a Constitution saving throw at the start of your next turn. On a failure, the creature makes the saving throw at the start of your next turn. On a successful save, the creature is blinded until the spell ends. The creature flies to a point you choose within range, avoiding the spell. The creature then flies to a point you choose within range, avoiding the spell. The creature then flies to a point you choose within range, avoiding the spell. The creature then flies to a point you choose within range,
Blindness to Elements
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a barrier of indestructible elements in the space of a range of 10 feet. These barriers can be created by any material component of the chosen sort, such as stone, wood, metal, or air. The barriers can’t be broken or shattered, but they can’t be worn or carried. Any creature that enters a space that is difficult for it to pass must make a Dexterity saving throw. On a failed save, a creature is restrained by the barrier for the duration. The creature is also restrained by a similar barrier created by the same spell or by another spell. The creature must make a Dexterity saving throw at the end of each of its turns. On a successful save, the barrier disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the barrier disappears when it disappears. Abjuration
Blindness to Fog
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A fog of black smoke appears in a spot you can see within range. Until the spell ends or if the fog dissipates, the fog can only be seen by creatures of your choice that are within 5 feet of you. The fog can be cleared by means other than water, such as by casting a spell or pouring magic from a potion. The fog can't pass through buildings, but it can fill spaces that aren't necessarily hazardous to people, animals, or other creatures. The fog can be cleared up to 30 feet by means other than water, such as by casting a spell or pouring magic from a potion. The fog spreads out to fill a square or portion of a space within the fog, and to fill
Blindness to Good and Evil
Casting Time: 1 action
Range: Touch
Duration: 1 Round
You touch a creature and choose one of the following effects. The target has advantage on the saving throw, and the spell ends early if you cast it early before the spell ends. On your turn, each creature that you touch has advantage on the saving throw. On your turn, the target can use an action to use an action to take a bonus action. It must make a Strength saving throw, which is the same as the spell’s bonus action. If it succeeds on this saving throw, it must use its action on each of its turns to change the target’s alignment. It can’t do anything with its actions other than to change its mind. At the start of each of its turns, the target can make a Wisdom saving throw. On a successful save, the effect ends. Otherwise, the effect 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. Transmutation
Blindness to Life
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one creature and cause it to become paralyzed. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a failed save, the target is paralyzed 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 3rd. The target must be within 10 feet of you when you target it. Conjuration
Blindness to Life
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one creature and cause it to become paralyzed. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a success, the target becomes paralyzed until the spell ends
Blindness to Life
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A shimmering mass of light appears in a 5-foot cube and lasts for the spell’s duration. Each creature in that area must make a Constitution saving throw. The target takes half as much damage on a failed save. On a successful save, it takes half as much damage on a failed save. The spell ends if the spell remains active. The spell’s duration is up to 120 days. A creature can use its action to dismiss the spell. Conjuration
Blindness to nonliving things
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause up to 5 creatures of your choice that you can see within range to become blinded. This spell has no effect on undead or constructs. Illusion
Blindness to Nonmagical Creatures
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A nonmagical creature you can see within range must make a Charisma saving throw. On a successful save, the creature takes half as much damage on a failed save, and must make another saving throw at the end of each of its turns. On a failed save, the creature is charmed. On a successful save, the creature takes half as much damage on a failed
Blindness to Plants
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose one Large or smaller plant that you can see within range. That creature must succeed on a Strength saving throw or be blinded for the spell’s duration. A creature blinded by this spell makes a Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Transmutation
Blindness to Self
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You weave your way across a body of water, avoiding the danger of being struck by a bullet. You can use your action to make a 60-foot step and land in a body of water that is equal to or less than 50 miles across. This body of water has the shortest journey and takes 10 minutes to clear out of the water. Transmutation
Blindness to Self
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A creature you touch attempts to evade your gaze. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 bludgeoning damage and is blinded until the spell ends. Creatures that rely on visual communication are affected by this spell, and they are immune to this spell’s damage reduction and saving throw effects. If the spell is cast into an object, a creature, or a small area, the blinded target is blinded as well. 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
Blindness to Self
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature. The target’s soul is imbued with magic and infused with a new sense of self. A target’s ability to reason and perceive one way or the other increases. The target’s Intelligence increases by one, and its Wisdom increases by one. The spell’s damage increases by one, and the target’s Strength increases by one. The target also becomes physically incapable of fending off the effects of the spell. Conjuration
Blindness to Small Creatures
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause a harmless noise to shimmer around a point of your choice within range. The target must make a Dexterity saving throw. On a successful save, the target takes half as much damage and doesn’t take poison damage. On a failed save, the target takes half as much damage and doesn’t take cold damage. On a successful save, the target takes half as much damage and doesn’t take poison damage. On a successful save, the target takes half as much damage and doesn’t take poison damage. On a failed save, the target takes half as much damage and doesn’t take poison 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 5th. Evocation
Blindness to the Head
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch one
BlindnessTouch
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You touch one willing creature and bestow upon it the ability to see into the harmful effects of magic. For the duration, the target can be charmed, frightened, or even possessed by the illusion. Abjuration
BlindnessTouch
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour
For the duration, blinded or blind creatures or creatures with senses other than blindsight are unable to see can pass or run. Transmutation
Blindness to Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A creature that you can see within range appears blind. The target must make a Wisdom saving throw. On a failed save, the target becomes immune to all damage, and its speed drops to 10 feet per level thereafter. On a successful save, the target can’t be charmed, frightened, or otherwise affected by this spell. Conjuration
Blindness to Water
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You choose a watery lump that you can see within range to be as harmless as a feather. Until the spell ends, the lump fills a 60-foot cube within range. Any creature that ends its turn in the lump must succeed on
Blindness to Water
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
A water elemental appears in a spot of water that you can see within range. The elemental can’t fire or cast spells. The water appears to be composed of a liquid that isn’t water, a solid that is difficult to move, or a liquid that has a difficult surface. The water is opaque to light, and must be opaque to conceal its presence. A creature can make an Intelligence (Investigation) check against your spell save DC to determine that the water is opaque. You can also use an Intelligence (Investigation) check made by your spell save DC to determine that the water
Blindsense
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You sense the direction in which another creature is moving in a direction that you choose. That creature must make a Wisdom saving throw. It takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. The damage type determines the direction in which the creature moves, and is based on its movement speed. If the creature is moving in a direction that is difficult to see or difficult to find, the creature is blind to the direction in which it is moving. If a creature is moving in a direction that is difficult to see or difficult to find, the creature is visually blind to the direction in which it is moving. Transmutation
Blindside
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
For the duration, you blinden, silence the deafened for 1 minute, or put an illusion together that resembles a wall and appears to be a wall, partially or entirely above ground. The wall can be removed by succeeding on an Intelligence (Investigation) check against your spell save DC. On a success, the wall is pushed away from you and disappears. It blocks line of sight but not movement. The illusion can be reanimated by using an action to bring it back to life. You can animate your own wall, which can be up to six feet high, but it takes 3d10 force damage. If any of this damage extends into a creature’s space, the creature takes 5d10 force damage, and the wall crumbles to rubble (no action required). The spell ends for you if you use your action to dismiss the wall. Evocation
Blindsight
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 8 hours
You make a sphere of bright light centered on a point you choose within range. The sphere is 1 foot in diameter and can be as large as 60 feet tall. The sphere lasts for the duration. The sphere can contain up to four creatures. Any creature that ends its turn within 5 feet of the sphere or enters the sphere for the first time on a turn must succeed on a Wisdom saving throw or become restrained in the sphere. The sphere then disappears. When the spell ends, the sphere disappears. Transmutation
Blindsight
Casting Time: 1 action
Range: 120
Duration: Necromancy
1 minute You cause an object to be blind in a 20-foot radius around you. If it is, you can sense its movement and make a Wisdom saving throw. On a failed save, the object can't be seen by creatures or other creatures. Transmutation
Blindsight
Casting Time: 1 action
Range: 30
Duration: Up to 10 minutes
You create a magical blind spot on a creature within range. The target must make a Wisdom saving throw. On a success, the target can see only to the extent that the blind spot is visible. If you create the blind spot, you can also use your action to make a Wisdom (Perception) check against your spell save DC to see if the spot is visible. The spell ends if the blind spot is not visible. If the spot is visible, the target can see only in the range the blind spot is visible to it. If the spot is visible, the target must identify what it is in order to see it. You can use your action to see the spot, which must be in the same location as the target. If the spot is visible, you can see the target only through the blind spot, and you must use your action to see the spot for the first time on a subsequent turn. If the spot is visible to you, you must use your action to determine what is visible to it. If the spot is visible to you only through the blind spot, you must determine what is visible to it. If you determine the light to be visible through the blind spot, you must use your action to determine what light is visible through the blind spot. The DM has the statistics for each slot, and the statistics for each slot's equipment are as follows: 1. Light 2. Medium 3. Dark 4. Darkvision 5. Blindness 6. Other 7. Wisdom 8. Intelligence 9. Charisma 10. Love 11. Love for All 12. Wisdom for All 13. Intelligence for All 14. Wisdom for All 15. Wisdom for All 16. Intelligence for All 17. Wisdom for All 18. Wisdom
Blindsight
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a blind spot in the space you choose that you can see. The spot becomes visible only to you. The spell’s radius is limited by the dim light level of the spot, and it doesn’t have to be dim light–dark. It can be dim light, moderate darkness, or light dim light, and the spell can’t create blind spots for more than 60 feet. If you cast this spell in a dim light or a dim lighted area, you can create blind spots of up to 60 feet in each direction. The spot can’t be cast as a spell slot-dependent ability check, and you must use your spell slot to cast it. You can’t create blind spots for more than 60 feet, so you must use your spell slot to cast it. If you cast it as a spell action, you can use your action to raise the spot’s dim light level to 60 feet and dim light dim light dim light. The spot’s dim light level should be at least 1d4. You can’t create blind spots for more than 60 feet, so you must use your spell slot to cast it. If you cast it as a spell action, you can raise the spot’s concentration to 1 hour. If you cast it as a concentration spell, you can have it remain for the duration. 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. Enchantment
Blindsight
Casting Time: 1 action
Range: Self
Duration: Instantaneous
A blind, translucent cylinder of light appears in a spot you can see within range. The light can be dim light, dim light, or both. An object within the dim light, such as a wand or a mace, can be blinded up to 10 feet. The spell ends if the object is worn or carries no weight. If you cast this spell multiple times, you can have the same effect on as many of them. Each casting ends if it is broken or if you lose the target. Necromancy
Blind spot
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a shimmering spot in a creature’s space, which lasts for the duration. Choose a point you can see within range. The creature can make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. On a successful save, the blinded creature is blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of willing creatures increases by two for each slot level above 1st. Evocation
Blind spot
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cause a spot of bright light in a place you can see within range to appear to you or any creature within range
Blindspot
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a 30-foot-radius sphere centered on a point you choose within range. The sphere lasts for the spell’s duration. The sphere is invisible to creatures or objects within 30 feet of it. The sphere can be difficult terrain, difficult terrain that has a diameter of 60 feet, or difficult terrain that is difficult terrain. The sphere is difficult terrain. As an action, you can cause the sphere to disappear. The sphere can be difficult terrain, difficult terrain that has a diameter of 60 feet, or difficult terrain that is difficult terrain. As an action, you can cause the sphere to disappear. Conjuration
Blindspot
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day
You attempt to blind spot a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. This blindness lasts for the duration. On a successful save, the creature can see and hear no more than 30 feet of the ground that you’re within. On a failed save, the creature can see and hear no more than 10 feet of the ground that you’re within. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration on the spell and the spell can’t be dispelled. Enchantment
Blindspot
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Until the spell ends, any creature you designate that is within 5 feet of you and that can see you’s space or is within 5 feet of you has disadvantage on all ability checks and saving throws until the spell ends. The spell doesn’t dismiss any saving throws. The spell doesn’t affect undead or constructs. Evocation
Blind Spot
Casting Time: 1 action
Range: Self (10 minutes)
Duration: Instantaneous
You point your finger at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage. On a miss, the target takes 2d8 bludgeoning damage. As an action, the target can make a Wisdom saving throw. On a failed save, the target takes 3d8 poison damage and isn’t immune to this spell. On a successful save, the target takes half as much damage and isn’t blinded. Conjuration
Blind Spot
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You cause a creature that you touch to appear in a spot of light that you can see within range. That spot is visible within range until the spell ends. The spot disappears when the spell ends. The target must succeed on a Dexterity saving throw or be blinded. Necromancy
Blind Spot
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You cause a creature to appear in a spot of light that you can see within range. That spot is visible within range until the spell ends. The spot disappears when the spell ends. The spot is difficult terrain. The target must succeed on a Dexterity saving throw or fall unconscious. Necromancy
Blind spot
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature of your choice that you can see within range. The target takes 10d6 psychic damage, and the spell ends for it. The target can use its action to use its action to make a Wisdom (Perception) check. On a success, it can see the area of the area as it appears in the DM's description. At the end of each of its turns, the target can use its action to make a Wisdom (Perception) check again, as if it had cast this spell. On
Blink, deafened
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Your magic causes an object that you can fit within range to become blurred and deafened. The blurred object is an object with a range and a price. It can be a weapon, armor, tool, or other nonmagical weapon. It can have a low power point, a high power point, and a high power point when you cast this spell. The blurred object can be both light and heavy. It can hold an extra 1-foot cube, and it can lead to a shortbow or shortbow crossbow. Each creature that is heavily obscured must succeed on a Dexterity saving throw or become blinded for 1 minute. The blinded creature can use an action to make a Strength or Dexterity check, and it makes the check with advantage. On a success, it takes half as much damage and isn’t blinded. The blurred object can have an antimagic field attached to it that prevents other creatures from using it. Conjuration
Blink, Earthbind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You shape a sphere of light and energy that lashes out at your command toward a creature within range. Make a ranged spell attack. On a hit, the target
Blinking Cloud
Casting Time: 1 action
Range: 120
Duration: 24 hours
You create a vertical and a horizontal window of magical darkness within range to exclude creatures of your choice that you can see within 30 feet of you. A dispel magic cast on the void created by this spell fails if you rely on a separate casting of the spell, or if you choose a casting line of 14th-level spell and fail, the cloud turns the area of the dark cloud around itself to black and inscribe the walls of the void with a vague gray radiance around corners. Evocation
Blinking Cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
A
Blinking cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
This spell creates dim light and darkvision to solidify buildings within an area that is difficult terrain. Buildings that are too difficult for a creature to reach have a luminous gem on their bodies. As a bonus action on a hard surface of your choice that you can see within range, you can create one of the following effects within range: - You cause up to ten pillars of fiery radiance to dance around a ceiling, forming pillars that remain for the duration. - You cause a pillar of fiery radiance to fly up to 30 feet in a direction you choose, sending pillars of radiance toward a creature within 5 feet of the ceiling. - You cause flames to leap from a pillar within 5 feet of the ceiling to launch at a creature within 5 feet of it, burning it to smithereens. - You cause a pillar of fiery radiance to leap from a creature to a pillar within 5 feet of the ceiling, raising it to a height not reachable by ground or air. Transmutation
Blinking Cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A misty mass of blackness appears in the form of a cloud of flames and wreaths in the air around you in a 15-foot cube centered on a point within range. The cloud lasts for the duration, and it extinguishes any flames within its area that aren’t being worn or carried by someone within 15 feet of it. The cloud obscures only a portion of its area, and it lasts for the duration. Any creature that enters the cloud for the first time on a turn or ends its turn there must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage. On a successful save, it takes half damage. Conjuration
Blinking Cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
For the duration, the invisible wall of fog in a 60-foot cube that you created obscures an area of unoccupied space within range. The wall appears in an unoccupied spot you choose within range, and it lasts for the duration. While the wall is in use, you can move up or down by one level for each st level you possess. As a bonus action, you can move across the wall and touch it to reshape itself to fit your requirements. For the duration, the wall looks like a cloud of smoke, with dark red rays shooting toward you from behind it. It sheds bright light in a 30 feet radius and dim light for an additional 30 feet. When the wall appears, each creature in it must make a Constitution saving throw. It spreads around corners—typically by as much as 5 feet among trees, shrubs, and shrub slopes, and by as much as 10 feet among buildings and other structures—creaturing its own path through the wall. Any creature approaching from within the wall must make a Dexterity saving throw. On a failed save, the creature takes 6d6 cold damage, also cold damage. Necromancy
Blinking Cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Until the spell ends, a 20-foot-radius sphere of crackling blackness appears on the ground within range, centered on a point you choose within range. Choose one creature in the radius for this spell. Each creature in the sphere when you cast it must make a Constitution saving throw. On a failed save, a creature becomes blinded for 1 minute and deafened for 2 minutes, while it is on the ground, behind a pillar or a precipice. While blinded by this spell, a creature can use all its movement to move up to its speed so that it is no more than 5 feet out of its space when fully obscured. While covered by the cloud, a creature can’t become invisible or to discern paths or movements on its own. To become invisible, a creature must use all its movement to take visible paths in an unoccupied space that is no larger than a 20 foot cube. A creature can be targeted only once by this spell. A target’s movement isn’t affected by this spell. This spell emits a dim greenish-white flash of radiance in a 10-foot radius and lasts for the duration. At the start of each of your turns while the flash is visible, you can target a second time to deal extra damage to the target. If you do so, 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 lst. The creatures must be within 30 feet of each other when you target them, and they must make a Constitution saving throw. On a failed save, they take 6d10 radiant damage, and they are blinded for 1 minute. If the spell ends before then, each affected creature takes the same amount of damage and has its speed halved for the duration. Evocation
Blinking Cloud
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 150 feet. This 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. Evocation
Blinking Cloud
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 20-foot—radius sphere of yellow light spreads out from you in a 20-foot radius. The light can’t pass through the wall, and it can’t be blinded. The light can’t create any other effect than that created by the blindness. Evocation
Blinking Cloud
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You conjure a devil-shaped cloud of blue light in an unoccupied space that you can see within range. The cloud can cover a 60-foot cube, and a spectral servant appears within that area. Each creature in the cloud must make a Constitution saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The cloud spreads around corners. When the cloud appears, each creature in its area must spend 5 feet of movement for every 1 foot where it moves. As a bonus action, a creature can move up to 5 feet of its own length apart to create a 20-foot cube. Each creature in that area must spend 1 foot of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d6 for each slot level above 8th. Evocation
Blinking cloud
Casting Time: 1 action
Range: 150
Duration: Instantaneous
This spell causes a puff of bright light in a location you select to shimmer in a puff of white smoke for a moment. For the duration, the puff obscures a portion of a creature’s vision and causes that creature to make a Wisdom saving throw. On a failed save, the creature takes 20d8
Blinking Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 60-foot-radius sphere of bright light springs into existence centered on a point you choose within range. The sphere is opaque and can be opaque or transparent-mirrored. The sphere remains for the spell’s duration. The sphere’s space is limited to that of a solid object and can be up to 30 feet wide. The sphere is difficult terrain. Any creature that ends its turn within 10 feet of it must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage. The sphere moves with the sphere to the nearest unoccupied space within 10 feet of it. Transmutation
Blinking Cloud
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Until the spell ends, a shadowy cloud rises from a point you choose within range. Choose one size category of trees or a portion of trees you choose that have not been cleared in a day as a result of an activity you perform within range. You can exhale the cloud in a 60-foot cone, which is 1d4 x 1d4 levels higher than normal. The cloud falls in a 50-foot cube and moves with it, remaining centered on the point you selected. When you cast this spell within 30 days of casting it, you can choose to cause the cloud to reappear in any direction within 5 feet of a point of your choice within range. In doing so, you can cause the cloud to make a new appearance within 30 feet of a point of your choice within 5 feet of a creature you choose for its size and the creature’s speed. Similarly, you can cause the cloud to reappear in any location within 30 feet of a creature that uses a movement action to eat or drink. Finally, when the cloud appears in a location within 30 feet of any other creature, whenever the cloud appears, the creature must succeed on a Wisdom saving throw or take 1d8 poison damage at the end of its next turn. Conjuration
Blinking Cloud
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A cloud of quill dust clouded the area around you for the duration. The cloud obscures most of the area, and no creature on it can see through the cloud. A creature that sees through the cloud can make a Dexterity saving throw. On a failed save, the creature is blinded and deafened for 1 minute. On a successful save, the creature is no longer blinded and deafened. Evocation
Blinking light
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Darkness is the focus of a multicolored light in a 30 foot cube centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. If a creature fails the save, it can use its action to exhale a multicolored blast of light in a 5-foot radius, which spreads out across the cube in a random direction. Each creature affected by this spell must make a Constitution saving throw. On a successful save, it emits a multidimensional image of a single point of light centered on that point, which it can see in both visible and invisible form. Its form is determined by the creature’s alignment, and the creature can communicate w as strong as one human to defend itself against hostile creatures. On its turn, it can use any action it has available to do so. While this spell is in effect, any hostile creature that would be affected by this spell is lost and unaware and is immune to all effects of its breath damage and prejudice damage. Transmutation
Blinking Lights
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A flickering, shadowy light flashes out from one creature’s tentacle to another in a location you choose within range. Until the spell ends, a tentacle remains on the ground or in an apparently fixed location and doesn’t move or change its position. The light sucks up moisture that might otherwise have evaporated, causing trees to rot and rocks to break loose from a rock wall. Evocation
Blinking mirror
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You choose a surface that you can see and that fits within a 5-foot cube within range. You touch one creature and instantly perceive it as a red, blinking mirror that has a 100 percent AC score. This spell also doubles as a light spell, making it ideal for use in dim light and bright light. When you cast this spell, you can have the spell create two different objects of the same or different color. The objects must meet the following requirements: • You need to have seen at least one piece of nonliving material in existence, such as stone or wood, before you use this spell. • You need to have seen at least one piece of nonliving material in existence, such as light, that can be discerned through a spot light up to 120 feet away. If you cast this spell using a spell slot of 6th level or higher, the spell creates two objects of the same color and size. Both of these objects have a primordial origin and possess the same basic properties. If you use a spell slot of 7th level or higher to create two objects, you can designate a creature type and make a slot use the creature’s racial construction. It is not possible to designate an elemental or magical entity by its alignment or intelligence. Transmutation
Blinking mirror
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch a willing creature and see into its dreams. For the duration, the target’s speed and attack rolls become 1D8 + 1/2 the target’s Wisdom modifier, and it senses a presence originating from a solid object within range. The target can't be frightened by this spell. The spell has no effect on undead or constructs. The spell’s effect is identical to that of the dream spell. The target can’t willingly take actions that would normally be performed by another creature. The spell allows you to temporarily dismiss one of the following effects at any time: • You temporarily dismiss a magic door, an invisible door, or a sensor door. • You momentarily alter the appearance of locks, doors, and other objects that are not on the target’s person. • You permanently dismiss a trap door, an open trap door, or a passage leading to an unoccupied space. • You temporarily move or otherwise change the direction of an antimagic field around a target’s breath weapon. • You permanently alter the appearance of otherworldly words, images, or sounds. • You permanently change the way others perceive you. • You give up a spell of 2nd level or lower to affect an object that has a Strength of 10 or lower and that weighs 3 pounds. You must switch the target spell
Blinking radiance
Casting Time: 1 action
Range: 120
Duration: 1 minute
The wind blows in a 60-foot radius around you and the surrounding darkness coalesces around a white, torch-wielding beast, immobile for the spell’s duration. For the duration, a white, torch-wielding beast has blindness and deafness to nonmagical damage, and the spell fails to extinguish the flames within 30 feet of it. A whitish-green flame flashes bright light in a 60-foot radius and dim light for an additional 60—foot for the duration. At the start of each of its turns, a white, torch-wielding beast can attack by throwing an item of its choice that isn’t being worn or carried by the beast. The beast has advantage on attack rolls against targets within 5 feet of it. If it rolls a 2 or 3 on its attack, it gains the ability to move up or down in a circle to reach its normal position. Transmutation
Blinking radiance
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
As part of the action used to cast this spell, you can blink. One creature you can see within range can see through the wall, thus obscuring its vision. The wall glows in the area and dim light for an additional 120 feet until the spell ends. The wall can be destroyed by melee or magical energy damage. If the wall is destroyed, any creatures or objects within 30 feet of it are blinded and stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1 for each slot level above 2nd. Abjuration
Blinking radiance
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You turn the face of a creature that you can see within range and that stands on a point within range, in any of its hands, into a spectral shard of iridescent light. The target must succeed on a Wisdom saving throw or its speed drops to 0. The target can take the Dash action when it first appears within range, which ends the effect. Abjuration
Blinking radiance
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A shimmering, invisible light flashes in a 30 foot radius around you for the duration. For the duration, a creature of your choice that you choose makes a Wisdom saving throw. On a failed save, the creature takes 1d6 radiant damage and is blinded until the spell ends. At the start of each of its turns until the spell ends, a blinded creature must roll a d4 and add the number rolled to the attack roll or hit point maximum. An blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell can’t designate an area of force or another magical phenomenon as being covered by such a force. Evocation
Blinking radiance
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You hurl bright light in a 20-foot radius around you. It flashes green and dim light for an additional 20 feet, and it emits a constant, deafening shriek when it sounds. For the duration, each creature in the area must make a Constitution saving throw. A creature takes 3d13 radiant damage on a failed save
Blinking radiance
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You glow a finger of radiance in a 20-foot radius and move it in a direction you choose. Until the spell ends, the finger glows in a spectral shade in the area, at which point you can choose dim light or bright light. In addition, you can glow a minimum of 5 feet in the direction you chose for the attack and 5 feet in the direction you chose for the spell’s duration. The finger glows with a luminousish blue intensity for 10 minutes. This glow has a 5 percent chance per 10 minute period. When the finger appears, each creature that you can see within 30 feet of one of the fingers (including you and any that can see through the double-stride) must succeed on a Dexterity saving throw or take 2d6 radiant damage. Alternatively, you can cause the finger to radiate a dim light in a 30 foot radius and dim light for 1 minute. This dim light can’t illuminate the floor or the walls, and the finger can’t illuminate objects in its area. If any creature moves into the affected area, it takes 2d6 radiant damage, and the spell ends. Evocation
Blinking Ray
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You can illuminate a single object in a 500-foot radius and cause the object to shimmer in the air. The spell ends if the target falls or is hit by any weapon attack. The spell ends if the object is destroyed. A creature that can see the object can see it in the image. Evocation
Blinking Ray
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A sphere of brilliant light shines out from you, peering into every creature within 30 feet of you and peering into the Ethereal Plane for the duration. The light shines bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, the light has a range of 120 feet and can illuminate only within one 300 foot cube from where you launched the spell. In addition, when a creature moves within range of the light, or if the light is on the ground, it emits dazzling light in a 30-foot cone that spreads around corners. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 20d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Transmutation
Blinking ray
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create dim lightish-white light flashes across a point of your choice in a location you see within range. This light has two levels of focus, and additional levels for each. Each point of dim light can be affected by any of the following spells of its type: acid, cold, erythema, erythema glow, erythema crack, erythema sigil, erythema talisman, erythema sigil, erythema sigils, or erythema coaltion. To cast these spells, a creature must have seen the light and can see it. While you are casting these spells, you can affect any number of creatures that you can see within range. For example, the spell that creates the shadowy door in the center of an empty room could create two identical doors in the same room; the same creature or object could be affected only by one of the three spells. Evocation
Blinking ray
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Blinking ray streaks toward a creature within range and lashes out at a point of your choice within range. Make a ranged spell attack against that creature, and make the attack with advantage if the creature’s speed is reduced to 0. The creature takes bludgeoning damage equal to 1d8 + your spellcasting ability modifier. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. In addition, if you hit the target with a weapon attack, its speed is reduced until it is halved in half, and it must make a Wisdom saving throw. On a success, you can use your reaction to halve the speed reduction. On a failed save, the creature’s speed is halved until it reaches the maximum speed allowed by the spell. Transmutation
Blinking ray
Casting Time: 1 action
Range: Touch
Duration: 10 minutes
You touch a willing creature and give it a +4 bonus to AC while you are moving. If you touch the creature while you are moving, the bonus increases to +4 + 10. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Blinking ray
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one willing creature that has the blink ability. Until the spell ends, the target can make a Wisdom saving throw. On a failed save, it is blinded until your next turn and takes 10d8 bludgeoning damage as bludgeoning damage. Transmutation
Blinking ray
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
For the duration, a willing creature you touch becomes translucent. That spell fails if it touches or touches down on a different floor or if a door is placed outside the spell’s reach. Otherwise, the invisibility ends. Abjuration
Blinking ray
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You call forth a ray of bright light, which spreads out from a point you choose within range. The ray lasts for the duration or until you dismiss it. It can reach as far as you can see and touch only you and you. It creates no vibration and emits a low hum and calming sound inaudible to the creature. This ray damages objects it strikes and creates no audible sound. At the start of each of your turns, this ray damages a creature or causes an object to be struck by the ray. If the target is a creature, this ray damages it whenever it strikes it. The ray damages creatures and objects that aren’t being worn or carried by creatures or who aren’t wearing or carrying equipment. At the end of each of the creature’s turns, it damages an object struck by the ray and causes it to vibrate with a music of soft thud. This ray lingers in the air and must be dispelled by a spell or a similar effect (such as fireball or wind damage) before it can strike. During this spell’s duration, you can use a bonus action to cause the ray to travel the distance outlined in this spell’s statistics, if possible. The ray travels at a speed of 60 feet per round for 1 minute. The ray can penetrate barriers, magical doors, and similar barriers, but it can‘t pass through a barrier made of earth or stone. Conjuration
Blinking spike
Casting Time: 1 action
Range: 120
Duration: Instantaneous
The spiky spike appears in the ground, centered on a point you choose within range, and lasts for the duration. When you cast this spell, or as an action on a later turn, the spike emits a piercing scream and sheds dim light in a 30-foot radius, which creature has AC 12 and hit point maximum. If you cast this spell outside of combat, a creature must succeed on a Wisdom saving throw or become frightened while frightened. The spike ignites flammable objects that aren’t being worn or carried, and flammable objects that aren’t being used as weapons. If you use this spell to cause a spike to grow in size, you must choose a point within range. If you target one of the points in this spell’s area, a spike sprouts from the spike in that area. The spike sheds bright light in a 30-foot radius, and the creature has disadvantage on Strength (Athletics) checks made to target spikes and Dexterity (Wis) checks made to target creatures wearing spikes. Evocation
Blinking Thunder
Casting Time: 1 action
Range: 120
Duration: 24 hours
This spell glows in a 20-foot radius in a 20-foot radius centered on a point within range. Each creature in the radius must make a Constitution saving throw. On a successful save, a creature takes half damage and takes half half damage when it awakens. On a failed save, a creature takes half damage and takes half damage when it awakens. The spell can’t affect plants or trees, or activate barriers, trees, or hedges within the spell’s area. The spell creates dim light, then doubles the brightness of light in a 5-foot radius and dim light for an additional 5 feet. The brightness can’t be reduced below the lowest light level. Evocation
Blink-like Eye
Casting Time: 1 action
Range: Self
Duration: Touch
Concentration, up to 10 minutes You touch a spot that you can see within range and that lasts for the duration. You can make a ranged spell attack against a creature, a creature, a object, and a magical force that affects one creature. If the spell ends, the spell ends. Enchantment
Blink-like Eye
Casting Time: 1 action
Range: Touch
Duration: Self
This spell creates a bright light out to 300 feet centered on a point that you choose within range. Each creature in that area must make a Wisdom saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell can also be ended by direct or touching by a touch. Conjuration
Blink-like Eye
Casting Time: 1 action
Range: Touch
Duration: Touch
1 Round A shimmering, magical eye flashes from the eye of a creature you can see within range. The eye drops to 0 hit points and the eye becomes bright yellow. The eye becomes bright and dim for the duration. Conjuration
Blinknessing Hands
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell creates a magical link between a creature you can see and another creature that you can see within range. You must use your action to enter the space nearest to the destination location where you cast it. Alternatively, you can enter the space nearest to the destination creature. The spell can allow up to 100 creatures to see each other. Divination
Blinkness or misspelled messages
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a sphere of thin sheet of invisible messages that appear in a 30-foot-radius cylinder centered on a point within range. Each creature in the sphere must succeed on a Wisdom saving throw or be blinded until the spell ends. A creature or creature affected by the spell must succeed on a Wisdom saving throw or be frightened of the creature for 1 minute. The sphere of invisible material materiality must be an invisible wall, and the wall can be up to 20 feet thick. A creature or creature isn’t immune to this damage. - If a creature succeeds on a Wisdom saving throw or enters the sphere or that creates a magical opening is larger than the size of the sphere, the creature is affected by the spell. You can communicate with the creatures in the sphere and even move through the opening as if there were no space available. Similarly, you can use your action to move through the opening as if there were no space available. Conjuration
Blistering breath
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You pour a burst of magical energy that is 100 feet long, 5 feet wide
Blistering Cloud
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 20-foot thick cloud of vapor spreads out of the spell’s area and forms a 15″ diameter cloud on the ground within range. The vapor glows green and dim light for an additional 5 minutes or until a point of your choice that you can
Blistering Cloud
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a cloud of swirling, swirling, and/or cloudy clouds on a solid surface within range. Each cloud lasts for the duration. The cloud lasts for the duration to be within 30 feet of the spell’s area. The cloud is heavily obscured by thick ice and thick fog. Each cloud is 30 feet in diameter and 10 feet high. A strong wind can disperse the cloud. It must be at least 20 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud
Blistering Cloud
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
A quivering mass of blackness spreads out from an open pit within range, 5 feet deep, on either side of a solid object or surface that you can see within range. The quiver is for storing magical energy. A quiver can hold up to 100 cubic feet of liquid or 5 gallons. When broken, it turns into a quiver of flame, 5 feet in diameter. When opened, the quiver contains up to 4 gallons of extra-liquid or 5 gallons of extra-viable liquid. While quivers are used up, you can use a bonus action to cause as much damage as you can spare while affected by the quiver. As a bonus action, you can change the quiver shape you used to create it. You can change its opacity, brightness, and temperature, or you can use its layer number and height. While the quiver changes opacity, you can use an action to change its interior. Choose a piece of soft metal or stone that you can see within range, such as a staff, or an immobile object, such as a scroll, that isn’t being worn or carried by another creature. You can cause the quiver to glow in the space you choose. You can also change its opacity so that bright light and dim light can pass through it. When you create the quiver, you can also cause its sound to be played while activated. It stalks creatures and solid objects with which you are familiar. When you create the quiver, you can alter its appearance in any significant way so that its movements appear natural for the quiver. To create an illusion, you either create a vertical tremor (the size of your hand) and instantly create a warp, crack, or crevasse at the base of the tremor, or you create a tremor that lasts for 1 minute or so and causes a warp in 100 feet of floor space that you can see centered on the floor. If you create a tremor that lasts for any length of time, create a 10-foot-diameter depression on the floor at the base of the tremor, and cause a tremor that lasts for any length of time, cause the floor of the tremor to become slick with fine snow, or cause swirling icefalls, the illusion lasts for 1 minute. The spell ends if you cast it again, if you attack an enemy, if you make an attack roll against a creature targeted by the illusion, or if your concentration is broken. When you cast this spell, you can have only one finger on the trigger to control the illusion. You can’t manipulate the tremor, crack, or crevasse at the same time as by any means by which you cast this spell. Transmutation
Blistering Flame
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You unleash a raging flame that ignites flammable objects in a 30-foot radius on a creature or a solid object in range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d12 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 2nd level or higher, the number of creatures affected by it increases by two for each slot level above 1st. Conjuration
Blistering Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A sphere of flame, 5 feet long and 10 feet wide, appears in a spot on the ground you choose. The sphere isn’t visible from an unoccupied space other than a 30-foot-radius sphere that's no larger than a 20-foot cube. Each creature within that area must make a Dexterity saving throw. A target takes 1d6 fire damage on a failed save and is blinded until the spell ends. A target can’t be charmed or frightened, but it can’t be targeted by spells or other means. A target can’t be targeted by spells or other means by flammable objects or by magical means, as long as it can see the object or effect. A target can’t be targeted by a spell or other means by a material component, such as wood, stone, or lead. A spell or other means can target an unoccupied space within the sphere. A target that can’t see the object, an object, or a spell’s spell slot can’t be targeted by any of these spells. Divination
Blister
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a burst of fire that ignites at the target, causing it to make a melee weapon attack against one creature within 5 feet of you that you can see. On a hit, the target takes 10d8 fire damage. The fire deals an extra 1d8 fire damage to the target, and the target takes 7d8 fire damage at the end of each of its turns. The damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), and finally 10d8 when you reach 11th level (4d8). Necromancy
Blizzard
Casting Time: 1 action
Range: 120
Duration: 1 Hour
A whirlwind appears in your reach with each blow you make against a creature within five feet of you. Each creature that starts its turn in the whirlwind must succeed on a Strength saving throw or take 1d8 blizzard damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Blizzard
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-foot radius around you. Each creature other than you within 10 feet of the point where you cast this spell must succeed on a Strength saving throw or take 1d8 blizzard damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Blizzard
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A puff of freezing air fills the air in a 40-foot cube on the ground within range. Until the spell ends, each creature in that area must make a Constitution saving throw. A creature takes 7d8 cold damage on a failed save, or half as much damage on a successful one. It takes 9d8 cold damage on a failed save, and its speed is reduced by 10 feet until it is no longer a creature. 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. Conj
Blizzard
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Blizzard is a frigid, gray-white chill radiating from your hand. For the duration, your body forms snowflakes with ice and becomes difficult terrain. For the duration, one snowflake on a hard surface blocks vision of you and makes it difficult for you to see. As a bonus action, you can halve the chill on snowflakes, and this spell ends, moving from one hard snowflake to a second hard snowflake. You can freeze solid snowflakes, and you manipulate the surrounding ice to freeze solid objects made of it. If you use a weapon, a blizzard blast deals 1d4 cold damage to solid snowflakes made of it. Conjuration
Blizzard
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of icy cold around a point you choose within range. The cold blasts out from the sphere, and any creatures in the area are chilled by this spell. At the end of each of the spell’s duration, a frigid mist appears. The mist spreads out from the sphere in a 20-foot radius centered on that point. A creature in the area when it appears or when it drops to 0 hit points or dies when the spell ends must make a Constitution saving throw. While affected by this spell, each creature in the area has disadvantage on the attack roll against the target until the spell ends. If a creature is slain by a frigid mist, the creature is frozen in ice for the duration. Evocation
Blizzard
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A wave of roaring thunder appears in a 30-foot-radius, 10-foot-tall cylinder. The wave lasts for 1 minute and increases the speed by 5 feet for each foot it takes. If the wave travels at more than 10 miles per hour, it spreads out and can’t be more than 30 miles. The wave can be a wave, a thunderstorm, or a gust. The wave can contain up to 100 cubic feet of water. The water can be up to 10 feet deep, as long as it is not in excess of 20 feet of water per 100 foot of water. The wave can travel at up to
Blizzard
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a 5-foot-radius, 15-foot-deep pit that explodes when a creature of Medium size or smaller originating from a point within range hits you within 3rd person. Each creature that starts its turn in the pit must succeed on a Strength saving throw or take 2d6 bludgeoning damage, and the pit is consumed. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Blizzard
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a portal that extends across a square of stone. The portal extends up to 30 feet and is 30 feet wide and 5 feet high. You can use a bonus action to teleport up to 30 feet in a straight line, through the portal. The portal is 10 feet wide and 5 feet high. The portal can be a 20 foot by 20 foot cube that is 10 feet wide and 5 feet high. The portal can be closed by means of a glyph, a glyph of some kind, a glyph of a kind you choose, or a glyph of a type you choose. The portal can be both open and closed. You can use a bonus action to teleport up to 10 feet in a straight line, and up to 10 feet in a horizontal line. You can also use a bonus action to teleport up to 10 feet in a straight line, up to 10 feet in a vertical line, and up to 10 feet in a diagonally-curved line. This spell doesn’t create a portal. The portal can be closed by any means that you choose. The portal lasts until it is opened. You can use a bonus action on a portal to open it. A portal closes when a creature other than you enters it, moving toward it from the direction you chose. The creature must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. The portal remains open until the spell ends. Conjuration
Blizzard
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You pull a whirlwind out of the ground and create a 10-foot-diameter, 10-foot-high cylinder centered on a point within range. Roll a d4 and subtract 1 from the number rolled. The whirlwind is a cylinder of water. The whirlwind lasts for the spell’s duration. The whirlwind dissipates when it reaches a point you choose within range. You choose one of the following effects when you cast the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the whirlwind can fire up to 10 bolts that are either 1d4 or 1d6 at a time. Each bolt carries a bonus to attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the whirlwind can fire up to 15 bolts that are either 1d4 or 1d6 at a time. Each bolt carries a bonus to attack and damage rolls. Evocation
Blizzard
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
This spell creates a raging blast
Blizzard
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A quivering mass of roaring air springs into existence at a point you choose within range. The area of the quiver is heavily obscured and can’t be clearly seen. The area can’t be turned into a fog, an icy cloud, or a place covered in fog. The ground in the area becomes difficult terrain. The area lasts for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area of the quiver increases by 20 feet for each slot level above 6th Transmutation
Blizzard
Casting Time: 1 action
Range: 300
Duration: 8 Hours
You unleash the power of the Great Smoky Mountains to create one of the largest fires in the air, lasting for the duration. For the duration, each fire-wreathed creature in any structure in the atmosphere (including firecrackers, boilers, and even the chimneys of old fortresses) has advantage on saving throws against being affected by one of the following effects of your choice (see below for possible effects): • Days of darkness. Affected creatures in flames or dim light suffer vulnerability to one saving throw against this spell. • Stunning. An affected creature suffers disadvantage on attack rolls against you during the duration of the spell. • Sickening. Affected creatures suffer disadvantage on saving throws against this spell. • Elemental stupor. Affected creatures suffer disadvantage on attack rolls against you during the duration of the spell. These effects last for 1 hour, during which time drows and rages within creatures that are still under the effects of the enchantment. Evocation
Blizzard
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A wind whirls around you. Until the spell ends, the spell deals 1d4 thunder damage to creatures and objects in a 30-foot radius centered on a point within range. 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
Blizzard
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell halts the movement of creatures in the area, until a creature or object moves in the area
Blizzard
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A storm descends on a point of your choice that you can see within range. This storm lasts for
Blizzard
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius circle of ice, crackling with fire, appears around you, centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. Creatures that aren’t being worn or carried by the creature must make the saving throw with advantage. On a successful save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell 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, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Wisdom saving throw at the end of each of its turns, ending the effect on it on a success. On a successful save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Strength saving throw at the end of each of its turns, ending the effect on it on a success. On a failed save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Dexterity saving throw at the end of each of its turns, ending the effect on it on a success. Conjuration
Blizzard
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a wave of cold air at a point you can see within range. The spell is a ranged spell that deals 1d6 cold damage to a creature. Conjuration
Blizzard of flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a roaring, cloud-like cloud of flame, which is 25 feet in diameter and 5 feet high. Each creature in the area must make a Dexterity saving
Blizzard
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 10 minutes
You create a 6-foot-diameter, 10-foot-tall, 30-foot-deep blizzard that spreads outward from you to 50 miles on a side road or road of your choice that you can see within range. The blizzard lasts for the duration. Each creature in the blizzard must make a Constitution saving throw at the start of each of its turns. On a failed save, a creature takes 1d8 blizzard damage and is pushed 10 feet away from the center of the blizzard. Evocation
Blizzard
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and cause it to erupt in a blizzard that lasts for the duration. The target must be within 30 feet of you when you touch it. The blizzard lasts for the spell’s duration and is difficult terrain. The blizzard is a 1-mile wide, 20-foot-tall, 20-foot-deep pit with 20 of the following effects. The spell’s range is 100 miles. The blizzard appears as a 60-foot cube on any surface within that cube. For the duration, the cube can contain up to 20 cubic feet of water. At any time during the spell’s duration, the cube can be moved up to 10 feet, as long as the creature remains within that area. Enchantment
Blizzard
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a 50-foot-radius sphere of cold air centered on a point within range. The area is heavily clouded. Each creature that moves through the sphere must make a Dexterity saving throw. On a failed save, a target takes 1d6 cold damage and is blinded until the spell ends. The spell ends if you dismiss it as an action. A spell such as Stormcloak's Ward, for example, ends on a target that starts its turn in the sphere. A target can use its action to make a Constitution saving throw. On a failed save, a target takes 3d6 blud
Blood magic
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cast this spell to manipulate the nature of stone and stone-like creatures within range. You can change the physical forms of any one creature or object for 1 minute, and any additional form after that for 1 minute. This spell can also change the physical form of a creature that you can see within range. An extra creature’s form when you cast this spell can’t be changed. The spell can’t change the physical form of any target or object. Enchantment
Blooming Bolt
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You hurl a flashing lightning bolt that ignites any and all nonmagical weapons in your path that can reach you. For the duration, nonmagical weapons and projectiles have disadvantage on attack rolls against you and have disadvantage on attack rolls against target creatures other than you. The bolt creates no heat. All damage rises by 1d10. In addition, the bolt spreads around you, creating dim conditions and day darkness. Evocation
Bloomsight AbjurationBlossom
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create two blossoms that appear in a 20-foot cube that you can see within range. Each blossoming flower has an AC of 5 and a DC 20 Intelligence check. The blossoms last for 1 minute, and you can specify that it ends before the spell ends. You can also specify that a blossoming flower has no effect. The blossoms must be of the same color or a different color. You can also specify that the blossoming flower is a plant. You can also specify that the blossoming flower has a different color or a different color. Transmutation
Blossoming Blade
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A whirlwind 5 feet long front rises from the ground and pushes outward toward a creature. The whirlwind, originating from another creature, moves with it to create a 5-footradius 30-foot high, 20-foot thick cloud of smoke that lasts until the spell ends or the front reappears in your presence. Each creature that starts its turn in the cloud 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. At Higher Levels. Once per turn, whenever a creature moves into the center of the whirlwind for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. The creature takes 4d8 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 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation
Blotter
Casting Time: 1 action
Range: 90
Duration: 10 minutes
For the duration, you can speak an unknown language of stone and snow. Transmutation
Blowdust
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a cloud of dust that explodes in a 30-foot cone. The dust is opaque to creatures, and the speed of the cloud increases by 10 feet for each slot level above 5th. Evocation
Blowgun
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You hurl a nonmagical weapon (crusader, crossbow, crossbow_equip , crossbow_case, crossbow_bag, crossbow_explosive, crossbow_barrel, crossbow_cap, crossbow_cannon, crossbow_staff, crossbow_sling and crossbow_hammer ]) that you can see within range, targeting one creature or object and then firing one of the following weapons at that creature or object: a staff of 7 + 5 arrows; a crossbow of 7 + 1 arrows; or three nonmagical crossbows, a crossbow of 10 arrows or a crossbow of 25 arrows. The staff attacks the target once it has launched the weapon, rather than trying to hit it again. It can deal no extra damage if it deals damage to itself. When the weapon attacks the target, the staff also explodes if the weapon hits it or ends its effect and no damage is done to it. The spell ends for a creature with darkvision or higher than night vision. Conjuration
Blowing Grasp
Casting Time: 1 action
Range: 120
Duration: 12 Hours
For the duration, you manipulate matter within range, creating a surge of magic within a creature you can see within range. For the spell’s duration, you can also manipulate matter in another manner, such as shaping a weapon—including any ammunition or other weapons created by the weapon itself—for the first time per Day for 10 days, ending the spell. Divination
Blowing the Firewall
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a 20-foot-radius, 20-foot-high, 20-foot-deep wall of fire in a 10-foot-diameter portion of your space within
Blow mace
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A churning maw of teeth crumbles to reveal a creature’s true form. For the duration, this creature can cast spells normally carried to a creature or object within 120 feet of it, that is, to a creature that you select while you are
Blow Me Up
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
This spell instantly thaws someone up to Medium size or smaller. Make a melee spell attack against you, and make a weapon attack there, using the same attack action. On a hit, the target takes 2d10 bludgeoning damage. Choose a creature within your reach and make a ranged spell attack using your weapon. On a hit, the target takes 2d10 force damage, and it can’t use reactions until the start of your next turn. If you take this damage, you can use your action on a hand attack to break the spell’s hold. On a hit, the spell then ends, and you are knocked prone. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, damage from other spells, such as mending or casting out of thin air, increases by 1d10 for each slot level above 12th. Conjuration
Blow Monster
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Until the spell ends, a creature you choose that you can mentally command is engulfed in flames for the duration. The creature must succeed on a Charisma saving throw or take 1d6 fire damage. The creature isn’t blinded by flame, and its movement while blinded is free. The creature can move through the flames, but can’t move past one side of the creature’s body that is open or worn by someone wearing light or medium armor or a weapon. While engulfed in flames, the creature is restrained, and if it is able to move through the flames successfully, it escapes. While a creature has advantage on saving throws against these restraints, the creature is pulled into the flames, and it isn’t restrained. The creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is pulled out of the flames and into the flames themselves, 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 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Bludgeoning Blast
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a nonmagical bludgeoning, piercing, or slashing weapon composed of multiple projectiles that can be up to five feet across. Each weapon has AC 15 and 30 hit points. The weapon has the ammunition slot, which can be up to 50 pounds, and it has the ammunition rating. The weapon also grants a +2 bonus to attack rolls and damage rolls. Additionally, the weapon deals 1d6 bludgeoning damage to creatures and 1d6 piercing damage to creatures with truesight. Conjuration
Bluff
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to speak a cryptic, yet powerful language. If the target of this spell is of the appropriate level for the target language, the spell fails and the target suffers the DM’s Wisdom saving throw equal to 5 + its proficiency bonus. Language’s natural language barrier extends to all trees within 30 feet of it, even to those that have an opening into the wood of a tree. The barrier is 1 inch thick and lasts for the duration. Nonmagical plants that aren’t trees or that aren’t connected to the wood of a tree are unaffected. Abjuration
Bluff
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You invoke an evil spirit that w as willing to fight for you or to serve you. Choose one of the following two curses: 1) Black 2) Earth elemental 3) Fey 4) Large abjuration
Bluratic Smite
Casting Time: 1 action
Range: 10 minutes
Duration: Concentration, up to 10 minutes, up to 30 minute,
or 1 hour, a year, a year, a day. An affected creature has disadvantage on attack rolls against targets within its reach. If the target hits with a melee attack during this spell’s duration, the creature takes an extra 1d6 fire damage. The spell then ends. Evocation
Blurball
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A bright streak flashes from your pointing finger to 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 8d6 lightning damage on a failed save, or half as much damage on a successful one. The spell then ends. Evocation
Blurball Strike
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A bright flashes from your pointing finger to 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 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes anotherd6 bludgeoning damage on a successful one. The spell then ends. Enchantment
Blur, blink
Casting Time: 1 action
Range: Self
Duration: Concent
Blur Evil and Good
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Absorbing in abomination splendor, two horrors appear and begin to act in humanoid form. The first form, which has AC 15, is Medium. The second form, or the form with an AC 15, begins as an undead, hit by a necrotic or piercing blow, or half as much damage. The creature becomes a ghoul only when it drops to 0 hit points, or when you make a Charisma saving throw to do so. The creature drops to 0 hit points if it is immune to being charmed. After 0 hit points, the second form gradually increases in power, and the best form increases in size, gaining in size, and using the statistics it has accumulated so far. The creature can be charmed only by members of its kind, and attacking or firing from other than at targets within its reach is impossible while the creature has a Strength score of at least 2. The target must succeed on a Wisdom saving throw or become frightened of the creature for 1 minute. The save ends when the creature reaches 50 hit points or the creature becomes frightened of you again. A creature frightened by you has its speed halved until the start of your next turn. Necromancy
Blur Lightning
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A storm cloud rises up from the ground, centered on a point that you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and must succeed on a Wisdom saving throw or be pushed up to 10 feet away from the storm. On a successful save, a creature takes 2d8 bludgeoning damage and the spell ends. The spell then ends. Any creature pushed up to 5 feet away from the storm must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage, and the spell ends. Conjuration
Blur Magic
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A shimmering, magical eye appears on a point you choose within range. You can use your action to examine the eye and determine if it has the ability to see through a window, a ceiling, a window, or a door. You can even move across the eye without touching it. If you do so, you gain the ability to understand only spoken language and can communicate only to you. You can also understand only spoken language when you cast this spell, and no more than once per round. Conjuration
Blur Magic Arrows
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A bolt of lightning flashes from your pointing finger at a point you choose within range. Each round on your turn, the spell deals an extra 1d6 lightning damage to the target. Each round on your turn, the spell deals an extra 1d6 lightning damage to the target. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage, and the spell ends. The spell then ends and the spell ends. The spell ends. Evocation
Blur Magic
Casting Time: 1 action
Range: Self (60-foot-radius sphere centered on a point you choose within range)
Duration: Concentration, up to 1 minute
A bright flashes from your pointing finger toward a point you choose within range. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 piercing damage on a failed save, or half as much damage on a successful one. The spell then ends. Enchantment
Blur mote
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a mote of black smoke on the ground in a 20-foot square centered on a point you can see within range. Smoke fills the air within range, and you create a 20-foot-radius sphere of indistinct flame centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. The mote ignites flammable objects in its area that aren’t being worn or carried. Conjuration
Blurness and deafness inanimate Eyes
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
This spell creates no spectral energy that surrounds you and that surrounds you. Transmutation
Blurness and deafness Inocastration
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a visual manifestation of dark energy that surrounds you. You must have seen or touched the ground for the duration. The spell creates no spectral radiance. As a bonus action, you can dismiss the spell as an action. If you cast this spell multiple times, you can either dismiss the spell as an action. If you do so, you can return to your original condition, but the spell doesn’t protect you against this spell. Casting this spell again, as part of your action, can be done again. The spell can be ended by using a bonus action. If you do so, you can dismiss this spell as an action. The spell ends if you cast the spell again. Evocation
Blurness and Silence
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a sensory sensory sensory link between a creature you can see within range and another creature that you can see within range. The link lasts for the duration, and lasts for the duration. The link can travel to a location you choose, or a place on which you can see the destination destination plane. Transmutation
Blurness and Silence
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell has no effect on constructs, and it has no effect on constructs. The damage type of the chosen type is the same as the original type, and the spell has no effect on undead. Evocation
Blurness and Silence
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell has no effect on undead. The sphere emits a thunderous boom audible only to the creature you cast it. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d8 thunder damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a failed save, and the damage
Blurness and Silence
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You cause a wave of loud boom that ripples in a 10-foot-radius sphere centered on a point where the sphere is visible only to you. The spell has no effect on undead, and it has no effect on constructs. Enchantment
Blurness and Silence
Casting Time: 1 action
Range: 8 Hours
Duration: You create a blast of mind that takes root in the
mind of someone you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 bludgeoning damage, and the spell ends. On a successful save, the spell ends. Conjuration
Blurness and Silence
Casting Time: 1 action
Range: A wave of thunderous force sweeps out from you. Each creature in a 20-foot-radius sphere centered on a point you choose must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. The damage type of the chosen type is the same as that of the original type. The wave is deaf and/unlimited to 10 feet. This spell has no effect on undead.
Duration: Transmutation
Blurness and Silence
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause a sustained blast of sound that emanates
from you. Each creature in a 20-foot-radius sphere centered on a point you can see within range must make a Wisdom saving throw. A creature takes 4d8 deafened target for the duration. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 piercing damage on a successful one. This spell has no effect on undead. Enchantment
Blurness and Silence
Casting Time: 1 action
Range: Self
Duration: Self
Concentration, up to 1 minute You cause a blast of mind from one creature you can see within range, which has its own turns. Any creature that can see the target must make a Wisdom saving throw. A creature that can see the target frightened until the spell ends, and that can see the target or its destination. If the target is a creature or an object (such as a ceiling, a ceiling, or a ceiling), the target takes 1d8 frightened, and the spell lasts for the duration. If the target is a creature, the spell can’t have more than one of its senses active, and the target must succeed on a Wisdom saving throw or be affected by the spell. A creature that can see or touch the target must make a Wisdom saving throw. On a successful save, the target takes half as frightened, and the spell has no effect on it. The target takes half as frightened of the target until the spell ends. Conjuration
Blurness and Silence
Casting Time: 1 action
Range: The target must make a Wisdom saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes the same type of damage, 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 4th.
Duration: Enchantment
Blurness and Silence
Casting Time: 1 action
Range: Touch
Duration: 1 Round
Transmutation
Blurness and Silence
Casting Time: 1 action
Range: Touch
Duration: Touch
Concentration, up to 1 minute This spell can communicate visual information to a creature that has seen it for the first time on a turn, and can’t understand any language that is spoken. Abjuration
Blurness in the air
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a celestial, a celestial, or some other intelligent creature that you can see within range. Make a Wisdom saving throw. On a failed save, a celestial must make a Wisdom saving throw. On a failed save, a celestial or a creature that is within 5 feet of you becomes frightened for the duration. It must succeed on a Wisdom saving throw or take 1d6 necrotic damage. On a successful save, the celestial becomes
Blurness in the air
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a spectral, spectral, spectral, spectral, spectral, spectral, spectral, celestial, spectral, and fiendetidiary. Each creature in that spell must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage, and the spell ends. If the creature fails, the creature is blinded until the spell ends. The spell’s damage increases when you reach 5th level. A creature can make a Wisdom saving throw. On a failed save, the creature is knocked prone. The spell ends if the creature is pushed or otherwise interacted with. The spell ends if the creature is pushed or otherwise interacted with. Evocation
Blurness, Smite
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A Medium or smaller creature takes the form of a celestial, a celestial, a fiendendous creature (your choice) for the new form. The celestial must succeed on Charisma checks, saving throws, and saving throws, taking 2d8 bludgeoning damage. The celestial obeys your commands and obeys your commands. If it doesn’t obey your commands and obeys your commands and obeys your commands and obeys your commands and obeys your commands. If it doesn’t obey
Blurness, Smite
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that isn’t wearing armor or carrying out some service. The target is pushed up to ten feet away from you by the spell. If the target is on this save, the spell ends. The target must succeed on all Charisma checks and saving throws, saving throws, saving throws, and saving throws, saving throws, saving throws, saving throws, and saving throws, saving throws, saving throws, saving throw. While this spell affects the target, the target or creature within it can use its action to examine the target and determine the target’s alignment before moving to another creature. If the target is on the target, the spell ends. The target can use its reaction to move to examine the target and determine the target’s alignment. On a hit, the target is pushed up to 10 feet away from you by the spell. If the target is against this spell, the spell ends. The target must succeed on an Intelligence saving throw or be affected by the spell. The spell doesn’t protect magic items, such as food or clothing, but it doesn’t protect magic items. The spell doesn’t protect magic items. An affected target must be able to understand the target’s meaning until the end of your next turn. While this spell affects the target, it can make a Wisdom saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell doesn’t protect magical items. Enchantment
Blurnessy Smite
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a magical storm that sweeps out from the ground in a 20-foot radius and lasts for the duration. The storm can be divided into two different magical messages: 1) The storm must be known only to you, and 2) It must be a spell of power that is inscribed on your soul. Each creature in the storm must succeed on a Wisdom saving throw or be affected by the spell. If you cast this spell multiple times, you have the same effect on all of your spells. Evocation
Blur of Water
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Your body begins to wriggle and change. Grasping water appears in the area where you cast this spell, and the water doesn’t fill your body. Until the spell ends, you can use a bonus action and/or a reaction to cause the water to swirl around you and fill your space. If the water has a location, the water spreads around corners. Any creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 5d8 bludgeoning damage. 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 1d8 for each slot level above 4th. Transmutation
Blur Poison
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Contains an odd odor, such as a leafy greenish odor, a vinegary smell, or a nauseating odor. You know if the target is poisonous.y or non-poisonic. The target must make a Wisdom saving throw
Blur reality
Casting Time: 1 action
Range: 1 Round
Duration: You touch a spot that you can see within range, an
d the spell ends. Evocation
Blur reality
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A wave of thunderous thorns sweeps out to touch a creature or object within range. Each creature in a 15-foot-radius, 30-foot-diameter sphere centered on that point must make a Dexterity saving throw. On a failed save, the creature takes 1d8 thunder damage, and on a successful one, the spell ends. Each creature in that area must make a Dexterity saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. An affected creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 thunder damage and the spell ends. If the target successfully saves, the spell ends. Conjuration
Blur sight
Casting Time: 1 action
Range: Touch
Duration: 1 Round
You touch a point of your choice that is a celestial. You can see a point of your choice within range, but you can use your action to move to move to that location. It takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6), and 17th level (3d6). Evocation
Blur Smite
Casting Time: 1 action
Range: 1 Round
Duration: You throw a nonmagical weapon into a portal to ent
er a space that you can see within range. The portal is closed by a latch, but the portal is blocked by a lock, a floor, a ceiling, or a floor. The portal is blocked by a spell slot of 5th level or higher. The spell has no effect on undead. The portal has no effect with magic items. The spell has no effect with magical weapons. The portal has no effect
Blur Smite
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A wave of thunderous boom sounds from your pointing finger to a creature. Each creature in a 60-foot-radius sphere must make a Constitution saving throw. The creature takes half as frightened and has disadvantage on all attack rolls against targets. On a successful save, the creature takes half as frightened and has disadvantage on all attack rolls against targets. The spell has no effect on undead. The spell has no effect with magical weapons. The spell has no effect with magical weapons. Conjuration
Blur Steed
Casting Time: 1 action
Range: Touch
Duration: 1 Round
You touch a kind of energy that creates a harmless sensory affect. The spell creates a harmless sensory sensory effect, causing the creature to understand the condition of its being to obey it. This spell can be ended by using a different form, as long as the soul remains in the same state for the duration. If a creature leaves its state after the spell ends, the creature becomes friendly to you for the duration. You must move the spell to the same location twice as
Blur Steed
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature and hold it. The creature must make a Wisdom saving throw. On a successful save, the creature takes half as frightened and has disadvantage on attack rolls against targets. The creature takes half as frightened and has disadvantage on all attack rolls against targets. The spell has no effect on undead. The spell has no effect on constructs. The spell has no effect with magic items. The spell also has no effect with magical weapons. The spell has no effect with magic items. The spell has no effect with magical weapons. Enchantment
Blurty Smite
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a harmless sensory sensory influence. The spell creates no effect on undead, constructs, fiends, or undead. Each creature in a 30-foot-radius sphere must succeed on a Wisdom saving throw or take 1d6 necrotic damage. Hit or miss, the creature takes 1d6 necrotic damage, and the creature must make a Wisdom saving throw. You must also use your action to dismiss the spell as an action to dismiss it as an action. If the spell ends if you dismiss it ends if you don’t have enough concentration to finish it. Conjuration
Blur vision
Casting Time: 1 action
Range: 60
Duration: This spell creates a magical link between a Large
or larger creature of your choice that you can see and another Large or smaller creature that you can see within range. You must be able to see and touch one creature each time you enter the link. Each time you do so, the target takes an extra 1d6 bludgeoning damage. When an affected creature is hit by this spell, it must succeed on a Wisdom saving throw. This spell is a magical link between the object and the creature it takes. 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
Bola Bond
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a strong magical bond between two creatures within range. The creatures can be of one size or larger or one that is neither heavy nor heavy enough to be carried by a creature. The bond lasts until the creature’s next turn, at which point it attacks and otherwise moves to a new spot within reach of the creature. The bond can be broken by using the undead spell or a similar spell. If both spells reduce a creature to 0 hit points, the creature is left with 1 hit point. If two or more creatures within reach of a bola spell are also affected by it, the bola spell fails, and the creature is left with no hit points. If you create the bond between two creatures, you can use a bonus action to cause them to become charmed or frightened together. Evocation
Bola's Arrow
Casting Time: 1 action
Range: 90
Duration: 1 Round
You move so that a bolt of lightning that is capable of firing a single round of ammunition strikes twice at a target of your choice within range. Make a ranged spell attack for the first time on a target within ranged hit points. On a hit, the target takes 1d8 lightning damage, and you have advantage on the next attack roll you make using this spell. If you drop the weapon and are Large or smaller, your attack deals 1d8 lightning damage to the target, and you have advantage on the next attack roll you make using this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of rounds of normal use increases by 2 for each slot level above 5th. Conjuration
Bold Arrow
Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack during this spell’s duration, the creature takes an extra 1d8 psychic damage. Evocation
Bold Blacksmith
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You craft fine materials to create weapons or armor in a location within range. You can craft magical weapons and armor made of precious metals or metal. You can craft weapons made of celestial, fey, fey spirit, fey cloud, fiend, fiend blade, fiendish, or extradimensional web. These weapons appear in unoccupied spaces that you can see within range. When you create a weapon or armor, you can expend one use of your spell slot and change the shape of the weapon or armor so that it hurls a beam of brilliant light in a 15-foot radius toward one creature within 30 feet of it. Alternatively, you can cause the weapon or armor to open or close automatically, and you can make a new attack roll as an action. The weapon or armor disappears when the spell ends. A creature that uses its action to construct a weapon or armor (including creating siege weapons or dealing with making armor) attacks you with the attack. The fortress-like structure doesn’t collapse into a pit or something. Instead, you can move around it and keep your distance from the fortress, as with a hall or a temple, as long as you are on the same side of the portal as the creature. Conjuration
Bold Bond
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You make a bond with a creature you can see within range. It can spend up to 5 minutes or as long as you choose to spend. When the bond ends, the creature can use an action to call out a new spell. The first time you cast this spell, you can use your action to call another spell again. The creature must be within 30 feet of you when the spell ends.
Bold Bond
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You weave your life force into objects you touch. Each creature in a 60-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. On a failed save, a creature takes 2d8 necrotic damage and is restrained in place until the spell ends. The spell ends if you or a creature you are holding becomes the target of the spell, or if you or the creature you are holding is killed by the spell. This spell ends if you or the creature you are holding becomes the target of an attack rolled by the spell. Transmutation
Bold Earth
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell empowers you with the ability to reshape the nature of nature into simple shapes and animate beasts. If you cast this spell in-text, choose one of the following options, creating two new beasts and creating one new terrain on the ground within each choice beast. You can reshape any of the beasts you create in such a way as to make them more like themselves, more intelligent, greater in kind, or less so. Once you do so, you decide what kind of beast’s physical forms and terrain forms become possible. Humanoids, Half-elves, and half-elves. The chosen beast can be an equal number of humanoid or fey (and both celestial and fey spirits) forms (the DM has the creature’s types), a chaotic fey (dissonant music fills the area), a fey (living creatures can’t willingly move out of the area), or a fey demon (your choice which fey creature you choose). The fey demon can be summoned at the DM’s notice and must obey your summons. Gnolls, Medium or Smaller Gnolls. The chosen beast can be an incorporeal being, a being completely changed by the transformation, a creature of natural armor or better (be it a celestial, fey, fey demon, fey knight, fey mountain goat, fey panther, fey reaper, fey elementalist, fey hunter, fey skald) or a Huge or smaller being (your choice which creature you choose to be immune to these effects). It has an Intelligence of 5 or less. Abjuration
Bold Earth
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a warp in the ground under a creature for the duration. The warp spreads around corners. It lasts for the duration or until you move out of the warp. When the warp spreads, each creature of it (including you) takes 5d8 bludgeoning damage and is knocked prone. If the creature moves more than 10 feet away from the warp, it also takes 5d8 necrotic damage. Transmutation
Bolden's Tower
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a ten-foot-high tower on the ground on each side of which is a 10-foot cube of earth and stone. Each wall has AC 15 and 30 hit points. Each ceiling has AC 15 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the base AC of the wall increases by 1 and the base damage increases by 1. The base damage increases by 1 when you reach higher levels. Transmutation
Bold Faith
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose a creature you can see within range. It must be within range of a spell of 5th level or lower. For the spell to work, the creature must be within 60 feet of you and must not have seen the spell before. The spell must target a specific kind of creature or an area that is common to all creatures. For example, a spell that targets a particular kind of sal
Bold Faith
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You draw the hope and understanding of others into your life. You convert an unwilling creature of 2nd level or lower into a deity willing to join your cause. For the duration, you can convert up to once humanoid or magical creature you could fit within 30 feet of the creature’s personality into your deity’s form. The creature has resistance to all damage, and it has advantage on Constitution saving throws and attack rolls against your chosen target. While the creature is willing, you can give it a unique ability, talent, or artifact that makes it immune to all damage and status effects. The creature has the same physique, hair, and facial features as a normal creature, and it gains the ability to fly. If the creature is already immune to all damage and status effects, the creature is no longer considered a threat, and creatures in the area become immune to all damage and status effects until the spell ends. Divination
Bold Faith
Casting Time: 1 action
Range: Divination
Duration: Concentration, up to 1 hour
This spell makes a person or something holy appear holy or holy places. Anything under the target’s feet is considered holy, and any creature within 5 feet of it is holy until you choose to reduce the target to 0 hit points. The target is under no compulsion to follow the literal or literal teaching of any school of magic that enjoins or opposes any sort of deity. The target can have its own school of magic, and you can choose one that enjoins or opposes a school of magic with a price to pay. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the price for any school of magic inscribed on the target becomes an additional 1d6 radiant or psychic damage. In addition, on each of your turns until the spell ends, the target can make a Wisdom saving throw to regain 2d6 hit points. If it fails, it can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. Enchantment
Bold Faith
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
This spell bolsters your faith in things. You choose a willing creature for the spell to target. The target must be within line of sight of you when you cast the spell. On each of your turns until the spell ends, you can use a bonus action on each of your turns to assume a god’s persona (if any), challenge the target with a spell of your choosing, and dismiss the spell. You can end your turn as a bonus action on the target. If you cast this spell again, the spell ends. You can also dismiss the spell at any time. Conjuration
Bold Faith
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one willing creature and communicate a religious message through its words. The target must succeed on a Wisdom saving throw or receive the message while it is within 1 mile of you. If you cast this spell while within 1 mile of you, the message is broken on it and you are guilty until proven innocent. The spell can restrain, protect, or even protect the message, which has multiple times the words' AC and DMG, but not before it states: "This command takes 2d6 force damage per 10-foot section of parchment left on the ground." The spell might have other effects on the creature, or it could send a message of no greater power, or it might convey a single phrase, written in its language, that has no associated force. The DM chooses 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. The creatures must be within 30 feet of each other when you target them. Divination
Bold Fantasy
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature. For the duration, the target is transported to another plane of existence and has advantage on the first check, ability check, or saving throw it makes before leaving the plane. Abjuration
Bold Growth
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A light-hearted, hopeful, or cheerful creature of your choice that you can see within range. The target makes a Wisdom saving throw. A creature can use its action to make an Intelligence (Investigation) check against your spell save DC. On a success, the target makes a Wisdom saving throw. On a failure, an unoccupied space of your choice within 5 feet of it is destroyed. Transmutation
Bold Growth
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature. The target gains the following benefits: • Huge, Medium, or Small • Huge, Medium, or Small size, such as Medium or larger • Huge, Huge size, such as Huge size • Huge size, such as Huge size • Huge size, such as Huge size • Huge size, such as Medium size • Huge size, such as Huge size 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
Bold Hand
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose an object that you can see within range and that fits within a 5-foot cube that you can see on a 5-foot cube. You create one of the following effects when you cast this spell targeting a creature or a portion of a creature’s space within range: • You instantaneously teleport the target to another location of your choice, at which point the spell fails, the spell fails, or something else causes it to fail the spell. • You instantly restore an unoccupied space that you can see to one that it was when it was within 60 feet of you. The target remains conscious if it can and moving this way also breaks any protective armor worn by the creature. • You instantly teleport a willing creature to an unfamiliar place and explain why it took so long to arrive. The creature, being invisible to this spell, can’t see or hear any planes beyond the cube. It is unconscious if it can’t move or doesn’t have enough concentration to notice things moving. The spell ends if you use your action to move the target up to 30 feet or if it stumbles when it reaches 5th level (2d10). Enchantment
Bold Hand
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a simple hand, made of thin, smooth, and flexible material. You touch a creature and it can make a Strength saving throw. On a failed save, a creature takes 2d10 necrotic damage and can’t take reactions. On a successful save, a creature takes half as much damage and can’t take reactions. A creature can use its action to make an Intelligence saving throw. On a failed save, a creature takes half as much damage and can’t take reactions. At Higher Levels. When you cast this spell using certain higher-level spell slots, you decide what effect this spell has on the target. Conjuration
Boldheart Bond
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You become a spectral, carrying with you a powerful and dangerous voice. You can speak the words of a creature you can hear within range, as long as it isn’t charmed or frightened. The creature must succeed on a Wisdom saving throw or be knocked prone. You can also use your action to issue a command to the creature, asking it to follow the command you gave it. You can only use this command once or twice. If the creature doesn’t follow the command, it must make a Wisdom saving throw. On a success, the spell ends. Conjuration
Bold Illusion
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell tells a creature's story with a truthful and evocative sound. If you cast this spell in the same area every day for a year, you can create a false image of yourself to appear in a location other than one you specify as a disguise or physical disguise. You must use 3 steps before you can repeat the spell. This spell can’t be dispelled. Illusion
Bold Illusion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You attempt to shape an object that it becomes a sort of precious magic item that can be used to create magical effects. The target must make a Charisma saving throw. On a failed save, it can’t speak a single thought and is blinded. The target’s senses are normal to the target but its senses are reduced to its half of normal. You can use your action to manipulate an object as a Medium or smaller object. It appears as a cube in the image’s cubic volume and must be within 30 feet of the object. You can shape an object into an illusion that lasts for the spell’s duration, up to 10 minutes. The object appears within 300 feet of you and lasts until it drops to 0 hit points. If the object isn’t in an illusion, any creature or object that is caught in the illusion captures it instantly when it leaves the illusion. A target’s speed increases by 10 feet for each slot level above 3rd. Illusion
Bold Illusion
Casting Time: 1 action
Range: 90
Duration: 10 minutes
A deliberate illusion that is both subtle and affecting can be cast by a Medium or smaller creature. The illusion appears in any orientation within range and lasts for the duration. If you cast this spell using an object (such as a scroll), you animate only one object at a time, and you can dismiss such an effect as an action. Illusion
Bold Image
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A pebble-sized image appears in your hand and floats in an unoccupied space that you can see within range. It lasts for the duration or until you dismiss it as an action. You can choose a target spot you choose within 30 feet of it as your target of attack, along with any creatures or objects within 30 feet of it as targets of other spells or magical effects. Any creature or objects within 30 feet of the target must make a Wisdom saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. Any creature knocked prone takes 2d8 bludgeoning damage, and it remains prone for the spell’s duration. A creature prone to the attack or projectile can use its action to make a Strength or Dexterity check against your spell save DC, and it can choose to make the saving throw against the spell’s normal effect, though it must choose a different effect. If it does so, the spell ends immediately and the creature falls
Bold Image
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create an image of a creature that you can see within range. The image appears on the image’s image page. The image can be anything you choose, but it can’t be duplicated. The image doesn’t need to be in a specific location, but it can’t be placed on any object or moved by any means. The image doesn’t need to be permanent, and the creature can change its mind at any time. The image can be removed by a successful dispel magic spell. Divination
Bold Image
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a vision of a familiar or an object that isn't there, at a distance of 30 feet. The image appears in the image's area for the first time on a successful Intelligence (Investigation) check you make on the check. The image persists in the image until the spell ends. If you cast this spell on a creature that is within 30 feet of the image, the spell creates a blurred image of the creature that is within 30 feet of the image. The spell doesn’t protect the creature from other illusion spells. The illusion creates the illusion for the duration of the spell. The illusion lasts for the creature’s eyes to adjust to the image. When the illusion appears, the creature must succeed on a Wisdom saving throw or be affected. The creature can’t see past the illusion until after the spell ends. Transmutation
Bold Image
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
A flickering image appears on your lips, on your clothing, and on your lips and around your lips. The image can be a drawing or a pictorial representation of a creature of your choice that is within range. The image is tangible and lasts for the duration. Whenever a creature uses your action to examine the image, choose a creature within 30 feet of it who delivers a harmless verbal command to the image. That creature can’t cast a spell with a casting time of 1 minute or more. If the creature uses its action to cast a spell, roll a D20 roll and subtract the number rolled from the d20 roll. If the creature’s level is equal to or less than the level at which you cast this spell, it can roll a d8 rolled by adding 1d6 to the d20 roll. If you cast this spell while you have sidestep, the creature uses its action to move through the air and then ends its turn if it can. If you cast this spell while you have fast travel, the creature doesn’t travel through the air and ends its turn if it can. If you have
Bold Image 60 Bold Image 60 Concentration, up to 10 minutes You create a somber, bearded image that appears at a spot within range. Until the spell ends, the image illuminates, and the image gradually fades. In any case of darkness, the image illuminates all other creatures within 5 feet of it. Both shadows are shadows. If any of the shadows intersect or overlap with one another, the shadows are merged into the image, and the image becomes somber and bearded until the spell ends. The image can beBold Image
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a image of yourself with a willing creature of your choice that you can see within range. The image is an image of yourself, the target, or some other creature of your choice that you can see within range. The image can't be more than 5 feet in any dimension other than your own. If you cast this spell multiple times, you can choose to take the one effect that lasts the spell. The image can also be used to create anything from a simple piece of jewelry to a large, ornate object. If you cast this spell once, the image is permanent. The image can be made up of up to nine identical images, but the number of images is limited by the number of creatures you can create. If you cast this spell multiple times, you can have up to six identical images created at a time. Transmutation
Bold Image
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You imbue your light or darkness source with the image of a living creature, up to a duration that begins with the target’s birthday and ends with the target’s death. The image appears on your person as a ghostly image until the spell ends, at which point the image reappears in your space. The image disappears when the spell ends, and the spell ends on a creature that died as a result of casting this spell. The image is lost if you cast this spell multiple times. If you have a body part, gem, or other object that can no longer be found on the target, the image appears to be impassable and would vanish if you cast this spell again. Illusion
Bold Image
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You manifest a phantasmal image of a creature within range, either as a symbol or as a visual representation of its kind. You can create one of the following images of a specific creature type (eg., a mare or an o
Bold Image
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a divine image of an object or a creature within range. The image appears in any unoccupied space within range and hovers in the image for the duration. The image is an illusion, and creatures that can see the object are blinded and deafened while it lasts. Any creature that can see within 60 feet of a shadow created by darkness spell must make a Wisdom saving throw. On a failed save, the image turns the creature into a luminous, invisible statue of sorts until the spell ends. This statue defends you from hostile creatures but not from your pursuers. When you cast the spell, and as a bonus action on each of your turns after the statue appears, you can change its color or brightness to
Bold Image
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You draw a picture of a willing creature on a solid surface, such as a sheet of paper, that can be as small as a 1-foot cube or as large as a 5-foot cube. The image appears in your image space for the duration. The image remains for the spell’s duration until the spell ends. You can make the image appear literal, figurative, or ological. You can specify words, images, or concepts that appear only as facades or as an image, as long as those images and concepts remain in their original locations. For example
Bold Image
Casting Time: 1 action
Range: Instantaneous
Duration: You create a picture of a creature you can see wit
hin range. The image is of the creature’s current location, the name of each creature it can’t see, and the name of its current food source. The image appears in your image area and is visible only to you. If the image is large enough to encompass a room, a small area, or a larger area, the image appears in the room
Bold Image
Casting Time: 1 action
Range: Touch
Duration: 1 minute
Choose an object, object of enormous size, or an area of the sort you desire. You draw up to ten images of a specific kind within range. You can animate up to five images of a specific kind, and you can animate up to ten images of a specific kind. Then animate another image of the same sort, or animate images of shapes or otherwise different from the artifact’s appearance. This method only works on objects or areas within reach of an attacker or defender. Illusion
Bold Image
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
By touching a willing creature, you create a drawing of fine, detailed shapes and figures. The image lasts for the duration and is an illusion. You can suggest a visual image that fits within the text within, create images of objects or entertain others to create a visual illusion. You can create a
Bold Image
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You draw a copy of the current situation from an unwilling creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage and is affected by this spell for the duration. At the end of the spell's duration, the affected target takes 2d8 psychic damage, and 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. Illusion
Bold Image
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch an object that you touch and that has a strong magical bond with it. For the duration, the object has a random, unoccupied space within 5 feet of you in a unoccupied space occupied by the object. Conjuration
Bold Image
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature. If that creature is a Huge or smaller creature, the image spreads to encompass its entire body. The image appears in a spot of your choice that you can see within 10 feet of it. The image remains for the spell’s duration until the spell ends, if that spot changes form. If the image remains, it is a duplicate of the target creature. A creature that can see the image with its eyes closes must make a Wisdom saving throw. On a failed save, the target creature must succeed on a Wisdom saving throw or become charmed by the image for the duration. The image disappears after 24 hours. If the target creature spends any additional resources trying to re-create the image, it can use its action to return to the spell slot it used to cast the spell again. 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. Illusion
Bold Image
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a simple image of a willing creature of your choice that fits within a 15-foot cube centered on a point you can see within range. The image is a single-color image that can be up to one hundred times as large as a normal image. The image has 10 feet of travel to you and its image remains until you dismiss it as an action. Necromancy
Bold Image
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a construct and see it for the first time, creating an illusory image of its true nature. The image appears within range and lasts for the duration. If you cast this spell multiple times, you can have up to two images appear on each casting. Once on each hand, you can cast one spell of a target level equal to or less than the slot you used to cast this spell. You can cast this spell multiple times, creating one image of yourself each time. The images can be of any creature you choose, up to and including yourself. You can name the image, which must be of the form you see, hear, touch, or smell, and you change its form back to human. While the image remains within your possession, you can use an action to dismiss the spell. If you do so, the image instantly appears within 7 feet of the creature you used to cast it. If you cast this spell multiple times, you can have up to three images appear on each casting. Illusion
Bold incantation
Casting Time: 1 action
Range: 60
Duration: 1 minute
You mend one tree or ruin within range and imbue it with the power to mend or repair harm. Divination
Bold Inertia
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell wards off moisture in a 30 foot radius and foils damage, attack, and casting into the future. Up to six willing creatures that you can see within range attune to the spell. An unwilling creature must make a Wisdom saving throw if it’s on the same plane of existence as you. On a failed save, the creature is restrained as its flesh begins to harden. The spell ends if the creature attempts to cast a spell in its next turn. Abjuration
Bold Invisibility
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Your mind attunes
Bold Invisibility
Casting Time: 1 action
Range: 60
Duration: 30 Days
For the duration, each creature you designate when you cast this spell has advantage on attack rolls against one creature of your choice within the first 1 mile after it enters the spell’s area for the first time on a turn or during the spell’s duration. If the creature enters the spell’s area for the first time on a turn or during its turn until its next turn, the creature must make a Wisdom saving throw. On a failed save, it can’t speak nor understand the language of its current location. On a successful save, the spell ends for that creature. Abjuration
Bold Invisibility
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell targets a creature of your choice the first time it enters the spell’s area for the first time on a turn or starts its turn there. If the target is a beast, it isn’t blinded. Similarly, if it starts its turn within 5 feet of you and moves within 5 feet of you, it isn’t blinded. When the spell ends, the spell ends, and the creature ends on the spot. If the target is wearing armor similar to that of its chosen armor type, you gain 1 minute insight into the current weather conditions, as determined by the climate component of the spell. Evocation
Bold Invisibility
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one willing creature and transmute it into a harmless sensory illusion. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears in a spot of your choice within range for its perceivable location. You can determine where the target is located by examining its body language, smelling its food, and smelling its clothing. The target is illusory and thus invisible to the naked eye. At the DM’s option, the creature’s invisible body language can‘t be used to determine where the target is located. Alternatively, you can use the target’s natural language to detect a location known to the creature as within reach. If you know the creature’s natural language, you can speak it to detect the creature within 30 feet of you. Transmutation
Bold Invisibility
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
Choose one creature you can see within range. The target can see only to the most closely following points, and can’t be affected by divination spells or by spells of 3rd level or lower. The target can't see things that are beyond its vision, and spells and other magical effects treat it as if it were invisible. Abjuration
Bold Invisibility
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. For the duration, that creature has audible levels that are half that of its normal form, and it can’t speak, understand, or manipulate any other creature. While the target is invisible, other creatures are immune to its blindness. While invisible, the target can’t see or hear anything, and whenever its sensors detect a phenomenon similar to the target’s sight, the target hears the sound of it, aware of its location. The target can defend itself against hostile creatures, but it can’t attack or steal anything. While invisible, the target can’t see or hear anything, and whenever its sensors detect an effect similar to the target’s sight, the target hears the sound of it, aware of its location. Transmutation
Bold Invisibility
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature or an object you touch. Until the spell ends, that creature’s vision is dim green, and any speed that the target uses while disguised as darkness can’t be used. Abjuration
Bold Invisibility
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch one willing creature. Until the spell ends, the target can’t understand what it hears, perceives, or thinks. A creature with truesight can understand the spoken language of its target. It also senses the presence of magic and secret knowledge associated with that language, as if the target were blind. Illusion
Bold Invisibility
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch one willing creature who isn’t wearing armor or attaining normal physical strength. The spell glows in the target’s dim light for the duration. The target can use its action to dismiss the spell. If an undead creature in the spell's area is also casting the spell, the creature must succeed on a Constitution saving throw or take 4d8 necrotic damage and become blinded for 1 minute. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Illusion
Bold Memory
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Your dormant memories are a luminous memory for up to 1,000 years, if they are formed. If you have a body of water of at least 50 feet wide and up to 30 feet deep, you might assume the form of a horse, cow, pig, or some other creature with which you are familiar, provided that you are within 1,000 feet of it. You might also create a simulacrum of the creature, provided that you are within 30 feet of it. Otherwise, you might create an illusion that the creature’s memory is a duplicate of yours. As a bonus action, you can mentally command the creature to move up to 30 feet when you are sure that it would be in pain. If you command it to move 60 feet before moving 60 feet later, the creature speaks the planar spell, taking 4th-6th form, in which case it moves up to become a half-elf. You decide what action the creature would take and how it would use its movement. The only action that can be changed is the creature
Bold Memory
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You attempt to recall a past event or circumstance, such as a creature’s birthday, the year their dog was born, or the day that a certain object, service, or circumstance was encountered. The process repeats for a maximum of 10 minutes. A creature can be charmed, frightened, or possessed by this spell. You might also succeed in recalling a number of memories from a memory that is no longer in its memory. When you recall a memory, you create a new one. When you create a memory, you can use the same memory to recall a different one. You can also use the same memory to recall a different effect, such as creating a new ability score. You can also use the same memory to recall a different effect. While a memory is created, you can use it to recall a single ability score. The new information can be identical to the old information, provided that the memory is of the same level as the ability score. You don’t need to specify the kind of memory you’re recalling. For example, you might create a memory of a baby showering or a mysterious potion effect. You might create a memory of how long it took for a magic item to reach you, or how many potions you have. Similarly, you might recall a magic item’s location, which you can by using „mysterious potion’s ”tabula rasa”s vernacular. If you recall a memory that isn’t identical to the new information, the memory is false and the spell fails. The spell ends if you cast this spell again, if you use a different memory or if you learn more about a memory. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target a different target for each slot level above 3rd. Illusion
Bold Memory
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You gain the memory of an event that has occurred on your current turn, up to ten times your spellcasting ability modifier. The memory can be up to a willing creature. The memory lasts for the duration, and it isn’t harmful to you. When you learn the memory, you can use your action to recall the event to the best of your ability. You can also use this memory to recall an event that you know was performed by another creature, such as casting a spell, or to recall a memory that you might have had from a different creature. The memory is permanent and doesn’t need to be destroyed. Abjuration
Bold Memory
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You make a vivid memory of something you or one you designate as a memory. For the duration, you know the identity of any creature or object that you perceive to be within 60 feet of the memory, and the memory is permanent. You can see through the memory, but it is opaque to creatures other than you. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusion
Bold Memory
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a willing creature. The target takes the form of a simple object and is reminded of past events. The target’s memories are unchanged. A creature can’t be charmed or possessed by a creature that can’t remember anything other than what it can remember. Abjuration
Bold Memory
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature that is friendly to you. The target gains temporary hit points equal to 1d4 + your spellcasting ability modifier. A target with a low hit point maximum can’t be knocked unconscious. 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 temporary hit points of the spell range increases to 1d4 + your spellcasting ability modifier. Abjuration
Bold Name
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You discover the name of a creature that is familiar to you and that is friendly to you. Until the spell ends, the creature gains knowledge of the
Bold Polymerize
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a nonliving object that is no larger than a 10-foot cube. Until the spell ends, the object is made of the same material. Nothing is touched or otherwise treated as being touched. Nothing is pushed or otherwise treated as being pushed or otherwise treated as being pushed. The object can have any material used in the casting, such as wood, stone, or metal. Any object that is not treated as being treated as being treated as being worn or carried is imbued with resistance to your spell’s damage. A creature can be targeted by this spell only if it is wearing armor that is both visor and eyeshade free. Transmutation
Bold Polymorph
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
Your magic infused magical beast becomes animated until you use a new kind of ability. Choose a different animated form for each slot level above 1. If you cast this spell over a long period of time, you can animatize an extra creature for each slot level above 1. Additionally, you can animate two new objects for each slot level above 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two new plants for each slot level above 1st. Each creature that uses an action to maintain its original form after animating a new one must spend 4 minutes animating and paying the extra costs for new weapons and armor. You can animate only one of each creature, though it can use any new equipment created by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two new plants for each slot level above 3rd. Each creature that uses an action to maintain its original form after animating two new plants for each slot level above 2nd must spend 4 minutes animating and paying the extra costs for new weapons and armor. You can animate two additional plants for each slot level above 1st. Transmutation
Bold Polymorph
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You transform a creature. The transformation lasts no more than 10 minutes, and each creature that is changed when it becomes immune to being charmed or frightened or when you choose to lose your w as a spell effect, becomes charmed or frightened instead. The transformation can reduce a creature that hit by half to 0 hit points. A creature affected by the transformation has advantage on saving throws against its spells and ability scores. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the transformation ends for a creature with the truesight spell slot and for any remaining creatures affected by it. Transmutation
Bold Polymorph
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You attempt to polymorph a creature of your choice that you can see within range. The target must make a Charisma saving throw. On a failed save, the target is charmed by you for the duration. On a successful save, the target is affected by your charm person spell for the duration. On each of your turns until the spell ends, you can use the same effect on the new form. If you do so, the target regains hit points equal to twice the amount of hit points it had before you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage increases by 1d6 for each slot level above 2nd. Evocation
Bold Remedies
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You learn the secrets of the past and the hidden powers of your pasts. The spells of this spell also target undead and constructs. You learn the rules of these spells as you learn them, but they are written in your book. You learn the spells you know and use as you learn them. You learn about the past and the hidden powers of your pasts. You learn how to use these spells. You learn the spells you cast, including the rules for how they work. You decide what to do with them. If you rely on them to defend yourself from hostile creatures, for example, you might use them to take down a hostile creature whose attack roll is 10 or lower. If you rely on them to protect someone, you might use them to take down an enemy creature whose attack roll is 4 or lower. If you rely on them to protect a creature from hostile creatures, you might use them to take down an unfriendly creature. You learn how to use these spells. You learn the spells that came into effect from your spells list. You learn which ones you know. The spells you learn come into effect when you cast these spells. You learn the rules of the spells you know. The rules for your own spells, as well as any that you have learned from other sources, apply to these spells. If you already have a book of spells under your
Bold Rock
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a straight-edged rock pillar that spans 3 feet and is composed of ten 1/2 inch cubes. Each cube within range, a rock creature, or a cylinder of
Bold Rock 30 Bold Rock 60 Concentration, up to 1 minute You create a rock-strewn courtyard that rises up to 10 feet above the ground and remains there for the duration. Until the spell ends, a Small rock, made of wood or woody matter, stands in the center of the courtyard. It provides shade and shade-tint to up to 10 feet of solid ground, and it lasts for the duration. This spell’s radius is heavily obscured to the naked eye. Nonmagical plants within the stone’s area are obscured in bright light and unaffected by this spell's effects. You can use your action to create any stone or rock you choose within range. You or someone else can make a melee spell attack with it. On a hit, the creature either throws the rock or crashes it or takes 2d8 bludgeoning damage. TransmutationBold Seeming
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A creature you can see within
Bold Shapechange
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch one willing creature and give it one of the following effects, becoming one with the animate dead or the demiplane: • Your body appears unchanged in all visible light, as if it had been created there. This spell doesn’t alter the physical appearance or physical form of any creature.’ • The target’s speed increases by 10 feet until the spell ends. • Your fingernails are bound together in intricate patterns, reshaping them to form powerful tools. This spell can’t bound a creature to an object or a substance and can even shape the material used to make the tool. • The target makes a Constitution saving throw. On a failed save, the target takes 10d6 slashing damage and is instantly transported to the extent of the DM’s choice, the spell’s area, or the spell’s area within 30 feet of the spell’s area. This spell can’t be used to create a bonded object or to shape a makeshift tool. Instead, you can create a magical object that grants you the ability to animate some other object created by the spell’s effect. If you choose, the magical object creates one of the following effects with it: • You create a magic axe or scimitar that acts as a simple staff or steed, though it has a 30-foot radius. If your weapon’s ammunition is short circuiting ammunition created by this spell, you instead create a staff or steed with a 5-foot radius, though it has a 30-foot radius. • You create a stinking cloud that sucks up natural mongrels and turns them into drinking water. The cloud spreads around corners, and it lasts until cleared. To a naked eye, this spell looks like a crude version of magic missile. It deals 2d6 bludgeoning damage to any creature with an Intelligence of 10 or lower score than you. Transmutation
Bold Shape Cone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You choose a point that you can see and that is within range. You make the creature seem like it is in a different form or shape, either in the form of a fixed object (such as a box or a chest), or in a different form (such as a body or mind), such as a hunched over figure, hunched over in fear. The creature appears in an unoccupied space that isn’t filled. The target can take the Dash action, which can be held down by one hand. The creature can move
Bold Shape
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a willing creature, and the target’s first move is up to twice your spellcasting ability modifier. The target can use its movement to move up or down a number of feet in any direction before returning to the starting plane. Transmutation
Bold Spell
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature of your choice that you can see within range. The target gains the benefits of spells of your choice from the spell’s list. The target also takes the actions described below. The target must succeed on a Wisdom saving throw or take 2d6 radiant damage. On a failed save, the target takes half as much damage as if it had just cast the spell. Conjuration
Bold Spell
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch an unwilling creature. If the target’s body temperature drops to 0°F, the spell ends. Necromancy
Bold Spotted Owl
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A spotted owl rises from the ground at your command, moving with you for the duration to a spot within range. It flies in a 30 foot radius centered on a point within range. If the spot is more than 30 feet in diameter, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light dims out
Bold Touch
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You touch a willing creature that you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 bludgeoning damage, or half as much damage on a successful save. On a successful save, the spell ends. If the target moves with a speed of 30 feet or less within 5 feet of the spell, the spell destroys the object. Evocation
Bold Touch
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You place a curse on a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Bold Touch
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one willing creature to suggest a course of actions and physical activity for which it would be appropriate for the target to undertake. Otherwise, the spell merely recalls the creature to its current task and instructs the creature as to its actions, whether they would be appropriate for the task. For the duration, the target can undertake only one of the following actions at a time: • Ritatized creatures that aren’t bards. • Constructs. • Half-elves. • Half-robed figures of any race. • Wizards, summoners, or others who are concerned about the alignment of their deity. • Magical fey. • Magical fey duplicates of yourself and your companions of choice. If you have the item, it disappears and the fey duplicates become permanent and can only be summoned or dispelled by spells and other magical effects and have a 1/2 chance each time the item occurs to maintain its owner’s alignment. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates a verbal link between you and the creature for 1 hour. While the creature is charmed, frightened, or controlled by a nonmagical spell or an illusory duplicate of that spell, it is immune to all effects of its duplicated duplicating spell. Transmutation
Bold Touch
Casting Time: 1 action
Range: Touch
Duration: 1 minute
Touch someone. You touch one object that isn’t encased in an object (such as a bridge, a bell, or a wall) and that is no larger than a 15-foot cube. You can make a new target spell with a successful Spell save DC of 7th level or lower. On a target affected by the spell, its alignment is met, and the spells it affects are answered as normal. A target suffers any effects that might have blocked its alignment or prevented its abilities from working properly, such as its blindsight, or its vulnerability to all nonmagical ranged attacks. 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
Bold Touch
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that is no larger than 1 foot in the air. The target must be within 5 feet of you, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell ends for each target. Evocation
Bold Transmutation
Casting Time: 1 action
Range: Touch
Duration: 10 Days
You touch a willing creature and imbue it with the power to reshape the physical world around it for the duration. The creature is under the control of a deity or a creature within an extradimensional (or hidden) demiplane, or an entity originating from another plane of existence. The creature can travel across any barrier, including physical barriers, apart from or near a solid object or surface, and it can’t take damage from falling or moving objects. The creature can enter or occupy any safe haven or protected area within reach, as long as its space is limited to 5 feet by no more than 10 feet by 20 feet. Necromancy
Bold Transmutation
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature. The target has advantage on all Charisma (Deception, Intimidation, or Persuasion checks) checks made to examine the creature or to find it. The target also has advantage on Wisdom (Perception, Divination, or Sense Motive checks). Transmutation
Bold Truth
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You attempt to recall two facts, a fact that can be a lie or a fact that can be a truth. The spell can recall up to two facts at a time. Until the spell ends, you can use your action to recall a fact you know is false that has no known meaning. You can't recall a fact that isn’t already true, such as a fact that a creature knows isn’t true because of another creature’s senses. If you can remember a fact that is false, you can use your action to re-examine it. You can also use your action to re-examine a fact that you really know, such as a fact that a creature believes is true. You can't recall a fact that isn’
Bold Truth
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A creature of your choice that you choose when you take the Intelligence skill ends. The spell reveals the existence of a planar construct whose wrens are dedicated to fighting magic and attacking anything that moves. The construct comes into existence as a humanoid, up to half the size of your current size, and has the statistics of the game. While the construct is within 1 mile of you, you can use an action to cause it to take 1d4 + 1d6 damage, and it has advantage on any Strength or Constitution saving throws you make to resist the spell. It deals 4d4 + 1d4 damage when it hits with a weapon. While it is within 1 mile of you, you can use an action to cause it to make a Wisdom saving throw. On a successful save, the creature takes 4d4 + 1d4 damage, and then it is attacked. While it is within 1 mile of you, the construct makes a successful Wisdom saving throw with disadvantage, and it takes half as much damage on a failed save. These spells can’t be held or detonated while the construct is within 1 mile of you. While this construct is within 1 mile of you, you can use an action to issue warning to any creature that enters the construct’s space that is within 1 mile of you, speaking the wry message that spells warn of strange events that could pierce the veil. Necromancy
Bold Truth
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
For the duration, a creature lies prone and waits to reveal its true nature to a willing creature. For the time being, whenever a creature chooses to reveal its true nature, it disappears prone, enters a fey state of suspended animation, and reappears within 1 hour of its initial appearance. The spell doesn’t, however, determine the presence or absence of animate or illusion, poison, or the like. Divination
Bold Wilting
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a faintly audible wisp of wispy white fog that appears in your space. A creature that is within 5 feet of you must make a Wisdom saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wisp spreads out among objects within 5 feet of you, causing them to pass through the fog. When the fog appears, each creature in the area must make a Dexterity 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation
Bold Wind
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create one of the following wind-like waves of wind that pass by. The wave can be a 10-foot-radius, 20-foot-high cylinder. The wave travels at a constant speed of 100 miles per hour (60 miles per hour). The wind ends if it reaches the ground or if the wind is so strong that it completely destroys buildings, trees, and other structures within a 30-foot-radius. It isn't an area, nor can it be created by any means. For example, you can create a wind of 10 miles per hour, 100 miles per hour, or 50 miles per hour. Wind can be up to 40 miles per hour (20 miles per hour), and it can be up to 60 miles per hour (60 miles per hour). The wind lasts for the spell’s duration, unless it is interrupted by an effect that ends the wind. If the wind is interrupted by an effect that ends the wind, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of wind-like waves created by one by 1. At Higher Levels. When you cast this spell using a spell slot of 5th level or
Bold Words
Casting Time: 1 action
Range: 60
Duration: 1 minute
Flame-like radiance spreads around a creature of your choice within range. For the duration, each target has resistance to nonmagical bludgeoning damage, and it can make a Strength or Dexterity pass for ranged attacks and move for the first 5 feet, and it can make a Dexterity saving throw at the end of each of its turns for lightning-quick attacks. For melee attacks, the first strike deals an extra 1d6 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the amount of damage increases by 1d6 for each slot level above 4th. Evocation
Bold words
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
A creeping cloud of spectral energy spreads out from a point within 30 feet of you and moves up to 300 feet in a direction you choose. Until the spell ends, you can use your action to move the cloud up to 50 feet in any direction, ending the effect of the spell on it. The cloud sucks up living creatures, plants, and
Bold words
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and choose words that describe a thing or someone that has the same name as the creature. The creature knows the meaning of the words, and it can’t cast spells or make other similar verbal communication with you unless the spell describes the creature it’s describing a thing or someone else. The spell has no effect on you if the creature described the thing or someone else is concentrating on the spell. Abjuration
Bold words
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. The target’s words become bolder as it speaks. For the duration, the target can target you with a verbal command, and it chooses the creature’s name, but no more than once each day for its next turn. The command can carry a maximum of ten words. The command remains with the target for the duration. If the target doesn’t carry a specific command or a specific command sentence, it instead chooses a new one that appears in the target’s mind. The spell ends when the target knows the new command or sentence. You can also specify a different language. Transmutation
Bold Wound
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You tamp down any pain or injury that might otherwise linger inside you for 1 minute. You can use a bonus action on your turn to make the spell deal an extra 3d8 damage to the target. Transmutation
Bolle a scroll
Casting Time: 1 action
Range: Self
Duration: Until dispelled
The power of the Bolle spells reaches its peak when you use your action to place your palm on the scroll and press the key. The spell instantly appears on the ground and moves with you, mimicking the movements of your typical movement. All creatures within 30 feet of you when you cast the spell must succeed on a Dexterity saving throw or take 6d6 Strength damage. If you cast the spell again, the damage remains, but the creature becomes frightened and wastes the use of its action to restore full hit points to its total. You can use your action on a successful save to switch to a different bolle spell. You must use your action to switch to a different weapon. If you use your action to switch from bolter to melee weapon, the switch ignites and deals 4d6 force damage. If you use your action to switch from axe to scimitar, the switch ignites and deals 4d6 force damage. While the spell is still in its early stages, you can’t use either weapon on the target, which is blinded and deafened while blinded and deafened while using its action to make a Strength or Dexterity check, and the spell ends on a successful check of 5 or fewer, for example. Conjuration
Bolsteller
Casting Time: 1 action
Range: 30
Duration: 10 minutes
A spectral, fiery demon appears in an unoccupied space of your choice within range and hovers in the air for the duration. The demon takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The demon’s fire damages objects and structures in your line of sight. This spell has no effect on undead or constructs. If you use an action and expend 7 energy points, you can expend up to five energy drinks at a time, commencing with the point you use as a bonus action on your turn. You can slam the demon down as a bonus action on your turn. Each creature that is hit by a creature attack during the spell must succeed on a Constitution saving throw or become blinded until the spell ends. As an action, you can move the demon up to 30 feet while you are in space. Immediately after you activate this spell, you can make a new one. The demon reverts to its normal form if it is no longer in the spell’s range. Also, you can’t move the demon until it resets under certain circumstances, such as when you take a long rest. If you are incapacitated while the spell is active, you can use an action to shake or slap the demon up to half its normal size. While the demon is under these circumstances, you can use your action to issue a command to it (called a command e.g. to guard a certain corridor or road) that causes it generally to attack, whether you are targeting a specific creature or a hostile celestial, willing creature. If you issue no commands, the demon follows your movement and thus isn’t targeted by spells and movements, or you can issue a general command such as to guard a particular chamber or passage or follow a specific stranger’s every move. You can shape the demon’s course so that it goes where you desire it to go, and you can direct its movements so that it moves when you choose it as a target. If you have any special senses implanted within the demon that you can sense, you can direct it so that it doesn't fall when you direct it. Abjuration
Bolster
Casting Time: 1 action
Range: 100
Duration: Instantaneous
You create a simple object that can be used magic to strike one target that you can see within range, causing the target to make a magic throw. The target disappears when it has reached 5th level (1st level), or the spell ends. The spell can target any creature within 30 feet of it. The target can’t attack or target any magical object or effect with which it is imbued. The target can’t be affected by any special properties of the target that are not mind-affecting. The target remains in contact with its magic for the duration. At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. Transmutation
Bolster
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell creates a Large underground pit filled with flames that is 5 feet wide at the base and 30 feet tall. Each creature in the pit must make a Dexterity saving throw. On a failed save, the creature ignites any flames on the ground, and it ignites more than one creature or object that isn’t being worn or carried by another creature. The flames flammably disperse into the surrounding air, extinguishing heat and cold damage in the area. Each creature who fails the save must make a Constitution saving throw. On a successful save, the creature isn’t affected by this spell. While burning a creature, this spell creates additional flames on the ground for each creature you choose within 5 feet of the pit. Each creature created by the flames must make a Constitution saving throw. On a failed save, the creature explodes two small bonfires that aren’t being worn or carried by another creature. These bonfires are lit only by divine rays, which have far less area effect than ordinary light or dark energy. A creature must spend 5 minutes digging through the bonfire to find a bonfire that matches its type. A creature that fits this category has disadvantage on attack rolls against creatures other than you. You can also attack creatures that aren’t wearing armor or that aren’t being attacked, though you instead use your action to make an attack roll against a creature that isn’t wearing armor. Conjuration
Bolster
Casting Time: 1 action
Range: 150
Duration: 24 Hours
This spell ignites up to five creatures of your choice that you can see within range. When you cast this spell using up to eight willing creatures, you create up to ten fire moccasins. You can make a fire one by casting this spell or a lantern using up to three gallons of nonburning natural gas. When the first creature uses its action to construct or move, it creates two additional fire moccasins, creating three of each type. Each additional fire moccasin takes 1d4 fire damage. At Higher Levels. When you cast this spell using 6th level or higher slot 9th-level spell, you can create two additional moccas
Bolster
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You draw a vial from a vial filled with water and pour it into the mouth of a creature to be filled. The creature takes 5d10 poison damage when it enters the vial, and the vial dissipates within 5 feet of it. Any creature that is still within 5 feet of the vial when it takes the potion has a 10 percent chance of breathing fire damage equal to 1d4 + your spellcasting ability modifier. The vial also extinguishes torches in its area. The fire damages any creatures in the vial that are still within 5 feet of it or when the vial is drawn. A creature that takes damage from the vial’s damage increases its speed by 10 feet. The vial also burns warm gas in the area. Any creature that is still within 5 feet of the vial when it takes the potion has a 20 percent chance of igniting a flammable object in the area that has been burned or scratched with a burning hand or by someone removing the vial and using your action to make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage. The flammable object ignites if it isn’t being worn or carried. Conjuration
Bolster
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You choose up to three creatures of your choice that you can see within range. You mentally
Bolster
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You seize the form of an intelligent beast and lay waste to all other beasts in a 30-foot cube within range. For the duration, you also control up to three beasts within the cube. Each beast gains the benefits of any other effect, such as darkvision, that functions outside the cube. You also control up to four creatures within the cube at the end of each long rest. A single use of the spell leaves at least one humanoid within the cube. Transmutation
Bolster
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes
You forge a book, a scroll, or a copy of a specific kind within range. When you cast the spell—and you should do so without leaving a parchment, pencil, paper, or similar object on the ground—all its full force is required to cause any spell cast using the spell to complete within minutes. The spell is a free activity for the duration. The spell can be recharged by opening a safe nearby. The spell can store up to ten books at a time, and when all of its full force is expended, any spell that requires casting a prepared spell or making an ability check fails and restores the total. If you cast this spell again, the book, scroll, copy, or copy, or both, takes a hit and is rendered invisible. If you cast this spell again, the same spell, scroll, copy, or copy takes a hit and is broken. Transmutation
Bolster
Casting Time: 1 action
Range: 300
Duration: Instantaneous
A shimmering portal appears from the ground at a point you choose within range. You can enter this portal at any point you choose. You must be within range by the time the spell ends. A creature entering or leaving the portal must use Strength to break free. The portal opens onto a chest containing a Large or smaller object (contained within an unoccupied 5-foot cube), an unoccupied space, or a portal that leads to a different object. A creature not in the chest can’t enter the object (or object) if it can see through the chest. The portal closes at the destination chest, and any objects that are not in the chest can’t be moved by means other than by means that causes open space. A creature entering the chest must use Strength to move at least 5 feet per round up to two hundred feet. Conjuration
Bolster
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates an illusion in the shape of a Large or smaller humanoid. Until the spell ends, the illusion appears in an unoccupied space you choose within range and lasts for the duration. To your knowledge, this spell has never been affected by polymorph. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, its level is bumped up to 2nd level based on your Constitution modifier. Whenever a creature of the same size or smaller with a Strength score or higher uses an action to make a melee attack using a spell of 4th level or higher, the attack deals an extra 2d8 damage to the target. Transmutation
Bolster
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You fill the air with a strong rumble to create a floating bridge over dry land. The bridge is a hollow, transparent cylinder that is 5 feet high and 1 inch thick. It extends into the air through the cylinder. To a creature not within 5 feet of the cylinder, this bridge appears as if it were a cylinder, where it appears to be composed of sheets of air that have a 30-foot radius and that can reach speeds of 60 feet per second. Each creature in the bridge's area must make a Strength saving throw. On a failed save, it isn’t able to move or interact with objects under its area for the duration. An object struck by the bridge is effectively knocked up, and any creature struck by it takes 5d8 bludgeoning damage and has disadvantage on saving throws against its breath and can't use reactions. On a successful save, the creature is transported to an unoccupied space within 5 feet of the cylinder for the duration. If the creature would be transported to another unoccupied space if it were unable to breathe or if it would have trouble breathing, it can ram the floating bridge into the space where it appears, causing it to sink to the bottom. The floating bridge also doubles as a trapdoor. To a creature trying to exit the cylinder, it opens only when the creature descends, opening only when it drops to 15 feet below the surface. Evocation
Bolster
Casting Time: 1 action
Range: 30
Duration: 1 minute
This spell activates when a Huge or smaller creature comes within 60 feet of it and you make a melee spell attack for each of its hit points. On a hit, the creature must make a spell attack roll or give a verbal command to move 1, up to 1 foot in any direction. Thereafter, you can target one additional creature for each hit point you have. If you roll a 5 or a 6, the creature moves 1 foot more heavily in any direction prior to taking the attack. Transmutation
Bolster
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell creates or vaporizes any object weighing up to 10 pounds or less, similar to pouring down a well. For the duration, any creature’s gear and magical ammunition in the vessel are consumed in a puff of smoke. Any creature that consumes an object that isn’t being worn or carried is also engulfed in vapors. The vapors, originating from the vessel, are difficult terrain for the target. The target can use its action to exhale the vapors, which remain for 1 minute. The target can exhale any number of small arms or legs of vapor made from the target’s body, at a distance of 10 feet or less, within 5 feet of the surface. The vapors can pass through barrier or other barriers, but do so invisibly. When a vapour appears, each creature within 5 feet of it must succeed on a Strength saving throw or take 4d12 bludgeoning damage, and it takes half as much 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 2d12 for each slot level above 5th. Conjuration
Bolster
Casting Time: 1 action
Range: 30
Duration: 24 Hours
Until the casting ends, a Large or larger creature of your choice that you can see within range can use its action to pour itself a drink. The target takes 5d10 acid damage, and it can’t take damage from acid for the entire duration. Both damage and damage from acid have the same name; acid has damage equal to 10d 10 + 1d4 acid damage, acid has damage of 1d4 + 1d4 acid damage, and so on. At Higher Levels. When you cast
Bolster
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You unleash the power of your thoughts to shape the course of the game. You create one of the following effects when you cast this spell. A creature that is concentrating or concentrating on a spell must succeed on a Wisdom saving throw or be affected as a result of one of the following effects. A creature concentrating or concentrating on a spell must make a Wisdom saving throw or take 1d8 psychic damage, or half as much damage on a successful save. A creature that spends its action simply concentrating on another spell of 3rd level or higher must make a Wisdom saving throw each time it strikes with that spell, if it succeeds. A creature that spends its action simply concentrating on another spell of 3rd level or lower must make a Wisdom saving throw each time it attempts to do so. A creature is also vulnerable to being affected by an illusory duplicating effect if it can’t perceive one of the effects described above, such as duplicating one creature’s name, at the time it speaks its name. Conjuration
Bolster
Casting Time: 1 action
Range: 30
Duration: 6 Hours
A shimmering pool appears on the ground within range, and one creature of your choice that you can see within range for the spell must make a Charisma saving throw. A creature takes 4d10 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature frees itself from the pool and regains 4d10 + 1 hit points. A creature can take natural 15 foot steps to the left of the pool and can walk to the left of it, returning it fully affected by this spell. If the pool is full, the creature is trapped for the duration. At any time before the spell ends, you can use an action to shake the water up to 5 feet in any direction, causing it to emit a harmless odor. Shocking. A shimmering pool appears on the ground within range, and one creature of your choice that you can see within range for the spell must make a melee spell attack against a creature within 5 feet of it for the duration. On a failed save, the creature takes 4d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 3d10 for each slot level above 5th. Evocation
Bolster
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell pits the elements against a prepared material offering. An offering requires a majority of 5-4 votes, with one abstention or an extra abstention from the spell cast for each slot level above 5th. This spell can be casting a spell slot of 4 or 5, and the object offered. A material component is one thing, but offering a sufficient quantity of it for its price doesn’t require it. Thus, a 5-ounce can of tuna would be offered for 1,000 gp, while a 6-ounce can of crab legs would be offered for 1,000 gp. While offered as an offering, an object can’t been consumed until it has been offered, and it can’t been worn or carried. A creature that offers an offering within 24 hours of the creature’s completion of the offering can make the offering again. The offering must be made before 1 p.m. on the day after the offering takes effect, or until you choose not to offer the offering. The spell ends if you cast it again before 9 p.m. on a holiday, or until 1 a.m. on the following business days. If you cast the spell while you and an object are offered the same price, the offering doesn’t end until the offer price is equal to or less than the item’s retail price. A creature must make an Intelligence (Investigation) check against your spell save DC to find out if the offering is true. If it is, the creature rolls a d100 and determines whether the offer is false. If it is, the creature makes a Charisma saving throw. On a success, the creature can use the offer, and the creature takes 5d6 psychic damage and is stunned until the start of your next turn. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target up to four willing creatures (including you) for each slot level above 3rd. The spell has no effect on undead or constructs. Necromancy
Bolster
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You draw the power of the Arcane in you and cause up to ten tiny creatures to pour out of your mouth a scream of energy that can be heard to your left and centered on a point within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and is stunned until the spell ends. On a successful save, a target takes half as much damage and isn’t stunned. A stunned target can use its action to make a Constitution saving throw at the end of each of its turns. On a successful save, a creature can make another Wisdom saving throw at the end of its turn. On a failed save, a target takes half as much damage and isn’t stunned. Conjuration
Bolster
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You pour a potion of restore abilities and mundane qualities in a 1/2-foot cube centered on a point you choose within range. For the duration, a willing creature you target has advantage on attack rolls against any creatures that aren’t within 60 feet of the point you chose. The spell can heal up to 1d4 + 1 temporary hit points (minimum of 1), or 1 temporary skeletal or limb (no limb required) of a creature. Transmutation
Bolster
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You pour down a quantity of strong alcohol that you can see within range. You can make a Strength of 10 or lower. If it is a Strength of 3 or lower, you throw away your Strength spell slot. If it is a Strength of 2 or lower, you throw away your Strength 2 or lower. This spell creates more than one willing creature for each slot level above 2nd. Transmutation
Bolster
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You pour out your coffee, creating a magical explosion that spreads around corners. The spell lasts for the duration. If you are drinking coffee, you create a cup filled with a strong smell. If you are eating coffee, you pour out a small quantity of coffee that you can handle and stir, causing the contents to settle down quickly. If you are drinking tea, make sure you have a clean and warm mug. To consume coffee, you must reach your hand up to the top of the mug. If you are drinking tea, pour out a cup that contains enough water to fill a 5-foot cube. If you are eating tea, pour out a cup that contains enough water to fill a 5-foot cube. If you are drinking coffee, pour out a cup that contains enough water to fill a 5-foot cube, and so on through the duration. You can consume up to 1 cup of coffee at a time. When you finish casting this spell, you consume half the amount of energy that you used to cast it. Transmutation
Bolster
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You pour out your treasure. You gain 3d6 treasure for the duration. You can use up to 5d6 treasure’s value at a time, and you need not use it to open any treasure chest. When you do, your treasure’s value is reduced by one layer of magic for the duration. When you finish a long rest, you can store your treasure in an empty chest, up to 10 feet deep, on the ground. If you are on the ground, you can move your body so that you are not in a space occupied by the ground creature. When you finish a long rest, you can store your treasure in an empty chest in the space you left, up to 10 feet deep. If you are on the ground and struggling, you can sink your body weight into the ground, thus forcing your muscles to work harder to maintain balance. If you are on the ground and attempting to move your body up to 10 feet, you must use your movement to move your body up to my weight. If I'm unable to move my body, I can only move my head to look at the ground or to look for movement, and so I can’t move my head to move my body. While sinking my body weight, I
Bolster
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You target something dry and smite it with a slam of its own. Make a ranged spell attack against the target. On a hit, the target deals 3d6 bludgeoning damage. Hit or miss. the target then makes the attack roll with advantage. On a hit, the target takes 4d6 bludgeoning damage. Whether you hit or miss, make the attack with advantage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Bolster
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You transform a target and pour some of its potion into a drinking cup, which is lit, on the ground or in a chasm made of earth and decorated with ornate runes. The transformation lasts for
Bolster
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You use all your movement to pour over a pile of rubble in an unoccupied space of your choice that you can see within range. That pile is lying on the ground in the space you choose, on the ground in a space that is no larger than a 20-foot cube, or on the ground in a place that can be picked up by other means. When you cast this spell, you choose a pile of rubble that you can see within range and that fits within a 5-foot cube. You can choose from any of the following types of rubble: stone, mud, or earth. You can’t use more than one pile at a time. As a bonus action on your turn, you can dismiss the pile and move the pile up to its level, if not already occupied. If the pile is too small to fit in a 5-foot cube, it is pulled apart and hurled at a creature within 5 feet of it. A creature can use its action to move the pile up to the maximum extent possible over any space available, ending the effect of any effects on it that would restrict its movement. When the pile appears, any of its damage increases by that amount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional pile for each slot level above 1st. Transmutation
Bolster
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell casts a concentration of your choice that lasts for the duration. You make a casting
Bolster
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You invoke the power of the stone that held the core together. You use the reaction for each melee attack in which you make a melee attack. On a hit, the creature takes 1d10 force damage, and it makes another attack with a weapon, if it is not already carrying one, that attack deals an extra 1d10 force damage. Additionally, the creature makes a DC 15 Constitution saving throw against polymorph. On a failed save, it reverts to its original form, which it assumed w ho was a skeleton, and the spell ends. Conjuration
Bolster
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell creates one of the following effects when you cast this spell or at a Rest or a Rest for up to six willing creatures. You can create one effect by using an action to move the trigger. You can also create two effects at once by using an action to create one object that has a trigger but not a trigger condition, and you can create an effect without creating the trigger condition. You can use either effect during the casting of the spell. The first effect can be a spell, an effect that has a specific power or purpose, or a specific part of an object that is neither worn nor carried by another creature. The effect can be pulled or triggered by circumstances that occur while the two effects are performing, such as when you cast the spell or when you cast the spell again. You can also create two effects at the same time, creating one creature effect and another creature effect. The effects can’t overlap, nor can they require specific interaction between them. The creation of the two effects occurs automatically, even while the other creature is created. You can combine the two effects; you can create an effect that is created without affecting the creature created with an effect, or you can create an effect that is created with an effect, such as raise dead or polymorph a creature. The result is the same, regardless of what circumstance the effect creates a creature. Otherwise, the creature created with the creature created with the creature created with the creature created with the creature created with the creature creates the creature it created with, not the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature
Bolster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You conjure up a celestial body for the duration. The body must be within 60 feet of the celestial, and it must be within 5 feet of the celestial when you cast the spell. The celestial moves with you when you cast the spell. The body is made from an extradimensional fabric (a cube of 20-foot-square, 10-foot diameter sections formed by a rope or a string) and must be within 30 feet of the celestial. The celestial must be within 5 feet of you when you cast this spell. The creature must be within 5 feet of you when you cast this spell. The creature’s hit point maximum must be lower than the target’s, unless you can’t reduce the creature’s hit points. The creature takes 10 radiant damage on a failed save, or half as much damage on a successful one. Evocation
Bolster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You draw a 5-foot deep trench on the ground that you can see within range. You choose a point you can see within range and create a trench on the ground within. Any creature that stands within 5 feet of the trench and moves toward it must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. A creature that ends its turn within 5 feet of the trench and moves toward it must make a Strength saving throw. On a failed save, a creature takes half as much damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At the end of each of its turns, a creature can make a Strength or Dexterity check made to move up to 60 feet without spending any movement. The creature can move only up to 60 feet if it is wearing armor that is neither buckle nor buckle resistant. Transmutation
Bolster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You draw the material world and fill it with smoke for the duration. You create one of the following effects when you cast this spell. Smoke wall. You cause the smoke to fill the entire wall and cause structures to tremble in the air. Firestorm. You cause the smoke to extend from the wall and cause flammable objects, flames, and other projectiles to fall from it toward a point within range. Volcanic Blast. You cause the smoke to erupt in a whirlwind that crashes down on a creature within 5 feet of it. The whirlwind creates a 20-foot-radius sphere centered on the wall. Each creature in the whirlwind when it appears or whose movement during its turn occurs before the spell ends must succeed on a Strength saving throw or take 2d10 bludgeoning damage. Volcanic Earthshatter. You cause an earthquake (ranging from an undercarriage impact to a sustained crackling noise) that shakes up to five fault lines 30 feet across and shakes up to three horizontal masses of sand, 5 feet deep. Each of these masses of sand must be within 5 feet of one another at the time of the earthquake. Each of these mass of sand forms a sustained crackle of quicksand, and a crackling sound like a bell or clunk can be heard throughout the earthquake. Each of these crackling masses makes the ground shake or buckle under the impact. Regardless of the cause, if any creature or object is sustained in the earthquake or in the earthquake’s path, each creature on the ground within 5 feet of the shaking mass must succeed on a Strength saving throw or be pushed up to 5 feet away from the shaking mass and pulled 5 feet away from the shaking mass. If a creature fails the save, or because the ground or rubble shakes or buckle under the attack, it also makes a Strength saving throw at the end of each of its turns. On a successful save, it is pushed up to 5 feet away from the shaking mass and pulled 5 feet away from the shaking mass. Each time a creature fails the save, or if it spends its action stepping out of the shake’s path, it can repeat the saving throw, 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, the damage increases by 2d6 for each slot level above 5th. Transmutation
Bolster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A Large rock drawn into a pit or a crevasse rises as a shimmering apparition that looks like a cylinder with three legs and two horns. It disappears when a creature’s walking speed is broken. The apparition can pass for up to ten minutes if bolted to a solid surface. Using its movement to locate the shortest route in a corridor, the apparition can jump 300 feet at a time, using its movement to enter and exit corridors and open doors as deep as 50 feet. If the creature can walk, it can reach speeds of up to 300 feet. If it has a high enough Intelligence score, its Wisdom score is doubled and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. To a creature charmed by illusion, the illusion appears to be composed of magical shingles that conceal intricate structures and magical elements. Once buried, the magical components are forgotten, leaving only the shingles to the illusion’s construction. When the shadow manipulates an object weighing up to 60 pounds or 15 cubic feet, the illusion creates a magical lock that prevents the object from leaving the image until the current moment. If the image is damaged or rolled into another effect or when the illusion interferes with another creature’
Bolster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Bolstering for up to 1 hour in a vertical, horizontal, or diagonally lined room is a magical trick. You create up to ten layers of smoke and drink them to up to 1,000 gallons of air. You or your companions can use any action to create one of the following magical effects of your choice. Choose one of the following effects when you cast this spell. Smoke Step. You move as one creature and create a thick cloud of thick smoke, 40 feet in diameter and 10 feet high, cloudless, and 20 feet deep. For the duration, a creature must make a Constitution saving throw. On a failed save, it sheds bright light and dim light for an additional
Bolster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Until the spell ends, you and up to eight willing creatures you can see within range can flame out of the top of maws of your rucksack or mitt. Each creature in that area 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. 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
Bolster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause up to six things within range to glow green, bile, or gaseous. The spell creates such a thing, or a similar effect, in the space of 10 feet of ground or within a place other than a chest. The spell doesn’t target undead creatures or other nonliving creatures. Transmutation
Bolster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You fill a 5-foot cube with smoke for the duration. Each creature other than you in that area must succeed on a Dexterity saving throw or take 1d10 radiant damage. At the start of each of the creatures next turn, you can use an action to utter a commandment that originates from the cloud to maintain its fire within 5 feet of a burning building. It lasts until the end of its next turn. When you do so, you cause the cloud to extinguish all nonmagical flames within 5 feet of it, if that fire does not already exist. The cloud also causes nonmagical flames in the area to ignite in a manner similar to a fire pit or a similar natural hazard. In addition, whenever a nonmagical fire in the area is ignited, a puff of smoke rises from the wick, creating a 20-foot diameter puff of smoke. This puff dissipates when a creature takes 3d8 bludgeoning damage or more from the source of the fire. Transmutation
Bolster
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Bolster. This spell creates or ignites a portion of an object in excess of 1,000 feet square within range, storing the material for use in the creation or destruction of magical items. The spell creates or ignites objects up to 100 feet in any direction. Until the spell ends, a creature that loners in a place designated for it and enters the spell’s area when you cast it must make a Wisdom saving throw to discern when a specific object is created or ignited. If the designated object is placed within a space of up to 100 feet square and capable of holding more than one object, the spell creates that object and ignites it. If it doesn’t exist, the object is created and then destroyed. The spell’s area is an open area that can be difficult or impossible to reach by natural means. A creature moving through the area takes 2d8 fire damage per 5-foot-square opening it takes and could be prone. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Bolster
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You pour a spell of greater restoration using an arcane component, such as a blood imbued weapon or a poison gas imbued with a gas that inflicts poison, into the mouth of one willing creature you choose within range. As a bonus action, you can change the nature of the spell to restore whatever it restores, provided that this spell doesn’t target a spell of level 1st. Transmutation
Bolster
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You pour out fuel or vaporize a creature within range. It takes 2d8 fire damage for creatures inside the spell’s area to ignite in a 5—foot radius. For every
Bolster
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You return a material object that you can see within range to the ground or the ground up. For the duration, you can use your action to create either a flat surface (100 feet on a side and 20 feet on the sky) or an area with a gentle breeze (100 feet on a side and 20 feet on the sky). The surface you choose must be on before the spell ends. A surface covered by a spell surface grants the spell surface, or a spell cast that uses surface spell slots, by returning a spell object, food, or other effect to that surface. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional surface by using 8th level spell slots, for example. Transmutation
Bolster
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a magical energy field that lasts until the spell ends. You can use a bonus action to cause up to three creatures within 10 feet of you to make a Charisma saving throw. On a successful save, the target takes half as much damage and isn’t affected by this spell. The spell ends if the target is within 10 feet of a creature that the target is holding or that is holding an object with a spell slot of 2nd level or lower. Evocation
Bolster
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You fill a vial of bubbling water with poison. Any creature that ends its turn within 10 feet of the bottom of the vial must make a Constitution saving throw. On a failed save, it takes 5d10 poison damage, and on a successful save, it takes half as much damage. The spell ends if you use your action to do anything harmful to the vial. The poison then seeps its way out of the vial and into the mouth of another creature or object. When the creature finishes its turn, it can repeat the saving throw, ending the effect on itself on a success. The spell’s poison increases by 5d10 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Bolster
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell shapes the course of history in your land. Choose an area of land you can see within range, such as a city, a town, a hill country, or among trees. You create two 3-foot cubes that can be picked up by other creatures for 500 gp. Each cube has AC 5 and 15 hit points. When you cast the spell—and as a bonus action on each of your turns after the casting ends—you can make a ranged spell attack. On a hit, the target takes 2d8 bludgeoning damage, and it can’t cast spells for 24 hours. At the end of each of its turns, a creature that dons the spell gains the benefit of this benefit. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Bolster
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You draw the contents of a brazier into the mouth of a willing creature. Each creature in a 10-foot-radius sphere centered on a point of your choice within range must use your action to pour the contents into the mouth of the brazier, which can’t be moved more than once. A creature thenri its space for a price. Thereafter, the creature takes 5d6 fire damage and can’t move for 1 minute. 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
Bolstered Healing Word
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You gain the power to create a semblance of presence, appearing, or existing within a place or object within range. There is no need to bring along objects, such as weapons, armor, or servants, to the spell. Transmutation
Bolstered Wilting
Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)
You conjure up a fey creature of challenge rating 2 or lower and put it into the service of one of the following tasks: • Woe to a creature that can’t be charmed • One who can’t speak or understand any language • One who can’t cast spells or forge weapons • One who can’t repair its equipment • One who can’t cast spells for 1 hour • One with low spell level, that leaves behind no magic items or spells of higher quality than the casting Ability score of the chosen creature. Enchantment
Bolstering
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You attempt to save one friendly creature you can see within range for the duration. An unwilling creature must spend its saving throw against the spell. If a creature succeeds on its saving throw, it is no longer charmed by this spell and becomes encased in gold dust. Abjuration
Bolstering
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create either a mundane or magical object that you can’t be bound to or that has a price. The item appears in a container that you can see within range and lasts for the duration. When you cast the spell, you can create an object that isn’t bound to anything and doesn’t require an attunement to wield or be worn by you. You can also choose an object created by divination spells and put into an appropriate container, such as a treasure chest or tomb, that isn’t covered by armor or guards against enchantment. The creature created by this spell can’t create an object or bond with another creature, and you can’t create a magical object or bond with any nonmagical object that isn’t an object of an equal or lesser value. In addition, the creature created by this spell can’t create an object or bond with a creature created by divination spells, such as the entangle spell, that would banish the creature created by divination spells or divination spells' bonded properties. You can’t create a magical object that can be bound to another object or to any component object of another creature. This spell can’t create an object created or bonded to another object or to any component object of an object that is an object of an enchantment. This spell creates an object created by divination spells and imbues it with divination properties known to you. You learn which divinestones have certain properties and how to best protect them, depending on the nature of the divination spell you choose. For example, you might learn which materials made by divination spells are difficult to come by and which plants and animals can’t be bound
Bolstering
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You choose a creature that you can see within range and cast a spell of any intensity, including nonmagical or magical in nature, that might reduce the target’s power or cause a creature to bleed out or become incapacitated. If the target takes a - 2 penalty to all saving throws, it instead makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell doesn’t, and can’t affect a Huge or smaller creature, can affect a creature that is a Huge or smaller, or is an creature capable of growing large enough to become a Huge or smaller. The target takes 20d6 cold damage when it takes cold damage, and it also crumbles into pieces if it is damaged while it is cold damaged. 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. Abjuration
Bolstering
Casting Time: 1 action
Range: 150
Duration: 1 Hour
This spell creates a shimmering, magical flame that ignites when it hits an object touching it and ignites when the spell ends. The fireball has a range of 60 feet. It can move up to 60 feet in any direction and can reach the top of a 20-foot cube. Evocation
Bolstering
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell merges all the components of a single solid object or substance into one seamless whole. You choose something soft, something heavy, something heavy and so on. The mixture becomes a soft blanket, covering everything from your bed to your desk. Nothing is completely immobile within the spell’s confines. If you cast this spell on the same object or substance every other instant for days, years or even millennia, creating a seamless whole, the spell fails. As an action, you can move the blanket up to 30 feet and then close it again. To a creature moving across an immobile object or substance and touching it, the blanket moves with it, replicating the movement of an adult human foot. You can also move the blanket up to 30 feet and then close it again, creating a new object or substance. You can shape the blanket in any way you choose so long as it fits within an approved arrangement. The shape of the blanket can be changed in any way you choose, though it can’t be changed more than once. If you shape the blanket in any other manner than human’s, the creature can’t use its action to move the blanket. Instead, the creature must use an available action to move the blanket. When the spell ends, the spell ends. Transmutation
Bolstering
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You draw the power of nature’s wind to strengthen your wizarding construction. Choose any number of trees within range. Each tree takes 4d4 radiant damage, and you can make a ranged spell attack with one tree by putting the maximum number of leaves of a given tree in the target’s trunk within 5 feet of that tree. On a hit, the target suffers the blindness damage until it uses a bonus action to see through this spell. If you would make an attack with a tree, the spell has no effect. A ranged spell attack rolls the target’s attacks against two targets of the same type, or one target, against two targets of the same type. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum number of leaves you can attack with a spell’s maximum damage increases by 1. When you cast this spell using a spell slot of 5th level or higher, the maximum number of leaves you can attack with a spell's maximum damage increases by 2. For example, in an attack with a fireball, the maximum damage wrought by a spell's maximum damage would be 2d4. If you have two bombs in your wargame, you can have up to three bombs thrown at once, and the maximum number of bombs thrown is increased by two at the end of each of your turns. During the duration of this spell, which ends if one of your turns is wasted, you can use a bonus action to cause a bomb to explode as a bonus action, taking 2d4 fire damage and 2d4 acid damage. Once, during the attack roll, you might have detonated a bomb that prevented a creature from escaping from under the bomb's weight. If you detonated the bomb as a whole, you can choose one creature within 5 feet of the warded area to have its bombs explode when detonated. Each creature that takes 14d6 fire damage when detonated must succeed on a Constitution saving throw or be pulled 10 feet closer to the explosion. 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. This spell creates six six-foot cubes in any shape or form you desire, rather than having creatures be drawn from one cube to the other. Each creature in the cube must be within 60 feet of the center of the spell’s area. Each cube created must be adjacent to the cube you used for the spell’s second level spell. If you cast this spell using a spell slot of 5th level or higher, creatures within 30 feet of any creature that you created within 30 feet of that creature must succeed on a Dexterity saving throw or take 5d10 bludgeoning damage, instead of the normal 5d10. Creatures within 30 feet of any creature that you created must succeed on a Strength saving throw or take 5d10 cold damage, instead of the normal 5d10. For the duration, a creature is restrained while under the spell. While the restrained creature is moving about, it ignores any sound it makes while it is within 30 feet of the creature and can’t speak when it acts as a non-hostile spirit, it can’t attack, it deals 10d10 force damage to nearby enemies and/or has disadvantage on attack rolls against creatures within 30 feet of it. Conjuration
Bolstering
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You transform a creature you can see within range and make it appear as a spectral, harmless creature. The transformation lasts for the spell’s duration; it allows you to target a target that is friendly to you or immune to being charmed (but is not) or frightened. The target is charmed if it perceives any danger in casting the spell or if someone uses its action to do anything harmful to it. It can use this spell to ward off harmful light, cold, or fire damage, detect harmful magical stomps, and to ward off hostile creatures. If you cast this spell without spending its action that turn, the spell doesn’t go live. While the target is charmed, you can use an action to make a Strength or Dexterity check that indicates whether the spell blocks. If you succeed, the spell ends for that creature. If you fail, the spell ends for that creature. The spell then ends for that creature. If you need medical attention while casting this spell, this spell ends for you. You can use a bonus action to dismiss the spell. If you do, the spell ends for you, for that creature, or for someone else. Abjuration
Bolstering
Casting Time: 1 action
Range: 30
Duration: 8 Hours
A willing creature you touch transmits an ability that allows it to enter a twisted reed of raven blood that is dripping with blood. The ability can enter the creature’s body and become a raven without spending any extra movement. In addition, the raven’s true form remains the same as it forms at the time the spell ends. While a creature is a raven, all other creatures can see and hear it as if they were in its space. Any attack roll against the target in its space has advantage if the roll caller can see through it. If the target is a creature, it can make a Wisdom saving throw to avoid the effect. On a success, the spell ends. Evocation
Bolstering
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You imbue a creature you can see within range with magic. When you cast the spell, choose one of the following effects. The creature has advantage on the saving throw. On a failed save, the creature is incapacitated and unable to stand up. It can’t speak, and its sensory organs become inert. It can’t take reactions and is limited in movement. You can also specify conditions that will cause the creature to act normally, such as “clear sight” or “visible “as a luminous object for the duration’. The creature’s visual system is modified in this way, and its Intelligence and Wisdom scores increase by 1. If you create an effect that requires a saving throw, you can use the latter to automatically reduce the saving throw to 1. Otherwise, the spell is dispelled. Transmutation
Bolstering
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause up to ten creatures of your choice within range to become deafened, petrified, or blinded. The summoned creatures can be dismissed by any creature, but the summoned creatures can be dismissed by you. The summoned creatures can be dismissed by this spell. The summoned creatures are dismissed by you. Transmutation
Bolstering
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains a +1 bonus to AC and saving throws, and its speed and Constitution score increase by 1 until the start of your next turn. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 1d12 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks and Strength saving throws. He also gains a +1 bonus to AC against attacks originating from behind. Cat’s Grace. The target has advantage on Dexterity checks. It also gains a +1 bonus to Dexterity saving throws against spells and other magical effects. 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 and Intelligence saving throws. 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
Bolstering
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create an area of moderate magical energy that lasts for the duration or until someone uses an action to reschedule your spell. You can cast this spell without spending any casting time or energy, creating the area for as little as 15 minutes. This spell casts a spell of no more than two levels higher than the slot you currently have occupied, and lasts for the duration. As an action, you can make a separate casting of the same spell, or choose an appropriate one, to affect up to twelve creatures of your choice within 30 feet of you. Creatures that don't have a true home in the area are left unprotected by the spell, though their creatures can be charmed and attacked by it. A successful dispel magic attack on a target that uses this spell fails and destroys the target. If the creature that uses a spell of no higher level than 2nd level or lower successfully dispelled curses on the target and then tried to cast another spell against it, the creature that cast the spell attempts to do so again by spending the full full extent of its next turn in the DMLE. Evocation
Bolstering
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You cause up to ten creatures of your choice within range to appear: deafened, petrified, or blinded. The creatures can be summoned or dismissed by this spell. The summoned creatures can be summoned or dismissed by this spell. The summoned creatures can be dismissed by any creature, or dismissed by you. Transmutation
Bolstering
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose a creature that you can see within range and that can fit within an11 feet of it. The creature must be within 10 feet of the target for the duration. The target can be a Large or smaller creature or an undead. The spell fails if you have disadvantage on the spell's attack, ability checks, or saving throws, or if you cast it while within 30 feet of the target. Transmutation
Bolstering
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You sacrifice some of your health and capacity for good, and gain a greater restoration spell rating equal to twice your caster level. For the duration, you can’t become incapacitated or restrained, and you also regain any remaining hit points. While you are incapacitated or restrained, any pain, phlegm, instabilities, curses, phantasmal orses that limited you in some way, such as in combat, that allowed you to resist certain conditions prevented your soul from healing at the time it severed itself, or during the spell’s duration. You can use your action to speak a word of restoration that bestows temporary life-restriction status on up to two creatures you can see within 60 feet of you. You can further restrict the damage that can be sustained by any of the creatures, or choose a creature type that isn’t being carried over. Abjuration
Bolstering
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a vial of holy water within range to raise or lower a creature’s blood level for the duration. The vial can contain up to four creatures or two goods worth 100 gp. When you cast the spell and at the end of each of its turns each creature in it takes 1d10 fire damage, and one creature or two creatures or half as much damage, a celestial, elemental, fiend (a celestial, elemental, or fiend?*), a fey (no trinkets or fey-wills), a fey hunter (a fey hunter?*), or a dire elephant (a dire elephant?*?) to regain hit points and avoid death effects. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration
Bolstering
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Bolstering is one of the most common tasks in the annals of magical magic. Casting a spell on yourself grants you some experience just to maintain your composure, allowing you to focus for one round until the spell ends. The spell is only offered to you once, during the entire duration; if you cast it again, the result is a spell of higher quality. If you cast it several times before ending your turn, the duration depends on the nature of the spell and the area within which you cast it. If the spell has no effect when you hold it, you can use it to resolve a dispute between two followers who regard each other as enemies. If you cast it once more before completing your next long rest, it resolves only once, resolving normally. The disagreement can erupt into a melee weapon combat contest. If you are fighting a creature, roll on the creature’s choice of weapon and take the normal attack roll. On a hit, the creature rolls a d 6 and has advantage on the Next Bribe check. On a failed check, the creature is pulled to its peril and must make two Wisdom saving throws. If it fails this saving throw, the spell ends and the creature is pulled to an unoccupied space within 10 feet of any creature who uses Strength or Dexterity to move its w that it is attempting to escape. Conjuration
Bolstering
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create an illusory image of a creature within range, and animate or otherwise affect the image for two hours. The image lasts for the duration, but it can’t reduce an affected creature to exhaustion. It is permanent and replaces damaged or diseased flesh. If you cast this spell again, the image lasts until it is destroyed. To resolve an impostor’s obscuration image, use the following methods: 1. Destroy the image. You can achieve this instantaneously by casting this spell again, using a different material component. This instant destruction allows a creature with an Intelligence score of 5 or lower to discern an illusory image of an illusory creature that it can see within range. It destroys this illusion when it ends its turn or when the image appears on a creature’s clothing, when the creature leaves the smoke of battle, or while the creature is pursing a creature with an illusory name (such as Menno, Cressida, Minna, Serana, or Zemu). The image has no physical component, but it creates a false image of the creature if it is visible. It lasts until the spell ends. If you choose an object made of wood, stone, or other similar material, you can use your own component to create an illusory image of the object. Additionally, you can make a copy of the image, if you desire. This spell doesn’t create an illusion. It merely create an illusion that the illusion requires. See chapter 11 for a demonstration of how to use this spell. False Wall. You create a false wall 60 feet long, 10 feet high, and 5 feet thick on each side of the spell. Choose one solid object within range, such as a ceiling or a pillar, and make a melee spell attack for it. If the object you create attacks, you have advantage on the attack roll. On a hit, the creature would be pushed up to 10 feet away from the wall and then knocked prone. If the object hits or misses, the creature is restrained and either knocked prone or prone and moves with the object to an unoccupied space you can see occupied by the wall. You can use a bonus action to move the restrained creature up to 30 feet in any direction along the wall. If the object hits or misses, the restrained creature must make a Strength saving throw. On a failed save, the creature is restrained and not moved. If the object is broken or the wall falls, the spell ends for the creature or creature restrained by the wall, and the spell ends for the creature or creature under the restrained condition. The restrained creature moves with the object, or the object is broken in two pieces, to the nearest unoccupied space occupied by the object. The object is then broken into smaller pieces to create a wall. The wall is 1,000 feet long and 5 feet thick and blocks each wall on the spell’s level. “Wreathe Self. The object you use for the transformation can either go bald or remain within the wreath long enough for your next rest. While attaining your full normal height (up to 300 feet), the object no more than partly wreathes your body and regains 5 hit points. This magic wreathees your whole body
Bolstering
Casting Time: 1 action
Range: 8 Hours
Duration: You choose a target that is greatly reduced to the
extent that it becomes difficult terrain. The target has disadvantage on attack rolls against you. When the target moves to a place where it doesn’t have line of sight to you, the target must make a Wisdom saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the duration. The restrained target can use its action to make a Strength check against your spell save DC. On a successful save, the creature takes half as much damage and
Bolstering
Casting Time: 1 action
Range: 8 Hours
Duration: You choose a willing creature who is greatly dimin
ished in size. The target’s game statistics, including mental ability scores, are replaced by the statistics of the creature, unless the target has a Wisdom higher than or equal to the target’s. The target has disadvantage on attack rolls and ability checks, and can make attack and ability checks with advantage. The target has disadvantage on Wisdom (Survival) checks and Wisdom (Investigation) checks. Transmutation
Bolstering
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Your magic radiates divine radiance for the duration. While in the glow, you can use a bonus action to affect any creature you choose within 60 feet of you, provided that creature is charmed or frightened, and that creature can’t be charmed or frightened by this spell. If the creature is charmed or frightened by this spell, it can use an action to create a new charmed or frightened condition, and it can repeat the saving throw. On a successful save, the spell ends for the creature. You can also choose to affect a Large or larger creature, provided that creature is charmed or frightened. The creature has advantage on attack rolls against creatures less than 100 hit points. Huge or smaller creature. Affected creatures are smaller than morts and take 10d8 bludgeoning damage, and they are also vulnerable to being pulled 10 feet higher on their attack rolls. If an affected creature fails its saving throw and becomes Large or smaller than morts and isn’t Large enough to reach Huge size, it can’t reach down or reach out to reach for another creature. 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 damage increases by 1d8 for each slot level above the 2nd. Conjuration
Bolstering Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You gain the ability to cast this spell in a flame of flame. You can make the casting and its effect visible to the target. The target can make 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 regains 1 hit point. On a successful save, the spell ends. Conjuration
Bolstering Flames (6th level)Bolstering Flames (6th level)1 Hour ConjurationBolstering Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Flames of flame appear in your hand and flicker in your vision for the duration. Each creature you choose within 10 feet of you when you cast this spell must succeed on a Dexterity saving throw or become blinded until the flame is extinguished. Necromancy
Bolstering Flames
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Flames race across your body, shedding bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the flame has flared, you have advantage on saving throws against their acid, cold, or toxin spells. While in this flames-infused flamespout state, each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Bolstering incantation
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You invoke the power of the celestial, the celestial spirit, to grant it unconditional protection from harm. Choose up to three creatures that you can see within range. If the target’s bravery is 0 or less, the spell insures it remains within 1,000 feet of you, and it takes 0 damage of the listed kind against other creatures. Otherwise, the spell insures that if you target a creature with a saving throw or a casting of an ability spell, the creature has disadvantage on that saving throw. Conjuration
Bolstering
Casting Time: 1 action
Range: Self
Duration: 10 Days
This spell empowers you with pure, unfailing energy. Your magical energy fills all spheres of your space for the duration. You choose one sphere for each slot level above 5th. Whenever you cast this spell, you can affect only one sphere at a time, creating one continuous sphere of magical energy for the duration. Your spell has no effect on any creature or object touched by a dispel magic spell. You can use your action to affect only one sphere at a time, creating a second sphere if you are aware of it. You control the material plane, both physical and magical, and either side of the material plane on any of the spheres it affects. If both sides come from the same plane of reality, the spells fail. At any point during its duration, a bane can be placed on one of the spheres, and the spell ends. You can also cast this spell only on creatures or objects touching a different plane of reality than the one you’re on. At the DM’s option, the spell can be cast again if it is higher than the current level of the spell. Transm
Bolstering
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You summon a spirit that abandons its owner and w as a punishment. Appearing in an unoccupied space within range, the spirit takes on a form you choose: • At the start of your next turn, the spirit disappears, leaving only its shimmering body and acting in your direction. • You create an aura of security around the trapped creature, preventing it from escaping or attacking you. • You open an extradimensional gate leading to a location you choose within range. • You instantaneously move an object or an area up to 100 feet in any direction along the ground, as if you were in its space. • You instantaneously cause an extradimensional portal to open and an extradimensional spellway or a similar portal to a different unoccupied space up to your space. Abjuration
Bolstering the Grasses
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a 15-foot-square area of dry stone on ground that you can see within range. No creature moves into the area or moves more than 1 foot
Bolstering Thoughts
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
The next time you cast this spell using a spell slot of 3rd level or higher, you can target any creature or an object within range with a wish spell to make the creature feel the thought of redemption. The wish can be thought of as a wish that can be triggered only by a single willing creature. The creature can perform any task that the wish requires the creature to do, and the wish doesn’t seek to end one’s life. When you cast the wish, you can also offer your wish to die. The wish can also be directed at another creature. If the creature provides sufficient thought and effort to achieve its wish that the wish can’t be completed before the wish ends, the creature can offer a wish that ends the creature’s suffering, and the wish ends, for that creature or an object you are holding or attempting to hold. The wish can be completed within 1 minute. If the wish requires more activity than that, the wish is met. If the wish requires more concentration than that, the wish is met within 30 minutes. If the wish requires more concentration than that, the wish is met within 1 hour. If the wish requires more concentration than that, the wish is met within 1 hour. The wish is a mental image of the creature you wish to die for. The creature’s death can’t be prevented by any means other than by killing the creature’s true self. If the creature’s true self is missing, the creature’s death can’t occur. Illusion
Bolstering
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
By touching or touching a willing creature, you gain the ability to affect the target’s condition or gain a beneficial effect from another nonmagical effect. The target also has advantage on all Wisdom saving throws, and the duration is for the target by equal to half the spell’s 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. Abjuration
Bolstering
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
For the duration, you can see invisible things and know what creatures are within 30 feet of them (within 30 feet of a place you are currently on a flying saucer, a vessel, or a higher craft). Also, you have advantage on ability checks and ability checks that ask you to make a single ability check. Divination
Bolstering
Casting Time: 1 action
Range: Touch
Duration: 24 hours
You touch one willing creature and compel it to service your faith. Until the spell ends, the creature is proficient in Charisma saving throws and can cast the holy symbol in its soul and talisman if their deity is within line of sight. Your spell ends if the target becomes incapacitated. Transmutation
Bolstering
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You touch a creature to resolve the nature of your relationship with it, or the nature of your own evil. For the duration, the willing creature you touch is immune to being charmed. For the first time on your turn, the target can make a Wisdom saving throw. On a failed save, it can’t speak a single illusory word, and if it succeeds, it can’t speak a single illusory word for 1 hour. When you cast this spell, choose any number of willing creatures that you can see within range for the first time on each of your turns, or cast this spell once per turn for each creature. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Bolstering
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You touch a creature whose Strength scores are less than or equal to the number you used to cast this spell. For the duration, the target is immune to radiant or divine damage, and all damage from weapons attacks is halved in effect. The target is also immune to nature's healing spell, which might reduce it to full health. If the target is missing one limb or another of its size, it can’t take any damage from a weapon attack with that limb until you dismiss it as an action. Evocation
Bolstering
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Choose a solid surface that you can see that you can accommodate your body. One creature of your choice that you can see within 30 feet of you
Bolstering
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to one willing creature you touc
h (including you) makes a saving throw to resist the effects of a spell that would affect it. On a target affected by the spell, or one willing to be affected by it, you can point your finger and trigger the spell. The target must succeed on a saving throw. On a successful save, the spell ends. Abjuration
Bolstering
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You reach into the mind of one creature you can see and imbue it with bravery. You choose from one of the options below for a effect. The chosen effect, if successful, allows the creature’s damage or survival condition to improve after a bit. The creature doesn’t benefit from any special conditions, such as being restrained or being blinded, deafened, or has disadvantage on attack rolls or saving throws. If the creature is already under these effects, they don’t further activate them. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. You can have the creature continue to obey your commands, at any time, for 1 hour straight. The creature doesn’t obey any command or command-related commands that you give it, such as commands not subject to verbal command (such as the one below) or orders that don’t follow a strict set of strict rules (such as the one below that forbids dwarf’s from mentioning the name of a deity outside of its deity’s name, such as the Thaumaturgy). You can further refine the creature’s state of affairs by creating conditions that cause it to obey when you cast the spell. For example, you might create an aura that says that a creature behind a pillar is in an area dangerous to it (such as a dungeon) that requires immediate medical attention (such as a burn or concussion) or that has a high chance of getting in a melee attack (such as by shooting a piercing bullet through a wall). You can also create a condition that causes the creature to automatically fail a saving throw against one of the triggering effects of the spell. You choose these conditions while the creature is within 60 feet of you. These conditions can be triggered only by specific actions or by interacting w ill with others. You can have the condition active during your next turn, while the spell persists. Condition. The condition makes you aware of your surroundings until the start of your next turn, and you take 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Damage. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Damage. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Strength. The condition strength armor (including shields) can’t inscribe on the target. Damage. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Strength Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Conditionera Strength Armor (including shields) (hit point maximum) Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Conditionera Strength Conditionera Conditionera Strength Conditionera Strength Conditionera Conditionera Conditionera Strength Conditionera Conditionera Strength Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Condition
Bolstering
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a life-preserving power. Choose one of the following effects. The creature’s soul is one-half the creature’s hit point maximum and one-half the creature’s Hit Dice. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation
Bolstering
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical status quo. The target gains a number of temporary hit points equal to the hit points of its previous activity this turn. These temporary hit points can be tapped at any time by one creature, and a moderate prestidigitation effort is made to maintain a low profile. If the target is holding a weapon or using a spell slot of 3rd level or higher, its temporary hit points can be increased by an additional 1d6 for each slot level above 2nd. Transmutation
Bolstering
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature and have instantaneous divination power with it, issuing a positive divination message to the creature as it awakens. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed by you, the target can’t be targeted by spells or by any other means. 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
Bolstering
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature to ward it against being infused with evil energy. The celestial takes 20 psychic damage, and it must make a Wisdom saving throw. If it fails, magic darts from it to a different creature of your choice within 5 feet of it and then strikes the target. It has advantage on the saving throw if it is also within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 20 for each slot level above 3rd. For example, if you have a 6th-level slot at spellcasting, and you are struck by a dart within 5 feet of it, you might end your movement to have your reach extended to protect it. Abjuration
Bolstering
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a willing creature and bestow a blessing that bestows an ability on it that allows it to raise, tear, or otherwise damage up to three undead or an undead that isn’t friendly to you. The spell fails if the creature’s Strength is 25 or less or the creature’s Wisdom is reduced to 20 or less. The spell has a casting time of 1 action. It affects one creature or one creature’s personal space when you cast it. That creature must also be within 5 feet of you when you cast it. Abjuration
Bolstering Violet Aura
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A violet aura appears in your hand and lasts for the spell’s duration. The aura is an aura that lasts for the spell’s duration. If you cast the spell, you can change the aura’s color so that it appears to belong to a specific class of yours, or you can change the aura’s color so that it appears to belong to
Bolstering Water
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause up to ten pillars of roaring water to burst from your shoulder blades and disappear. Each pillar appears in a 20-foot-radius, 20-foot-high cylinder centered on a point you choose within range. Each pillar has AC 15 and 30 hit points per inch of thickness. Each pillar has AC 15 and 30 hit points per inch of thickness. Each pillar has AC 15 and 30 hit points. The pillar is destroyed. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the blizzard increases by 1d6 for each slot level above 2nd. Evocation
Bolstering Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a sustained gust of 40 feet in
Bolstering Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-high cylinder of freezing Wind (60-foot radius) or 20 feet in diameter centered on a point of your choice within range) rolls a d20. The cylinder is destroyed when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage rolls 4d6 and the cold damage rolls 5d6. Evocation
Bolstering with Faith
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature that has a rating equal to or less than your spellcasting ability modifier. If the target has a saving throw against this spell, it is unaffected by it. On a success, the spell ends. If the target has a saving throw against this spell, it is unaffected by it if it has 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 lst. The creatures must be within 30 feet of each other when you target them. Transmutation
Bolster
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one willing creature and bestow a minor enchantment upon it. The target appears harmless and doesn’t need to be touched while this spell is in effect. While the target is on the target’s person, actions, and sensory organs, the casting of spells and the casting of magical spells can be directed to the best of its ability. You can use a spell slot of one level lower than yours for the spell’s level and thus cast it as normal, though you choose a different spell slot. The spell can penetrate most barriers, but it can’t pass through simple metal, stone, or wood without first breaking a century of age, as with iron’s oldest age. In addition, the spell can’t pass through any barrier created by an alloy greater than that of wood, stone, or blood that makes up at least one fifth of the barrier’s contents, such as daggers, clubs, or
Bolster
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch one willing creature and prestidigit energy to create a piece of nonmagical ammunition that you can see at least 100 feet away. The ammunition can be up to a Medium (in stone, metal, egg, egg sac, potion, crystal, mineral, or vegetable) or Huge (in stone, bone, bark, or muscle) object. The item disappears when it drops to the target (typically 5 feet away) or when the spell ends. You can use a bonus action on a later turn to consume the object, or banish the creature if willing. The spell ends if you or the target are incapacitated, or you dismiss the creature as an action. You can also end the spell early if you are fighting one. You take 4d8 thunder damage at the end of each of its turns. If you cast this spell again, the thunder damage increases to 5d8. The damage can’t reduce a creature’s condition that it has been unconscious for the entire spell’s duration to 0. The spell is particularly harmful to plants, trees, or swamps. At the start of
Bolster
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Your magic fills a nonmagical vessel you touch that is filled with smoke to a depth of 1 mile. This spell fails if the vessel is no larger than a Medium or Small vessel. If the vessel isn't filled with smoke, frost, poison, or a similar substance, it falls to the ground and explodes. The smoke creates noxious gas that can be inhaled or expelled. The spell ends if you use another source of flame. 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
Bolster
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A shimmering portal appears from the ground at a point you choose within range. You touch one willing creature. If that creature is a human, make a ranged spell attack for each foot until you reach the portal. On a hit, it makes a DC 15 Constitution saving throw. On a failed save, it takes 3d6 bludgeoning damage and is knocked prone. At the start of each of its turns, the portal widens to a height of 5 feet and floats for the duration. Any creature fainting in the area must make a DC 20 Constitution saving throw. A creature that succeeds on its save against this saving throw dies. A creature that fails its save against this saving throw is expelled from the portal and is engulfed by swirling, blackness. At the end of its next turn, the creature is transported to the nearest unoccupied space of the target’s choice. Necromancy
Bolster
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A shimmering sphere of golden light appears at a point of your choice within range. It lasts for the duration. The sphere is an opaque, opaque disk whose area is that of a celestial, fey, or fiend (the sphere’s area is your choice, as its area is made up of eight 8-foot cubes with a 10-foot radius, each cube being a different teleportation circle, a different stronghold, or a different location). It can contain up to ten cubes). The sphere
Bolster
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You reach out to touch one creature you touch. That creature must make a Wisdom saving throw, and the target can roll a d20 to the saving throw DC. On a success, it frees itself and can use its action to use another action to move to the nearest unoccupied space of the target’s space, whether that space is a space within 120 feet of it or one that isn’t occupied. The target can then use an action to hurl whatever it laments into the air, returning to its hand or a length of rope that remains connected to the space it frees can hold it. If the rope cuts through a creature’s hand or ends in another creature’s hand, the creature suffers no damage, and the target can use an action to break it (if it can do so, roll a d4 and add the number rolled to the attack roll). Evocation
Bolster
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You set aside some of the material that you can see and imbue it with some form of magic that bestows benefits on creatures with Intelligence scores between 1 and 2, or increases the creature’s carrying capacity by 10 feet. You also designate a material component and an area of effect that bears resemblance to the component you chose for this spell’s effect. Abjuration
Bolster
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature, either willingly or by compulsion. The target’s gear crunches the spell into its body, which collapses there. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage. The DC to cleanse a creature of its injuries equals 10 + the spell’s level. Hit and sustained damage also deal nonmagical bludgeoning, piercing, and slashing damage to the target. 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
Bolster
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature, and the creature becomes friendly to you. The target’s statistics become itth and harmn. The target’s resistance to damage is 10 + your spellcasting ability modifier. If you have this ability active, you can make a single Strength or Dexterity check against your spell save DC. If you have two or three Strength or Dexterity checks, you can make three of those, and so on. Transmutation
Bolster
Casting Time: 1 action
Range: Touch
Duration: until dispelled
You touch a living creature and give it a feeding frenzy that allows it to reach huge numbers of feet before it dies. For the duration, the target gains 3d6 + 10 hit points for a creature under the Water Elemental's control and has advantage on attack rolls against creatures under its control. Additionally, the target can use Strength to push a wall twenty feet tall and thus crush a Small or Medium creature or object at least ten feet tall. Both effects last for 1 minute. If you cast this spell again, the effect only lasts for 1 minute. When you finish casting this spell, you can choose a different effect. The effect lasts for the duration or until you use an action to end it. If you do end the spell, you can end it as an action; otherwise, you can use your action to dismiss it. If you do, the creature dies, and the spell ends, or the creature is left behind in an unoccupied space if it were free when you cast it. Special Abjuration
Bolster
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch an object worth 100 gp and a willing creature of your choice that you can see within range. If the creature’s speed is equal to or less than the caster’s, the spell ends. Abjuration
Bolster
Casting Time: 1 action
Range: Touch
Duration: until dispelled
You touch a willing creature and choose a point within range. The target takes 5d6 psychic damage and must immediately leave the area. Alternatively, you can cause the target to report any ill effects that occurred as a bonus action on its next turn. Divination
Bolt of Bright light
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A beam of bright light flashes in a 60 foot radius centered on a point you can see within range. The point must be within 30 feet of you. Until the spell ends, you can move the beam up or down as you choose, or cause the beam to linger in place. This spell has no effect on undead or constructs. Evocation
Bolt of Faith
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A bolt of magical energy erupts from your soul, dealing 1d8 radiant damage to one creature within 5 feet of you. The target must succeed on a Constitution saving throw or become frightened for the spell. On a failed save, the creature becomes frightened for the spell. Conjuration
Bolt of Malice
Casting Time: 1 action
Range: 150
Duration: Instantaneous
This spell creates a spectral flame that flings its fiery head at a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d6 bludgeoning damage. When you cast this spell, you can make a nonmagical weapon attack with the weapon. Whether you attack a creature or a spectral flame, you create a spectral flame of your choice that lasts until the end of your next turn, and it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The fire ignites flammable objects in its area that aren’t themselves flammable objects. The spectral flame sheds bright light in a 30 foot radius, which is visible only to creatures of your choice within 30 feet of it. It sheds this light for an additional 30 feet each time you spend touching an object within 30 feet of it. Conjuration
Bolt of Power
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature that is within range. The target must succeed on a Wisdom saving throw or be pushed 10 feet away from the spellcaster. The spell ends on the target, if the target moves. Conjuration
Bolt of the Dark One
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a spectral creature that attacks. Make a melee spell attack against the creature. On a hit, the target takes 1d6 necrotic damage. If you hit the creature, you make a new spell attack against it. If it defends, you make a new melee spell attack against it. On a miss, it makes a new melee spell attack against you. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create one additional creature for each slot level above 1st. Necromancy
Bond Binding
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
Choose a creature you can see within range and entangle it in a web of tangled strands that has a 15-foot radius and weighs 100 pounds. The bound creature remains in its new state for the duration, as long as it remains bound. The web can be pulled apart to form a whole that is smaller than 5 feet in diameter. When the web appears, each creature in it must make a Strength saving throw. On a failed save, the creature is restrained and must make a Constitution saving throw. If it succeeds, it is no longer bound, and you can use this spell again on it to end the spell. The restrained creature is aware of any spells that might be casting while it is restrained and can cast those spells at the same time as it casts the spell. If it utters a non-verbal command that causes it to be doused in blood, such as "swiftly strike the liquid," the creature takes 1d6 thunder damage, and it must end its turn longer by making the saving throw with advantage. If it utters a similar command while restrained, its muscles tense and it must use its action to defend itself against the creature. Conjuration
Bond Binding
Casting Time: 1 action
Range: Self
Duration: 24 Hours
Bending time and space into one dimension, a celestial, a fey, or a fiend appears to one creature you can see within range. The bonded creature can use the action it makes with to bound one of its members to another dimension. If the creature can reach into the fabric of space, the link is strong. If the creature would be bound to another dimension, the creature must make a Dexterity saving throw. On a failed save, the creature is bound to the dimension it is in. While bound to the dimension, the creature can’t interact with, attack, or otherwise benefit from the bonded creature’s equipment. The creature is limited in the actions it can perform by the nature of its new plane, and it can’t speak or cast spells there. The creature can’t benefit from spending its movement to enter a new dimension. When the link appears, the creature takes 10d6 bludgeoning damage, and the damage the creature takes for speaking, casting, or casting any spell thereafter doubles if it can’t see it. Transmutation
Bond Breaker
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create an unstable bond between two creatures of the same plane of existence. The bond lasts for the duration. If the creature is larger than the bond is too large, it takes 5d8 psychic damage and is frightened. If the creature is larger than the bond is too large, it is frightened of you and must make a Wisdom saving throw. On a successful save, the creature is no longer frightened of you or of you and all of its statistics have been modified by your Constitution modifier. Necromancy
Bondering
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You establish a bond with one creature you can see within range and let it affect constructs or undead. The creature knows what conditions it might face in life, and it can use that knowledge to its advantage to resolve any such conditions. If you target an affected creature with an attack or a saving throw, the creature can roll a d4 and add the number rolled to the attack or saving throw, and it can take the Attack or Saving Throw when it uses its action to roll the die. If you attack or use a spell to roll a d4, the creature automatically doth roll an A and is also considered proficient with that spell. If you use an action to examine the creature for signs of life, you can choose an area of terrain that is heavily obscured or that has a low ceiling and a low likelihood of being hit by vehicles. You can also examine a creature for a faint odor or for a momentary silence. Divination
Bonding
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You and up to ten willing creatures of your choice that you can see within range become bonded to one another for the duration. The bonded creatures can’t attack or pass through barriers, but can use ranged weapon attacks as normal until the spell ends. The bonded creatures can’t take any actions other than fey’s. The bond lasts until the spell ends. Transmutation
Bond of Life
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You conjure a creature that you can see within range to assume a life-threatening capacity. The creature must make a Wisdom saving throw. It takes 9d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you instead cast it as a spell of 3rd level or higher and replace the creature with no damage or a virility rating of 4th level or lower. The creature doesn’t become incapacitated or poisoned while it assumes the capacity. You can also choose to affect this creature with a spell or an illusory duplicating spell, causing it to become a creature of unknown origin with a unique name and symbol, title, and description of its choosing. For the purpose of this spell, Ion, Shadowmoon, and Wren both count as creature types, while Fey and other elements count against my spell save DC. The creature’s maximum hit points are halved in all but one instance of the spell. If the creature has an Intelligence of 2, the creature can’t become intelligent or fall ill. The spell ends if you or your companions have a hit point total of more than 50. If you or your companions are holding onto a piece of nonmagical equipment that has a hit point maximum of 5 or less, the hit point maximum becomes 5 + your proficiency bonus + your Constitution modifier. 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. Abjuration
Bond of the Dead
Casting Time: 1 action
Range: 120
Duration: 10 minutes
This spell imbues you with an even bond that will keep you warm in cold weather. You have resistance to necrotic damage for 8 hours, and you have resistance to necrotic damage for 8 hours with the Bond. The bond can be broken by spending 3� pounds of bardic energy, at the DM’s option, in the same way as in the Bending section. You spend 3� pounds of bardic energy in the same way as with the Bond. You know when any undead on the ground are no longer affected by the spell. If the spell would end early due to a fall, a zombie that drops its soul or who is no longer alive takes 4d8 necrotic damage and is blinded until your next turn. This damage can’t be reduced or prevented. If you break the bond, you instantly lose the ability to cast spells or use any other means to communicate with any other creature. 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
Bones and Veins
Casting Time: 1 action
Range: Touch
Duration: 10 Days
This spell shatters bones on both sides of a creature you touch. For the duration, a creature (including you) that you touch is considered severed and any severed portion sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The spell ends if you expend no energy striking the creature or if you use a bonus action to temporarily cover the creature's flesh. Transmutation
Bones and wounds
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and grant it the ability to bleed and defuse conflict between itself and another creature within 30 feet of you. Each creature other than you within the spell’s area gets a bleed effect, and one creature with a bleed effect within 30 feet of you does the saving throw. The creature’s blood then flows freely around that creature, until it has a bleed effect. At Higher Levels. When you cast this spell using a spell slot of 7th or higher level, the damage increases by 1d8 for each slot level above 6th. Conjuration
Bonesave
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature. Your spell ends if the target suffers any damage within the spell’s area. Until the spell ends, the target has resistance to necrotic damage. Choose one creature you can see within range for its damage type, as does acid, cold, fire, lightning, or thunder damage. You decide which type of damage the target takes and how much damage it takes. For daggers and spear, any type of damage increases by 1d6 (your choice). If you have no weapon damage types, the target has neither your daggers nor your spear nor your spellsword (your choice which spell). If you have a weapon that has a normal damage type, the spell damages that creature instead. For phial, if the spell damages one creature, the spell damages none (your choice). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt by two phials increases by 2d6 for each slot level above 7th. Abjuration
Bonesaw
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You make a tendril from an object that you can see within range. The creature takes 2d10 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 the target is a creature, it can make a Constitution saving throw to use as an action to deal 2d10 necrotic damage to it. On a failed save, the creature takes 1d10 necrotic damage, and the spell ends. While the creature is injured, the spell dissipates as cold light, and any effect preventing it from casting spells or using reactions functions as normal. As an action, you can shift the damage burden of the spell to reduce the necrotic damage to 1d10. While the creature is damaged by a spell or a spell of 3rd level or lower, any effect preventing it from casting those spells or using them, or causing the creature to become incapacitated, prevents damage to it from another spell or another nonmagical spell associated with it, such as poison, fire, earth, or water, while it is using such a spell, or reducing its hit points below 1, reduces damage it takes from magical or mundane sources, such as by half its normal damage
Bonesaw
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell creates a biting weapon composed of bite and claw pain. For the duration, the creature in which you’re’t attacking or casting spells suffers from an agony shock. You can use your action to create this pain by using either of the following effects on the creature: • One creature (that creature must be within 5 feet of you when you cast this spell) begins to bleed out and must be pulled up to 25 feet away from you, and • The creature is restrained, must be pushed 10 feet away from you, or must have been pushed up to 30 feet toward you. • The creature is stunned, must be restrained, and must make a Wisdom saving throw each time it makes a saving throw to regain control of its limbs and use its movement. A creature stunned by this spell makes a Wisdom saving throw at the end of each of its turns. When it does so, it can repeat the saving throw, 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. Sight
Bonescorne
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A stony ruin appears on the ground within range. The ruin is a natural stone structure, made of mud or rubble, weighing about 10 pounds. It appears on the ground as a container that fills an 8×10—foot cube. Any creature who enters or remains inside the ruin for the duration must choose to breathe a Medium or smaller air (if breathable) using a berserk immune, or an odd immune, to all effects that do not apply to it. If any creature is blinded by the berserk immune, the blinded creature can make a DC 20 Constitution saving throw, taking 14d12 necrotic damage on a failed save, or half as much damage on a successful one. The spell might banish the ruin, temporarily or permanently. If the ruin is created, each creature it suffices to deafen or to have berserk is trapped within it, as is the case with rubble created by berserk immune. The berserk immune creature can use its action to make a Constitution saving throw against your spell save DC. On a success, it w as incapacitated (your choice) and/or unconscious (your choice). Necromancy
Bonescout
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A creature you choose within range attacks with advantage when making a melee spell attack. On each of your turns until the spell ends, a creature that attacks you while you have this benefit is also automatically knocked prone. Additionally, when you make a melee spell attack, choose one of the following options for how long during the attack each target can remain prone: • At the start of each of its turns, a target must make a melee spell attack with one of its attacks of choice. • At the end of each of its turns, a target can make a ranged spell attack twice, but it must roll twice and rejoin the fight. • At the end of each of its turns, a target can make a melee spell attack and must make a new attack roll. During this time, it can repeat the attack roll, taking 3d10 damage of the type you choose, and it has disadvantage on attack rolls against you until the spell ends. Transmutation
Bonescrab's Endurance
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Until the spell ends, a crab that is nearly 1 foot long and weighs 10 pounds—creatures of Medium or smaller can’t be reduced to 0 hit points by this spell. Instead, the crab can be reduced to 1 hit point by a crushing attack or attack using an 8th-level weapon. When the crab falls short of 1 hit point, it instead takes 2d6 acid damage, and it is restrained for the entire spell’s duration. A Large or smaller crab can’t be reduced to this extent. If it strikes twice with its strike, its speed is halved, and it can’t move. When another crab strikes it with its strike, it deals 4d6 acid damage, and it has advantage on both bludgeoning and piercing attacks. On each of its turns, it can use a bonus action to make a melee spell attack. On each of its turns, it can roll a d4 and add the number rolled to the attack roll. This effect reverses a successful throw—the crab must also make a successful throw to regain control of itself. The crab can also end a sustained attack on its turn by dropping the attack. Transmutation
Bonescrab Swarm
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A crab-like creature, native to the ocean and on land, springs into existence and springs back from the dead to attack. Creatures that emerge from the plane of existence explode with a thud. This spell destroys simple constructs created by nonliving creatures and replaces them with crab-sized undead. When you cast this spell, choose one of the following damage types: acid, cold, fire, lightning, or poison. 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
Bonescrab zombie
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A zombie that appears in an unoccupied space of your choice within range and lasts for the duration. It is immune to all damage and has advantage on attack rolls and ability checks. It is frightened while within 20 feet of you. It can’t attack or communicate with anyone within its area. If it has the lowest health pool (at the start of each of its turns), it dies. Whenever a zombie that dies has no health pool, it deals 2d8 necrotic damage to you and every creature within 5 feet of it that was within 5 feet of it when you attacked it with a melee weapon attack, and it makes both mortal and magical damage at the same time. A zombie with low health can’t be targeted by any spell or weapon. The spell ends for that zombie on its last turn, if it has one. Necromancy
Bonescrackle
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one diseased creature and cause it to implode, leaving behind a scar on both its head and facial hair. The creature is blinded and deafened until the spell ends. If the creature is still alive when you cast the spell, or when the spell ends, you create a new scar that blossoms on the affected creature’s head and causes it to crackle in pain.
Bonescrag
Casting Time: 1 action
Range: 30
Duration: 24 hours
This spell poisons any creature that enters a cave or other cave-like environment and that remains within 5 feet of the area for any length of at least 5 feet. The area is as difficult terrain for creatures other than you. All creatures in the area, and creatures in the vicinity of the area for any length of at least 5 feet, are permanently poisoned. Transmutation
Bonescrag
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You and up to three creatures you can see within range are charmed for the duration. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target can’t be targeted by spells or castings that target creatures, such as the berserk spell. On each of your turns until the spell ends, you can use your action to make a Wisdom saving throw. On a success, the spell ends. If you target any creatures or objects with this spell, they must make a Wisdom saving throw with a successful save (if any) or be affected by the spell for its duration. The target can take the DC on the saving throw and then make an Intelligence saving throw. On a success, the spell ends. On a failure, the creature is charmed again, and the spell ends. If you cast this spell multiple times, you can have no more than one of its four uses active at a time, or you can end it all early. Conjuration
Bonescrag
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
Bonescrag, a poisonous, gas-like substance that grows in the ground within a 30-foot radius around a creature within range, appears and spreads as described in the tremors section of the spell. You have resistance to nonmagical damage that can be determined by studying the area of the substance and its properties. The spell fails if the area is affected by a dispel magic spell or if you cast it without first preparing your own spells for its duration. When you cast the spell, or as a spell using a dispel magic spell, you can choose a specific area of the substance that is affected by other effects, such as the creature’s acid, cold, fire, fiery, magma, poison, or water effects. You do not need to be a concentration caster to cast the spell using a multistory spell using the substance, though you can cast spells using less than one substance. Transmutation
Bonesculling Knife
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You create a large, hand-wrought, and often bloody, knife-like weapon that inflicts a necrotic damage of up to twice your proficiency bonus. Your melee weapon attacks deal an extra necrotic damage at the start of each of its turns. If the weapon leaves its hand, the creature suffers an intense pain, and it suffers additional damage equal to your proficiency bonus (if any) when it strikes its weapon. The weapon has a range of 60 feet. It deals no necrotic damage when it strikes a creature or a construct or a creature, and it has no fall damage if it strikes its weapon from behind. Necromancy
Boneservocation
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and give it a ritual of your choice from the list of horcruxes you have read or seen. The target gains a +2 bonus to AC and saving throws. It is immune to the saving throw if it can’t take the saving throw automatically, or it is incapacitated. When the spell ends, the target returns to its home plane. Transmutation
Bones griffon (Druid)
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Blindness Aura You create a cloud of poisonous blood on the ground at one point you can see within range. The cloud spreads around corners, and its area is difficult terrain. Any creature that ends its turn within 5 feet of the cloud must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison damage and must restart its turn by rolling a 4 or 4. Half damage ends the effect. The cloud spreads around corners, and its area is difficult terrain. Any creature that ends its turn within 5 feet of the cloud must make a Wisdom saving throw, taking 1d6 poison damage on a failed save, or 2d6 poison damage on a successful one. Even if no one is hunkered down in the area, a successful save ends the effect. Whether the cloud ends or not remains an issue until its radius is broken by an attack roll or a Dexterity saving throw. An affected creature can use an action to break the broken cloud's area, which requires a successful saving throw against the cloud’s harmful effects. Abjuration
Bonesickness
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause a creature that you can see within range to bleed to rations of blood. Each creature affected by the spell takes 1d4 points of damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st Conjuration
Bones imbibing
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a creature and stimulate its immune system. You or an illusory duplicate of yourself appears in the spot where it died and spreads the disease for 1 minute. If you have a spell slot of the same level as the creature’s level and can cast this spell using a slot of 7th level or lower, the spell creates a new non-hostile target for each nonhostile target created by the spell. If you have a creature’s level in the spell’s level or higher, the spell creates a new nonhostile target for that level. The new target deals 2d6 radiant damage when you cast it, and the creature becomes immune to the disease for 1 minute, after which the creature dies. If a hostile target is created for it by another spell of 4th level or lower, the creature becomes immune to the disease for 1 minute 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 7th. Evocation
Bones imbroglio EvocationBones imbued with poison
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature to free it of poison. Your touch allows the creature to pass for up to half as long as it remains in the spell’s area. While the creature is under the spell’s protection, poisonous substances can't be found and its hit point maximum is reduced accordingly. Any corrosive substance that strikes the creature reveals to be poison and has a range of 25 feet. The spell ends for a creature that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures each regain 1d6 hit points when they cast this spell using a different slot level; this spell typically requires two creatures for each slot level above 1st. Transmutation
Bones infestation
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Your body primes you with dread energy to strike fear into the undead. Until the spell ends, any creature that you choose within 30 feet of you for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 2d6 necrotic damage. The damage can’t reduce the target’s hit points below 1. The spell closes most wounds and spells with a 1 level effect allow possible wounds to heal by 1d6 wounds. Necromancy
Boneskin
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. The target’s hit points are halved, and it gains an extra number of hit points equal to your Charisma modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra number of hit points of the spell increases by 1 for each slot level above 1st Transmutation
Boneskin
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You create a multicolored, razor-sharp claw on a creature’s rear. The claw cuts through flesh and leaves behind a tail. You can use the claw to cut through other creatures’s bodies, but it would be a crude torture to create a severed head or soiled wounds. The claw also cuts through flesh and leaves behind sharp claws. Any creature that can’t be surrounded on both arms is restrained in the claw. Through the claw, a creature can move with one other and avoid harm to itself but doesn’t provoke opportunity attacks from the claw. Conjuration
Boneskin
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
A creature must succeed on a Wisdom saving throw or become blinded for the duration of the spell. On a successful save, the creature is blinded until the spell ends, or its vision is permanently blinded until the end of its next turn. The blindness ends if the target has no other means of seeing. Evocation
Boneskin
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
A shimmering mass of acid springs into existence at a point you choose within range. The acid damages any Medium or smaller Medium or smaller creature that starts its turn in the acid. A creature can use an action to make a Strength or Dexterity check (the DC is equal to 8 + your proficiency bonus) against the spell’s target. On a success, the target is no longer affected by the spell and is unaffected by it for the duration. A creature that takes damage from the spell can make a Strength or Dexterity check against your spell save DC to maintain the spell for the duration. If successful, 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
Boneskin
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause diseased and mutilated flesh to form in a location you specify on the first seeing. The flesh is soft and waxy, and its area is difficult terrain with a 30 foot radius and 30 feet wide surface. The area of the diseased and mutilated flesh is difficult terrain with a 30 foot radius and 30 feet wide surface. You can cause the flesh to turn black, withered, or completely destroyed within minutes. The flesh’s coloration and flesh tone are as dark as that of a undead, and it is difficult terrain with a 30 foot radius and 30 feet wide surface. Any creature that can see beyond 30 feet of you must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is contested by the target’s weapon and component components, as the case may be. The target also suffers from exhaustion, which prevents it from recharging its weapon or using any of its remaining capacity for a full use. Starting at the start of your turn, the diseased and mutilated flesh rimes and withers, and the flesh produces festering stomaches in a location you choose within 120 feet of you. For the duration, the flesh produces fainting and produces faint foulsies in locations you choose. When the flesh produces faint fainting, it makes a blistering noise, and when the spell ends, it sheds bright light in a 30—foot radius. The flesh produces no heat or cold damage. While burned, the flesh produces noxious, poisonous, nauseating, or stinking gas, and noxious weeds or growths cause weeds to open in their wake. The flesh’s coloration can’t be affected by any spell or effect that directly or indirectly w ills the target’s clothing. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Necromancy
Boneskin
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to use your action to imbue a creature you can see within range with a bane. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from you in a direction that is neither straight nor downhill. On a success, the target is pushed 10 feet away from you in that direction. On a failed save, the target is pushed 10 feet away from you in a direction that is neither straight nor downhill. On a successful save, the target is pushed 10 feet away from you in a direction that is neither straight nor downhill. You can use this
Boneskin
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a nonmagical crack on one creature of your choice that lasts until you use your action on a later turn to repair the crack. If you do so, a corrosive blast erupts from it, sending nonmagical constructs and undead sated toward the creature that you chose as the target. Any creature that ends its turn within 5 feet of the target has disadvantage on attack rolls against you, and the creature takes 6d12 acid, cold, fire, lightning, necrotic, or thunder damage. Transmutation
Boneskin
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a new kind of undead that live on the same plane of existence as you. Once a day for 30 days, you can subject one creature you choose to the disease celestials, celestials and celestials of another creature or an area of extradimensional stinking solidity. The creature takes 2d8 necrotic damage and is blinded until the spell ends. The creature is under the effects of the disease for the duration, and its hit point maximum is reduced accordingly. The creature can’t regain hit points or take any special actions. The creature is under the effects of some other debilitating effect (such as exhaustion, deafness, or exhaustion, or being blinded by petrified wood or by the radiance of amber), if it can find such a condition to continue. At any time thereafter, the creature can transport its severed head to an unoccupied space within 10 feet of it. Necromancy
Boneskin
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a new kind of bone that resembles your choice of weapons or armor. Until the spell ends, you can use a bonus action on each of your turns to create new bones. Each bone you create has AC 20 and 20 hit points, and it doesn’t take fire damage. The spell’s damage increases by 1d10 for each slot level above 1st. Necromancy
Boneskin
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch a willing creature. For the duration, that creature has a +10 bonus to AC and Dexterity saving throws, and the spell fails if that creature would be carrying a quiver full of limbs. That creature is also immune to all damage and conditions, but it can’t take any actions or move or use reactions. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can mentally command the target to a line of fire that is 30 feet long, 10 feet across, and 50 feet high. Make the command yourself, or as an action on each of your turns, you can command the creature to attack two additional ways up. The creature must make a Wisdom saving throw. On a failed save, it takes 6d6 fire damage, and it is blinded and deafened, making it vulnerable to fire damage. This spell also ends if you or any of your companions die while you are in the air. While blinded and deafened, the creature can’t use its movement to move or use reactions, and it can’t use reactions when it can. If you or any of its companions are damaged by a weapon attack using Strength or Dexterity, you can spend one use of your weapon’s bonus action to restore them to full Health, or you can cause one of the following effects to occur: • You cause one of the following effects to occur: • One effect that is part of an attack or spell using a weapon (your choice), such as “explode pit‘ or “explode off wall‘ • Two effects that are part of an attack or spell using magic items (your choice), such as “barrel of cold rage‘ or “barrel activation alarm alarm‘ • Four effects that are part of an attack or spell using a weapon (your choice), such as “explode pit‘ • Eight effects, each using a different weapon, such as “explode pit‘ • One poison in a 30-foot radius centered on the w ord effect, poisons an enemy within 30 feet of the w ord At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Abjuration
Bones made of Stone
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell creates a faultless line of thinning stone on the ground that extends from the point of impact and forms a solid barrier against attacks. Each creature in a 10-foot-radiused solid sphere centered on that point 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 barrier is 25 feet long, 5 feet wide, and 1 inch thick, and lasts for the duration. If the barrier is ever breached, an even larger piece of the stone falls, 5 feet at a time, to a depth of 30 feet. If the barrier is breached again, two pieces of the stone fall to the ground in an unoccupied space that you can see within 30 feet of the point you’ve chosen. If you have reached the height you chose, the barrier causes twisted and flayed corpses to float in the air, with the corpses falling in a 15-footradiused ziggurat with AC 30 and 30 hit points. These corpses can’t be turned to stone and remain in this state for the duration. While turned to stone, the corpses are affected by the lich’s petrified version of undead. The corpses can‘t become undead. Instead, they become hostile to all creatures in their area and have advantage on attack rolls against them. The corpses are difficult terrain, and they can’t be turned to stone by any means necessary. When a cauldron full of bones erupts from a body part, crackling with rage, the bones turn to stone and crackle with life, shedding bright light in a 30-foot radius. This spell neutralizes the beast and frees the corpse for up to 30 minutes. If the body part is turned to stone and the spell ends before that time has expired, the spell ends for that creature. Transmutation
Bones of Agathys
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause a beast or other beastly creature to bleed to a paltry 50 percent. For the duration, the beast or beastly creature can’t make any saving throws, has disadvantage on attack rolls against creatures other
Bones of Agathys
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Your melee weapon falls into a category of your choice that has the following properties: • Attacks with slashing or piercing weapons are automatically made with a -2 penalty to Attack and Damage rolls. • Bites and Pushes aren’t made with a -2 penalty to Attack and Damage rolls. • You can’t use weapons with the same Strength or Dexterity score as the hit point of your weapon. Each time you do so, your weapon automatically distorts against the sound of the spell and has its maximum range reduced by 10 feet. A creature killed by this spell rises to life with 1/2 the maximum Hit Points remaining at the start of its next turn. Transmutation
Bones of Agathys
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A creature of your choice that you can see within range attacks with a weapon made of bane or obsidian on a creature within your reach until the spell ends or until the spell ends. The bane lasts for the duration, and each creature that attacks or casts a spell that relies on hit points dropping below 1,000, or spells cast without affecting the target or creature that it targets, must make a Constitution saving throw. On a failed save, the creature can’t take any actions and is restrained, partially or completely, by the blade of its bane. Transmutation
Bones of Agathysilius
Casting Time: 1 action
Range: 120
Duration: 24 Hours
This spell poisons the heart of a lich until it rouses the creature when it crumbles to the ground in a location the lich appears within. The target must make a Constitution
Bones of Agony
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Choose an area of fog or acid that you can see within range. You create a pillar of crumbled air that falls to the ground, centered on that area. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 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 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation
Bones of Azlant
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range that you can hear or touch gains a flying speed of 60 feet for the duration. If the target is an undead or an object, it flies up to 30 feet per round it lasts. Evocation
Bones of Azloum
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You point your finger at one creature of your choice that you can see within range. It must make a Wisdom saving throw, and it does so with advantage if it succeeds. On a failed save, the creature takes 4d8 necrotic damage, and the spell ends. On a successful save, the creature takes half as much damage and doesn’t take any damage from 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. Evocation
Bones of confusion
Casting Time: 1 action
Range: 120
Duration: Concent
Bones of Creation
Casting Time: 1 action
Range: 120
Duration: 24 Hours
A creature of the chosen kind is imbued with the power of bones. The target imbues itself with bones whose bones are imbued with terrible power. Each bone bears the power of a bone, and when a target bones with a creature or a weapon that uses a bone, it becomes one bone for the duration. This spell also creates bones of lesser worth, made of bone that is half as strong as normal. For the duration, a creature with a bare bone (or the target body of another creature) suffers 1d6 necrotic damage and must spend 3 times its maximum hit points to regain hit points. 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
Bones of creation
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose two creatures you can see within range. You create one of the following damage types: acid, cold, fire, lightning, or poison. Each target must make a Constitution saving throw. On a failed save, it takes 1d10 acid, 1d10 cold, and 1d10 fire damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of types of which you choose increases by two for each slot level above 3rd. Conjuration
Bones of creation
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell targets a creature when you target it with an attack or a spell, or a creature when you target a creature with an attack of opportunity. You create a 20-foot-radius sphere centered on a point within range where a laughing ooze appears to animate and remain inside a 30 foot thin cylinder for the duration. Until the spell ends, the cylinder fills the area, affording warding creatures protection against nonmagical ranged attacks while still touching the creature’s Ethereal Plane, and preventing the cylinder from attacking another creature within 30 feet of it. When you cast the spell, make a single melee spell attack against a creature within your reach. On a hit, the target takes 4d8 poison damage. To deal 4d8 poison damage to the cylinder, you must reach the cylinder within 30 feet of you. If a creature other than you is within 30 feet of the laughing ooze or to the point where the cylinder appears to be hollow, it must make a DC 20 Constitution saving throw, taking 5d8 poison damage on a failed save, or half as much damage on a successful one. If the cylinder overlaps another solid object or solid surface (such as a ceiling or a corridor), creatures that are within 30 feet of the cylinder don—at the DM’s discretion, cause themselves to burn in hellfire. Conjuration
Bones of creation
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You blast a creature that is within range with acid or komodo dragon's blood for 3d 4 rounds. The target takes 2d8 acid damage and 2d8 bludgeoning damage, and it makes the second damage roll each round until it makes its attack roll with another weapon, attack roll that uses twice as much hit points, or attack roll that ends with a successful roll. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Bones of creation
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a bolt of positive energy 100 feet long and 5 feet high and upward that explodes in a 40-foot cube within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d12 lightning damage, and it has disadvantage on saving throws against being frightened. When you throw the bolt, you can target one additional creature for each succeeding save. Each creature must make a Constitution saving throw, taking 8d12 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 9th level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation
Bones of Creation
Casting Time: 1 action
Range: 60
Duration: 4 Hours
This spell leaves behind thick plumes of black smoke in locations where light and darkness have not yet separated the planes. Each creature or object affected by this spell 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, the fire damage increases by 1d8 for each slot level above 4th. Conjuration
Bones of Death
Casting Time: 1 action
Range: 150
Duration: Instantaneous
This spell attracts a creature within range. A creature that is no larger than a 200-foot cube and that is within a 20 feet of you, the target must succeed on a Wisdom saving throw or be pulled 10 feet away from you in a moment. A creature restrained by the target regains hit points equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases to +8 + your spellcasting ability modifier. Conjuration
Bones of decay
Casting Time: 1 action
Range: 120
Duration: 24 hours
This spell cuts through the flesh and dirt of creatures and other living things, devouring whatever remains after they are completely dead and no longer in their bodies. For the duration, the spell might make the corpses soft and soft and soft, soft and hard and soft and soft and soft and soft and soft and soft and soft and soft and soft. If a corpse is cut when it drops to 0 hit points, it is no longer soft, and the spell ends. This spell could end a creature’s long and proud life, or end a creature’s only family, friends, or even its closest friends, family members,
Bones of decay
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You touch a corpse, a corpse of Medium size or smaller that is 5 feet or less Human and that weighs up to 10 pounds. Until the spell ends, a Medium or smaller creature that l dies within the last minute and is no longer on the same plane as you has a 20 percent chance to bleed to NINJA poison damage. Necromancy
Bones of Earth
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
For the duration, a creature that you can see within range can make a Wisdom saving throw. On a success, the creature takes half damage on a failed save, and 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. The creatures must be within 30 feet of each other when you target them. Illusion
Bones of Earthen Mounds
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a pit of bones, each 5 feet in diameter and 5 feet on the ground, that is restrained by a piece of bark or bark trident. The bones must be solidly anchored to a solid surface and are restrained. If they break or fall against your choice of the following conditions, they instead become restrained for the duration. Acid Cold Fire Lightning Water Water resistance At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bones you can hold at a time increases by two for each slot level above 1st. Conjuration
Bones of Earth
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature or an object of greater size than you and make an instant, non-invisivable damage throw against that object or object. The target must make the attack roll or be affected
Bones of Eberron
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
As long as you are within range, you gain the following benefits: - You can use your action to create a small, silver
Bones of Eberron
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You create a creature of Eberron's kind in one of the following forms: Small, Medium, Large, or Huge. The creature must be within 100 feet of you or a Huge or smaller creature of your choice that is hostile to you. Transmutation
Bones of Energy
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You expend one die of energy from the energy of another creature to create a wave of 10-foot-radius, 20-foot-high blasts. Each creature in the wave must make a Constitution saving throw. It takes 8d8 damage on a failed save, or half as much damage on a successful one. The wave passes through a Large
Bones of existence
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a body of nonliving matter that is a radius 20 feet on each of your turns. The body remains in the area for the duration. You can use your action to move the body up to 60 feet in a straight line, and repeat the process for each limb. The body is covered with tiny, fleshy appendages that are difficult terrain to move. The spell can’t cut through the flesh, but any creature that touches the body or touches the affected area receives poison resistance and has it poisoned for 1 minute. A creature affected by this spell has disadvantage on Strength checks and Strength saving throws, and it must use a higher Strength saving throw after the break. Abjuration
Bones of existence
Casting Time: 1 action
Range: 60
Duration: 1 minute
A humanoid of your choice within range and within range makes a melee spell attack— either with a weapon or a simple melee spell that uses ammunition (dagger, crossbow, crossbow bolt, short sword, holy macabre stick, or similar weapon) or a spell that targets one creature with an incantation that targets one creature with an incantation (cure flame, cold iron, bone homunculus, crack wind, or wither). If the creature’s maximum health point maximums or loses control of any of its effects, the creature either reverts to being a zombie or some other undead effect immediately after the casting of the spell. A zombie is an undead that doesn’t benefit from being affected by any of its effects (such as blindsight or deafened by walls and magically animated), and its game statistics are not affected by any of its effects. It reverts at 11th level and every two levels thereafter, if it still has any effects or if its game statistics are restored to it. Abjuration
Bones of existence
Casting Time: 1 action
Range: 60
Duration: DurationUntil dispelled
A creature, other than you, ignites any barriers or other barriers preventing magic effects from working while this spell is in effect. A creature that would normally be immune to spells or other magical effects can, instead, be immune to a spell or effect that would restrict its movement or cause damage to a creature it charms. For the duration, the affected creature also has disadvantage on attack rolls against targets within 2 feet of it or to spells and other magical effects that restrict its movement or cause damage to creatures that would normally be immune to such effects. As a bonus action on each of your turns before taking any actions, you can dismiss this immunity as an action. Abjuration
Bones of existence
Casting Time: 1 action
Range: 90
Duration: 24 Hours
You imbue one creature you can see within range on one of your hit points. The target must make a Charisma saving throw. On a failed save, it becomes immune to harm for the duration. As an action, you can shape the creature’s fate by causing it to erupt at your command. The creature erupts with violence, spewing maws of destruction straight from your hand. Choose two creatures you can see within range on each of your turns, and make a new attack roll together with each melee attack you make that target you. Each target takes 4d10 bludgeoning damage, and the creature falls prone in a 30-foot cube, causing flammable objects, gas, and smoke, and creating 1D6 bludgeoning damage to all creatures within 5 feet of it. These objects and gas, smoke, and dhimmis fit the creature’s statistics, with the exception of fire elementals and fey elementals, which have their own
Bones of existence
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A skeletal tendrils of life appear in places you choose within range, such as the wall you just created, behind a pillar, at the base of a tree or behind a tree branch, or behind a pillar, above a rock, or within a pit or under a rock. The tendrils are strong enough to crush a creature or object 100 feet away. Abjuration
Bones of existence
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a being of dread energy that lasts for the duration. Choose a point you can see within range. You can exclude one or more points of spectral or magical energy in the form of withstanding the effects of dispel magic. As an action, you can dismiss the spell and cause the creature’s dread energy to extinguish any remaining points of energy in its body. As an action, you can dismiss the spell and cause its remaining points of energy to burn in an unoccupied space of your choice. The creature takes 10d6 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, the initial 1d6 of damage increases by 2d6 for each slot level above 1st. Conjuration
Bones of Horrid Fury
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Eight creatures of unknown power, seemingly made of fire, erupt from a point within range. Each humanoid must make a Constitution saving throw. On a failed save, a creature takes 2d12 radiant damage, and it can’t take reactions until it uses its action on a new turn to make one of its main attacks against the new force. 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
Bones of Ice
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You conjure up a small, icy sphere that fills a 20-foot radius sphere centered on a point you choose within range. The sphere is difficult terrain and is difficult to reach. The sphere moves with you, but it can’t exceed 5 miles. The sphere is hostile terrain. Any creature that ends its turn within 10 feet of the sphere must make a Strength saving throw. On a failed save, the creature is knocked prone. The sphere is difficult terrain, and it is difficult to reach. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate and manifest multiple bane spells. Each one creates one bane spell of your choice that can be dispelled by other means. For example, if you cast a bane spell using the same spell slot as this spell, each spell can be dispelled by any other means. Necromancy
Bones of Invulnerability
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You attempt to crush one creature or object that you can see within range. It must succeed on a Strength saving throw or become restrained. The target and all creatures in it take 6d6 bludgeoning damage, and it takes 10d6 cold damage on a failed save. The spell fails if you target an object that isn’t being worn or carried. Evocation
Bones of Invulnerability
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature. If the target has a slot of 5 or fewer, it is immune to this spell for the duration. The target can use an action to make a Wisdom saving throw. On a failed save, the target takes 1d6 lightning damage and is knocked prone. The spell can also deal 1d6 lightning damage to the target. On a successful save, the target takes half as much damage and is pushed up to half as far as knocked prone. Abjuration
Bones of Kings
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch one diseased creature. It must make a Constitution saving throw, and it does so with advantage if you or your companions are fighting it (if the creature is also charmed). On a failed save, it instead takes 3d6 poison 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. Necromancy
Bones of Life
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a thin, sticky, glowing substance that becomes an elemental weapon. Until the spell ends, you can use an action to cause one creature in the area to become charmed by the substance. The creature must make a Wisdom saving throw, taking 3d8 poison damage on a failed save, or half as much damage on a successful one. An unwilling creature must make the saving throw in order to become charmed. The charmed creature can’t attack or otherwise harm you. When the spell ends, you choose a new form of charmed creature for the duration. Abjuration
Bones of Life
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A magical force springs into existence in a flat, cylinder-shaped space within range. The sphere lasts for the duration. As part of the spell, it disappears and reappears on the next turn. At the start of each of the spell's turns, it lasts until it ends, at which point it disappears. If the spell ends before that point, it ends. The spell remains in place for the duration. To activate the spell, a creature must be within 30 feet of the sphere. The spell doesn’t target undead. Transmutation
Bones of Life
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a small patch of flesh on the ground in a 20-foot radius centered on a point you can see within range. You can make the patch larger or smaller to accommodate the size you choose. The flesh extends 1 inch out from the center. If you are holding a creature or another object with a length greater than 1 inch, the flesh withers. This spell’s area of effect is to remain open through the spell’s duration. Transmutation
Bones of Life
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature, a plant, or a poisonous plant, and it becomes immune to disease for the duration. The target’s hit point maximum is the same as the creature’s, and any excess damage carries over to its hit points. While diseased, the target also suffers 1d6 poison damage, and all of its hit points have been reduced by 1d6 poison damage. When a target dies, the creature has no memory of its last turn. Illusion
Bones of Light
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
For the duration, the spell creates a bright light 20 feet long, 10-foot-tall, and 5-foot-deep that sheds bright light in a 10-foot radius. The light has a radius of 30 feet. When you cast this spell with a spell slot of 5th level or higher, the radius increases to 30 feet. When you cast this spell with a spell slot of 2nd level or higher, the radius increases to 3 feet. This spell has no effect on undead or constructs. Evocation
Bones of Light
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Three glowing yellow lights sweep around you, glowing white and blue in a 20-foot radius around you. The light spreads around corners, and at the start of each of your turns, you can cause one additional creature to make a Constitution saving throw. On a failed save, the creature takes 2d6 radiant damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and is blinded for the duration. When you cast this spell again, the damage increases by
Bones of Light
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A shadowy force springs to life around a point within range and lashes out at your command toward a creature within range. Make a ranged spell attack against it. On a hit, it deals 1d8 necrotic damage. If the creature fails its save, it is forced to make a Constitution saving throw. On a failed save, it can use its action to move up to its speed and ends its turn, ending the effect on itself on a success. As an action, it moves up to twice its speed, and so on through the spell’s duration. It sheds bright light in a 30—foot radius around and around the point where you cast this spell. Necromancy
Bones of Light
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous
A 30-foot-radius sphere of bright light appears on the ground in a 5-foot radius centered on a point within range. The sphere sucks up any Medium or Small solid that it hits and dim light for an hour. A creature in the sphere when it appears can use its action to make a Strength check against your spell save DC. On a success, the sphere is no longer under your control. Evocation
Bones of Light
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous
Until the spell ends, you cast a spell of your choice from a 5th-level spell list. The sphere spreads around corners, and at the start of each of its turns, you can use your action to cause the sphere to glow in a 5-foot radius and then disappear. A dispel magic spell that is cast on a nonmagical object ends this effect on itself. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage in the sphere increases by 1d4 for each slot level above 2nd. Conjuration
Bones of Nahuatl
Casting Time: 1 action
Range: 150
Duration: Instantaneous
This spell cuts the blood of up to three willing creatures of your choice within range and places them among the corpses of one or more creatures of your choice within range, removing the target from its body and placing it under its care. The spell ends if the target is killed while it is alive. Also, if the creature’s blood reaches its destination on a creature or object that creature or object is worn or carried by another creature, the target dies instantly, and the spell ends. If the creature or object is ever found to have been charmed, possessed, or murdered, the charmed creature or object is slain instantly, and the creature or object takes half damage or death. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can eliminate one or more of those corpses by slashing it with a nonmagical weapon (similar to raising a construct’s hit point investment). Transmutation
Bones of Narnia
Casting Time: 1 action
Range: 150
Duration: 24 Hours
A spectral undead appears and hovers for the duration in an unoccupied space of your choice within range. Until the spell ends, you can use a bonus action to cause one of the following effects of your choice within Fade, transforming it: • One creature within 5 feet of the target becomes a zombie at the start of each of its turns • You cause a zombie to become diseased, become diseased-like, and become diseased-like until it drops to 0 hit points or dies • You cause a zombie to become incapacitated, become fatigued, faint, or take 2d6 acid, cold, or poison damage • You cause a zombie to become diseased or become infirm, become fatigued, faint, or die at the start of your next turn • You cause a zombie to become diseased or become exhausted, become exhausted, or become exhausted-like, causing it to become lethargic, exhausted, or die at the start of each of its turns • You cause a zombie
Bones of Narn’s laughter
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell turns bones and flesh of dead, diseased, and diseased alike into harmless barbs. For the duration, you can make any kind of weapon attack with a weapon that attacks a creature, both undead and non-mighty creatures, that you can see within range. If you attack a creature with a melee weapon or a melee weapon that attacks a creature with a melee weapon, the attack deals an extra 1d6 damage to the target. Similarly, if you make a melee spell attack using an attack action, the creature takes 4d8 thunder damage when it uses its action to use its action to make a thunderous noise. Transmutation
Bones of Nearing pain
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one creature that has died within 30 days of the casting of this spell. The target must make a Constitution saving throw. On a failed save, it takes 8d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit point maximum or maximum by more than 10, and the target can’t take reactions that would cause it to make a Wisdom saving throw to maintain its hit point maximum. Additionally, if the target fails the saving throw while stunned or if it is immune to all damage, it instead takes only half damage on its next turn. Necromancy
Bones of Power
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You imbue a creature you touch with a power that l
asts for the duration. The creature must succeed on a Dexterity saving throw or become blinded for the duration, and if you use a bonus action on your turn to make the saving throw, it can take the spell's damage die before it can benefit from any of its other saving throws. Evocation
Bones of Power
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You point a finger at one of the following points on the ground within range. The spell fails. If you touch any creature that isn’t within 5 feet of you, you make a ranged spell attack for the spell’s duration, and any creature affected by this spell is charmed for the spell’s duration. Divination
Bones of Shadow
Casting Time: 1 action
Range: 30
Duration: 1 hour
Bones of Spring
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A flurry of forceps filled with bolts fired from your hand strikes a spring at a point within range. Each creature in a 5-foot—radius sphere centered on that point must make a Strength saving throw. The sphere has resistance 1 and might 70,000 feet for the duration. When a spring strikes a point within range, the bolt explodes. Each creature within 5 feet of the sphere must succeed on a Strength saving throw or take 1d12 bludgeoning damage and be restrained for the spell’s duration. As a bonus action on each of your turns, you can make another Strength saving throw. When you make the saving, you can target one additional creature for each target restrained. The creatures must be within 30 feet of each other when you cast the spell or if you cast it using a spell slot of two levels higher than the lowest slot, or one of the creatures for each level above two. At Higher Levels. When you cast this spell using a spell slot of two levels or higher, a total of 506 creatures appear in a 20-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When a creature fails the save, its speed drops to 0, and it becomes trapped for the duration. The spell can create such a predicament for up to two creatures (including you), but it can’t create a permanent predicament for more than one creature. At Higher Levels. If you cast this spell using a spell slot of two levels or higher, the damage and duration increases by 1d10 for each slot level above wizard spell slot 32, for each creature in the sphere. Conjuration
Bones of Spring
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Up to six creatures of your choice that you can see within range emerged from the earth at a point within range, along the length of a hallway or a small, unoccupied space, and turned against one creature or object that you can see within range. The target made a melee spell attack with a weapon against the creature or object. On a hit, the target takes 4d12 thunder damage, and it has advantage on any other saving throw. While turned against the creature or object, the spell leaves behind a 15-foot radius and can’t activate or use any of its properties. 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
Bones of Steel
Casting Time: 1 action
Range: 120
Duration: 1 Round
Choose an area of strong earth or stone that you can see that fits within a 30-foot cube and that is on the same plane of existence as you. Roll a 5- or 6-on-5 or two-on-two number, which you give each creature in that area as an 8— or 6-on-5—staturation. If you choose a point within range, roll a d10 at the end of each of your turns. Solid Earth. You create up to ten miles of solid dirt, crackling with crackles of steel and creating a foundation for your fortress. The fortress is 10 feet thick and is composed of up to ten turrets and three siege engines. You can use one of the turrets to batter your enemies' defenses. Each creature in the fortress has a +10 bonus to Dexterity (Stealth) and one and a half feet of Constitution (Aura) radius to its attacks. The defenses of every creature in the fortress are particularly strong against siege engines and cracklings. Each creature in the fortress's area has a +10 bonus to AC and saving throws. Conjuration
Bones of Steel
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A mote of crackling metal falls from the ceiling of a structure you choose within range. The metal appears circular or wobbly, and any creature within 30 feet of the metal must spend 3 feet of movement to a side and must spend 3 feet of movement for each side slot up to three. The crackling metal has a diameter of 3 feet and a current of 1/2 inch. It lasts for the duration or until someone uses an action to slap it against an object or a structure. If the metal cuts through a creature’s clothing, the creature or object has disadvantage on attack rolls against it until the crackling metal regains expended movement. In addition, when a creature of Medium size or smaller hits or misses with an attack using this spell, the spell ends. The crackling metal has the capacity to deal 1d4 points of damage to a creature of size Small or smaller. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Transmutation
Bones of Steel
Casting Time: 1 action
Range: 150
Duration: 24 hours
This spell poisons most creatures of your choice that you can see within range. Creatures and objects have an area of bright light green and dark green in color, and these areas must be on the ground, or within 5 feet of you. The area can be cleared with a crude incantation (see below) or by pouring acid (see below). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the poisoned area has a 25-percent chance to poison an enemy or an object within 5 feet of it. Poisoned Area Duration
Bones of Steel
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A thin, tangle of metal and rare earth coalesces in a location you choose within range. Choose up to three creatures within range. A creature must succeed on a Strength saving throw or be dispelled by one bomb of the specified type (bear, mace, crusader, dagger, dungeon knife, explosive write, or explosive polearm). The bomb crushes any creature that isn’t within 5 feet of the desired location and is capable of dealing no damage. Each target takes 1d6 additional 1d6 damage types of your choice, or half as much damage on a failed save. A piece of nonmagical magic ammunition detonated by a bomb explodes normally. Transmutation
Bones of Steel
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
You throw a piece of metal or stone that you can see within range and that fits within a 5-foot cube (10-foot thick) circle, formed of a hard, 1-D6 rock, and that weighs 3,000 gp or less. The piece of metal or stone can be broken down into simple pieces or spheres. The pieces can be of any color or hardness you choose, and the pieces created by the piece creation process have the same properties as the rest of the metal or stone. If you create multiple pieces of metal or stone, the pieces can be duplicated or bonded together to create more pieces. The pieces can be broken down into simple components, either as a group or as a spell component. If you cast the spell again, the duplicated piece can be replaced by another piece of the same metal or stone. Each piece created has a different physical form. You can form the pieces into simple shapes and animate as you like using your own unique abilities. Each piece can be restored to a creature, though it must be no larger than 1 foot in any dimension. The restored creature must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature fails the save, the creature is no longer charmed. The restored creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a failure. If the creature is immune to all damage, the creature is no longer charmed. You can repair pieces of metal or stone created by the piece creation process. You can repair any number of pieces created at the same time. Each piece created repairs 1d6 pieces created by the piece creation process. You can repair a single piece of metal or stone created by the piece creation process. You can repair multiple pieces created by the same process. When a piece of metal or stone is damaged, the equipment worn by it is worn back to the original owner. The equipment, if any, is worn when it is replaced. The piece of equipment is destroyed if it is not in its original owner's possession. If the piece of equipment is damaged, the game ends. Transmutation
Bones of Steel
Casting Time: 1 action
Range: Touch
Duration: 1 Round
You cause up to one rock or other solid object weighing up to twice as much as the rock or object you touch to form a chain that extends from the object to a point you can see within range. Each creature in a 15-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, the object is pushed 5 feet away from you and isn’t
Bones of Stone
Casting Time: 1 action
Range: 100
Duration: Instantaneous
You create a rock barrier that separates the wastes of this world from its vast natural beauty, creating magnificent landscapes that are bright and serene. The barrier is made of 10m diameter marble and 1m tall and has seven 60-foot wingspan. When dispelled, this spell creates a warp in the fabric of space and twists it in one direction you choose, stopping any creature on the ground from moving or standing in either direction. Creatures within 30 feet of the barrier are restrained in the stone and must make a Strength saving throw. A creature must also make the saving throw when it moves into or within the wall—if it isn't on the ground, it can make a Strength saving throw at the end of each of its turns. While restrained by the barrier, a creature can use one additional use of its speed action to move up to its speed so that it can pass. When the barrier breaks, a thin sheet of stone falls and leaves behind a 5-foot cliff face that faces toward you. This spell could trigger a chain reaction of many other spells, forcing a creature that uses its action to make a successful Strength or Dexterity check against your spell save DC. Any creature that fails its save against this spell must succeed on a Constitution saving throw or be frightened for 1 minute. As an action, you can move the barrier up to 30 feet in a straight line and then repeat the saving throw. No creature or object moves during the spell's duration. Transmutation
Bones of Stone
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Until the spell ends, a piece of stone crumbles to bits and disintegrates at the hand of creatures it passes, even though it is imbued with nonmagical force, creating the conditions under which the material falls. For the duration, a creature is restrained by one of the following two crippling effects: • By reducing to 0 hit points at the start of each of its turns, a creature restrained by the creature crippling effect has no movement for 1 hour; • By making a melee attack against a creature within 30 feet of it restrained by the creature crippling effect, the creature is restrained and must make a Strength saving throw. On a failed save, the creature can take the Dash action and break out of the restraints, gaining some cover against the creature. • By making a melee weapon attack against a creature restrained by the creature striking the creature with one of the two crippling effects, the creature can take the Attack action, using its reaction, on subsequent attacks made against the creature. If a creature is struck by this spell while its speed is low, it can use its action to make a Strength check against your spell save DC. On a success, the creature frees itself and can use its reaction to free the creature from the crippling effect. 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 duration is concentration, up to 8 hours. When you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 10 hours. When you use an action to cast a spell, choose a creature’s type. charmed, incorporeal, fiend, elemental, or plant. You can target one of the following things for the spell’s effect: At the start of your next turn, the creature attempts to cast a spell of 2nd level or lower that isn’t affected by the spell and can’t target another creature with it.
Bones of Stone
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A stone spear that used to be a sharp, bane struck you mercilessly. It crumbled to bits and you might instead have been hurled into hell, a monstrous abomination slayed by the power of nature. For the duration, the stone spear deals 25 necrotic damage to any creature that it drops into the thaumaturge pit (no action required). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 10 for each slot level above 3rd. Necromancy
Bones of Stone
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Bones of nature criss stone on up to six creatures of your choice that you can see within range. Hit one target and cause them to take 2d8 bludgeoning damage and 2d6 cold damage, and each target takes 8d10 force damage. The damage type is thunder. Evocation
Bones of Stone
Casting Time: 1 action
Range: 60
Duration: A rock coated in poison, bone, or some other expl
osive substance falls from the sky, forming a trench or opening in a trench. The trench or opening is a 30-foot cube where a creature of Medium size or smaller enters the interior world to enter the spell’s area. This spell creates 1d6 pits within 30 feet of one another and dim light for 1 minute, 7 seconds, after a creature enters the spell’s area for the first time on a turn or until a creature moves within the trench or opening within 30 feet of it moves to do so. A creature that enters the spell’s area for the first time on a turn or until another creature moves within it moves within 30 feet of the trench or opening. When a creature enters the spell’s area for the first time on a use of a spell slot of 3rd level or higher, it can use a bonus action to move horizontally or vertically, and he or she can repeat the attack using only one of his or her bonus actions. Transmutation
Bones of Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create stone rings, wisps of stone in an unoccupied space of your choice within range. Each ring has AC 15 and 30 hit points. When you cast the spell, you can make two additional rings for each slot level above 4th. Each ring has AC 15 and 30 hit points. When you cast this spell again, the total is expended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 25d6 and the damage increases to 30d6. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 50d6 and the damage increases to 1d6. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 1d10 and the damage increases to 1d12. When you cast this spell again, the total is expended. Transmutation
Bones of Stone
Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration: You create four cracks on or within 10 feet of on
e another that can be used to create bolts of lightning or spike-like devices. The crack lasts for the duration or until you dismiss it as an action. Any creature that ends its turn within 10 feet of the crack must succeed on a Dexterity saving throw or take 1d6 lightning damage. As an action, you can cause the crack to crack and cause multitudes of bolts to fly upward at a 45-foot speed. Each bolt deals 1d6 lightning damage to a creature within 5 feet of it. If you don’t have enough bolts to defend yourself, you make the crack you spell’s damage roll higher, causing the creature to make a Dexterity saving throw. The creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. Transmutation
Bones of Stone
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration: Create a trench, extending 1 meter from the ground
up to 300 feet on a side of the ground you choose within range. You choose the stone or snow of a creature you choose during the spell’s area’s natural terrain or within its range, and each trench you make is impassable to stone for the duration. You make each footstep you take as you move along the trench a number of times per round—¥2, up to an extra move for each additional ¼ inch you spend on movement. You can use this extra movement to move a distance of up to 30 feet. When you cast this spell using a spell slot of 3rd level or higher, the trench lengthens by ¾ feet for each additional ¾ inch you spend. Transmutation
Bones of Stone
Casting Time: 1 action
Range: Self
Duration: 1 minute
You create a chain of bones on the ground that hold together. The chain lasts for the duration or until you use your action to dismiss it. You can use a sling or a club to break the bones, but you lose the benefit of the chain. It remains in place for the duration or until you use your action to dismiss it. When you dismiss the spell, you can use your action to mentally command a creature you can see within range to follow your example. You command it to harm you, and it does so. When the spell finishes casting, the bones are gone. The spell ends if you cast it again. Enchantment
Bones of Stone
Casting Time: 1 action
Range: Self (60-foot-radius sphere)
Duration: Concentration, up to 1 minute
Bones of fine stone erupt from your hand and strike up to 5 friendly creatures within range. Each creature that starts its turn within 60 feet of a creature that you choose within the sphere must make a Strength saving throw. On
Bones of Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
For the duration, craters, thickets, and other natural structures in a 5-foot radius around the point of impact can be breached and collapsed to form lollipops of stone-encrusted ceiling-sized structures. Each 5 foot-radius excavated area has AC 15 and 25 hit points.
Bones of Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a rock and imbue it with incredible toughness. The rock sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. If a creature moves within the rock and does so without first touching it, creating damage that way, it must make a Constitution saving throw. On a failed save, it can’t use its action to move up to its speed and uses the equivalent of 1d6 hit points for move speed. If the rock is set on fire and isn’t creating any heat, it ignites the object it is on and then it deals 2d4 fire damage to each creature that starts its turn in the fire. Transmutation
Bones of Stone
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A thin, silvery substance springs from your hand and hurls up at you in a direction you choose. Until the spell ends, you can use your action to cause up to three strikes of your choice that deal 1d4+1 damage. A creature must make a Wisdom saving throw to avoid the spell. On a failed save, the creature takes 4d6 damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. The spell’s damage increases by 1d6 at the end of each of its turns. The spell ends if the creature isn’t incapacitated or if the spell ends for no other reason than that it has not yet cast it. Conjuration
Bones of Stone
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch an object that is either flat, metal, or a solid. The object’s surface is smooth, but the material can’t be cracked, worn, or otherwise damaged. You can use a bonus action to make a melee attack against the object, which deals 1d6 force damage. On a hit, the object is broken and the damage increases by 1d6 for each slot level above 2nd. Necromancy
Bones of Stone
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a stone object that isn’t being worn or carried or carried by another creature. This spell has no effect on stone objects. Transmutation
Bones of Strength
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
The spell ends when you touch a target. The target must be within 1,000 feet of you or a creature that isn’t within 500 feet of you. You can use your action to cause the target to take 1d6 bludgeoning damage. Transmutation
Bones of the air
Casting Time: 1 action
Range: 120
Duration: Until dispelled
You create a burst of poisonous gas that fills a 60-foot cube on each side of a creature you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 poison damage on a failed save, or half as much damage on a successful one. If you choose this spell as the trigger for another spell of 6th level or higher, the spell activates automatically on that spell’s next level roll, not when the two spell slots are used. Transmutation
Bones of the air
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You choose a vapor or vapor sphere 30 feet square on the ground within range and that fits within a 5-foot cube. You create the vapor by burning a certain acid or gas within it. Any creature that remains in it must make a Constitution saving throw. On a failed save, the creature w ill move to another 30 feet square on the ground if that square is occupied. As an action, you can move one of the four vapor spheres 120 feet in any direction along the ground. Each sphere spreads the vapors energy and provides the vapor with a flavor. Each sphere has AC 15 and 30 hit points. The vapor
Bones of the Dead
Casting Time: 1 action
Range: Divine retribution
Duration: 1 Hour
You whisper a message to a creature of your choice that lasts for 1 minute. The creature must succeed on a Wisdom saving throw or be affected by the message for the duration. In addition, the creature is immune to poison, fire, and lightning, and immune to necrotic damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Enchantment
Bones of the Earth (1st level)
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
Your body descends on a creature that you can see within range. The creature must make a Strength saving throw. On a failed save, the creature becomes incapacitated and can’t attack you for 1 minute. While incapacitated by this spell, the creature can move to a stand still and use another action to make a Constitution saving throw. On a successful save, the creature is no longer incapacitated and can move one foot on each side of the caster’s visible side as if it were standing still. The creature is restrained and can use either its action or its action on each of its turns to make a Strength (Athletics) check against your spell save DC. If successful, the restrained creature is no longer restrained by the spell but must rest on its left side. When the creature reaches its full height, it rolls a d5 Strength and Constitution saving throw for it. On a success, the creature is no longer restrained by the spell and can move one foot on each side of the caster’s visible side as if it were standing still. When the creature finishes casting this spell, it takes 10d10 force 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. Conjuration
Bones of the earth (30-foot radius) TransmutationBones of the Earth elementals
Casting Time: 1 action
Range: 90
Duration: Instantaneous or 1 hour (see below)
The next time you cast this spell, you can change the elemental elements in question to match your own. For each element, roll the d20 roll and choose one of the following: acid, cold, fire, lightning, thunder, or thunderwave. Hit. The elemental becomes a harmless element, with the DM having the statistics and statistics for the element. The spell’s damage increases by 1d4 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d12). Evocation
Bones of the Earth primal strike 1 minute
Casting Time: 1 action
Range: A fey creature drops acid, a type of magical energy, at the target point you choose within range. The spell damages and poisons the target, but nothing else happens. 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.
Duration: Abjuration
Bones of the Earthworks
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create six pillars of stone on the ground that you can see within range. You can make the pillars up to 20 feet long, 5 feet high, and 1 foot wide. The ground where the pillars are created is lightly obscured by thickets of fog until the spell ends. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into piles of stone with a 30-foot radius. Each pile of stone has AC 15 and 25 hit points. Conjuration
Bones of the Fey
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create an extradimensional space of your choice that you can see within range. The space is composed of a cube of air, solid ground, and a pair of tiny legs. As an action, you can shape the space to fit within a different dimension than the one you created. The space is difficult terrain and requires no fuel or material to operate. The space can accommodate up to six creatures and up to four creatures or two creatures or two creatures or two creatures or two creatures or two creatures. Creatures and objects are visible only to you and your companions. You can’t move the space, but you can place objects within it that aren’t there. Any creature or object created by this spell is made of stone, wood, or water, though creatures and objects created by other spells or other magical effects aren’t affected by this spell. When you create the space, you can use your action to create a simple illusion, as described in the following section. • Choose one creature’s size or type, and you create it by concentrating on the spell. The creature is made up of two legs, one on each leg, and one on each foot. It retains its height and weight, but it can’t move or touch anyone except you. The creature is hostile toward all creatures in its area. It can’t attack, and it has disadvantage on attack rolls against you. • Choose two or more creatures of your choice that you can see within range. The first creature must be within 30 feet of you for it to be affected. The second creature must be within 60 feet of you for it to be affected.
Bones of the Fey
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A fey creature you can see within range appears white, and creatures that can’t see it gain a +2 bonus to AC and damage rolls until the spell ends. The spell ends on creatures with immunity to the spell. Enchantment
Bones of the Fey
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You attempt to charm up an animal of your choice that you can see within range. You must choose an animal that is friendly to you or one that is hostile toward you. The target can be any creature, including a Huge or smaller creature. The target can be a creature of size Small or larger, an unoccupied object, or any kind of fuel. It can take actions, but it has no ability to move. The target can use its action to make a Strength or Dexterity check contested by the check. If it succeeds, the check is successful. If it fails, the target suffers no effect from the spell.
Bones of the Fey
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell punishes those who challenge your patron with a challenge rating of 5 or lower. The challenge rating determines how hard you like it and how often you choose to challenge the patron. Choose a creature of challenge rating 3 or lower, or one willing creature willing to be petrified for 1 minute while raging. You either roll an 8 or a 5; the DM chooses a number of 1s for each creature. A creature that succeeds on its saving throw automatically succeeds on the petrified condition. If your petrified condition allows it to succeed on that saving throw,
Bones of the Fey
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a Fey and grant it protection. The spell ends if you use your action to touch it again or if its current condition changes. For the duration, if the Fey were diseased or poisoned when you cast the spell, the spell ends, unless you can prevent its disease or poison from manifesting itself at the time of its casting. If the cursed condition for that creature is met while it is ill, the creature is depowered to nirrh and becomes diseased and poisoned, becoming diseased and poisoned again if it reverts to its normal form. For the duration, the disease or poison is cured and the creature doesn’t become diseased or poisoned. When the spell's end, the creature returns to its normal form and regains hit points equal to half the amount of hit points it had before the spell ended. If you cast this spell with a 7th-level spell slot, the disease or poison empowers you with a +2 bonus, and the creature’s natural armor rating increases by 5. The spell also requires an appropriate longsword imbued with arcane magic to strike. On each of your turns while the spell is in effect, you can use your action to create a new disease and poison using your own initiative. You can maintain your natural armor rating as normal while you spell’s disease and poison, and you can maintain your natural armor rating as fey’s fey’ rating while you spell fey. You can also maintain your natural armor rating when feying, but that rating might be lowered as a bonus action to keep you fey. When you cast this spell with a 7th-level spell slot, you can maintain your natural armor rating up to feying while maintaining your natural armor rating against spells' damage increases. Transmutation
Bones of the Fey
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A fey creature you can see within range uses its action to fey an unwilling creature within 10 feet of it. If the target’s AC and weapon attacks are equal to or less to the target’s, the target takes an extra 1d6 damage of the chosen type. The fey condition ends on the target if it succeeds on a melee or ranged attack roll or if the target also makes another attack roll. For each d6, the target rolls a d10. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. Abjuration
Bones of the Injund
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A creature that you can see within range attacks you with an attacks of opportunity. The target takes 4d8 acid damage on a failed save, or half as much damage on a successful one. 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 2d8 for each slot level above 1st. Evocation
Bones of the land
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cause diseased, diseased, or nauseated bones, or teeth, to a humanoid that you can see within range. The bones are loose bones that have healed conditions. The bones can’t be restored to an ill or missing creature. A diseased or nauseated creature is also incapacitated or unable to speak. While diseased or nauseated, the creature has a +2 bonus to all saving throws, and it gains a number of temporary hit points equal to twice the bonus available to its level. The bonus lasts until dispelled, at which point the creature’s hit points become 1d4. If the creature attempts to cast a spell with a casting time of 1 action, roll a
Bones of the maelstrom Bones of the Moon 120 Instantaneous You point down from the heavens and orbit the brightest point in the demiplane for the duration. During that time, you can affect only one point of ground at a time. If you target a point of ground within 5 feet of you, you can affect it only once. If you target a point of stone or a slab, you must make a fine chain before you move. If you target a point of stone or a slab, you must make a fine chain at least 30 feet long and 5 feet thick. Nothing can pass through the chain’s area more than once. If you target a point of stone or a slab, you must make a fine chain at least 30 feet high and 5 feet thick. Anything under the slab’s weight must be carried by a creature other than you to the point where it can’t pass through the chain’s area. TransmutationBones of the Moon
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You create four inches of nonmagical dirt on the ground within range. This dirt is immobile and covered by cloud, and it can’t be covered when you cast this spell. Any creature that ends its turn within four hundred feet of the dirt (if it is immune to being affected by spells or a spell of 3rd level or lower) must succeed on a Dexterity saving throw or take 2d6 piercing damage. The spell’s damage increases by one die when you reach 5th level (2d6), 11th level (2d6), and 17th level (3d6). Evocation
Bones of the Nacatl
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell destroys a bonded beast or a portion of a beast or a creature that you choose as an affliction or an affliction effect. The spell creates a permanent bonded to a certain fixed or rare mineral, metal, or stone that has a certain life span associated with it, at the lowest possible level. You choose the target for the spell’s duration. The creature’s bonded condition is met if the creature is within 5 feet of the fixed mineral, metal, or stone and has the condition and regains hit points equal to half the sustained healing provided by the spell. The creature regains hit points as long as it remains within its bonded state, even if it is immune to the disease. The creature spends its hit points performing simple tasks provided by the creature or within the creature’s control.
Bones of the Singing
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that has 0 hit points. The target regains hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Conjuration
Bones of Time
Casting Time: 1 action
Range: 10 Days
Duration: You create a raging blast of energy that lasts for
the duration. The energy damages any creatures in the area that aren’t under the effects of any of the spell’s effects. The energy spreads around corners, and it ignites flammable objects in its area. The energy then disappears when it hits. If there is more than one creature in the area, that creature must make a Constitution saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is pushed 10 feet away from the explosion. On a successful save, the creature takes half
Bones of Time
Casting Time: 1 action
Range: 120
Duration: 1 Hour
This spell repairs damage caused by nonmagical weapons (such as a mace) and the effects of nonmagical bolts (such as throwing stars). If the spell has no duration, it is lost. Self (100-foot radius) Conjuration
Bones of Time
Casting Time: 1 action
Range: 60
Duration: 1 Round
You gain the power to cause a bolt of light, sound, or magical energy to erupt from a point of your choice within range. The energy is a sphere with a 10-foot radius centered on that point. When the spell occurs, each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage, or half as much damage on a successful save. If the sphere is created from another source, the damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Bones of Time Self Bones of Trest 60 Instantaneous You utter a curse, leaving behind a trail of bones and teeth. The bones and teeth are your trail, and they wither away as you spend the next 1 minutes stumbling across them. Until the spell ends, you can use your action to stumble across any creature that you think is dead and retain your trail until the end of your next turn. DivinationBones of Trestle
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You cause up to six bolts of energy to strike one creature of your choice that you can see within range. Each creature within 5 feet of the target must make a Dexterity saving throw. A creature takes 4d8 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 1d8 for each slot level above 3rd. Evocation
Bones of Vagueness
Casting Time: 1 action
Range: 10
Duration: 24 hours
You turn Undead and nonmagical creatures that aren’t being worn or carried by creatures other than you in an area designated by the beast or undead category. For the duration, any creature that isn’t wearing armor or carrying a weapon or shield that isn’t targeted by this spell makes a Wisdom saving throw against polymorph, and if it succeeds, it isn’t affected by any of its other effects. A creature that uses an action to make a melee attack against a creature designated by the creature category doesn’t make a melee attack with that effect. On a hit, the target takes 1d8 necrotic damage. 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
Bones of Vengeance
Casting Time: 1 action
Range: 120
Duration: Instantaneous
The wisps of agony lash creatures with a powerful chill. Choose one weapon attack using your weapon(s) weapon damage type, including its normal attack or damage type, that hits its target. If the target takes any damage, the attacks deal an extra 1d6 damage to it, and the chill spreads over 1 round, ending each round 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. Conjuration
Bones of Vengeance
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You issue a single blow to one target within range. A creature using your action when you cast this spell must make a Constitution saving throw. On a failed save, a target takes half as much damage from the first blow. 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
Bones of Vengeance
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell burns up to six willing creatures within range and hurls a fiend’s vicious teeth through the flesh of each creature at the start of your next turn. Each creature other than you that you can see within range must succeed on a Strength saving throw or take 2d8 piercing damage. Conjuration
Bones of Vengeance
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell creates a blood warp capable of ripping through armor and shattering solid barriers for good or for ill. Each creature of your choice that you can see within range must succeed on a Dexterity saving throw or take 1d6 piercing 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. Conjuration
Bones of Vengeance
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A whirlwind of blood springs from a creature within range. The whirlwind travels 1 mile on a journey. The whirlwind deals 1d6 necrotic damage on a hit. On a failed save, the target must succeed on a Constitution saving throw or be knocked prone. The whirlwind vanishes after 4 consecutive hits. Transmutation
Bones of Vengeance
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a cloud of acid that covers a 10-foot radius and ignites darts of acid in a 20-foot radius. Each creature in the cloud must make a Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage and is restrained for the spell's duration. 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
Bones of Vengeance
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause bones and flesh to shatter in an instant. Each creature you choose within 5 feet of you must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level
Bones of Vengeance
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be knocked prone. The target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you cast it again. A target that fails its saving throw automatically fails this spell. Transmutation
Bones of Vengeance
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
The blade torsos out and rips through flesh and blood, tearing and devouring whole creatures of your choice that you can see within range. A creature that succeeds on its saving throw takes 3d8 necrotic damage and has disadvantage on Constitution saving throws and death saving throws. While the target is reeling from the pain, it must use its action to move up to half its speed and maintain its movement speed for the duration. As a bonus action on each of its turns, it can repeat the saving throw. It also makes another melee attack with one of its attacks while stunned. On a hit, the target takes 4d8 necrotic damage, and it has advantage on any Wisdom saving throw made before 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. Necromancy
Bones of War
Casting Time: 1 action
Range: 10
Duration: 24 Hours
1 Huge bonfire ignites in an unoccupied space of your choice within range. As a bonus action on each of your turns before the spell ends, you can expend one bonfire spell from it to create a tempestuous cloud. Make a ranged spell attack against the target. On a hit, the target deals 1d8 bludgeoning damage and can’t take reactions until the start of your next turn. 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
Bones of War
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You imbue a creature you touch with a warbling noise of power to defend a place or a distance away. While the target is wearing armor or a piece of armor, the noise erupts in a warble of acid, creating an area of moderate or greater acid damage for the duration. The spell ends if the target drops to 0 hit points. Conjuration
Bones of War
Casting Time: 1 action
Range: 120
Duration: 1 Round
You make two damage types against one creature of either type within range: acid or cold. The damage type changes when you cast this spell. Choose two of the following damage types. Acid: deals 1d6 acid damage; 2d6 acid damage damage types, 1d6 cold damage, and so on. When you cast the spell, you choose the type of creature as its type, and the damage type increases by one for each creature type chosen. Acid: two d10 acid damage types, one for each type of acid damage type At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage type of two types of acid damage dealt by one creature increases by 1d10, and the damage type of four types of acid damage dealt by one creature increases by 2d10, for each slot level above 1st. Evocation
Bones of war
Casting Time: 1 action
Range: 120
Duration: 24 hours
This spell primes a rat or a ponytail for battle. While the rat or ponytail is within reach of this spell, it can’t attack or target any creatures. The spell ends if you cast it again or if you instead target a Large or smaller creature or an area of terrain other than plain ground. The spell doesn’
Bones of war
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
The flames that fill the air on a creature’s birthday, birthday, or birthday’s next birthday burn through humanoids clothing and create severe injuries on its body. This spell has no effect on undead or constructs. Also, the duration is no more than two days. Conjuration
Bones of war
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A spectral entity appears and attacks with a fine thud. The target takes 2d8 necrotic damage, and the spectral entity continues to bleed for the duration. The creature disappears if it uses its action to breathe again. It deals 4d8 necrotic damage with a slam of its own volition, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create twice the number of bones and teeth of a skeleton by creating the appropriate quantity of acid for the creature and making sure it’s skeleton is warm and soft. Nemesis
Bones of War
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. It must make a Constitution saving throw. 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 2nd level or higher, the number of wounds the creature takes on its next turn increases by two for each slot level above 1st. Necromancy
Bones of war
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a general unholy mess that lasts for the duration. Choose one of the following effects when you cast the spell. The effects last for the duration. Corridors. You cause simple charmed images to fill a 20-foot-radius sphere centered on a point you choose within range. Each image must be of a form that is at least 3rd level or lower. Each image can contain up to four images, and it must be of a creature type you choose. Each image is hostile toward all creatures of your choice that aren’t hostile to you. The image lasts for the duration. Darkvision. You project a hues of gray to each image, and you can affect the image to have a different hues. While in darkness, the image sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Similarly, you can cause the image to gibber loudly, causing the image to crack and shatter. Adaptation. You gain the ability to adapt to any challenge you take or that you take as your challenge, based on the challenge. For example, you might adapt to challenge 1, 2, or 3. You might adapt to challenge 2, 3, or 4. Your statistics might change based on the challenge, but you are still able to adapt to the change. Energies. You gain the ability to produce simple magical energy that fills a 20-foot cube within range. You choose either simple energy or complex energy, as determined by the DM. The effects last for the duration. If you cast this spell on the same creature or fewer than four creatures, the same magical energy is created for each casting. Instant Death. You cause a creature to become immune to being knocked unconscious. Repulsor. You cause a creature to take 1d6 acid damage, and then retain it's normal form until it is no longer affected by the spell. Transmutation
Bones of war
Casting Time: 1 action
Range: 120
Duration: Instantaneous
One creature, other than a creature of challenge rating 3 or lower, appears and attacks the attacking creature. Hit or miss, the target takes 1d6 necrotic damage, and the spell ends. For the duration, the target has disadvantage on attack rolls against creatures that don’t make Strength saving throws. At the end of each of its turns, the target can roll a d4 and add the number rolled to the attack roll or attack attack roll its companions make while the spell is active. This spell can also deal necrotic damage to the target if it is fighting another creature, provided that creature also happens to be within 30 feet of the target. Necromancy
Bones of War
Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 hour (see below)
The attack of every creature you select that you can see within range attacks deal an extra 1d6 thunder damage to the target. Evocation
Bones of war
Casting Time: 1 action
Range: 120
Duration: Instantaneous
The next time you hit a creature with a weapon attack before this spell ends, a surge of energy shoots out from your point of origin. The attack deals an extra 2d6 force damage to the target, and the target takes 1d6 force damage. The attack’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Bones of war
Casting Time: 1 action
Range: 120
Duration: Instantaneous
With a roar, eleven undead creatures of challenge rating 2 or lower swarm together in a cage of bones. Each beast has AC 18 and hit points equal to half the beast’s hit points. The beasts are chaotic evil beasts, native to the Ethereal Plane and immune to all damage, normally. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it makes a melee spell attack against one of the beasts; if it successfully hits a creature that it hits with a weapon attack before it leaves its current spot, that creature doesn’t provoke this spell again. At Higher Levels. When you cast this spell using
Bones of war
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cause a bolt of acid energy to erupt from your hand, then bleed into a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 2d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 1d8 for each slot level above 1st. Conjuration
Bones of war
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cause one creature of you choice that you can see within range and that is within range to explode. The creature must make a Constitution saving throw. On a successful save, you might cause the target to erupt in flames. Immediately after turning red, it wakes up and regains 1 hit point. If the spell ends before this target’s hit points increase by 1, the fire damages targets it critically hits (including yourself), and it burns for 1 minute straight. If the fire damages an enemy throughout its movement, that enemy is blinded until the spell ends. The w further the creature travels in time before returning to normal physical form, and the further back it lands. If the creature’s hit point maximum increases by more than 50 hit points, it reverts to its original form and must spend at least 5 feet of movement for every 50 feet it travels. Conjuration
Bones of War
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a warp in the fabric of space across which two creatures that are friendly to you fight to the bitter end. One creature that you can see must make a Strength saving throw. On a failed save, the creature takes 3d8 necrotic damage (if it isn't friendly to you) and must either be incapacitated or have 1 hit point or be pulled to a location beyond the spell’s range for its saving throw. The creature takes half as much damage on a failed save and 5d6 necrotic damage on a successful one. This damage can’t reduce a creature’s hit points below 1d10 – 1e6. The creature falls unconscious when it takes damage or drops to the ground if it is attempting to cast this spell. If a creature starts its turn in the tomb with any hit points remaining, that creature is pulled 5d6 x 4d6 into the center of the tomb, where it dies. If a creature starts its turn in the tomb with any hit points remaining, that creature is pulled 6d6 x 2d6 to the floor of the pit, where it dies. A creature that starts its turn in the tomb with any hit points remaining, or that drops to the floor if it is attempting to cast this spell, must make a Wisdom saving throw. On a failed save, the creature frees itself and its hit point maximum by the time it takes any damage or takes any other damage, and the spell ends. 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 the 4th. Necromancy
Bones of War
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You hurl four pieces of nonmagical armor or weapon into the air to overwhelm or encroach upon hostile flying creatures. The creatures are then vaporized, leaving behind a trail of vapor that lasts until the end of your next turn. Whenever a creature other than you nears the target and starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d12 fire damage. On a successful save, the creature is blinded until the spell ends. The burning armor and weapon are then immune to fire damage and have a casting time of 1 action. If you cast this spell again, the damage increases by 1d12. 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. Conjuration
Bones of War
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You unleash a virulent disease that destroys plant growth within range. Choose a plant that you can see within range and that fits within the following categories: • One plant that you can see within range, and that fits within the following categories, is hit by a weapon attack that creature or is knocked prone. • You cause the target to take 1d10 necrotic damage, and the spell ends. • You create a 15-foot cube of pain that lasts for the spell’s duration. Any creature that ends its turn within 15 feet of the area must spend 1 hit point to regain hit points. • You create a poison that causes a creature to make a poison attack. Each creature that ends its turn within 15 feet of the area must make a poison attack. You choose one of the following effects to cause the creature’s poison to explode: • Ranged weapon’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). • The ground in a 15-foot cube that the poison’s target is on can be any solid surface that isn’t being worn or carried by creatures. The ground must not be 100 feet thick, as the disease spreads over large distances. • 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. Necromancy
Bones of War
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You unleash a wave of war on a hostile humanoid that you can see within range. It has the resistance weights of a Medium or smaller creature. For the duration, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The shedding causes the target to make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw takes 4d10 necrotic damage, and one that fails its saving throw has its speed halved for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of wounds the target deals when it sheds light increases by two for each slot level above 5th. Necromancy
Bones of War
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
This spell primes a creature created with this spell to defend itself against a creature of challenge rating 5 or lower. The target takes 10d6 piercing damage when it enters the animating state and has its weapon up to its hip and the target can attack the creature with an attack if it wishes. On a hit, the creature must make a Constitution saving throw. On a failed save, the creature takes 6d6 slashing damage. At the start of each of its turns until the spell ends, the creature can roll a d6 to determine the direction of the wreathed in flame. 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
Bones of War
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A flickering red flame springs from your hand and burns for a moment for each creature you choose within range. Each target must succeed on a Constitution saving throw or take 1d6 acid damage for the spell ends. Also, each target takes 1d6 fire damage when it hits 5 or fewer hit points. For the duration, flammable objects in the area have AC 15 and 30 hit points. 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. Conjuration
Bones of War
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create two holes in the ground made of acid or a vapor that turn the area black and dark for a limited time. If a creature takes damage or is blinded, this spell halts the creature until the spell ends. Divination
Bones of war
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You open wounds in one creature that you can see within range and make a bruise (2d10). That creature must make a Strength saving throw. On a failed save, it has disadvantage on attack rolls against you and can't take actions, reactions, or advantage moves unless it is fighting a particular foe. It also has disadvantage on attack rolls against you and can't take actions, reactions, or advantage moves gained through combat with that foe. Both conditions are met when you cast the spell. Once you complete the spell’s chapter, you can take the next step to open another wound. You can use your action to make two additional wounds, or IWTs, at a time. You can also use your action to make three additional wounds, or Ōtsunami Ōmoku. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can open an additional wound for each slot level above 3rd. Necromancy
Bones of war
Casting Time: 1 action
Range: 300
Duration: Instantaneous
For the duration, quivering corpses of all who were killed or missing from combat raze in an impassable pit somewhere on the Outer Ethereal Plane. A pit is a place where unfathomable horrors lurk. It is a place where the creatures and the locations are mysterious to the average person. It is guarded by a great hall, guarded by a great chamber, and guarded by a magnificent temple dedicated to a deity whose name appears in the dungeons below. When you cast this spell, make a DC 20 Wisdom saving throw. On a successful save, no creature ever remains within the pit (until the spell ends). At the end of every 30 days thereafter, you can extend the duration of this spell by as long as its effect ends. Conjuration
Bones of War
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You call down the bane of a person, a creature, or some other visible or perceived danger, and that creature must succeed on a Constitution saving throw or be pushed up to 5 feet within range and have its speed halved until the start of your next turn. A pushed-up creature has resistance to bludgeoning, piercing, and slashing damage from angles of 60 to 60. In addition, whenever a creature within reach of the attacker or the danger marker within 30 feet of that creature hits the ground, a rock thrown from its thrown weapon departs from the targeted creature's path and impacts with the slab on impact, causing it to slam shut. At the end of each of its turns, the creature takes 2d10 force damage and is pushed up to 10 feet away from the targeted creature's path by two levels. Both times the creature takes this damage, the creature takes 1d10 necrotic damage, and it can’t take normal damage from nonmagical weapons. Necromancy
Bones of war
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause up to six diseased, mutilated, or otherwise diseased constructs within range to bloom in a location you specify within 6 hours. The diseased and mutilated constructs can be restored to life with a clean hit point value of 3d8 necrotic damage. Necromancy
Bones of War
Casting Time: 1 action
Range: 500
Duration: Instantaneous
You hurl a war machine at a hostile creature that you can see within range. Until the spell ends, the weapon emits dim light in a 20-foot radius and dim light for an additional 20 feet. If the creature is holding a weapon or attempting to use a nonmagical weapon as a melee weapon, it might instead have a blast of white-hot iron behind it that deals 4d8 fire damage of your choice, and the war machine explodes. Each creature within 5 feet of the target must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be flung several feet away, leaving behind a war hammer, scimitar, or other melee weapon. Conjuration
Bones of War
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
An invisible force springs from your hand within range, slashing into the flesh of each creature that you choose within range. Each humanoid that is hit by this spell must make a Constitution saving throw. On a failed save, a creature is restrained and must perform a Wisdom saving throw to free itself of the restraints. It can use its action on a successful save to automatically end its current one. On a failed save, it can use its action on a different one. To a creature restrained by such a restraint, that creature makes a Wisdom saving throw. On a successful save, the creature is no longer restrained by the restraint and is taken to the brink of insanity, permanently insane. If the creature successfully saves against both delusions and delusions of grandeur, it might instead be considered a psychotic and possess a darkvision of at least 100 feet. A creature suffering from paranoid delusions can use its action to make a Wisdom check against your spell save DC. On a success, the delusion wakens the creature it slandered as a creature, and the creature can willingly become seer and dark lord to the extent possible. This spell can’t activate while you are aware of it. Illusion
Bones of War
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Describe or bestow upon a creature a kind of agony that can only be described by the creature’s kind of death. The target must make a Charisma saving throw. On a failed save, the target is beseeched to refrain from making any further death-related activity. If the creature fails this saving throw, it is cursed with a muddled and confused name, and the spell ends. Abjuration
Bones of war
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a warp in the fabric of space that leaves a 40-foot-radius sphere centered on a point of your choice within range. For the duration, and again when you end your turn there, you can cause one creature that you choose to become paralyzed, deafened, or frightened. The creature must make a Constitution saving throw, using its reaction and its reaction to determine whether it is under the affected state. If so, it makes the saving throw with advantage. If it fails, the creature is knocked prone while it lasts 1 minute. If the creature is wearing armor that covers it, it automatically takes 7d6 cold damage on a failed save, and it automatically sheds bright light in a 50-foot radius, reducing the creature to 0 feet WOLF on each of its turns. Transmutation
Bones of War
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose a creature that you can see within range. A cacophony of footsteps booms down from the sky toward an area you choose within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. The damage is a d8 at 4th level and higher. At 6th level, the damage is a d10 at 11th level. At 12th level, the damage is a d12 at 17th level. Hit—or poison ivy—throws the creature. Each target must make a Constitution saving throw. On a failed save, the creature takes 3d8 thunder damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, or when you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d8 for each slot level above 2nd. Conjuration
Bones of war
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause up to six skeletal remains of fallen soldiers and civilians that you can see within range to burst from within them with a thunderous roar, sending them screaming and laying waste to their former homelands. The remains shrivel and fall to the ground, though they retain their skeletal remains. A creature can’t become frightened or alarmed by the spell until the spell ends. Conjuration
Bones of War
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a pit or other hollow space that is 90 feet long and 5 feet wide. The space is 20 feet wide and 5 feet deep. The pit or space is heavily obscured and has a 10 percent chance of being filled when you cast this spell. It must not be more than
Bones of war
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a portal that opens in a 30-foot radius around you and closes. The portal opens on a creature you can see within range. You can use this ability a number of times equal to 2x the number of creatures you created until the spell ends. When you cast this spell, roll on the following table: 4.5 to 5. 5. An extradimensional prison 6. A labyrinth 7. A portal open or sealed 8. An illusory representation of a creature 9. A shadowy or opaque ceiling 10. A labyrinth or other such chamber 11. A labyrinth or other illusory representation of a creature 12. A wall of nothingness or other sort of wall At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you create increases by two for each slot level above 1st. Evocation
Bones of war
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
A beam of spectral energy streaks toward a creature of your choice that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. On a miss, the beam falls down to the target's size. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Bones of war
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a bolt of lightning that explodes when you make a melee spell attack on a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st. Conjuration
Bones of war
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create four poisonous holes in stone or metal, and one in a cage on a floor. These holes can be opened or closed by simple means, but any creature that enters the hole or opening is guilty of a Plague. On a failed save, a creature is killed instantly, and the hole or opening is heavily poisoned. The holes and openings are 1 inch deep and each 1 inch wide have poisoned creatures on them that have half the number of hit points of the creatures inside and can’
Bones of war
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Choose a nonmagical weapon that you can see within range and that can’t be damaged or possessed by a creature. A creature with a Strength score of 2 or lower can drive the weapon at the target with a minimum of melee skill ranks. Each creature in a 30-foot radius sphere centered on that point must make a Constitution saving throw. The target takes 8d6 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
Bones of War
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You cause a bolt of lightning to strike one creature or object within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A 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
Bones of War
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You cause up to three bolts of flame to leap from your hands and feet in a random direction within range. Each bolt deals 5d8 fire damage to a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts created by the explosion increases by two for each slot level above 1st. Evocation
Bones of War
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A wisp of blackness emanates from a point within range, centered on that point. Each creature other than you within range must make a Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. This blackness makes the flame infernal, which is hostile to all creatures except undead. As
Bones of War
Casting Time: 1 action
Range: 90
Duration: Instantaneous
Choose a pile of bones or bits of flesh falling from a ceiling or ceiling frame that you can see within range. A creature takes 4d4 necrotic damage when it hits with a weapon attack during the spell’s duration. Any creature hit by this spell is also knocked prone. Any thrown weapon then strikes one or more creatures hit by this spell. Each creature hit by a melee weapon attack is also blinded until the spell ends. Necromancy
Bones of war
Casting Time: 1 action
Range: Duration’s duration
Duration: School
Bones of War
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
Blindness or Deafness You cause bones to crackle with bone energy. Choose two bones that you can see within range or one that you can see in the air. Red, raw and diseased bones bruise your enemies for 1 minute. If you are fighting a creature, this spell ends. bruise the ground. Conjuration
Bones of war
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous
You cause up to ten bones of different types in a location’s landscape, including any that aren’t on the same plane of existence as you. The bones take the form of weapons or armor, and you can make attacks with such weapons or armor with a weapon that you touch. The game ends early if you use an action to take damage. If you don’t take damage before the spell ends, you can use
Bones of War
Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 10 minutes
You create a burst of debilitating energy in the space of 10 feet between you and a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage and is restrained for the spell's duration. The target regains hit points equal to 2d4 + your spellcasting ability modifier. The restrained target can use an action to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. You can also use a bonus action on your turn to end the restrained effect. 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. Conjuration
Bones of War
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
Bones of war
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
You call forth a chaotic creature that obeys your commands and creates six hell-bent on tearing the world to pieces. Choose up to six creatures that you can see within 5 feet of you. An unwilling creature must succeed on a Dexterity saving throw or be restrained for the spell’s duration. The restrained target can use an action to hurl the hell beasts at you! The hell beasts can’t be targeted by any spell, spell, or other magical effect. Abjuration
Bones of War
Casting Time: 1 action
Range: Self (5-foot-radius sphere)
Duration: Instantaneous
A sphere of acid damagelessly damages one creature that you can see within range. The target takes 3d8 acid damage and is restrained there. On subsequent turns, you can target the creature as part of casting this spell. On each of your turns, the target can make a Constitution saving throw, taking 4d8 acid damage on a failed save, or half as much damage on a successful one. The spell ends on a creature affected by this spell if it takes damage during its next turn. Evocation
Bones of war
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A spectral army of spectral beasts appears in an unoccupied space of your choice that you can see within range and that can fit within a 60-foot cube. Each beast within the radius of the spectral army has AC 20 and 30 hit points per 10-foot cube occupied. Each creature in the spectral army’s area has AC 20 and 30 hit points per 10-foot cube occupied. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher. the army radiates spectral energy, dealing 30 necrotic damage to each creature in the area. Abjuration
Bones of War
Casting Time: 1 action
Range: Touch
Duration: 1 hour
The moment a creature has taken damage through acid, cold, fire, lightning, poisonous gas, or a similar of 2d10 or lower, its weapon leaps into the hand of the current target to strike again at the end of each of its turns. The hand of the hand strikes any creature that fails a Constitution saving throw against poison. While the hand strikes, each creature other than you also takes 1d8 acid damage, and any immune creature to poison that failed the save succeeds with half damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Bones of war
Casting Time: 1 action
Range: Touch
Duration: 24 hours
This spell inflicts damage equal to 1d4 + your spellcasting ability modifier. On a hit, you cause a creature (including you) that you can see within range to erupt into flame. If you cast this spell using a spell slot of 2nd level or higher, the spell creates the following effects when it reaches its full power: • You create a Large bonfire on ground that you can see within range. • You create a bonfire on ground that you can see within range. • You halve the area of darkness within the bonfire by up to half the area of darkness created by the bonfire. • You halve the duration of exhaustion by up to a day. • You create a gateway for the undead to move through. Through the gateway, the creatures can travel across the mortal world and gain access to all its major tombs, monasteries, and holy sites. Through the gateway, a creature can rejoin its family tree and become a member of its exacter form. While a creature within the gateway is on its own, the creature can cast spells with the same name, alignment, goddess, and deity as the spirit or by linking them to an associated deity or group. To gain access to another creature's tomb, chamber, or altar, the creature must have passed through it and thus become a member of the creature's immediate family. Conjuration
Bones of war
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You create a burst of powerful energy in a 10 foot radius centered on a point of your choice within range. Each creature in the area that starts its turn in this area must succeed on a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, or half as much damage on a success. A creature that fails its save successfully takes 2d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Bones of War
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. A creature you can see must make a Charisma saving throw. On a failed save, the target is charmed by you until the spell ends. On a successful save, the target is pulled 10 feet away from you. 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 cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 1 hour. Necromancy
Bones of War
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch one willing creature and imbue it with certain debilitating effects, which last for the duration. The target must succeed on a Constitution saving throw, or the debilitating effects end. The target is protected against the effects for the duration, and its hit point maximum is equal to your spellcasting ability modifier until the spell ends. If the target takes any damage, that damage must be divided as normal among the creatures it affects. The target also begins the next sustained hit points with 0 hit points. Conjuration
Bones of Water
Casting Time: 1 action
Range: 120
Duration: 24 Hours
You fill the spaces between floors of a nonmagical water elemental or an elemental created by a water elemental spell with boron, causing it to erupts in a 30 footradius circle 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 acid damage, 40 ¾ damage to it and half its Speed, or it is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. For the duration, the creature has advantage on attack rolls against creatures other than you, and it has resistance
Bones of Water
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Flames wreathe one human or noncreature body part into flames for the duration to which it is attached. The flames can be hot or cold, as large as a Medium or smaller lantern, or you can create a 10-foot cube of flames that burns if you are not already charmed. Each creature within 10 feet of the fire for the duration has disadvantage on Dexterity saving throws and is restrained by the flames until the spell ends. A t Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can fire up to three times as many bolts at a target creature. Each bolt deals an extra 1d6 damage at the end of its first turn. Conjuration
Bones of Water
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
You conjure up a pool of bright water that lasts for the duration or until you use your action to pour out acid or gaseous water, as part of your ritual. You can choose to make the pool have two ceilings and two openings, or a dome or pillar on either side, and it can have up to five doors and a passage through each of its three floors. The water can be up to 20 feet deep and spreads around corners. To a creature not using a movement action, the water spreads apart and enters creatures' clothing, moving across ceilings, into doors and windows, down halls, behind wooden planks, and so on. Only one creature of your choice that you can see within 30 feet of at least one other creature can create the water. The water doesn’t reach other creatures or solid surfaces. It oozes red and oozes pus, both of which are visible wounds. As a bonus action on each of your turns, you can exhale the water as a vapor. When exhaled, the water fills all other volumes of the lungs affording it full oxygen, but when exhaled again, the vapors fill the rest of the body. The vapors fill the space occupied by the vapor, covering all surfaces except for the lungs. If you let go of the vapor or throw it at a creature, it falls, trapping the vapor in the lungs. When the first cloud appears, move slowly, as you
Bones of Winter
Casting Time: 1 action
Range: 150
Duration: Instantaneous
This spell cuts snow and freeze solid snow along its surface within range, freezing the area for days as winter weather, and storing moisture for up to ten days. The snow then recedes. When trees and grasses in the area become too thick to support trees or grasses normally carried by animals, ice caps erupt. Each 5-foot-diameter portion of ice cap melts and thaws into a blizzard, forcing out as many as 200,000 people per day (up to a maximum of 5,000 a day) and creating a 10-mile-wide quagmire. The quagmire is heavily obscured, and it lasts for the duration. When the quagmire erupts, each creature within 10 feet of it and those within 10 feet of it if they are still alive must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage and 2d6 cold damage at the mouth. The quagmire can’t cover whole ground or move across a body of water. The cold damage and the 2d6 cold damage roll instead reduce a creature’s speed to 0 until the spell ends. Conjuration
Bones of Winter
Casting Time: 1 action
Range: Touch
Duration: Until dispelledA bane appears on a creature or som
e solid surface that you can see within range. The bane appears to be a thin sheet of ice, covering the surface of the spell in snow, fog, or snow. The spell fails if you choose a surface spell slot of bane or lower, or if you choose an area of ice that is 1 inch thick and that you can see within range and that fits within a 5-foot cube. While the spell lasts, the bane spreads across the surface of the ground, with the creature covering the snow and the ground. Each creature of your choice that you can see within 5 feet of the bane when you cast the spell must succeed on a Strength saving throw or become blinded until the spell ends or have one of the following effects (your choice when you cast this spell or as a bonus action on a turn-based spell of your choice): – You cause the blinded creature to blossom into a majestic beast that calls itself the Bear’s Bear’s Nest. The beast attacks any creature or object affected by the spell but it isn't limited to this effect. – You cause short restes triggered by the spell to occur within 5 miles of the bane. – During the rest of the casting, you can target one additional creature for each stack of eight or eight 10-foot cubes. Transmutation
Bones of Woe
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You curse a creature you can see within range. The target must succeed on a Constitution saving throw or be cursed with a curse of your choice from the start of your next turn. The curse ends when the target stops concentrating or falls asleep. Conjuration
Bonesome Tree
Casting Time: 1 action
Range: 120
Duration: 90 Days
This spell creates an evil tree within range that hovers in the air and explodes in a 20-foot tall tree trunk. Choose one foot long, 11-inch diameter trunk and spread it 10 feet horizontally, 20 feet vertically, and 30 feet deep. Each half hour the tree sheds bright light in a 100-foot radius and dim light for an additional 10 feet. The tree takes 1d6 radiant damage when it strikes an unoccupied space within 120 feet of it and causes it to flammable or poison to rise from the ground. Abjuration
Bonesong
Casting Time: 1 action
Range: Touch
Duration: 1 hour
This spell causes one creature of your choice that you can see within range and that can stand within 5 feet of you (your choice when you cast this spell) to seize the initiative and move toward a creature that is within 5 feet of it. For the duration, it has advantage on attack rolls against any creature within 5 feet of it. If the creature chooses to move, the creature can make a Strength saving throw against your spell save DC, ending the effect on itself on a success. The spell has no effect if the creature is charmed, abetted, or foolishly pursuing the wakki's quest for treasure. If you cast it after spending the spell
Bonespray
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature and suggest a course of magical energy that bestows greater power and might on it. The target must either succeed on a Charisma saving throw or take 1d6 necrotic damage, if it succeeds. For the duration of the spell, or until you use an action to touch the target again, the target can have the benefit of a coven of spellcasters and clerics (who provide the spell) and is surrounded on all silver and gold worth 3d8 gp (typically 1,000 gp). Through the spell, the target appears unharmed on the ground, partially obscured, and appears in an unoccupied space within 30 feet of you. While the target is unaffected by any healing effects of this spell, any damage, if any, causes it to regain any expended hit points. A creature can use its action to review any changes made to the target’s status using its action to inspect for abnormalities in it, as well as any changes made to the target’s alignment. While aware of the spell’s effects, the target can communicate telepathically. While aware of the spell’s movement, the target can walk on the ground, and it gains the benefit of any temporary feet regen functions it has. Divination
Bonesprout
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cut down a creature by the shoulder or the wand in an area within range. The creature is protected from harm by thick fog until the spell ends, and its speed and armor rating are reduced by half. If the creature is wearing armor that can’t cut through fog, the creature is knocked prone. In addition, whenever a creature moves within 5 feet of the fog for the first time on a turn or starts its turn there, it can make a sudden appearance in any direction. The creature must make a single slam of its foot or throw a ranged weapon attack against a target within 5 feet of it. This spell ends if you use your action to attack anyone. Conjuration
Bones, Sickenedness, or Madness
Casting Time: 1 action
Range: 120
Duration: 24 hours
You assume an illusory abode, a labyrinth created by mold that fits around a creature of your choice that you can see within range. The abode is connected to the creature
Bones to Ashes
Casting Time: 1 action
Range: Self
Duration: up to 1 minute
You create a plane of disintegration on the ground or in the air that lasts for the duration. Until the spell ends, you can use a bonus action to create a trench on the ground or in the air that has a 10-foot radius and that is 15 feet wide and 15 feet deep. You can create one of the following effects when you cast this spell: • You create a 15-foot trench on the ground that has a ground under it and that falls into a heap 3 feet deep. Any creature or object that is not on the trench rises no higher than 5 feet above the ground or in the air. • You create a puff of frigid air 5 feet wide and up to 3 feet deep that ignites equipment, raising a crafty creature’s salvo to lob
Bonesword
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You utter a curse. Choose a creature within range, such as a beast, plant, or spider, or an object that you or the spell casted by the spell’s curse causes to crackle. The spell ends if you cast this spell again: it doesn’t end if you still have control of 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 level. Conjuration
Boon of Ice
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You cause up to three icy darts to strike at one creature of your choice that you can see within range. Each dart deals 1d4 cold damage to each target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each target’s attack roll is amended by adding 1d4 cold damage to its attack roll. Evocation
Borrow a Moment
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a momentary circle of spectral servants that follow you. Each humanoid in the circle must
Borrowed Apparition
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You imbue a creature you touch with an extradimensional power, such as dark stinking air, that you can see within range. The spell creates a new extradimensional space for the target and transports it to a new plane of existence. It lasts until the target returns to its home plane or its current plane to complete its current turn. If you cast this spell while it has this effect, the spell fails if you target it with a melee spell or if another creature notices it and attempts to cast a spell with it while it is within the extradimensional space. It also fails if you target it with a magic missile or a similar spell while within the extradimensional space. If you target the creature with a siege weapon or similar spell while within the extradimensional space, the siege triggers and deals 3d6 force damage to it. The siege triggers and deals 2d6 force damage to the target. The target is transported to another plane of existence, where it awaits its next turn of concentration, where it can’t willingly return to one of its home planes and where it has no known alignment. Transmutation
Borrowed Apparition
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You attempt to use borrowed energy to further your own goal. Make a melee spell attack against a creature within your reach, and the target takes the Attack Loops feat, which requires the target to make a Clerics saving throw. On a hit, the creature makes a new Clerics saving throw. On a failed save, you instead take 1d4 necrotic damage, which isn’t reduced to 1d4 necrotic damage. After the spell ends, the creature can reroll its saving throws to break the spell’s effect. If you maintain your concentration on the spell for its entire duration, you can break the spell’s effect without harming the creature, and you can switch sides. Necromancy
Borrowed Apparition
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You create an extradimensional space that remains for the duration. The extradimensional space is a place, an area, or some other permanent and intangible structure within range that you choose. It appears empty and unoccupied, but can contain up to 10,000 cubic feet of nonliving material (typically wood or stone) or 10,000 cubic feet of nonliving stone. It doesn’t need to be on a floor or plan—it can be anywhere on the ground. When you cast this spell and at the end of each turn until the spell ends, you can use a bonus action to repair the damage. It takes 3d10 radiant damage on a failed save, and the spell ends when you finish your next long rest. 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. Conjuration
Borrowed Apparition
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. If the target has an Intelligence score of at least 1, the target gains an ability that mimics that of familiar elements. For example, the target might be able to comprehend the meaning of a name that a familiar appears in. As an action, you can use a bonus action to borrow a new name from the familiar. If the target has an Intelligence score of at least 1, the target gains an ability similar to that of familiar elements. Abjuration
Borrowed From the Astral
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A spirit appears in your hand and fills it with a familiar. The familiar is a familiar. The spell creates a new target for the target. It becomes difficult terrain for the target until you choose it again within 5 feet of it. If you cast the spell again, you can designate a new target. The target can't be more than 10 feet from you, and the new target can't be more than 5 feet from you. Necromancy
Borrowed Grasp
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You use magic to create a new kind of material materialise. Choose any number of creatures that you can see within range, either as stone, mud, or stone floor or circle. Each creature in the range must make a Constitution saving throw. On a successful save, the creature becomes a new material, and any expended changes to its body type and equipment slot. While this spell lasts, the creature is bound to any new material created by this spell. It can’t be bound to any unoccupied space on the ground or within an area that is held together by magical forces. It can’t be bound to anything that isn’t an object or a seamless surface, such as a rope or a thin sheet of stone. The spell can’t bind a creature to a certain object or circumstance, such as falling asleep or opening a locked door, that isn’t on the same plane of existence as the target. Transmutation
Borrowed Intelligence
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You imbue an object you touch with an ability to benefit from a spell or an ability gained by another spell of your choice, such as a sorcerous arts spell. You decide how the spell performs and how much damage the object mitigates against. If the object has an Intelligence score of 5 or lower, you automatically learn its spellcasting ability for that spell. If the magic fails to manifest on its target, it is no longer infused with any divinity, and the spell is wasted. Transmutation
Borrowed Power
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You draw the power of another creature’s magic within range, either from within or within the item’s pocket dimension, to create one of the following effects. The effect can target one Huge or smaller creature or nonmagical weapon that isn’
Borrowed Power
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You create an object, a magical item, or some other intangible link between a creature or a celestial you touch and something magical that can be held by a creature or an object held by an object. The tool used for creating, possessing, or manipulating the object is your tool, and it lasts until you use it again. You can make any spell you cast that targets only you also target your tool. While your tool is made of something other than stone or metal, your spell also targets an object held by a creature or an object held by an object. If the item you choose would target an object carried by a creature, that creature must still be within 30 feet of the tool and no longer possess the object. Additionally, if you choose a tool that isn’t magically bound or guarded, your spell ends for that spell. If at the end of the tool’s duration you use a different spell slot to use that slot, the tool stops being bound to a string of magically bound objects and instead functions as described above. The tool is harmless, and nothing harmful can happen to it. You can create any object or spell that you touch that can w as attached to an object, w as possessed by a creature, or d as possessed by a creature. The creation, possession, or use of any object or spell is a magic trick that can’t be dispelled by dispel magic. Illusion
Borrowed Power
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell gives the owner of any item or spell of value within range the ability to re-enchant it at the DM’s satisfaction. The re-enchantment price is 1d6 gp per spell slot level above the current material level. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can re-enchant an item by spending 1 gp per slot level above 3rd. The
Borrowed Power
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You learn the ability to shape an object you touch. As a bonus action, you can reshape another object you touch, a creature’s clothing, or a piece of an object that is made of an object elementally close to a piece of something else. A creature awakens from its sleep if it has awakened successfully. This awakening frees it from the need to sink into objects and gear and allows it to make difficult or impossible decisions about how to display its magical items. When you awaken, you learn two new properties of the object you reshape, similar to the way you learn the properties of spells and objects. For the duration, that magic item can be reshaped to appear like any other magical item, no more than once per round. You can reshape a Large or smaller object up to the size of a Medium or smaller, up to the shape of a creature’s helmet, up to the size of a Medium chest or forearm, or nearly the same size as a Huge or smaller object. You can reshape any other object created by this spell as well, up to the shape of its helmet or arm. As a bonus action on each of your turns, you can reshape any object created by this spell as well. Transmutation
Borrowed Power
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: All nonmagical weapons that are not part of a magi
c weapon or that aren’t worn or carried by the wielder are instead infused with the power of the weapon, linking it to the spell and imbued with its power. The bonded magic weapon can’t be disarmed, and its blast radius is limited to 30 feet. The weapon can attack and pass through barriers made of earth or stone, but it can’t attack incorporeal creatures, and any creature charmed by the bonded magic weapon can’t speak a chosen language. The spell ends for you if you cast it again before completing your next long rest or if you cast it again after completing your next long rest. To learn more about the bonded magic weapon, see the bard spell list at the DM’s discretion. Transmutation
Borrowed Power
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
This spell transforms a willing creature you touch into a willing creature for the duration. The transformation lasts for the duration or until the target chooses a new form. For the duration, the target can use its action to make a melee spell attack against a creature within 5 feet of it, using an attack bonus and object damage as their attack roll. On a hit, the target takes 2d12 force damage, and it can’t use reactions until the spell ends. The spell ends if you use a reaction or an action to use a reaction, if you use an action to use an object or treat an object as having been treated as such. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target adds his or her carrying capacity to the total accumulated for the spell’s duration. For example, the spell can carry a man and a woman, who are on the same plane of existence, for one round. If you use a spell slot of 8th level spell to cast this spell, the spell’s total is increased by 10 feet until it is 30 feet. The spell ends if you cast it again. If you cast it again, the spell’s damage increases by 1d12, and the damage of the second spell increases by 1d12, for
Borrowed Power
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You imbue a creature you touch with the power to repair damage. You touch the creature and give it a repair spell of your choice from an alchemical restoration spell slot of your choice that you can cast in—or within 8 hours. When that spell ends, the creature recovers from the strain of being damaged, and it can repeat its saving throw against the spell. If it does so successfully, it frees itself from the strain. You can store up to ten duplicates of the spell on your person. This spell can create duplicates of any creature you intended if the creature could not be damaged by spells that could have either killed it or created its own damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duplicates created by this spell are cast at levels two and three (concentration, 7th), the damage increases by one level for each duplicated creature. Transmutation
Borrowed Power
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You draw upon your magic to aid the manifestation of one spell of your choice from an unsecured slot of your choice that you can see within range. This spell allows you to create a new spell of 3rd level or lower that targets a spell of 4th level or lower. Using a spell slot of 5th level or lower creates a new spell of 4th level or higher. Using a spell slot of 7th level or lower transforms a spell of 5th level or higher into a spell of 6th level or higher. Casting this spell on a creature other than you grants you other benefits that make it immune to all damage and saving throws. Finally, the creature’s flying speed is reduced to 50 feet per round for the duration. You create your own spells of choice, which are linked to the target’s slot items. You can make one new spell each time you cast this spell (at a time, using a different Spell Turning mechanic, each time you cast this spell without first preparing a new spell slot, casting the spell in its new slot, and so on), or you can cast one spell of your choice that isn’t linked to a spell slot. You can designate a new spell slot, an item slot, and an illusory flying symbol, and you create a new spell by placing a satchel or similar on the floor within range. While the spell is in motion, you can make a new ranged spell attack with
Borrowed Power
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature. If the target has a Strength score of at least 5 or lower, you gain the benefits of a bonus action and have advantage on the next attack roll. If the target has a Constitution score of at least 4 or higher, you gain the benefit of a bonus action and have advantage on the next attack roll. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Transmutation
Borrowed Power
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature, and the creature transforms for the duration of the spell. The target’s powers and actions are dispelled, and the creature appears as an undead creature with profane intent in accordance with your spellcasting background. The creature appears if you chose a different creature type (see below), the creature’s current hit point maximum, or the creature’s current hit points. The creature’s hit point maximum is the maximum number of hit points that the target has remaining. When the spell ends, the target loses all its hit points. 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
Borrowed Power
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a willing creature and bestow upon it the power to infuse its magical potential into magic items, spells, or other magical effects. You choose a creature that you can see within range and which has its statistics. The target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls against you until the spell ends or until the target repeats its saving throw against a spell of 3rd level or lower. The spell ends if the target succeeds on its saving throw and the spell is dispelled. The spell’s effect ends if the target or another creature succeeds on its saving throw against a spell of 3rd level or lower. At Higher Levels. If 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. Transmutation
Borrowed Repose
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A vine bristles with life to the flesh and blows against your command, and then a random creature within range regains 3d6 force damage equal to 2d6 what you had prepared for it. You can use the damage type for the portion that has magic amoureux guarded, the damage type for the vine itself, and its vine’s properties. For the entire service, you decide the damage type and its properties. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage damage increases by 1d6 for each slot level above 3rd. Conjuration
Borrowed Speed
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Borrowed speed means you can move at up to your normal speed for the duration. On each of your turns, you can use a bonus action to automatically convert one of your weapon attacks made against an opponent into a melee weapon attack against the same creature or a different one, or make a melee attack from among the two attacks made against the same creature or another creature. Conjuration
Borrowed Spheres
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
Choose an object that you can see within range. A sphere of magical energy appears in your hand and moves with it to
Borrowed Time
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You draw the time of one willing creature and then repeat the process for the duration. You learn the current time, which must be in addition to the current moment. On a success, you know the current moment—a time period that begins with the creature’s current moment and moves to end when you cast this spell. A failure, caused by a creature’s fall, automatically ends the spell. You can also create a time loop, ending the spell after only one use. A repeat of this spell ends the loop. Conjuration
Borrowed Time
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
This spell allows you to mend time itself, opening a time portal to a place beyond time itself. Choose a part of the earth or a cloud of ice that you can see within range and then let go of its properties until the spell ends. You can thus heal a creature that has been damaged beyond repair, such as a creature that has been knocked unconscious or knocked unconscious by a spell of 2nd level or lower, or a creature that has been hit by a spell or cast by a spell of 3rd level or lower. The spell ends for that creature. You can also end a time portal in a different location, one with a different name and/or setting, if you choose. If you cast the spell while you have a spell slot of 2nd level or higher, the spell ends, and the time portal remains open for the duration. Transmutation
Borrowed Utility
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You create a willing creature that belongs to an illusory duplicate of another creature. The creature can be a human, a beast, or a fish. The duplicate is physically identical to the original created. The creature behaves as if it had the bonded magic item in its possession, but with fewer restrictions, such as requiring a Strength check or spending 1 extra hit point. The creature can use its action to automatically succeed on any saving throw it makes with other magic items. A duplicate that fails the save must immediately return to its owner’s plane of origin as an undead. While the creature remains within the original creature’s body, it retains all of its former intelligence and senses. The creature also gains the ability to speak and cast the original language of the creature. The created creature is completely free of diseases and poison, and can use magic items as long as their contents remain within the creature’s physical plane. The creature can’t take actions or manipulate objects, activate or otherwise harm any creature within 30 feet of it. The creature can beheaded by cutting off its head, or by stabbing it to pieces. A creature that leaves the creature’s body causes it to become diseased, with its hit point maximum halved. If the diseased creature was once
Borrower Spells
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature. The creature must be within 5 feet of you by the time you cast this spell. The creature is bonded to you, and you can use your action to move the creature up to 30 feet away from you. When the spell ends, the bonded creature returns to its home plane. This spell creates a new bonded creature for each slot level above 1st. The bonded creature can’t be evoked back into your home plane. The bonded creature can’t take any actions other than speak, cast spells, or take any other action. The spell also stops short of you, preventing you from doing anything that might harm the creature. Transmutation
Bouldering Sphere
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A shimmering sphere rises from the ground in a 5-foot radius and moves with you in a straight line. The sphere appears in either direction, centered on a point you choose within range. The sphere can be up to 100 feet long and up to 10 feet wide. The sphere remains for the duration. A creature can move through the sphere in one of the following ways: • • • • 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
Bouldering Sphere
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch an object that you can see within range. The target must be within 5 feet of the sphere. If the target is wearing armor, the spell targets only one creature. The target can’t be more than 10 feet away from the object. The spell’s area of effect is centered on the object. The target can hover, glide, or hover at its speed. The spell’s area of effect is centered at a point within range of the object. The spell’s area of effect can’t be more than 40 feet away from the object. Transmutation
Boulders
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You teleport yourself from your current location to another location without spending a spell slot. You don’t need to use a spell slot of 5th level or higher to teleport, which means you can take on any of the following forms: 1. One Medium solid rock of 5 feet diameter and 1 inch thick. For the duration, you have resistance to cold damage, and you can use your reaction to reduce the rock to 0 hit points. Two feet of it remain. The second foot of the rock can’t reduce terrain on the ground under it to 0 hit points. It also doesn’t need to be on the ground or within 5 feet of a structure to do so. The rock remains for the spell’s duration or until you move more than 100 feet away from it. A creature can use an action to dismiss the spell. attempting to use a spell slot of 3rd level or lower to teleport from a location where you already have an office, town, temple, fort, or other place to a place where you can make use of another creature’s space. Conjuration
Boulders
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Your magic warps the ground beneath you, creating ever-changing landscapes and creating unexpected effects. This spell allows a creature’s walking speed to continue climbing slopes and up walls up to 100 feet in a straight line while still maintaining a vertical speed of 60 feet. Transmutation
Boulders
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create stone spires on the ground that extend out to a point within range. Each spire is an inch thick and takes up 1 cubic inch of ground area within range. The spells of these spires are accurate to within 500 feet of any solid surface. They also protect objects that aren't being worn or carried by creatures or objects within 500 feet of them. A creature or a creature that is within 500 feet of anything being worn or carried by something within 500 feet can fly. A creature must also spend 5 feet of movement for every 1 foot it moves. Transmutation
Boulders
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create up to five tall, flowing, greenish-green, rubbery structures on the ground within range. Each structure is a circular, 10-foot cube, and can be as large as you are tall and standing on either side of it. Each creature that can cast spells must succeed on a Dexterity saving throw to move up to twice its speed and avoid the pillars. The pillars can cover a creature’s space in four distinct forms: fixed, movable, or pallet-like. The pillars are made of fog and can be difficult terrain. Each creature in one of the forms must make a Dexterity saving throw. On a failed save, a creature is pushed up to 5 feet away from the pillars and is restrained by them. In addition, a creature restrained by a pillar makes a Dexterity saving throw at the end of each of its turns must succeed on the saving throw itself or take 6d10 force damage. These effects last for 1 hour and can’t reduce a creature’s size or height. If a pillar is created in place of another spell of 8th level or lower, the pillars instantly shift to an entirely different form if that spell is cast there. A w ell created to appear as a ceiling or pillar makes its appearance as any other form on the pillar. The pillar can be made from hard, flexible metal, as snow, or soft stone, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If the pillar is made of another mineral or stone, the creature sheds foul form and become transparent instead; the creature sheds bright light in a 20-foot radius and dim light for an extra 20 feet. On solid surfaces, the pillar forms a ceiling that can form a 20-foot-radius sphere with it. The pillar can rest securely within the wall, provided that it remains atop the wall. The pillar can shed bright light in a 20-foot radius and dim light for an additional 20 feet. A disintegrate spell targeting the pillar deals an extra 1d6 radiant damage to it.
Boulders
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
This spell creates three 10-foot tall, 10-foot wide, 20-foot-wide pistil blades in your hand. Each blade creates two of a kind. The blades are strong enough to sicken and sometimes even kill the unwitting target. When such a creature would use its action to cast a spell, roll a d20 roll and state "I am impressed" instead of the spell’s maximum level. The blades have a radius of 30 feet and are up to 20 feet long. The blades are difficult terrain and deal 30d6 psychic damage when they strike an enemy within 10 feet of them. Additionally, whenever a creature within 10 feet of the blade steps within 20 feet of it, it makes another 2d6 psychic damage. Both damage rolls are wasted if the creature is attacking or casting a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Conjuration
Boulders
Casting Time: 1 action
Range: Touch
Duration: 1 minute
An inscribing stone or other castable material appears on one creature that you touch that allows it to hold its contents or to hold onto certain substances. The stone can be as small as a Medium chest or as large as a Huge chest, with two 8-foot sections extending across the top. The section nearest to the bottom is for storing magical items or storing magical energy. When the spell ends, the spell remains in effect for the duration. When you cast the spell, you choose the material from which you cut. The stone appears on the bottom part of the creature’s chest or section and remains there until the spell ends. You might also choose to freeze the stone or to freeze any other creature’s material in the same location. As a bonus action, you can freeze the stone up to 30 feet in any direction except down to where you put the material. If you freeze a creature, that creature can choose to make a Constitution saving throw against your spell save DC, ending the effect. As a bonus action on your turn, you can freeze the same creature again if it has its own frozen component, or freeze any other creature that has its component. If you freeze the same creature multiple times, you have extra time to freeze the cube’s material, if any, if it’s part is in a different location (for example, your hand might freeze a cube within 30 feet of you), and you can freeze up to 5 cubic feet of it if you are within 30 feet of it. When you freeze a creature, you create a solid, intangible object that floats 10 feet below the surface of the ground in a manner similar to an airborne object, though no larger than a Small barge. The object floats for 2d6 inches on every side, and becomes limp if it drops to 0 feet below the surface. The object can be restored to life only
Boulders
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
This spell creates one layer of thick, flowing earth on the ground at a point you choose within range. It lasts until the spell ends or the ground softens. If you cast this spell over a larger area than is occupied by creatures, objects, or creatures other than creatures, the spell fails, and the spell fails instead and creates another layer of thick, flowing earth under which to place the spell. Choose a pile of rubble or stone you can see within range. A creature that would normally be within the layer of thick, flowing earth would appear within the layer, surrounded on all sides by thicket and misty clouds that waft up to 200 feet in a direction you choose. A creature that would normally be within the layer of thick, flowing earth but for falling damage, would fall within it, and so would the creature. For the duration, that creature (and every other creature) also has flying. While within the layer of thick, flowing earth, the creature can make all the other possible movement, taking 3d10 force damage per jump step it takes to fly. Transmutation
Boulders
Casting Time: 1 action
Range: Touch
Duration: 24 hours
This spell turns earth or stone in the ground or in some other suitable surface into pillars, craters, or supports for the duration. Each creature of a height of Medium or smaller (heroku b) or lower (kul) or standing on a pillar or cristony (kuobah) in the area has resistance to stone damage and can use its action to create a temporary dome of earth or stone at a spot within range. A dome might be a pillar or a dome-like structure made from earth or stone, a pillar-like structure made of earth or stone and supported by a base or column, or a column of domes and connected thematically to each other by openings. A dome’s area is directly above and within the spell’s area. Each creature living within a dome or domes area has resistance to bludgeoning, piercing, and slashing damage from the melee weapon. Divination
Boulders
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch one thing and imbue it with nature’s gift. Choose a chunk of rock or an earth lump that you can see within range. It becomes a seamless, lightweight appendage made of bark, ash, or some other hard silvery material (that is, it has an area of natural stone similar to a plain that is smooth and lightly worn). The wood becomes makeshift tools that are useless when not in use. If you cast this spell without first preparing a rock, a limb, or other part of the rock for transportation, the rock is dropped onto the ground and transformed into a piece of tools. The transformation lasts for the duration; you might also wish to briefly animate the tool and throw it at an enemy. The transformation also might target one or more creatures you mentally designate. As a bonus action, you can alter the wood so that it appears like a simple rock and shift its appearance so that its appearance is more obvious. To achieve this, you might use magic, such as incantation, to make the wood appear to be a simple rock and shift its appearance so that its appearance resembles a creature with a body mass index of 0 to 10. Alternatively, you can create an illusion to appear as a creature and appear as a creature, such as to sneak up on your enemies in the area and attack them. If you cast this spell multiple times, you can have up to three duplicates prepared for each casting, and you can cast it again to have no duplicates prepared. If you cast it again, the magic ends, and the wood transforms back to simple tools. Transmutation
Boulding
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
The sphere of divine radiance that fills this spell's area crumbles when it strikes a creature. Creatures or plants within 30 feet of the spell’s area are affected by the spell’s radiance as it crumbles until the spell ends or the radiance lingers on a creature for the duration. Evocation
Branding cloud
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A strong fog appears at a point you choose within range. The fog spreads around corners, and it can’t pass through barriers. To a creature approaching from a different direction, the fog appears to be a line drawn by a creature, but it ignores blind spots and can’t cross through a blind spot. If the fog reaches a creature’s space, it attempts to pass through its blind spot, but it is blocked by a thin sheet of mist. If a creature uses its action to examine the mist, the creature can make a Wisdom check against your spell save DC. If successful, the creature is whisked away in a blizzard to a special location. Transmutation
Brash Dance
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to dance a willing creature you can see within range. The target must succeed on a Charisma saving throw or become frightened for the spell’s duration. The target’s speed is halved until the end of its next turn. If the target’s speed is reduced to 0 or its hit point maximum is reduced to 0, it is knocked prone. A creature that successfully saves against this spell for the first time on a turn, turn, or attack takes 1d4 thunder damage and isn’t pushed 10 feet away from you. Enchantment
Brazen Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a wall of stone on the ground in a random direction. You must make a Strength (Athletics) check against your spell save DC. A wall of stone blocks most damage and can only be broken by ranged weapons or armor. It doesn’t have to be on the ground (such as a tree or a shrub) and can’t be broken by ranged weapons or armor. While the wall is in the ground, the DM can choose whether the wall is on the ground or on another surface. The DM chooses the ground direction. The wall can be up, down, or on the ground either side of the DM’s current direction. If the wall intersects a wall, the DM can attempt to break the wall, but the wall must be in the ground to do so. Any creature that ends its turn in the wall must succeed on a Dexterity saving throw. An unaffected creature is unaffected by this effect. Divination
Brazier
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
The blades of lightning erupt from within you and move at a speed you choose. Choose a point you can see within range. The lightning leaps from one creature of your choice that you can see within range to a different creature of your choice within 60 feet of it. Then, the creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 lightning damage, and it has disadvantage on attack rolls against you 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 1d6 for each slot level above 1st. Evocation
Brazier
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A swirling storm fills a 20-foot-radius sphere centered on a point within range and lasts for the duration. Each creature in a 20-foot-radius sphere centered on a point within range 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. Any blow made against a point or a creature within 3 feet of a point or a creature within 3 feet of a point 100 feet or smaller misses. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a point is damaged or opened by the storm, a section of the crystal remains, forming a wall of whirling air. Beyond the wall are suspended platforms, creating 10-foot-deep skylights that hover and hover for as long as 30 feet. On each platform, a thin sheet of mist or fog appears: flowing in a 300-foot-deep pit on each side, with clouds of fog rising from the surface, as thick as lintels on either side. Until the spell ends, these mist and fog patterns can be seen and illuminated, as well as distinguishing them from normal clouds or fog; these changes don’t extend to fog cloud or mist. fog, oruntil dispelled by a brusque breeze, disperses instantly. Whenever a creature in the fog or its cloud of mist falls, the creature takes 12d8 bludgeoning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each creature who fails a saving throw must immediately speak the spell to regain hit points. (Typically, a creature must have a saving throw of 5 or lower for this spell to work). On each of your turns as a bonus action, you can use your action to automatically deal 2d8 damage to each creature in the fog or mist if you know the names of any of the creatures. Transmutation
Brazier
Casting Time: 1 action
Range: 150
Duration: Instantaneous
One kind of magical weapon that can be drawn and held and shaped by mechanical means to create a magic weapon. Each piece has AC 5 and 30 hit points, and it can’t be damaged or turned into magic weapon. It doesn’t need to be wielded or secured to any object. While the piece uses magical means, its AC and hit points go up by the same amount, and the piece’s AC and hit points remain at 1d10 and 30 at the start of your next turn, if the creature has them. Additionally, if you end your turn outside the spell’s range, the magic sword will leap out from under you and strike the creature as it strikes it, dealing it 10 necrotic damage. Alternatively, if you end your turn outside the spell’s range and must reach behind you to use its movement, the magic staff will leap out from under you and strike the creature as it strikes it. The staff reaches its full capacity when used as a bonus action on your turn, and the magic weapon falls to the ground at the start of your next turn until it fills its ammunition. The spell ends if you use your action to use a bonus action once before, if you use it again before completing your next turn. Transmutation
Brazier
Casting Time: 1 action
Range: 30
Duration: 1 Round
You create a small area of stone or mud with a blast of acid or ice within range that lasts until the target finishes a long rest. Choose one creature that you can see within range and that can’t be targeted by spells or by nonmagical attacks. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. The spell has no effect on constructs or undead. The spell creates such a small area that conjurers, mystics, and abjures can identify it as being within 10 feet of it. Transmutation
Brazier
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create one of the following effects within range: • You create a moderate blast that cuts through a creature’s clothing, causing it to become stained with blood and become diseased. • You instantaneously cut off a creature’s food supply, causing it to fall to 0 hit points. • You instantaneously destroy another creature’s food supply, causing it to fall to 0 hit points. • You open a gateway to another plane of existence, opening a temporary portal that leads to a location other than the one you’t traveled in. Alternatively, you can cause a creature’s home plane to teleport you to a new location, which point is impervious to attack and can’t be opened by man-made portals. Conjuration
Brazier 60Brazier of Death
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a small burst of elemental energy that can cause an area of unoccupied space to erupt in corrosive gas. The area is unoccupied space within range. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature is restrained until the spell ends. On a successful save, the creature is no longer restrained by the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate three additional blasts of acid for each slot level above 5th. Each target must make an Intelligence saving throw. On a failed save, the creature is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate three additional blasts of acid for each slot level above 6th. Evocation
Brazillian Wind
Casting Time: 1 action
Range: Self
Duration: 24 Hours
You create a powerful gust of wind that blows around you and then disperses into a 10-foot radius around you. The wind lingers within the ground, creating sweeping cloud cover for up to five minutes. When the chill starts to set, produce strong winds that sweep the area in a direction you choose for the entire length of the chill. The wind lasts for the duration. If the wind were to pass through an object that is worn or carried by someone carrying or holding the object or object's contents, the wind could blow across a surface, creating a sweeping gale that branches off into swirling gales as you direct. The wind can pass through any barrier, stone, or other solid object. When the spell ends, the whirlwind sucks in nearby creatures to form a cloud. This whirlwind can be up to 30 feet long and 10 feet wide, and it moves at a rate of 300 feet per minute. The whirlwind sucks in up to eight creatures of your choice that you can see within 10 feet of each other and within 30 feet of one another, and it moves toward one creature you can see within range. The target must succeed on a Wisdom saving throw or be pushed up to 10 feet away from the whirlwind. If the target is on the ground or on a cliff, pushed up by a creature, the whirlwind sucks up any creatures that are within 10 feet of it and moves up to 10 feet away from it. Evocation
Brazing Blade
Casting Time: 1 action
Range: 150
Duration: 1 Hour
A ragged, yet powerful crackling blade springs into existence at your command from within a specific spot within range. The blade is imbued with a corrosive power that hampers its wielder’s movement for the duration, turning it into a slashing weapon. The blade cuts through flesh and bone, but it also damages weak points and structures. If damaged beyond repair, the blade becomes quicksilver, making it impervious to damage. You can use your action to create a half-mile long rapier jump extending from a point within range. Until the end of your next turn, you can use your action to create a half-mile wide rapier jump linking two points within 120 feet. Each creature in the rapier jump when it activates either uses up half their movement speed for a round, or it makes a melee spell attack
Brazing Blade
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You hurl a spear of whirling flame at a creature that you can see within range. Make a ranged spell attack for each creature in the spear’s path when you cast the spell. On a hit, the target takes 1d12 force damage. Hit or miss, the spear then explodes, leaving behind 25 gp of ammunition in its case. Should the spear fail to reach its full weight in excess of 25 hit points, a spinning chime could be heard at the top of the chamber. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum weight of the chimes increases by 5 pounds, and the distance traveled by 35 feet increases by 5 feet. When you cast this spell using a spell slot of 7th level or higher, the maximum weight of the chimes increases by 2 pounds, and the distance traveled by 40 feet increases by 5 feet. Transmutation
Brazing Bolt
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You throw a bolt of black energy at one creature within range. The target must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage. The target must be within 5 feet of you when you cast this spell. Conjuration
Brazing Bolt
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You unleash a bolt of lightning energy at a point you can see within range. Make a ranged spell attack against the target. If the attack hits, one creature fends off the bolt, and the creature takes 3d8 lightning damage of the type you gave it, or half as much damage of the weapon damage type. The lightning ignites flammable objects in the area that
Brazing Earth
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose one creature of Medium size or smaller within range and made from igneous earth that you can see within range. The target must make a Strength saving throw. On a failed save, it takes 7d8 bludgeoning damage. On a successful save, it takes half as much damage and is no longer made from earth. On a failed save, the creature is able to make the Strength (Athletics) or Constitution (Skill) checks required to create the weapon. The creature’s Strength and Constitution are 1, 2, or 3 respectively. The creature’s Strength and Constitution are 12 and 2 respectively. The creature can take the Dash action to return to your plane of existence, assuming you are the target, to the spot you used to be. Then repeat this spell's normal effects for each creature’s saving throw. Evocation
Brazing Rain
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Blazing rain falls from a height of up to 300 feet and sheds bright light in a 30—foot radius. For the duration, heavy rain, mauve, and other light colored energy in the area turns to stone and can’t reduce it. In addition, whenever a creature of your choice that you can see within 30 feet of you makes an attack roll or reaches a speed different from your running speed before the spell ends or the area of effect changes, the spell ends. Abjuration
Brazing Ray
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a large explosion of lightning that damages all creatures within 15 feet of it and ends the instant a creature tries to cast a ranged spell of 3rd level or lower, using a spell slot of 4th level or higher. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 12d6 lightning 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 by 1d6 for each slot level above 4th. Evocation
Brazing Spray
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a spray of acid in a range of 10 feet and 1 foot in a 60-foot-radius sphere centered on a point you can see within range. The area is 25 feet square and 30 feet wide. The spray can’t cover more than 1 square foot of ground or 30 feet of water. Any creature that can’t be moved within the area must make a Dexterity saving throw. A creature takes 4d6 acid damage on a failed save, or half as much damage on a successful one. Conjuration
Brazing Spray
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You conjure up a spray of crackling, poisonous energy that falls in an unoccupied space on the ground within range. The crackling energy lashes out toward a point within range, dealing a total of 2d8 necrotic damage to creatures within 10 feet of the spot you used your spellcasting ability to hit. The spell has a range of 60 feet. Each creature in any one unoccupied space where the spell reaches its full range must succeed on a Strength saving throw or take 3d6 acid, cold, fire, lightning, or thunder damage (your choice that line of damage increases by 2d6). Evocation
Breathe
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
Create a particular hazard or danger within range. You choose a hazard or danger associated with a creature or object that you can see within range. Then, in a 5-foot cube, you choose one of the following options for whether the hazard occurs: • Huge or larger hazard • Nonhazardous • Medium or smaller hazard • Small hazard • Divine • Fey hazard Choose one hazard or danger that you can see within range. The hazard’s location is on the map and the movement of creatures or objects within it results in a brief but dangerous fall. • At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional hazard or danger for each slot level above 5th. Conjuration
Breathe
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You breathe a sigh of relief. You've finally swallowed your pride. Here we have the first time in your life that you're allowed to do that. Now you decide what you'll do about it. You decide what you'll do when you're done. You decide what things will happen in the moment, and what those things really will entail. All the while, you've been under the spell, keeping a watchful eye on your surroundings. You can see and hear the surrounding areas—everything from buildings to the sea—but everything in your vision is completely obscured. A ward against darkness surrounds you, keeping you from stealing light or passing dark. You can see and hear the ground around you, but any sensors your body takes in objects and things moving aren’t visible. The only place where your senses are blocked is when you cast this spell. While in the spell’s area, you can’t speak, cast spells, or take any other sensory-oriented action. You can assume a different physical form, but your physical form can’t affect others or harm them. Physical objects created by spells, spells, or magic items created by or linked to your physical form can’t be damaged by spells, abilities, or magic effects. Abjuration
Breathe
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You imbue a willing creature of your choice that you can see within range with a specific spell of the same name. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes half as much damage as normal. The spell ends on the target if it is incapacitated or if it is stunned. The target can use an action to exhale a particular spell or ability, or it can make a Wisdom saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. If the target also has no spell slots or no spells of its choice, the spell ends. Conjuration
Breathe
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Your breaths fill a 60-foot cube and last for the duration. Each creature that ends its turn within 60 feet of the spell must make a Constitution saving throw. On a failed save, you cause the creature to exhale a rush of energy in a 30 foot radius, blasting all its equipment and weapons at the creature up to half the speed of light. The creature exhales the energy in a 30 foot radius and then makes another Constitution saving throw. On a failed save, it can exhale a second blast of energy at the same speed. Both blasts deal bludgeoning damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blast produces a smaller blast radius and lasts for its duration. When you create the gem, you can create a second blast. Each creature in a 60-foot radius around the gem increases its speed by 5 feet until the spell ends. When the second blast hits, each creature that starts its turn within 60 feet of the gem must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is sent flying. The globe is a magic globe, which means that you can create two smaller blasts. You can create any of the following effects with only one casting of this spell. Clune. The globe is encased within a 10-foot cube, and each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is restrained by the globe for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, it can be released from the restrained condition, and restrained creatures can use an action to become unaffected by the globe. You can animate two additional blasts for each slot level above 1st. Transmutation
Breathe
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose a point within range. The target must succeed on a Wisdom saving throw or become blinded for the duration. A creature takes 4d8 bludgeoning damage from this spell. Illusion
Breathe
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch an object that you can see within range. The object is magical, a creature of your choice that you can see within range. The object can be any object, a humanoid, a creature, or a creature of your choice that you can see within its dimension. The object can be a creature, an object created by an effect or an object created by an effect. The object can’t have more than one slot, nor can it be a duplicate of another object or a duplicate of another object. The object can be worn or carried. The object can’t be damaged by spells or other magical effects. You can use an object to create any object that fits into a slot of another object. The casting of this spell requires a spell slot of 4th level or higher. Transmutation
Breathe
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch an object that you touch and imbue it with a calming power. The object produces a soothing sound that reminds you of life and makes you feel as though you are alive. The object can also sense the presence of other creatures. Enchantment
Breathe
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
This spell fills a willing creature with depravity and turns it into a devil for the duration. This spell also makes a creature gain a +1 bonus to AC for each slot level above 1st. Prestidigitation Touch 10 Days This spell poisons the willing creature you touch for the duration or until you let go of it. The target takes 1d4 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 1d4 for each slot level above 1st. Necromancy
Breathe
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You hurl a celestial body into the air. It emits a deafening cacophony that lasts for the spell’s duration. If you reach for your wand, you can extinguish the cacophony with a melee weapon attack. Abjuration
Breathe
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You exhale a burst of magic. Each creature in a 40-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 3d8 magic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature must succeed on a Strength saving throw or become blinded, deafened, or paralyzed for the duration. On a successful save, the spell doesn’t. 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
Breathe
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You imbue a creature with a certain aura that allows it to communicate with creatures of your choice within range. Choose from a range of 10 feet, 10 feet wide, 10 feet tall, 10 feet high, or 10 feet deep. The creature must make a Charisma saving throw. On a failed save, it takes 2d6 psychic damage, and it must spend 3 minutes or more remaining in its suspended state. The creature can’t speak, understand, or take any other action while suspended. If a creature moves or moves too fast for the creature’s movement to move, it can’t make any movement or make any checks or reactions. The creature can’t cast spells, take any actions, or benefit from any special abilities that are normally available to it. The creature can’t use any actions it has before or after being suspended. If the creature’s movement or actions are affected by any of the spells or special abilities, the creature must make the saving throw. 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 5th. Conjuration
Breathe
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch any creature you like within range and give it a simple prayer. The target must make a Wisdom saving throw.
Breathe
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You reach in between two different corpses and lay a willing creature or an object within range. The target’s temperature is how warm the corpse is, and it has resistance to cold damage. You can shape the corpse’s appearance and health. You choice soft or hard flesh, or both. The creature has resistance to fire damage and cold damage. The creature can cast spells using an action and shift its body weight so that it is carried by one creature and carried by two creatures. At the DM’s option, you can animate two additional corpses for the spell’
Breathing and Wounding
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
By touching a creature’s throat or inhaling deeply, you establish a limited immunity to acid, cold, fire, lightning, or thunder damage. At the climax of each of these attacks, the target regains half the maximum amount of hit points he or she can sustained at the start of his or her next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can establish a limited immune to any type of damage that deals acid, cold, fire, or thunder damage to the target (but not to life or nonliving objects or magical effects that deal acid, cold, or fire damage to the target). Abjuration
Breathing Aura
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your aura sweeps through the terrain around you, repel ranged weapons attacks, and deal 1d4 slashing damage to creatures you hit or miss, though it ignores any resistance or being knocked prone conditions. Necromancy
Breathing Bell
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a bell that appears in a spot of your choice within range. The bell must be within 30 feet of a point of your choice that you can see as close to the ground as you can. The bell can’t be larger than Medium or smaller than Medium. When you cast this spell, you choose one of the following options: Choose an object or creature within range. The object must be in a solid surface, such as a solid floor, a sheet of sheet metal, or a similar material. You can also choose an object (such as a shield) that is a cylinder. The object must be within 20 feet of a point of your choice that you can see. If you choose an object (such as a shield), the spell ends. If you choose an object (such as a shield), the spell ends for that object. A bell appears in any place on the spell’s target that you can see within range. You must use your action to cause the bell to come to rest. It can be up to 10 feet tall and has a 10 percent chance to fire a beam of light that can reach up to 60 feet in the air. When the bell appears, you can target one creature or object within range. A creature or object that is within 30 feet of the bell can’t be affected by the spell. If you cast this spell with a 5th-level spell slot, the effect ends for that creature or object if it doesn’t already have one. Thus, if you cast this spell with a 6th-level spell slot, you can target one creature or object within 30 feet of the bell. If you cast this spell with a 7th-level spell slot, the effect ends for that creature or object if it doesn’t already have one. If the spell ends for a creature or object, the creature or object is destroyed. Divination
Breathing Breathing ConcentrationBreathing Flame
Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range, centered on a point you choose within range. You choose 1 cubic foot of nonburning gas for this spell’s cooking fuel. The fire emits bright light in a 10-foot radius and dim light for an additional 10 feet. For the duration, the bonfire sheds bright light in a 10—foot radius that matches its color. When the bonfire sheds this light, any creature within its area takes 1d8 radiant damage, and the bonfire fills every vial it created with cold energy for 10 minutes. The spell ends if you choose any creature other than a Large or smaller creature or if you cast it while smoking a cigarette or eating cracker. Concentration, up to 1 hour Until the spell ends, a bonfire that you can see within range constructs a sphere centered on that point for the duration. Any creature or object within the sphere centered on that point becomes animated until the spell ends. A creature can use an action to remove a spell from the sphere that requires a Charisma check against your spell save DC. When a spell that directly or indirectly affects the cylinder is cast, the spell is cast without first casting the spell and
Breathing Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a glowing, swirling flame in the air that lasts for the duration. At the end of each of your turns, you can use your action to make a ranged spell attack. On a hit, the creature takes 2d10 fire damage, and the target takes 1d10 fire damage on a failed save. The target can make two additional fireballs at a time, and each one takes 2d10 fire damage. The flames erupt from a point of your choice that you can see within range and are centered on a point you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. The spell must end when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Breathing Flame
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 8 hours
Flames race across the face of your choice of flame until you appear in a spot of your choice within range. Each creature that starts its turn in the flame’s path must make a Dexterity saving throw. On a failed save, it takes 14d6 fire damage and is forced to use its reaction to move away from you. On a successful save, the creature takes half as much damage and isn’t forced to move. Until the spell ends, burning through everything it touches, these flames lash creatures with intense heat. The flames then raze any standing or lying structures within reach in the area, extinguishing any remaining flames in the area as a whole and causing any remaining flames in the flames’s area to become engulfed in flames. If any creature in the flames' area regains hit points from a spell of 6th level or higher, that creature must make a Constitution saving throw against the flames’s exhaustion spell or take 1d8 fire damage. If the creature fails the saving throw, it also has disadvantage on attack rolls against targets within 5 feet of the flame. 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
Breathing Mist
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a mist in a 5-foot-radius area of space that appears to be entirely overcast. While this mist is in place, creatures within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes 5d10 fire damage, and if it is below the spell's level, it takes half as much damage. If a creature is hit by a spell or spell-like ability that allows it to breathe fire, it takes 10d10 fire damage on a failed save, or half as much damage on a successful one
Breathing of Stone
Casting Time: 1 action
Range: Self
Duration: 1 minute
Eight gem-like substances begin to shimmer from your hand, imbued with the power of your soul. You choose one of the following effects when you cast this spell. The effect lasts for the spell’s duration and is imbued with the power to imbue its contents with meaning. Water. You instantly grant the water surface some of its own water, as long as the surface is on the same plane of existence as the plane you chose. Clear air. You instantaneously cause a vapor, a mist, or a fog
Breathing Rock
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You create a rock-hard girdle on the tip of your spear or shield. It lasts for the duration, and the rock gradually becomes heavier and heavier as the spell finishes. If you cast it again, the girdle collapses and instantly deals 11d6 + 5 extra piercing damage to the target, which must be knocked prone and restrained as it takes falling damage. The rock is almost ten feet in diameter, and it has AC 10 and 30 hit points. If the rock drops to 0 hit points, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light causes bleeding, which is rare and deadly. When a target is killed by a girdle spell, the rock sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light causes soft tissue damage, which is rare and deadly. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first girdle created by the rock disappears after 1 minute, and the second spell ends. It lasts until the rock is destroyed or the spell ends. Conjuration
Breathing Sphere
Casting Time: 1 action
Range: 120
Duration: 1 Round
A glowing sphere of sundering, churning air springs to life from your hand. Creatures in a 10-foot radius sphere centered on a point within range can breathe normally. Nonmagical weapons or ammunition created by this spell have advantage on the attack roll. On a hit, a creature takes 2d8 damage, or half as much damage on a failed save. Evocation
Breathing Spray
Casting Time: 1 action
Range: Touch
Duration: until dispelled
The spray sprays forth bubbling, dripping spray of holy wrath on creatures within 30 feet of you. Choose one creature that you can see within range and creates a 20-footradius, 30-foot-high cylinder centered on a point you choose within range. Any creature in that area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the spray for the duration. A restrained creature can use an action to hurl the spray weapon at one creature within 30 feet of it. Make a ranged spell attack for the creature, which has its own special power as long as it can’t be affected by the holy wrath. On a hit, the target takes 3d8 necrotic damage. If it has the infused disease or poison disease feat, it is immune to both of those effects. An immune creature is created when two or more diseases, or the base creature’s ability scores associated with a disease, become active at the same time that a creature of the same category hits 10th level or lower, or when the creature reaches the 10th level of a certain expertise. While immune to these effects, a creature can make another saving throw. If it succeeds, it is no longer immune to them. At the DM’s option, the creature can use an action to create a new one. Roll over the affected creature and make a new recovery saving throw. The creature can’t regain expended health from wounds, burns, or poison for 1 hour. If the creature recovers from such a healing effect before the spell ends, it takes exactly 1d10 necrotic 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
Breath of Life
Casting Time: 1 action
Range: 10
Duration: 10 minutes
This spell creates life-giving energy within you that can nourish even the wisest creatures, especially those whose growths have already taken place. For the duration, these creatures have a +1 bonus to AC, including against the spell’s damage type, to saving throws, and to attack rolls that rely on Dexterity saving throws, to maintain a constant flow of life-threatening diseases in their bodies, and to any spells that are cast while the creature’s hit point maximum is no higher than 1st level. Evocation
Breath of Life
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This spell exhales life into the air within a creature or object within range. For the duration, a creature is exhaled into the air. The air has a volume of 5 feet and is composed of up to four equal parts air (diameter 5 feet) and liquid gold (length 3 feet). When liquid gold vaporizes, the vapor no longer contains vapor and becomes inert. Any creature that starts its turn inside the spell’s area and moves into it must succeed on a Strength saving throw or take 1d4 acid damage, or half as much damage on a failed save. Evocation
Breath of Life
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You exhale life in one creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 necrotic damage. The target also takes 1d6 necrotic damage from nonmagical means. The spell ends if the target drops to 0 hit points. Conjuration
Breath of Life
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You imbue your body with life force, healing your enemies for 1d6 + the spell’s level. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy
Breath of Life
Casting Time: 1 action
Range: 150
Duration: 1 Round
You touch a creature and give it life in exchange for a portion of its total health restored (up to 1d4 + your spellcasting class level). For the duration, the creature has resistance to acid, cold, fire, lightning, poison, and arcane damage. The creature’s vitality is reduced by half if it is hit by a weapon attack or dies if it is hit by a spell. Transmutation
Breath of Life
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You conjure a sphere of life and vitality that fills a 30-foot cube centered on a point you can see within range. The sphere can be a solid, solid rock, an unoccupied or unoccupied space, or a solid, solid disk of air. You can use your action to make the sphere appear to you as a solid, solid surface. The sphere must be within range, and you can make a ranged spell attack against it as a bonus action on each of your turns. The sphere can have a height of 30 feet, a width of 30 feet, and a depth of 30 feet. The sphere can be up to 60 feet wide and 20 feet deep. The sphere is made up of multiple layers of light and dark energy. Any creature that can see or hear the light or darkness within it must make a Wisdom saving throw. On a success, the spell ends. Conjuration
Breath of Life
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You release a life-giving force, a living force that allows you to see deeper into the mind of other creatures. An unwilling creature must make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage. On a successful save, the creature takes half as much damage. Each creature that fails this save takes 1d8 necrotic damage. Conjuration
Breath of Life
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A creature you touch regains hit points equal to your spellcasting ability modifier. When you cast this spell, you can designate a specific creature for this spell. An unwilling creature can use a bonus action to make a Wisdom (Perception) check against your spell save DC to see if it succeeds or fails. On a success, the creature regains hit points equal to the level of the spell you cast. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate one additional creature for each slot level above 4th. Conjuration
Breath of Life
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch a life force that has become a life force. Choose a creature of your choice that you can see within range. The creature must be within 30 feet of you when you cast the spell. The creature can use
Breath of Stone
Casting Time: 1 action
Range: 120
Duration: 24 Hours
Until the spell ends, any creature charmed by the spell or charmed by it can breathe metal, stone, or any other mineral secreted from the floor of a rock structure up to 100 feet on each side. Any creature charmed by the spell or charmed by its music when it appears within the space’s ceiling must make a Dexterity saving throw. On a failed save, the creature takes 2d8 radiant 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 2d8 for each slot level above 1st. Conjuration
Breath Weapon
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You forge a weapon or a shield that can provide protection against the most common forms of magic, such as necromancy, magic weapon specialism, or magic weapon fey’s own nature. It is imbued with a specific, magical force and has an area of effect that is different from that of the target’s weapon or shield, and you can’t use it to create a new one. The force created by the weapon or shield is strong enough to protect a target who is not wearing armor, and the area of effect created by the weapon or shield is strong enough to protect a target who is wearing no armor or whose body is worn by a nonmagical creature (such as a cat or a dragon). Transmutation
Breath Weapon
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A weapon that you can see that has a range of 30 feet or less is imbued with a magical breath. The weapon doesn’t need to be in the air for the spell to work; instead, you can use your movement to move up to 30 feet in an unoccupied space within range. The target must make a Wisdom saving throw or take 4d6 bludgeoning damage on a failed save. If swallowed, the creature remains unconscious for the spell’s duration. If the creature isn’t unconscious, it is charmed and frightened for the duration. For the duration, the creature can use its reaction to make a Wisdom saving throw. If it succeeds on this save, the spell ends. If it fails on this save, the spell ends. Conjuration
Bribe Food
Casting Time: 1 action
Range: 60
Duration: 1 Hour
One creature that you can see within range grants you some of the following benefits: • You gain 5 temporary hit points. These hit creatures rarely go into a state of exhaustion or being knocked unconscious. • You light or smite a creature within 60 feet of it with a melee attack. The target must make a Dexterity saving throw. On a failed save, it takes 3d6 slashing damage. On a successful save, the spell’s damage increases to 4d6. • You stow away a spell’s ammunition. When you cast this spell in a stronghold or a place a sacred to
Bribe Plants
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A plant that you choose that you can see within range can speak one or two languages. If the plant would normally speak one language, it can learn one or two other languages that it can see within range. When you use your action on each of your turns to speak a language, you must also succeed on a Wisdom saving throw or spend one hundred or less gp of its own money; otherwise, the target loses the benefit of that spell for 12 hours. Transmutation
Bribe Poison for 1 minute
Casting Time: 1 action
Range: Touch
Duration: A nucated creature has the ability to see the thou
ghts and feelings of others without creating any physical connection between them and those thoughts and feelings. The spell fails without fail, and the target can replace or correct any damage that has been dealt
Brief Description
Casting Time: 1 action
Range: 1 Charisma**.
Duration: Concentration, up to 1 minute
This spell shows up in your Telepathic range based on your awareness. If you cast it before the spell’s duration, the illusion appears in the space that you see within range. If you cast it again before the spell ends, the illusion appears in the same spot regardless of where it appears. The spell doesn’t invisibly locate a location, such as behind a door. A faint chiming sound can be heard within the illusion. The tactile characteristics of the illusion are as obvious as any other part of the body, even if the creature’s physical characteristics aren’t revealed. The tactile characteristics of the warded location are as obvious as the creature’s name or their level of magical signature (a lightfoot, a celestial, or a fey demon is excluded), but the tactile characteristics of the warded location are difficult or impossible to discern. Illusion
Brief Description
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A shimmering energy field appears around a point you choose within range for the duration. The field is transparent and lasts for the duration. When that spell ends, the magical field fills the entire field with mist, for 20 feet on a side and 20 feet on the ground. Additionally, whenever a creature other than you stands in the way of the spells affected by the spell or when a creature is charmed by an affected creature ends its turn there, the mist spreads to all but one-tenth of an inch thick around the area, and the spell ends. Transmutation
Brief Description DescapBrief Description
Casting Time: 1 action
Range: Descender
Duration: 10
A demigod of Medium size appropriate for the fortress or fortification you choose rolls your size and becomes part of the fortification for the duration. The demigod is immobile while you are within 20 feet of it and disappears when it has reached 5 feet. It takes 20 radiant damage; this damage can’t reduce it to any significant condition. If you cast this spell again, the damage increases by another 20 until it is no longer considered a condition condition. If you cast this spell again, you can’t reduce the demigod’t’ to any significant condition. The demigod disappears when
Brief Description
Casting Time: 1 action
Range: Instantaneous
Duration: 10 minutes
This spell is a special sort of mundane magic. It is worn, carried, and carried at your side. You appear in a spot of your choice that you can see within range and instantaneously teleport yourself to any spot of your choice that you can see within 10 feet of the destination spot. The teleport lasts for the duration, but the teleport is not contested by another spell. If you cast this spell while you are fighting monsters, your first melee attack against it creates a surprise attack for the turn and moves you to a spot within 5 feet of it. Additionally, whenever a creature moves within 5 feet of a spot where the instantaneous teleport would have taken place, it makes a surprise attack for the entire turn. If you cast this spell while you and one other creature are fighting a monster, you have advantage on both attack rolls and saving throws. Transmutation
Brief Description
Casting Time: 1 action
Range: Instantaneous
Duration: You point your finger toward a spot within range a
nd whisper a message. The spot is a place and an area of up to 5 feet square. Until the spell ends, the location of the spot is determined by the speaker’s choice and you can choose to remain within 5 feet of the spot or move up or down as you see fit. Divination
Brief Description
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and give it a brief spell of power that lasts for the duration. If that spell has a duration of up to 90 days, then you might cast this spell a second time, making it longer, more powerful, or more precise. If you cast it over a longer period of time, you might also animate or fash the creature for its next turn. Divination
Brief Description
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and give it a short rest. For the duration, the target is protected from decay, as is most other forms of decay, and it gains the following benefits: • Your words are audible when you cast this spell, and you can’t affect the target’s voice or its facial features. It also gains an extra speed equal to your choice, as long as its speed is not reduced by more than half. • Your words are felt within 30 feet of the target, healing it of its remaining damage and dealing it 1d6 additional damage of the chosen type, though this damage isn’t reduced in any way. • The target is immune to all damage, including those caused by slam or wall. Transmutation
Brief Description
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature. The spell ends if you are incapacitated or if you instead teleport to a different location than the target. Abjuration
Brief Description
Casting Time: 1 action
Range: Touch
Duration: Up to 1 minute
You fill the air with soft, calming enchantments that change its properties at the DM’s discretion for the duration. Until the spell ends, the spell can target any creature within 30 feet of it, and the creature can make a Wisdom saving throw to try to break the enchantment. On a successful save, the enchantment breaks if the creature is no larger than 5 feet in any dimension and can fit inside the creature’s space. The spell damages objects in the area and leaves behind a faint odor. If any creature within 30 feet of one of the spells damages an object, it must make a Strength saving throw to extinguish the effect. If it succeeds, it remains there until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour (no matter what you cast), 10 minutes (no matter what you cast), 1 hour (investiture or mundane), and 1 hour (investiture or divine), using a larger slot that allows you to cast three different versions of the same spell. Abjuration
Brief Empowerment
Casting Time: 1 action
Range: Self
Duration: 5 Days
This spell grants the willing creature you touch an enhancement to its statistics. For the duration, the creature can use its reaction to make two Wisdom checks, which are Charisma-based. The creature can use its reaction to make a Wisdom check, which is an ability check. On each of its turns until the spell ends, the creature can make two Wisdom checks against the enhancement check. On each of its turns until the spell ends, the creature can make one additional Wisdom check against the enchantments check. Abjuration
Briefer's Bane
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A spectral apparition appears and hovers for the duration in an unoccupied space within range. It lasts for the duration or until the creature uses an action to regain control of it. The ghost looks like a skeletal arm that was severed from a stake in a battle between the Good and the Evil, and it appears to be a young adult (aged 10 or 11) creature with greenish fur that reaches up to six inches across. It has a Strength of 10 and a Dexterity of 6; it is AC 12 and 15 (+0). While in the animating state, the apparition has disadvantage on attack rolls against creatures other than you. If it fails a saving throw, it can use its action on a subsequent turn to regain control of its illusion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 6th. Transmutation
Brief illusion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your magic is interrupted, and with a deafening crack, a disc streaks across your flesh, sending bones raked and dripping with blood. You see in dim light for the first time in a turn and instantly fill a 20 foot cube with dim light for the rest of the turn. Each creature or object within reach must make a Constitution saving throw. On a failed save, the creature succeeds with a weapon attack against its attacker that was intended for another creature, and the attack deals 5d8 necrotic damage to that creature. On a successful save, the creature succeeds without falling prone or taking any damage. Necromancy
Brief illusion
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You reveal a vague, magical presence to a creature of your choice within range, up to 1 mile on a turn or by moving more than 10 feet directly behind it. The illusion requires a successful Intelligence (Investigation) check against your spell save DC to be disbelieved. If it succeeds, you can use your spell slot to find the shortest, most direct route to your current location; you might make a straight line up a mountain range, up a hill or across a valley on a short spell trip. Divination
Briefing Lightsin DimensionBriefings
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and place a calming charm on it that lasts for the duration. When you cast the spell, choose one or both of the following options for how the charm appears: • Choose one object worth 300 gp that is on the target’s desk or on a shelf in its room. The charm lasts for the duration or until you send the creature to an unoccupied space on the ground or a roof that isn’t attached to the ground. If the creature isn’t moving or acting out of a certain way, the spell simply ignores it. • The creature seems normal to you. You know it has some kind of natural resistance to poison, though it doesn’t always work in accordance with its nature or to your own. It falls down, for example, in a
Briefing
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Until you finish a long rest, you gain the ability to visualize the moment a creature enters the space it leaves behind it for the first time on a turn or starts its turn there. This spell can affect up to one creature of your choice within 30 feet of you who’s being petrified or petrified by a spell or a spell of 3rd level or lower. The creature can take the Dash action and move up to 10 feet in any direction, but must make a Strength saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is pushed 10 feet away from you in a random direction (your choice) toward a creature of your choice within 5 feet of you. The creature must succeed on a Strength saving throw or lose control of its weapon, and it can use an action to shake the trigger except it must succeed on a Strength saving throw or be pushed 10 feet away from you. It can use an action to exhale a strong wind of Wind of Protection that blows into the target, ending the effect on itself on a successful save. Divination
Brief Insight
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Descripción
10 Days You gain the ability to see through illusions and hear what other creatures are saying, feeling, or feeling within 30 feet. Abjuration
Brief Sense
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You gain the ability to understand a vague telepathic message that can be understood only by an illusory duplicator. While disguised, the duplicator can read your mind, your current direction, and other information that you can understand, but only by casting spells and using magic that you know and that are physically connected to your physical body. The duplicator can only speak when spoken aloud. It can read your spoken words as if they were written on a book, but it can’t read your mind or read your words while you are disguised. The duplicator can communicate only with you and to the object of your gaze, but it can share your thoughts, emotions, and actions with it. While disguised, the duplicator can read your mind, your current direction, and other information that you can understand, but only by casting spells and using magic that is physically connected to your physical body. The duplicator can only speak when spoken aloud. It can read your spoken words as if they were written on a book, but it can’t read your thoughts, emotions, and actions with it. While disguised, the duplicator can read only to you and to the object of your gaze, but it can’t take actions that require your spoken word, such as casting a spell, casting a spell of 7th level or a 2nd level spell, or making a Charisma saving throw. The duplicator is friendly to you and to creatures you choose within 30 feet of you. You can communicate with the duplicate even while disguised, through a window on your physical body or out of reach, as long as you are within 30 feet of it. You might also communicate with it through the window if you are fighting a creature that attacks you. Illusion
Brief silence
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Silence for the duration. Nonmagical messages and symbols appear in the air and on the ground as you cast the spell. If you cast this spell on the same spot every day for a year, the spell has a 90-day effect on you. Transmutation
Brief Spell
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You make a spell of moderate or greater level within range. You cast that spell through a nonmagical medium, such as a book, if it is up to date and written in the language of the desired target. If the spell lacks the typical English component, it functions as if the spell had been cast through an AUXUAL medium. Divination
Brief Stunning
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch someone and give them utter stupefy silence for 3 hours. For the duration, the target has advantage on attack rolls against you and any creatures that can see or hear you. Necromancy
Brief Telepathic Tattoo
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a temporary, private magical tattoo of some sort on a creature you touch. Until your concentration ends, you can use your action to create the Tattoo of Death on the target. You can spend a bonus action to instantly dismiss the tattoo, as long as you have concentration on the spell. On the target, the Tattoo of Death radiates a beam of spectral energy that cuts through the flesh of the target before it can hit and leaves behind a faint chill. The spell closes all wounds and stings the target, but it afflicts any that aren’t friendly to you, even if they aren’t currently being held back in its blast radius. The spell ends if you dismiss it as an
Brief Thoughts
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
Your mind begins to work on illogical planks of thought that affect only a limited portion of the creature’s immediate environment, perhaps for hours at a time. For the duration, these plans are harmless to the creature, provided that they are accompanied by a visual or auditory component. When the creature moves into an illogical form, it can make a Wisdom saving throw with advantage, and must reveal its illogical form to the spell at the start of each of its turns. Any creature affected by the planks of thought must roll a d4 and add 2d8 the illogical planks to their mind while within 5 feet of it. If a creature would roll a 5 or a 6, it can roll two more d20s to determine the form of the illogical form the creature took on its last turn of movement. Regardless of how its illogical form might appear, the creature doesn’t take any actions that would trigger when it moves into the illogical form it created. Illusion
Brief Wondrous Element
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
This spell makes creatures, particularly ones from the Nine Hells, more attuned to your presence. Creatures from the Nine Hells are especially attuned to your presence; those of a higher level than the Hit Die pool can cast spells and read the
Brief Wondrous Place
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You conjure up a place beyond words. The place must be somewhere in an unoccupied space or within a safe distance of the place you are currently on. The place can be a temple, a temple complex, a hidden sanctum, a hidden sanctuary, a sanctuary gate, a hidden passage, a passage that leads to another location, an impassable door, or a gateway to another location. The location can be anywhere on the visible plane of existence, as long as the place is beyond the scope of your current plan. The place can be anywhere and can be any dimension you choose. A place where you can see no more than 10 feet beneath the visible plane can’t be more than 10 feet beyond the visible plane. Divination
Brilliant Growth
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You transform a creature of your choice that you can see within range into a dazzling array of magical, magical, and magical profane energy. The transformation, when complete, lasts for the duration. You can’t change the target’s size or any other effect of its equipment, but you can transform it into magical energy that lasts for the duration. A creature that doesn’t have the spell’s duration can’t be transformed. Transmutation
Brilliant Helplessness
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A shimmering force springs from your finger and twists around it in a fixed location. The spell has a range of 60 feet and can penetrate hard objects up to 20 feet in thickness. Conjuration
Brilliant orb
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a prismatic orb of force in a 5-foot cube centered on a point you choose within range. You can use your action to create a magical field in the space within range that lasts for the duration. The orb appears in any opaque place within 5 feet of you (no larger than an unoccupied space that isn’t occupied). A creature in the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is paralyzed for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation
Brine
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure up a small, dark, liquid substance that can be used to create a potion. The substance is made up of pure water, honey, and radiance. The substance must be water, a liquid that is equal to or less than the base energy of that liquid. When you cast the spell, choose one of the following effects. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You also make your spell’s damage pierces, which increases by 1d8 when you reach 7th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Brine
Casting Time: 1 action
Range: 120
Duration: Instantaneous
For the duration, a creature that you can see within range has grappled and fallen to the ground. Until the spell ends, the creature rolls 5d6 to regain 4d6 hit points. The spell has no effect on undead or constructs. When a creature reaches the higher number of hit points it has, or if it can’t reach the ground before the spell ends, it instead takes 4d6 cold damage. This damage is reduced by the number rolled when you cast this spell. Abjuration
Brine
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
Purified food, drink, and material possessions are infused with a calming calming spell when someone experiences a severe enough emotional stress to require immediate medical attention. If the trigger for the calming spell requires a direct or premisiational link with death, the mundane food, drink, and material possessions are replaced with magical halos that instantly restore full health when first consumed. The spell fails if the stressor triggers in a manner that would be harmful to the individual or group they serve (for example, a stressor triggers an emotional reaction in a creature), or if the stressor triggers in a different creature (for example, a curse triggers an evil reaper in an alignment that cherishes death as a symbol of loyalty to the deity), as each affected creature takes 1d4 + 1d6 damage of the chosen type. Divination
Brine
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
For the duration, a creature’s bones and flesh turn to stone and are incapable of fusing into stone. For the duration, any creature can’t use a bonus action to create a new disease, nor can it cast spells. When you attack a creature with a disease, you cause it to regain 1d4 hit points. If the creature’s hit point maximum is reduced below 0 hit points, it explodes, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you have advantage on a single saving throw or you create a new one. 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. Necromancy
Brine
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Brine, along with whatever fuel other than ale or water, is provided to animals and creatures for the duration. Whenever a creature that drinks bile or feigns a poisonous consumption drops to 0 hit points and makes a Constitution saving throw, the creature takes 1d6 poison damage (your choice when you cast this spell) or 3d6 poison damage (your choice when you use this spell). If a creature fails its saving throw and becomes incapacitated, it can use its reaction to consume bile (at the DM’s discretion) again as an action, ending the effect on itself on a success. The DM offers a short phrase, then calls a complete rest, in which the creature resumes drinking bile. The spell ends when none of its effects apply, if at all. An incapacitated creature takes 3d6 poison damage at the end of its next turn. Conjuration
Brine
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell cures a creature of exhaustion for 1 hour. If you cast this spell in a location with a high concentration of undead, you might have to resort to the following methods to find out whether the spell is still in effect there: • In your spellcasting session, while casting this spell, you might have to cast another spell to recover from exhaustion. • You might have to waste one use of your action to regain 1 hit point. • At the end of your next turn, you might have to use your action to dismiss the spell. Casting this spell again restores hit points equal to half the amount of hit points you have remaining, and thus might have to use your action to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration
Brine
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You bring a potion of restore abilities to a creature that you can see within range. For the duration, a creature has d 10 vitality, and it has advantage on all Wisdom (Perception) checks it can make to regain vitality. The spell disables one or more of the creatures in a row from harming you, stops one harmful effect from harming a creature that is within 60 feet of you, or causes one of the creatures to become blinded. Conjuration
Brine
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You take a pounding metal rod and place it within range. Choose a metal rod that you can see within range. Each creature in a 5—footradius, four-inch thick cylinder centered on the rod, must succeed on a Strength saving throw or be lifted by the rod for half damage. If you cast this spell using a spell slot of 4th level or higher, you can throw the rod higher than that slot can open or close any door or container that you create. The rod explodes when it hits anything it enters or that enters its space. Each creature brought to the spell’s range must make a Strength saving throw. On a failed save, a creature takes 12d8 fire damage and is engulfed in flames until the spell ends. Fire damages objects in the cylinder and ignites flammable objects that it impacts into the cylinder. When a creature enters the cylinder for the first time on a turn or starts its turn there, it burns the cylinder (20 percent of the cylinder’s full capacity) and causes flammable objects in its path to ignite in flames. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 30d8+38 damage. For each of the fire damages above, the damage type increases by 1 for each slot level above 5th. Evocation
Brine
Casting Time: 1 action
Range: 90
Duration: 24 Hours
This spell causes a specific smell to ring out, affecting creatures of your choice within range and causing an especially strong odor to accompany your breathing. Starting at 1 hour, creatures in flames become more likely to fall ill and become deformed. This spell only works on plants and liquids, not undead and plants. When you cast this spell, choose a certain plant to trigger this curse: a vine, bell pepper, château jamaise, or a large acacia tree. When you cast the spell on a plant, its odor rings out in a unique manner, sounding different for each batch of smoke. The spell creates either an intense burning smell or a soft soft whisper. The sound of the odor can be particularly strong, and it can’t be suppressed. Transmutation
Brine
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You attempt to imbue a willing creature or object with some kind of magical power. You touch the target and give it a +2 bonus to AC and AC-out. The target takes the normal damage of the spell. If you cast this spell again, the spell ends early. Necromancy
Brine
Casting Time: 1 action
Range: Touch
Duration: 1/day
Up to six willing creatures of your choice that you can see within range touch one another for the duration or until you use your action to release the illusion. You or one of your companions can talk to one another to determine if the creature can be bound to a specific object or the spell. If you do so, the creature speaks the truth about its condition as it attempts to reach for the nearest nonmagical lock on its creature’s imprisonment. If the creature w asrestes and discerns the truth about the creature’s condition before using its action to speak the truth, it makes a truthful attempt at awakening from its trance to find that truth. Abjuration
Brine
Casting Time: 1 action
Range: Touch
Duration: 4 Hours
You touch a creature and stimulate its thirst for flesh and blood. For the duration, the creature produces a potion of beneficial vitality and calls the creature to one of the following effects when it hits 5 or fewer hit points: • One willing creature of your choice that you can see within range (such as a creature that can be charmed) sheds 1d6 radiant or necrotic damage, and the creature dies. • You cause the target to shed 1d6 radiant or necrotic damage, and it sheds 1d6 acid, cold, fire, lightning, or thunder damage as normal. • You calm the creature (120 feet) and cleanse the mind of any afflictions it might have (30 feet). If the creature has half the Hit Dice of a human or of the ability to cast those spells, this spell automatically reduces it to dudgeon size and causes it to bleed out, leaving it defenseless against its attackers. Transmutation
Brine
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
This spell is a new form of magic. You cast it as a ritual, then dismiss it. You take 10d6 psychic damage from the spell. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Brine
Casting Time: 1 action
Range: Touch
Duration: until dispelled
You touch a willing beast, plant, or other natural substance that isn’t covered by armor or that isn’t on an illusory garment. You or someone you choose can make a healing spell with a range of touch. For the spell’s duration, the target has resistance to one damage type, an ability check for it, and gains half the number of hit points it gains until the spell ends. While affected by the spell, the target can’t take reactions, and its hit point maximum is reduced until it reaches 0 hit points. 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
Bruiser
Casting Time: 1 action
Range: 10
Duration: 1 Round
This spell creates a shimmering orb of poisonous energy within range that lasts for the duration or until you use your action to dismiss it. You can use a bonus action to cause the shimmering orb to move up to 30 feet in a direction you choose, ending the effect of the spell on it. When you cast this spell, you can have up to three creatures of your choice within 30 feet of it and have them turn over any remains of an illusory object that was a creature within the spell’s area. The creatures need not appear in the spell’s area to cast the spell. The dust covering the object turns the orb opaque. It lasts for the duration or until an effect calls for it to become opaque again, such as the creature uses dim light to illuminate the area behind a pillar. At any time during its duration, one creature or object created by the spell can’t pass through the orb, and it sheds bright light in a 30-foot radius around it. Through the orb, a creature can see through it (no physical interaction required), and it can’t see through the opaque door. Evocation
Bruiser
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You whisper to a creature of your choice within range that you can hear within range. If the creature hears you, it obeys your voice except that it must make a Wisdom saving throw. On a successful save, the creature obeys your voice and becomes friendly to you for the duration. Evocation
Bruiser
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your weapon falls to the ground when it strikes a creature or a chunk of rock within range. Make a ranged spell attack for the weapon against each creature within 5 feet of it. On a hit, the target takes 1d10 fire damage. You can switch to a different weapon during the spell’s duration. Your weapon attacks deal an extra 1d10 fire damage when you reach your lowest hit point. Your fire damage increases by 1d10 when you reach your highest hit point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d10 for each slot level above 1st. Evocation
Bruiser's Knife
Casting Time: 1 action
Range: 30
Duration: 24 Hours
Your hammer falls into a creature’s chest as it crushes the flesh of a creature within melee range. For the duration, a creature has resistance to one damage type of your choice: acid, cold, 40 ft., 27 bludgeoning, or 47 urdgeoning. The creature takes 20d8 cold damage on a failed save, or half as much damage on a successful one. The weapon doesn’t deal slashing damage, and any spell that would deal slashing damage, would instead deal slashing damage to the target. Evocation
Bruiser spell
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
The next time a creature with a Strength score of 6 or lower reaches the 5th level or higher on a turn or ends its turn there, a creature with that score scores a success. The target gains no temporary hit points. For the duration, the target has advantage on attack rolls against creatures under your control, and when the target makes an attack roll against a creature under your control, it can roll a d4 and add the number rolled to the attack roll itself. Conjuration
Bruiser's Steed
Casting Time: 1 action
Range: Touch
Duration: Unlock
Concentration, up to 1 minute You summon beastly strength, deliver it to one humanoid within 30 feet of it, and then stave off hellish conditions until the beast appears in an unoccupied space within range. The beast takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
Bruising
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell shines with a brilliant blue light that hurls creatures, magical objects, and spirits of war in a 40-foot-radius sphere centered on a point you choose within range. A creature must make a Wisdom saving throw if it's already engulfed in smoke or if it spends its action as a bonus action on its turn in the sphere attempting to escape. On a failed save, the creature takes 6d6 fire damage and 3d6 acid damage. On a successful save, the creature takes half as much damage and isn’t engulfed in smoke. All smoke and acid damage the creature causes drops to 0 HP. Evocation
Bruising
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature. If it is not wearing armor or carrying a spell or other magical item, the spell doesn’t. Abjuration
Brute Shot
Casting Time: 1 action
Range: Unlimited
Duration: A flash of brilliant light flashes out from a poin
t of your choice within range. The target is struck by a strong beam of light, causing it to appear in any orientation it chooses. The target takes an extra 10d10 psychic damage when you position the target, which takes 1d10 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. Illusion
Brute Smite
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You attempt to crush a creature a strong demonological fitnah within range. The target must succeed on a Strength saving throw or be pushed to one side of the creature and struck by a powerful warhorse. If the creature falls to one side, the creature strikes the demon and then explodes, leaving behind no physical body but only the weapon. The creature must make a Strength (Athletics) check contested with a success. If it fails the check, the creature is incapacitated and must either move onto a side of the blast or fall off the creature’s suspended animation to the side of the blast. Subtract each creature’s initial Strength saving throw from the attack, which pool points toward the side of the fortress. from the attack, which pool points toward the side of the fortress. 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
Brute Swarm
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A spinning circle of poisonous energy springs from your hands in a 15-foot-radius sphere. It spreads around corners. It ends early if you are in the circle and has the shortest distance to travel. If the creature is within 30 feet of you, it makes a w armful of poisonous darts toward you. If it is within 30 feet of you, it makes a loud boom at your direction, raising its speed to 30 feet. The
Bubble
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates a sonic boom that damages and possibly cuts through a creature’s space within 30 feet of it. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. The thunderous sound extends into the space where a target is standing, dealing thunder damage to any creature within 5 feet of the spot where you used your action to strike. Conjuration
Bubble of Life
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You imbue a living creature with life, such as a plant or a plant-covered creature. The creature must be of at least Medium size and must not be larger than Medium. The creature must also be able to see beyond its current plane of existence. The spell ends if the creature is no longer within line of sight of you or if you dismiss it as an action. Conjuration
Bubble of Strength
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You make a melee spell attack against one creature of your choice that you can see within range. On a hit, the target takes 2d6 piercing damage and is restrained. Conjuration
Bubble
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A sphere of bubble-like energy appears in space and appears in the center of a cube. The sphere spreads out to an area where the sphere is centered. The sphere is made up of 10 pieces of stone, each piece of stone weighing 1 lb. and containing a radius of 30 feet. The sphere is made of 30,000 cubic feet of stone, with the same radius as the sphere. The sphere can be as large as you’re tall, up to 5 feet wide, and up to 5 feet tall. The sphere is centered and appears to be at least as large as you. You can use your action to make the sphere appear to be a sphere, but it must be on a solid surface. You can also make a sphere of similar shape as a sphere created by a spell or by a spell slot of 4th level or higher. The sphere can be up to 10 feet in diameter and up to 30 feet tall. You can make the sphere up to 20 feet long and up to 30 feet thick. The sphere can be as large as you’ve tall, up to 5 feet tall, and up to 5 feet thick. The sphere can be as small as you have long arms, up to 5 feet tall; as large as you have short arms, up to 5 feet tall; or as small as you have short arms, up to 5 feet tall. The sphere can be as large as you have long arms, up
Burden of Intelligence
Casting Time: 1 action
Range: 60
Duration: 10 Days
You attempt to cast a spell of insight that doesn’t rely on instinct or magic but instead allows a creature you can see to reason for the actions it takes. For the duration, the creature can make a Wisdom saving throw, returning to its current plane of existence. On a success, the creature returns to its current plane of existence, though it must still have reached the end of its journey. For the duration, the creature is limited in knowledge and ability to reason, though it can deduce which way lies on the other side. A creature that succeeds on its saving throw makes another Wisdom saving throw at the end of its next turn. If it successfully saves against this spell, this spell ends. Necromancy
Burden of Stone
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create three piles of stone on the ground within range. Each pile is a cube whose area is 50 feet on each side. You can pile up to four hundred pounds of stone at a time on the ground. Any item you choose that is not an ing item created the pile and can’t fit inside the pile. While these piles are on the ground, creatures of your choice that can’t be drawn into the ground can’t spend up to half their movement while they are within the pile’s area. These creatures are immune to being pulled into the area, and they can’t use attacks or move through the area to do so. At Higher Levels. When you cast this spell using a spell slot of 8th level spell, the amount of piles affected increases by two times the amount of time that the spell lasts. Transmutation
Burden of Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
As you cast this spell, you create a layer of stone-strewn muck that extends up to 300 feet and thickens a 10-foot cube on either side of the casting surface. The stone remains for the spell’s duration, and magic can protect it against material failure. When a creature moves into the muck and touches it, that creature must make a Strength saving throw, taking 2d10 force damage on a failed save, or half
Burning Stone
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A rock, stone, or a similar solid object that weighs 1,000 pounds or less and can hold up to two pounds (4.6 kilograms) of material remains. The rock or stone remains for the spell’s duration. A rock or stone remains permanently in place for the duration of this spell. If your space is 1,000 feet shorter than the spell’s area, you can place any stone or stone object that isn’t there permanently in place, such as a lantern or a prismatic prism, at a point of your choice within range. The spell remains within that space for the duration, even if you can’t teleport. The spell is permanent and you can use an action to teleport to any point on the spell’s area after the spell ends
Bury Me
Casting Time: 1 action
Range: Instantaneous
Duration: A creature you touch appears in a location that yo
u can see within range. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage. The target must then dismiss the spell with a successful save. This spell has no effect on undead or constructs, nor on creatures that aren't under your control. Transmutation
Bust of Arrows
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You conjure up a ball of brilliant, deadly arrows, imbued with the power of nature. Choose one creature or object within range. It flings its blackened arrows in a direction you choose for the spell’s duration. If you cast the spell against a creature, that creature must make a Dexterity saving throw. On a failed save, the target fails the spell
Bust of Light
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A beam of light streaks through a 60-foot-radius sphere of bright light. The light is dimmer than light, and the creature must make a Strength saving throw. On a failed save, the creature takes 2d12 fire damage. On a successful save, the spell ends. The spell ends if a target of the target's choice remains within 60 feet of the portal. The target must make a Strength saving throw. It takes 4d10 fire damage on a failed save. The spell ends if the target is blinded or deafened. For the duration of the spell, the creature can use its action to make one attack. On a successful save, the creature takes half as much damage from the spell. Conjuration
Bust of Sickness
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You crush the flesh of a creature you can see within range, causing it to grow sickened or diseased. If you do so, each creature that ends its turn within 10 feet of where you cast this spell must make a Constitution saving throw. On a failed save, the creature becomes stunned, deafened, or takes 2d6 necrotic damage, and until its stunned condition ends, it can’t use all of its movement. It also doesn’t take reactions and can’t make more than one attack roll as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a total of twenty-five bolts of lightning erupt from your tumbler, which is 10 feet in diameter and 5 feet out on one side. Each bolt has AC 20 and 30 hit points. When a bolt lands, it strikes one creature on the ground that you can see within 5 feet of you, causing it to become blinded until the spell ends. Each creature that ends its turn within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 6d8 lightning damage. When a creature returns to its home plane from the stunned condition, a second bolt of lightning strikes at that creature. The lightning bolts deal 6d8 lightning damage to the creature, and the second bolt deals 6d8 lightning damage to the creature. Both lightning bolts and the second bolt deal 3 radiant damage. After falling to the ground, a third bolt of lightning strikes at one creature whose speed is halved or lengthened until it reaches its maximum speed. The creature must make the saving throw when it strikes the bolt with its weapon. If it does so, the creature takes 6d8 lightning damage, and the spell ends. The fourth bolt of lightning strikes at two creatures whose speed is halved or lengthened until it reaches its maximum speed. The creature must make the saving throw when it strikes the second bolt with its weapon. If it does so, the creature takes 6d8 lightning damage, and the spell ends. The fifth bolt of lightning strikes at three creatures whose speed is halved or lengthened until it reaches its maximum speed. The creature must make the saving throw when it strikes the third bolt with its weapon. If it does so, the creature takes 6d8 lightning damage, and the spell ends. The sixth bolt of lightning strikes in the same location again, dealing 6d8 lightning damage to one creature within 5 feet of it. The creature must succeed on a Dexterity saving throw or be blinded until the end of your next turn. The spell ends for a target that leaves its home plane or has its tether snapped. Evocation
Cairne Bloodhoof
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
This spell conjures blood from your hands. Until the spell ends, you can use your action to take a single weapon attack against one creature that you can see within range, and it must make a Strength saving throw. On a hit, the creature takes 2d10 necrotic damage. On a failed save, the target takes 2d10 fire damage. On a successful save, the target takes half as much damage. 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
Cairne Blood
Casting Time: 1 action
Range: Necromantic
Duration: Instantaneous
This spellores blood to form a new, warmer persona for a creature you can see within range. Choose a creature within range. Until the spell ends, the target has resistance to pain effects, resistance to poison damage, resistance to cold damage, resistance to fire damage, resistance to cold damage, or resistance to its own damage type. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Cairn of Cold
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a spectral, intangible form that must be within range to be affected by spells of 5th level or higher. The form can be any creature, including a being that is undead. The form can be either undead or an undead servant. The form can also be a humanoid, an animal, a plant or a plant component. It retains all the characteristics of the creature it is created from, including the personality and alignment of the creature, but it doesn’t learn the true nature of any special abilities it has. While the form can’t be undead or an undead servant, it can be an undead servant and receive the benefits of any other effects it has on the creature. The form can also be either an undead or an undead servant. The form can be hostile, friendly, or neutral. You can designate creatures that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases by 10 feet for each slot level above 6th. Transmutation
Cairn of Flame
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You create a flame in the air at a point you can see within range. The flame can be turned into any kind of fuel, including stone, fire, or fire elementals. The flame can be a torch, a torch of cold water, a roaring dragon's roar, or a roaring sea dragon's roar. The flame can reach up to 60 feet. The flame has a range of 100 feet. The flame must be extinguished within 10 minutes of extinguishing it. You can extinguish the flame by using a ranged spell of your choice. Necromancy
Cairn of Healing
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A small healing potion imbued with healing energy imbued with an unending stream of healing appears from the ground in a 30-foot-radius sphere centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. A target takes half as much damage on a failed save, or half as much damage on a successful one. A creature that takes damage from this spell must make a Constitution saving throw. On a failed save, a target takes half as much damage as on a successful one, and it takes half as much damage on a failed save. A creature that takes damage from this spell is blinded and deafened. If the spell’s damage is equal to or less to the total damage of the spell, it ends. Transm
Cairn of Pain
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You attempt to push through a creature you can see within range. A target must make a Dexterity saving throw. On a failed save, the target is restrained in place. On a successful save, the restrained target is no longer restrained in place. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the restrained target can’t be targeted by a ranged spell, ranged weapon, or ranged weapon spell of 5th level or higher. Evocation
Cairn Prophecy
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You whisper a divine word to the heavens, manifesting a divine name or manifesting an image. The messenger appears in all likelihood: tall grass, a precipitous rock, a low-lying fountain, or anywhere near them. The spell fails if you can’t be certain of the named messenger. Until the spell ends, you can specify a single voice or idea that speaks to you directly. The communication is limited to a limited range, and you must speak or write in any other language. A summoned messenger is invisible to all creatures except hostile creatures. If you cast this spell without first preparing it, the spell fails. Divination
Caldariel's Sphere
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A sphere of swirling forceps appears in the center of the room. The sphere is no larger than a Medium or Large stone. The sphere can be up to 40 feet in diameter and 10 feet high. The sphere appears in either a 1,000-foot-radius, 20-foot-high cylinder centered on a point you can see within range. The sphere can take up to 100 feet to travel through it. Any creature in the sphere when it starts its turn in the sphere must make a Strength saving throw. On a failed save, the creature takes 4d6 fire damage and is pushed 10 feet away from the point it was hurled at. If you cast this spell multiple times, you can target one additional time for each spell slot open. Conjuration
Caldari Vine
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You touch a vine and imbue it with a potent vine-like quality. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The vine can be a vine or a root vegetable. It sheds poison in a 20-foot radius and harmless in a 20-foot radius if it is already poisoned. The vine sheds in an unoccupied space within 30 feet of it that can’t grow beyond 30 feet of it. Evocation
Calligraphy class
Casting Time: 1 action
Range: 10
Duration: Concentration;8 hours
Duration: 3 hours
Calligraven Wisdom
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You speak an incantation based on the words of a sage. As you speak, you gain a telepathic link with one creature you choose within range. The spell ends if you cast it again. Divination
callocite
Casting Time: 1 action
Range: Touch
Duration: 1 HourInstantaneous
You conjure a spirit or a demigod, and you touch them to gain an illusion of their true nature. Until the spell ends, when all the creatures in a 5-foot radius emanate an illusion that is identical in appearance to an illusion, the creature is charmed and frightened. As an action, you can move the image up to 60 feet as an illusion, through an opening that you choose within range. Choose a space within range. Until then, it can only move by pulling on the image. A successful dispel magic spell ends the spell and removes the image from the target’s soul. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can touch and speak the image twice, ending the spell early. Illusion
Callocite
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch an unwilling creature and it is magically free from all magical effects for the duration, at the start of each of its turns until you cast the spell and until you finish casting. Once a year, when the spell is in its original location, you and up to three other creatures you designate when you cast this spell and up to ten other creatures when you cast it, for as long as you remain on the plane of existence. On each of your turns, if a creature you choose attacks a creature that starts its turn within 5 feet of you or that starts its turn within 5 feet of you, the target regains hit points equal to twice the spell’s full Hit Dice. Necromancy
Call of Nature
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and cause it to make several identical movements within range. One movement a creature must make to make its movements. The movements last for 1 minute. You can use this casting time to make a single move. The change lasts until you move away from the spell and choose another spell of 3rd level or higher. After you cast this spell, your changes last for 8 hours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a total of 7 additional languages and 12 additional spell components are added to your total for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate and maintain three additional languages for the duration. Illusion
Call out
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
You call out a spirit that appears within range. Choose one of the following options for what appears: • One Medium or smaller creature with m.Lich, • Two Beasts or a type of beast • Four Dragons or a type of dragon • Eight Feathered Paws or larger creatures with a challenge rating equal to or less than your level • Eight Large or larger creatures with a challenge rating equal to or less than your level • Eight Wider Animals or a type of beast • Four Wargs or a type of beast • Four Apples or larger creatures with a challenge rating equal to or less than your level • Eight Small Creatures or more • Eight Volley guns or other throwing weapons • Two Volley bombs or ammunition • Four Whirlpools or small water • Eight Hailstones or water A flying creature attacks the target. The flying creature has disadvantage on attack rolls, and it must make several Constitution saving throws of its choice before it can move. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the flying creature has advantage on the save throw against the target. Evocation
Call shapechangers
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You whisper in the nightmares of a creature of your choice which you can hear within range. The target must succeed on a Wisdom saving throw or become a spectral demon for the duration. Creatures that can hear you are unaffected by the spell and have a 15-foot cone of movement to navigate difficult terrain. The DM has game statistics for the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1dlO for each slot level above 1st. Conjuration
Call to Action
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 round
Choose two creatures of your choice that you can see within range. You can use a bonus action to expend a number of energy that you can use to teleport one of the remaining creatures to another creature that isn't within 30 feet of it. The target remains within that creature for the duration, provided you keep that creature under 1 Hit Points or fewer. If a creature has 50 hit points or more on its next turn, it has advantage on the attack roll. Otherwise, the target takes 12d8 acid damage on a failed save, or half as much damage on a successful one. You know the target's name, but the target doesn’t need to know. Until the end of your next turn, the target has disadvantage on ability checks to determine if it has any special abilities or special abilities that aren’t on the target’s class or class abilities. You know how many abilities the target has; if more than one ability triggers at once, the target takes 8d8 necrotic damage of the spell’s own that isn’t being used. If the target isn’t using any of its special abilities or is missing an ability that triggers after you cast the ability, the spell triggers a noncognitive effect that uses a bonus action in its slot to create a new one. Otherwise, the spell creates an illusion if you choose. The DM can instruct the target in such a way as to make the illusion appear as it is, even when it isn’t there. This illusion has two colors, one of which you choose before the creation that can be manipulated. If the target is a creature, a creature that can make its own speech and speaks, and if the illusion isn’t created as a result of other people’s actions,
Call to Arms
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A group of creatures of your choice that don't fit in a certain group of four or more other types of creatures of your choice that you can see that you can see are summoned to act as a team. If you cast this spell multiple times, you can take multiple actions from the first three of them. You can also teleport to one creature of the first type, such as a pet, a scroll, or a magical spell. You can also order the entire team at once by name. Choose a target that you can see or that isn't on the plane of your choice. A creature must know a creature of your choice and a specific type. A friendly creature must also know that you. A magical creature must know the type, and this spell can't be targeted with any such knowledge. Evocation
Call to Arms
Casting Time: 1 action
Range: 120
Duration: Transmutation, up to 15 minutes
A group of creature-sized figures of your choice that aren. They appear on a wall or door that you can see or be made of metal. They can be up to three times as tall as you and have a reach of 20 feet. They can also speak certain language. You can use your action to take the spell for granted. You can also attempt to persuade the creature to keep the spell of its choosing, but that option has no effect on it. If the creature replies "yes," the spell ends. The creature must roll a 1 on the attack roll or else it becomes charmed by you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 2d8 + your spellcasting ability modifier. Evocation
Call to Arms
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Casts a spell that you can see within range. The target appears in a random order that is, 1) at least 1 hour or less in duration; and 2) at least 10 minutes. This spell has a duration of (10 hours, 5 minutes), and lasts for the duration. It doesn, however, have effects that let you use certain spells. For example, you can cast this spell only once or twice during a day, until the end of a long rest. The spell's target must either be somewhere where such a place might be or it was a hidden treasure hidden somewhere other than its normal home. Illusion
Call to Prayer
Casting Time: 1 action
Range: 120
Duration: Until dispelled
You conjure up a large number of spirits that come from dead creatures. Choose one creature of the first kind that you can see within range that you can see. The spell targets the target, regardless of whether the target is undead or not. Any creature that starts its turn before the end of its turn must succeed on a Wisdom saving throw or take half as much cold damage. When a target uses this spell on a creature the DM has spoken with, that creature takes half as much damage and is blinded for 1 hour. The spell also functions as if the spell had been cast there. Transmutation
Call Water
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You issue forth a wave of magic in a 60-foot cone. Each creature in that area must make a Dexterity saving throw. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. 1. You call forth the water that ripples out in a 60-foot cone. The water is muddy and has a diameter of 60 feet. It is warm and dry, and it is fluvial. The water is inert and odorless. The target must make a Constitution saving throw. It fills a 10-foot cube on a successful save, or the water recedes and floats away. 2. You communicate with the target by calling your voice. The target has audible hallucinations, your words conjure up images of the creature, and your movement as a group. The target can make an Wisdom saving throw to disbelieve the effect of the bane spell. On a failed save, the target is affected instead. 3
Calm Emotions2 Mile
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You conjure a celestial, an elemental, a fey, a fi
end, a fiend, or a faint spectral creature from the time you cast it and give it a telepathic answer. You must see and hear through the creature’s eyes and ears that you do so call or hear the truth, as the creature seems to be blind and deaf to your verbal commands. See the creature’s Manual for further information. The spell then ends in motion if you let go of the door or if you let go of the creature without leaving its space. Evocation
Calm Emotions: Causeake
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of creatures. Each creature targeted for your concentration must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. If your concentration ends before this spell ends, any effect that first applied to it (such as implode pit or demiplane) functions immediately. Evocation
Calm Hands
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create tiny hands in your space for the purpose of communicating with creatures outside your reach. Creatures are invisible to you and can’t see or hear you or perceive you. You and the creatures you create can have one of the following capabilities; you can make them carry or carry you, or set them when they are no longer traveling along path and after taking damage, carry or carry you. You can’t have more than one hand in a space and can’t make more than one melee attack against a target within 30 feet of you. Transmutation
Calming TouchCalm Through Material Contact
Casting Time: 1 action
Range: Self
Duration: 10 Days
This spell temporarily disposes a creature of any injuries it causes, allowing it to move away from you in a straight line. If the creature would be under the spell’s effect, it can attempt to move as far as its body weight allows, provided that its Dexterity is at least 10. This movement doesn’t involve the creature’s mind, and the creature can’t be targeted by spells or other magical effects. Illusion
Calm Wounds
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a whirlwind that strikes up to ten creatures of your choice that you can see within range. You can target one creature that has a hit point maximum and a hit point limit equal to your spellcasting ability modifier. Each target must make a Constitution saving throw. On a successful save, the target takes 5d6 bludgeoning damage and is knocked prone. On a failed save, the target takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Evocation
Calm Wounds
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
As an action, you touch a creature that has been hit by a melee weapon attack. A target takes a bleed from the attack and is revived with 1 hit point. This spell’s healing increases by 1 hit point when you reach 5th level (2 hits), 11th level (3 hits), and 17th level (4 hits). As long as the target is wearing armor that allows it to be charmed, the attack has no effect. The creature is incapacitated and prone if it can't get up. When the spell ends, the creature can use its reaction to make another melee attack against the designated attacker using a weapon with a known range. If the attack hits, the target is transported to another location where it can regain hit points equal to half the amount of lost movement. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy
Caltar of Faith
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose an unoccupied 5—foot-square unoccupied space that you can see within range. A celestial, an elemental, a fey, or a fiend that you can see within range must make a Charisma saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature is blinded for 1 hour. If the creature’s Wisdom is less than or equal to or greater than the saving throw, it can use an action to dismiss the spell. The creature can choose to fail the save, and its concentration is broken for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, as if using a 1st-level spell slot, for each slot level above 2nd. Enchantment
Caltia Aura
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This spell creates a magical abode for a mysterious, green, floating beast originating from the Gobi Desert of Sumer. While in the abode, the creature is physically present in a specific spot on the ground within range, regardless of the ground’s distance to the celestial plane. The creature can enter the abode through the ground, but it must also be within 100 feet of the surface of the ground where you cast this spell. The creature can enter the abode even if it is underwater (so long as it is in the middle of a movement that requires a movement today or a casting today spell, or another spell spell that costs 5 minutes to cast). On each of your turns as a bonus action on your turn, you can move the creature up to 30 feet on one jump roll, and move it along a sticky ground that you can see within 30 feet of you. When you move the creature, you can direct it to each of the following attacks with one finger, or using its claw to ram its way up a chain of eight jagged jagged steps. The creature can take the Dash action and continue moving forward, avoiding all but one creature within 5 feet of it and succeeding on Strength checks with another ability check. The creature can take the Dash action again and again, but it can’t move. The creature can move across uneven terrain, up or down stairs, turrets, and other difficult or impossible surfaces, but the creature can’t move over any mineral, rock, or by thin air. In addition, if the creature moves across an obstacle, it is restrained, and it can use its movement to try to jump out. To break through the barrier, the creature must spend 3 feet of movement remaining on a side, and it moves so it can make a Strength check against your spell save DC. If it successfully breaks through, the creature uses its movement to walk back up or down the embankment and pass in the nearest safe demiplane. Conjuration
Caltroaks
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
One humanoid or object of your choice that you can see within range and within the spell’s range is magically entrapped and magically blinded. The target must make a Wisdom saving throw. On a failed save, the target takes 2d12 acid, 10d12 cold, and 12d12 radiant damage. On a successful save, the spell ends. The spell ends if you cast it again or if the target ever reverts to its original form. The blinded target can’t be affected by this spell again until it has consumed half as much as normal. Abjuration
Caltron of the Dead
Casting Time: 1 action
Range: 120
Duration: Con
Caltro of Death
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You invoke the power of the dark in an area you can see and that is within range. Choose one of the following forms of death: • Undead or oozes that aren’t under the effects of a disease • Creatures that aren’t under the effects of a polymorph spell such as darkvision or telepathy otherwise than as a group member or member charmed by it • Familiar creatures of the chosen form, such as a witch or a wizard • A type of creature’s nature, such as bandit or elven, that is beyond its ability or that isn’t particularly special At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of possible forms of death you can manifest increases by two for each slot level above 3rd Divination
Caltrops of Death
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Until the start of your next turn, a glowing sarcophagus appears on the ground of an unoccupied space you can see within range and floats above it in an extradimensional pattern you choose. You create a vortex on the ground within range, extending from the base of the vortex to encompass a portion of the w eaving area within 30 feet. If you are moving horizontally, you can use your movement to move up or down
Cangle of Cold
Casting Time: 1 action
Range: 120
Duration: Instantaneous
The touch of freezing cold rages in the coldest stronghold of Mournhold. Choose creatures within range, or one of the following damage
Cannibalism
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You attempt to consume a creature within range and drain its food and clothing before it can fully fill its last vat of food, either raw or prepared from scratch. The target takes 1d6 necrotic damage when it causes any damage that would result from magic or weapon damage, and it has disadvantage on attack rolls against creatures other than you. While this spell is active, a creature that would be affected by a spell of 2nd level or lower can only use one saving throw at a time to regain expended health and maintain half damage against any remaining damage. The spell fails if you have cast it before, if you have no health or ammunition, or if you are trying to eat the creature. You can use this spell again only if you are still alive and have already consumed your last meal. Alternatively, you can end this spell early by raising your blood alcohol content to 3.0 from 0. The spell can’t use up to three levels of alcohol, and its level is determined by how the creature behaves within those times. If
Cannonball
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You launch a wave of cannonball lightning from a weapon that you can see within range. In a line 10 feet long and 5 feet wide, the lightning leaps from one point you choose within range to another. The point you choose fires a single round of lightning ammunition, with a 10 percent chance per round that ammunition explodes. A point you choose causes ammunition to explode in a flash of lightning within 5 feet of it. Each creature in the area takes 3d8 lightning damage when it hits with a weapon attack. Evocation
Cannonball
Casting Time: 1 action
Range: 300
Duration: Up to 4 magical blasts of power hit you. Each crea
ture in the area must make a Dexterity saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and an extra 1d6 bludgeoning damage on a subsequent roll. A beam of light at the end of your party's path and a beam of air at the end of your party's path must be within 10 feet of you and no more than 100 feet long. On a failed save, you take 3d8 bludgeoning damage and half as much damage on a successful one. You can use your action in the air on a 5-foot cube that ends its turn in a random spot. You can use your action to move its center of mass as far as it is in a square that you or you designate, but there must be at least 10 feet of space between you and it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blast lasts for the duration. Evocation
Cannonball
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You throw a hand cannon of ammunition into a space you can see within range. The ammunition moves at a speed of 10 feet per round. The cannon can be used to throw a Large or smaller weapon up to 5 feet in any direction. The cannonball also lasts for the duration, and the weapon deals an extra 1d8 bludgeoning damage on a hit. The weapon takes half as much damage on a successful hit. Otherwise, the weapon deals an extra 1d8 bludgeoning damage on a failed hit. Transmutation
Cantasmal Force
Casting Time: 1 action
Range: 1 Hour
Duration: You summon an illusion of your choice that takes r
oot in mind, and that lasts for the duration. You summon a creature of challenge rating 3 or lower, and cause it to make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration. The spell’s damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The creature takes 2d10 psychic 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. At Higher Levels. When you cast this spell using an action to dismiss it, you choose one of the following options: 1. The creature disappears from the spell’s original owner’s home. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). 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. At Higher Levels. When you cast this spell using an action to dismiss it, you can cause any of the damage types above to increase by 1d10 for each slot level above 1st. 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. 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
Cantrip
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You form a new dimension and travel there, where you gain the following benefits: • You can teleport any distance (no more than 10 miles or 100 feet) between yourself and a new dimension. • You can teleport up to 100 miles (up to mile-level) from one new dimension to another. • You can teleport up to 20 miles (up to mile-level) from one new dimension to another. If you teleport more than 20 miles (up to mile-level), the destination dimension is also affected. • You can create a new dimension by using the spell’s ability to teleport up to 30 miles (up to mile-level). The new dimension can be any dimension that you know and can have no more than one dimension (or fewer). The new dimension can also contain objects that change the physical appearance of the new dimension. For example, a new dimension that isn’t a dimension can be created by using the
Cantrip
Casting Time: 1 action
Range: 60
Duration: Instantaneous
As part of the action used to cast this spell, you can ask a creature to accompany you in an activity of prayer. You must speak the prayer at the start of each of its turns as long as it is no more than 5 lines long and includes a request to the creature that the activity be undertaken. It must make a single prayer questionable in writing. If the creature says yes, it is carried to the activity. You decide the duration and content of the activity, which must be at least one day. If you are asked to accompany the creature for a specific activity, the creature takes the lead in deciding whether to accompany you or to accompany a creature you designate. The creature that carries you chooses which activity to undertake.
Cantrip
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You send a beam of light that is 20 feet long and 10 feet wide to a point within range.
Cantripper
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch an unwilling creature and put it into the Cantripper's service. Choose up to ten weapons you can see within range. Each of the weapons strikes a creature with advantage. During the spell’s duration, the weapon damages both the target and the target’s equipment, and on each strike, the creature takes 2d6 force damage. If the creature is already proficient with its equipment, it can use a bonus action to end the spell. On each of your turns after the spell ends, you can use your action on each of your turns to speak the Weapon Spell. When you do so, you can direct the weapon at one creature you can see within 30 feet of it (your choice when speaking the Cantrip). You can target one additional creature for each target’s equipment, along with whatever it can carry. While the Spell and Weapon Spell components are linked, the weapon strikes for the first time on each target, and the creature then takes 2d6 force damage when it uses its action on each hit, and the creature then takes 2d6 force damage when it uses its action on each hit. 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
Cantrips
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a particular kind of creature, one whose intelligence and cunning are above that of its typical humanoid form. The creature is slender and wiry, and it is proficient with all weapon attacks. While it has a melee attack bonus and a attack modifier of your choice, it has disadvantage on attack rolls against creatures of an Intelligence or Wisdom score of 2 or lower. It also has disadvantage on attack rolls against creatures of your choice that aren’t Medium or smaller. For the duration, these creatures have disadvantage on attack rolls against you and can use reaction to deal 1d4 bludgeoning damage to either of its tails or leave it incapacitated. Evocation
Cantrips
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose a magical phenomenon that you can see within range and that fits within a 5-foot cube. You can animate something within 5 feet of you, that is, a creature within 5 feet of you. Anything within 5 feet of you is considered animate dead, and those who have the lowest Intelligence (Investigation) and Charisma scores are affected by Daylight, dim light, aeos, or aegos. The creature must make a Wisdom saving throw. On a failed save, the creature can’t cast spells for days, while it remains conscious. Daylight, Aegos, Darkness. You choose a phenomenon that you can see within range and that only you and a willing creature are affected by. If its diameter is less than 10 feet, a shimmering cloud of debris appears at the corners of your vision as a shimmering cylinder with a 20-foot radius. While this creature is dimly lit, any creature within its area that can see is blinded as though it were obscured. Any creature that is immune to being blinded must make a Wisdom saving throw. On a failed save, the creature can’t use reactions and must move to the nearest safe spot to use its reaction. While affected by this spell, a creature can cast spells as though they were cast in magic, if such a spell were in effect. Transmutation
Cantrips of Life
Casting Time: 1 action
Range: 30
Duration: Instantaneous
There are ten tiny, invisible, shimmering spheres of life in the air. Each sphere is 10 feet in diameter and can be up to 100 feet long. Each sphere has a 20-foot radius. When you cast this spell, you are able to sense the distance between you and the sphere. You can sense the distance between a sphere and a creature in the sphere’s space by touching it. When you reach up to five feet from the sphere, you can sense the distance between you and the creature’s space by touching it. The sphere is invisible to creatures that don’t share its space with you. While invisible to creatures, you can’t see or hear the sphere. You can change how the sphere appears or disappears, but the sphere remains invisible to you until you dismiss it as a bonus action. The sphere can be destroyed by a spell, or by a blast of magical energy from another creature. The sphere is difficult terrain. The sphere remains in place for the duration. You can break the sphere in half, and a creature can break the sphere in half again. The sphere also remains in place for the duration. A creature can break the sphere in two ways. You can break the sphere in one of the ways: by casting a spell, by using magic, or by
Cantrips of the Unliving
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You teleport to a place where no living thing remains. You use your movement to teleport a creature of your choice that you can see within range. This creature can’t be more than 30 feet away from you. The creature’s speed is halved. Until the spell ends, if it moves more than 30 feet from you, it drops to 0 hit points. If it moves more than 30 feet, it must fall prone. If the creature can move more than 30 feet, it must make a Dexterity saving throw. On a failed save, the creature falls prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts until dispelled. Conjuration
Cantrips
Casting Time: 1 action
Range: Self
Duration: 1 round
You choose one creature within range and animate or take the form of a devil or a fiend for the duration. The devil or fiend appears in an unoccupied space on the ground within range. The creature can’t be more than 30 feet away from you and can’t be targeted by spells or constructs. The devil or fiend can be an undead servant, an undead construct, or a creature created by some other sort of lich’s magic. While a creature of the devil’s kind, or one that harms the creature, is at least Huge or smaller, it doesn’t gain any other kind of health, vitality, or resistance to any of those effects. The creature is under the effects of the same spell or effect for 1 minute. This spell doesn’t reduce the creature’s physical or mental condition. The creature’s condition is identical to that of a fiend, though it has a lower likelihood of success. The creature is under the effects of a minor illusion and can’t talk at all. While a creature is under the illusion’s effects, it can‘TOUCH from within the illusion to attack the creature. Illusion
Cantrips
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
As you cast this spell, choose two willing creatures whose hit points are equal to the spell’s level. One creature you can see within range must make a Charisma saving throw. On a failed save, that creature becomes paralyzed for the duration. A paralyzed creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself, and the spell ends. The paralyzed creature can use its action on each of its turns to make a Strength (Athletics) check against your spell save DC. On a success, it can move up to half as far as paralyzed zombies could take to reaching full speed for its full attack bonus. If the spell successfully completes a chapter, the spell is no longer affected by paralyzed creatures. Transmutation
Cantrips
Casting Time: 1 action
Range: Touch
Duration: 10 Days
This spell bolsters up a creature in your presence. Choose up to three willing creatures you can see within range. One creature that can be targeted by this spell is the Medium or Large Large humanoid that you select. The target must make a Charisma saving throw. On a failed save, it becomes immune to the effects of fey and silence for the duration. At the start of each of its turns until the spell ends, the target can have up to three willing creatures hit with it. If you have six or more willing creatures, you can target only one creature with which the target is vulnerable. As an action, you utter a prophetic word. The word spreads from one creature to several willing creatures, warning of a coming attack. Each creature with an Intelligence score of 2 or less must succeed on a Wisdom saving throw to resist the spell and be affected by it. If a creature fails the save, a messenger appears in the target’s shadow, and a messenger who reaches out to the messenger causes the target of
Cantrips
Casting Time: 1 action
Range: Touch
Duration: 10 Days
This spell makes the target magically appear solid. You touch one willing creature and give it one of the following effects. The spell’s material component becomes crystal and becomes solid once you cast it. For the duration, the target can’t be moved or touched by any means, including force or wind. It is stunned and has disadvantage on attack rolls against you until the spell ends. You can also use your action to affect another creature in the area, causing it to briefly appear solid (your choice which creature can be affected first). If you create the spell using a spell slot of 2nd level or lower, the spell lasts until it is dispelled. Transmutation
Cantrips
Casting Time: 1 action
Range: Touch
Duration: 24 hours
You touch one willing creature and bestow upon it the ability to affect, shape, or manipulate nature within its bounds. For the duration, the target’s hair color changes to match your deity’s type; the hair length grows from under the target’s pants down to between the target’s armpits and between the target’s hair and skirt and to the point where the target is nearly hairless. This spell doesn’t even touch the target if it is completely severed from its body. The target can’t be dispelled of its true form as a misty-green mist and instead becomes a spectral phantom that can be dispelled with a successful dispel magic spell. When you cast this spell, you choose a spectral component. Whenever a target leaves a target or starts an action that could deal it serious physical harm, it instead makes a declocation spell, which spells and effects can no longer target it. Divination
Cantrips
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature and give it expertise in one of the following skills of your choice: Intelligence, Bluff, Arcana, Deception, Earthcraft, Earthshaking, Earthworthing, Earthly Apparition, Earthworning, Earthspire, Earthstone, Earthwarp, Earthwhispering, Earthyl's Secret Service, Earthyl's Lore, Earthyl's Feast, Elemental Restoration, Elemental Restoration, Earthshaking, Evil hunting, Earthwalling, Environmental Protection, Exploration, Energy Protection, Exploration, Extraction, Extraction, Food Safety, Food Wrinkles, Healing, Healing, Healingcraft, Icing, Lightning, Poison, Rock, Stone, TinyBuild, Spellcasting, Survival, Weapon Proficiencies shield, light pole, longsword, longsword, + shield, shortsword, shortsword, shortspear, battleaxe, longsword, staff, pole arm, pair of daggers, sling, sickle, short sword, whip, talisman, scroll, scroll of dispel magic, xian, yandere, yandereb, zandereb, zanderebber, zandereben, zanderebewegung, zanderebewegungschreibung, zanderebeziehungenwerken. Divine Favor 300 Concentration, up to 1 minute This spell blesss a creature. For the duration, the target’s celestials power and vitality are restored to it. As a bonus action on each of your turns until the spell ends, you can issue this wish to any creature you have encountered so far. Abjuration
Cantrip
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Choose an area of magical energy that is centered on you and that is centered on you within range. A pillar of strong antimagic field centered on that area is centered on a point within range, centered on a point within range that is a sphere within range. Each creature in that area is affected by the spell, and each creature within 5 feet of that point is affected by the spell for 1 minute. The sphere’s area affords a constant source of energy, and each creature affected by this spell can expend 1 energy point when expended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the area of the field is replaced by an antimagic field centered on the sphere. Evocation
Carceral Arrow
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a powerful magical arrow that hurls toward a point you choose within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant damage and is blinded until the spell ends.
Cargo Container
Casting Time: 1 action
Range: 10
Duration: 24 Hours
You fill an unlocked container with smoke and turn it into an alchemical craft. The effect is as described above, except for the amount of magic ammunition and ammunition the container contains. You might create a container that contains a chest, a staff, or magic helm, or a staff that carries a treasure chest, chest, or chest of fine quality materials. The effects of the chest and staff are similar to the effect of a magic ammunition or magic ammunition staff. In addition, if you create a container with a purpose of its own, you conjure up a limited quantity of rare goods, created objects, or magically imbued objects that can be held and utilized while the container is in motion. Your use of the magic container grants access to the following benefits: • You gain a container of any alignment, alignment, or material element for which you cast the spell. • You can cast any spell using a magic container that uses a celestial, elemental, fey, or ettin element. • You can create and hold any item that isn’t an alchemical craft item, such as potions and potions of cancellation, but with half the weight of ordinary tools. • You can use magic items created or infused with magic, such as arcane locks, ward, or dire axe, that aren’t attuned to or equipped with wands. • You can use magic items created by other spells of an ilfee creatures slot of 5th level or lower to create magic items created by spells of a higher level. • You can create and hold any spell created by a spell of a lower level that targets an alignment, or a celestial, elemental, fey, or ettin element. Alternatively, you can craft an alignment based on a single alignment, known as a common anima spell, and link it to a magic item created by that alignment. Transmutation
Cargo of Grief Cargo of Hope 30 Concentration, up to 1 minute You create a bridge of shimmering energy that leads into the heart of a humanoid or an object within range. The bridge is a solid mass of flame 10 feet in diameter, 10 feet tall, and 5 feet thick. On each side of the bridge, you create a shimmering, animate object. If you cast this spell while within 500 feet of a creature or an object wearing a suit of heavy duty elven helm or helm of great size (20 feet tall), you can cause the creature or object to leap from the bridge up to 30 feet in a straight line 60 feet in each direction. AbjurationCargo of Whispers
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a shimmering, shimmering portkey with which you are wearing, carrying, and wielding a piece of nonmagical ammunition that is neither held nor carried and that isn’t worn by a creature of your size or smaller or more than 30 feet in length. The piece of ammunition is securely fastened to the back of the head or to a belt loop around the neck. The portkey can hold as much as ten pieces. When equipped with this magic item, you instantly teleport the piece of nonmag
Cargo Stride
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You appear within range for the duration. You assume the role of a mounted demigod in a circus or as a member of a circus troupe, acting as a shadow figure dressed in costume and carrying a cross (no weapon pointed). You can perform any of the following actions while mounted: • Mocking a creature and hoisting it up onto an inverted chair up to 50 feet in an inclined direction. • Rousing a creature with a loud thud. • Mocking or whipping a creature, object, or creature with a whip. (You choose to perform these actions while mounted, provided that the target is asleep, or the whip is worn by you while mounted.) • Appearing on opposite sides of a solid earth or stone • Shrugging a creature's teeth and biting its tail to restore it to normal. • Appearing before a packed audience at a dinner party, offering your services, offering your services, and offering your services to anyone who will listen. Divination
Cargo Swarm
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You unleash a giant cargo swarm of cargo in a 20-foot square on an area within range. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or be transported by the cloud for 1 minute. If you have three humanoids within 30 feet of a container, the swarm causes them to automatically succeed on each of their saving throws. Additionally, if you have a container that is up to 50 feet tall, the swarm moves its container so that it can fit up to 50 feet between its two ends. The swarm also extends its tentacles and touches one creature within 5 feet of it. Each creature in the swarm must make a Constitution saving throw. On a failed save, the creature’s tentacles wither and die instantly. On a successful save, the swarm disperses the creatures in the area and resumes its journey. Conjuration
Cargo Swarm
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A swarm of locusts appears at a point of your choice within range and spreads around corners. Each creature in a 40 foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. This effect persists for 1 hour, after which time rolls off the 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. Conjuration
Cargo Swarm
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
Choose one creature you can see within range and that doesn’t occupy any space within range. The creature moves along the surface of the water and is immune to being pulled up by currents flowing against its flow. The creature can move up to 30 feet in any direction, and it can repeat the saving throw if it wishes. To a maximum of two creatures of the creature’s choice, the creature moves up to 20 feet in any direction. Transmutation
Carnage
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Seeked by a willing creature, you summon a beast. It can defend itself or be summoned by another beast. For the duration, the beast sheds 20 acid damage and 50 necrotic damage to all Hit Dice. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the damage of the spell by 10d6 for each slot level above 5th. Evocation
Carnal Pact
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one of the following options. You can choose
Carnivorous Blade
Casting Time: 1 action
Range: 5
Duration: 60
Concentration, up to 1 minute You create a powerful, shimmering weapon that can pierce the skin of another creature. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The weapon has AC 15 and 20 hit points. Divination
Carnivorous grove
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You conjure up a plant—a grove of trees arranged in a particular patterned pattern within range. You choose any number of trees that you can see within range and line them within a 20-foot cube, as determined by melding the two spells. When you cast the spell, you decide how many of the grove appear, how many appear within 30 feet of each other, and how many appear within 30 feet of a larger tree. If you cast the spell multiple times, the number of grove repetitions can be limited by your mind’s restrictions. If you cast the spell on a creature other than a plant, the plants appear within 30 feet of each other. You can’t have more than one grove created by this spell active at a time. When you cast the spell, any plants that wilt are turned into vines, and any vines that wilt become branches. You can also make any plant that wilt part of the plant’s body part freely in exchange for a cup of coffee. If the cup is cold, the plant is turned to stone. When you cast the spell, you can have up to two plants turned into vines, but I want none of the plants turned into vines. 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
Carnivorous sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You touch a creature and can bestow a magical bond on it, making the creature immune to disease, poison, and polymorph effects. The creature’s physical form becomes a sphere with 10 feet radius and can’t become airborne. In addition, no creature can be charmed or frightened by this spell. If the creature is charmed or frightened by another spell or magical effect, that spell or effect creates a new effect or causes a new one to apply to the creature, such as when a certain spell is cast, becomes active, or becomes more powerful than the existing one. Abjuration
Carpet shift
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature whose Dexterity is 10 or lower. If the target’s Dexterity is 3 or lower, you can cause the shift to move up or down to create a horizontal or vertical travel pattern for it. You can use this spell to make a climb check contested by succeeding hits on a DC 20 check. On a success, the creature moves up to bifurcate itself, avoiding detection by any means short of a wish spell. Transmutation
Carpet Shower
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You unleash a series of clouds of flame on a creature and extinguish the fire as you would a normal fire. The target must make a Dexterity saving throw. On a failed save, the target is pushed into the air, and the flames spread across the ground. For the duration, the target is restrained. When the target is being restrained, the target can make an Intelligence saving throw. On a successful save, the target is restrained until the spell ends. Illusory Trick Self (30-foot radius) Instantaneous You cause a wave of magical energy to appear on a point you can see within range. The wave is composed of a wave of light, a wave of fire, a wave of ice, and a wave of water. Each creature in a 30-foot cube centered on that point must make a Dexterity saving throw. The target takes 5d6 fire damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Strength saving throw, 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 1d6 for each slot level above 3rd. Transmutation
Carrying Off Attack (30-foot Line)
Casting Time: 1 action
Range: Self
Duration: 1 minute
This spell creates an alarm in your immediate area. One creature you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the target takes 1d8 fire damage. On a successful save, the target takes half as much damage. As a bonus action, you can move the alarm up to 60 feet and repeat the saving throw, 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 fire damage increases by 1d8 for each slot level above lst. Evocation
Cascade
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
For the duration, the air around a targeted creature or object turns hostile until the end of your next turn. The target becomes deafened and restrained by the force of the storm, but no longer floats or falls over, and it doesn’t use any movement for the duration. The whirlwind is a swirling mist that moves in all directions and can cover any part of the target. The wave has a radius of 20 feet, and it can reach up to 20 miles across. If the wind blows as far as the target can move with one hand, it can then make
Casting an Energy Burst
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A surge of divine energy burst from a point you choose within range. A point of moderate size or larger must be chosen. The point must be within reach of a creature or a nonmagical object in reach, as revealed in the alignment of its alignment. At any time for a turn, an elemental that you choose must succeed on a Constitution saving throw or take 1d8 thunder damage, and it adds its own lightning damage to the saving throw. It adds its own deflection. The thunder causes the flammable objects in the area to become difficult terrain until cleared. 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
Casting Arcane Weapon
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
By casting an arcane weapon spell, you choose a nonmagical weapon that you know is made of animate or be made of or that has a certain capacity. The chosen weapon glows red or dim light in a 15-foot radius and has a range of 100 feet. Until the spell ends, you can use the weapon in a nonmagical melee weapon attack, which attack can use or nullify the weapon’s ammunition. You can also use the weapon in a magic weapon attack. On each of your turns as a bonus action on your turn, you can use the weapon to deal an extra 2d6 radiant damage to a creature within 5 feet of it, rather than the normal 1d6 damage. The weapon also has advantage if the creature is already vulnerable to fire damage. Evocation
Casting a spell
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose an area of stone where willing creatures can be viewed and charmed. This spell is similar to the simple illusion spell, except it targets only fey creatures that aren’t undead. At the end of each of its turns, the fey creatures can make a Wisdom saving throw and can’t be targeted by this spell. Whether you target fey creatures or fey spells, you animate or be animated with them until the spell ends. That way, you can use them as though they w ere there, causing them to obey your command and raising them as fey creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate and feign an animate dead spell using a spell slot of 2nd level or higher, and you make a new spell with a casting time of 1 action. This spell can’t be lateraken by casting this spell again to put it back into the game. If you cast this spell using a spell slot of a different slot than the one you use for the spell, this spell is suppressed until further notice. Conjuration
Casting a spell of 5th level or lower
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You cast a spell of 5th level or lower and touch a creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 slashing damage. If the target fails the saving throw, its weapon attacks you with those attacks instead of you. 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. Transmutation
Casting Aura onto an object or another being
Casting Time: 1 action
Range: Self
Duration: Until dispelled
An invisible creature appears and attempts to cast an incantation on an object, a particularly powerful spell, or an enchantment on an object or another object of greater importance to you. The creature looks like a nonmagical beast or humanoid, has a Strength of 13 or lower, and comes into existence within range of an effect or a casting of an effect. You can ask the creature to appear as a creature and appear in one of the following ways: • At the start of each of its turns, an invisible creature of Medium size or smaller (your choice) appears and hovers for the duration as a bonus action on your part in an unoccupied space that you can see within range. When the bonus action ends, the creature flies away from you and, if possible, moves as close as possible to you. • At the end of each of its turns, an immobile object of Medium size or smaller (your choice) appears in an unoccupied space within range. The object is warded, and any creature that ends its turn within 5 feet of it must succeed on a Strength saving throw against the creature’s magic weapon attack. The spell also stops the object from falling if the object strikes an object or leaves an object if it strikes an object or leaves an object. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus effect increases by 1d10 for each slot level above 6th. Transmutation
Casting Call
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You call forth a small beast from the earth. Choose a point you can see on the ground within range. The target creature must make a Wisdom saving throw. On a failed save, it takes 3d6 bludgeoning damage and is knocked prone. 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 6th level or higher, you can target one additional beast for each slot level above 5th. Enchantment
Casting circle of healing
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch one willing creature. You heal a willing creature that you can see within range. While the target is healed, that creature takes small or larger healing effects. The target’s next turn, the target takes poison damage of your choice (at a range of 30 feet), and you can use this spell a number of times equal to (renown HP damage of 1)). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above lst. Transmutation
Casting Cloud
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A 100-foot-radius sphere of whirling air spreads around corners, forming a 20-foot thick cloud of whirling air around corners. For the duration, any creature within 20 feet of a point you choose must succeed on a Strength saving throw or be pushed 10 feet away from you and then take 1d6 bludgeoning damage, and twice as much damage from nonmagical weapons damage, for the duration. While the cloud is in its area, you can target one creature for each target affected by the spell. A target can choose to make a Constitution saving throw the first time it succeeds on the save, or the second time it fails. The second time it fails, it takes 1d6 piercing damage, and so on until the spell ends. You can use this spell a total of 50 times before the spell ends. As a bonus action on your turn, you can move or cast spells from the cloud up to 100 feet away. If you cast spells from the cloud, you can target one new spell each time it is cast. Transmutation
Casting Flame Blade
Casting Time: 1 action
Range: 500
Duration: Instantaneous
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d12 fire damage. On a successful save, the spell ends for the target. Each of the fire damage types increases by 1d12 at the end of each of its turns. 1 Flame 2 Smoke
Casting Flame Blade
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Flame-like flames leap from your hand to a creature within range. You change the target’s weapon with which it is
Casting Flame Burst
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You hurl a flammable object, a piece of food, or other visible harmful substance at a creature with a reach of Huge or smaller. The target takes bludgeoning damage equal to your lightfoot of charge. If the creature fails its saving throw, it instead takes 3d12 fire damage and has its bludgeoned body covered with scorched earth. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 4d12. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d12. Evocation
Casting Flame or Sand
Casting Time: 1 action
Range: Touch
Duration: 1 minute
The flames leap from your hand to join your sword in battle. Choose a pile of rubble, craters, or other similar debris on the ground within range. To a creature or an object moving in the air, the flames appear to be circular, 10 feet across, centered on a point within range. Then they move up to 20 feet in a straight line, succeeding on all Strength saving throws. If a point has a diameter of 2 feet and isn’t being worn or carried by another creature, that creature must first make a Strength saving throw. On a failed save, it takes 2d6 bludgeoning damage and is pushed 10 feet away from the point where you cast this spell and is within 5 feet of the flame. Evocation
Casting Flame Strike
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Flames gushed out from under you as thunderous blades erupt from your fingers, creating one of the following effects when one of the following effects occurs: • You strike two flames within range. The first effect creates a vertical burst. • The first effect cements the flames to your hand. The second effect creates a horizontal burst. • The second effect cements the flames to your hand. The flames do not need to be lit, but they can be heated while in the second effect’s aura. Both flames explode when the second effect re-enters your hand. • The flames leap from your fingers to create a vertical crack, and the flames do so a number of times equal to your spellcasting ability modifier. • The flames extinguish unprotected flames in the area, as the flames of war do. You can use your action to create a horizontal crack in the ground or a sheet of earth in the floor. For the purposes of creating any effect outside the spell’s area, extinguishing both flames and crackling earth is an alternative action. The flames then erupt from your fingers into the air and hurl the flammable objects weighing them 100 pounds or fewer that you can see within 30 feet of you. Conjuration
Casting Flame to Create
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
This spell creates a flickering flame in a location you select within range. You choose whether a flame appears on your person or on the ground within 30 feet of you. The flame spreads around corners, but it doesn't form a pillar or emerge from under a creature. If you cast this spell on the same spot every day for a year and a half, you can have up to three flames spread around the same spot for the duration. You can change the location of these flames when you cast this spell. If you cast it multiple times, you can have up to three flames spread about the same spot for the duration. The flames spread around corners, but they don’t form an opening in a creature’s space within 30 feet of you. You can fire the flames at your command. Each creature other than you in a 30-foot cone must make a Dexterity saving throw. On a failed save, you take 1d8 bludgeoning damage and have disadvantage on the attack roll and attack roll 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
Casting Flame Tongue
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a globe of flame that spreads around corners and forms a lash on one creature you choose within range. The globe remains in place for the duration, and the target must succeed on a Dexterity saving throw or take 1d8 fire damage and take 1d6 bludgeoning damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Casting Flame Tongue
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Flame-like force washes out from a creature into the air, and its flesh falls to the ground. This spell creates a warp in the fabric of space that leads up to a point within range and lasts for 1 hour. This spell also damages the creature affected by this spell, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can direct the flow of the flames up to 30 feet, giving it a 30-foot diameter and 20 feet on each side. Each creature that starts its turn in the fiery vortex up to 5 feet of movement must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and the creature takes 2d6 bludgeoning damage if it starts its turn in the center. Evocation
Casting Frost Bolt
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous
You blast a 20-foot-radius, 100-foot-high cylinder of frost at a creature within range. Each creature in that area must make a Constitution saving throw. A creature takes 5d6 cold damage, and the spell ends on a creature that failed its save against this spell. The target’s hit point maximum is reduced by the spell’s duration. The target’s hit point maximum is halved, and it takes 8d6 bludgeoning damage and is knocked prone. 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. Evocation
Casting:Instantaneous
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a spectral creature up to ten feet tall and weighing up to six pounds. The target must succeed on a Dexterity saving throw or become frightened for the duration. If you choose, the creature can’t be frightened by more than one creature of your choice. The creature can’t be charmed or frightened by more than one creature of your choice. Conjuration
Casting of flame
Casting Time: 1 action
Range: 10 Days
Duration: Until dispelled by an arcane spell, you create a b
onfire of flame that rises from a single point you have visited and falls in contact with the ground where you cast the spell. You can target the bonfire with a melee attack, and it ignites flammable objects that aren’t being worn or carried. If you hit with the attack, the fire rises from the bonfire and ignites flammable objects that aren’t being worn or carried. If you miss, you can use your action to deal extra damage to the bonfire. If you make a melee attack with the bonfire, you make the attack with a weapon with disadvantage. The extra damage makes your attack have a range of 120 feet. You can use this bonus action to deal extra damage to the bonfire. When you do so, roll a 4 or higher; if you roll 5 or less, you create a bonfire of flame that burns for the duration. You can target the bonfire with a melee attack, and it ignites flammable objects that aren’t being worn or carried. If you miss, you can use your action to deal extra damage to the bonfire. When you do so, roll a 5 or lower on the attack roll or an 8 or higher on an attack modifier. The flames remain alight for the duration, and the DM can use this bonus action to create a new bonfire at a point within 120 feet of you. After you create the bonfire, you can use your action to create a new one: use the fire to create a new one, and then use the bonus action to move it up to my lips. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bonfires you create increases by two for each slot level above 5th. Conjuration
Casting of Flames
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Choose one creature that you can see within range. You can cast this spell as a spell targeting one Huge or smaller demon or fiend. On a successful save, the target disappears into an extradimensional space that lasts for the duration. Until the spell ends, you can use a bonus action on each of your turns to cause one of the creatures to make a saving throw. On a successful save, the spell ends. On a failed save, the creature becomes restrained in flame until the spell ends. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. 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. Conjuration
Casting spells of 3rd level or lower
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 9 minutes
You cast a spell of 3rd level or lower. The target of the spell is a creature. The spell has no effect on the target. The target can use the action to make a Charisma saving throw. On a failed save, the target is unaffected by the spell. If the target successfully saves from being affected by a spell, the spell ends. If the target successfully casts a spell, the target can use its action to cast it again. The target can use its action to dismiss the spell. This spell has no effect on undead. The casting time for this spell is 1 hour. Enchantment
Casting Stone Shape
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a stone and put it into the shape of a pillar. The stone becomes a pillar with a 10-foot radius and an 11—foot radius at the DM’s discretion. The stone can be up to 10 feet thick, as with stone wall or stone dome, and weighs up to 500 pounds. It can be reshaped so as to fill a 5-foot cube. After rolling a 5 on the stone component, you can reshape it to appear as a pillar. It can be made from any material, including stone, up to the height of 5 feet. Alternatively, you can shape it in any manner you choose so that it appears as a pillar with a 10-foot diameter and an 11—foot radius at the DM’s discretion. You decide what shape the pillar will become when it is completely reshaped and when the spell ends. You can create a new pillar by using one of the following 3 features checks. The pillar can’t occupy a space within 5 feet of another creature’s front or behind it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a new pillar by using two of the following features checks. The pillar can’t occupy a space within 5 feet of another creature’s front or behind it. It instead creates a small, transparent barrier made of flesh and blood that extends over a creature’s space within 5 feet. To crack the barrier, a creature must succeed on a Strength saving throw or take 1d12 necrotic damage, and it can’t take any damage at the start of its turn. When the barrier appears, each creature within its area must make a Constitution saving throw, taking 2d12 necrotic damage on a failed save, or a half as much damage on a successful one. The barrier blocks a successful Constitution saving throw against this spell's damage type. It also makes the casting of spells impossible through it. The barrier doesn’t
Casting the Flood
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Water spreads across a fault line in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature that starts its turn within 10 feet of a point within range must spend 3 feet of movement for each creature. Reducing a creature to 0 hit points destroys this cylinder and triggers the Flood. The Flood spreads around corners. When it strikes a given area, some flood damage causes an excavated pit to form, making it the first point of flooding damage that a creature can see. When a pit appears, each creature is limited in movement, while its walls and ceilings are wrought of stone with difficult earth, making them vulnerable to falling damage. Each creature on each side of the trench must make a Strength saving throw. A creature takes 3d14 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, the damage increases by 1d14 for each slot level above 3rd. Conjuration
Casting Time
Casting Time: 1 action
Range: 10 Days
Duration: This spell creates two hundred new spells per day
for the duration. You can cast this spell on a casting roll equal to 2d6, 5th-8th level, or 9th-12th level. Transmutation
Casting Time
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: Instantaneous
This spell creates a simulacrum of a creature for the duration, so long as the creature is within 30 feet of you. The simulacrum is a simulacrum, made of water, and it is permanently immune to your spells. This spell closes all magical barriers that protect it, and you can dismiss this spell with a -2 penalty to your attack rolls. Divination
Casting Time
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: The next time you cast this spell using a spell sl
ot of 5th level or lower, you can cast it without expending a spell slot, casting the spell over a course of days or weeks, up to 90 days, or using an action that requires the casting of one willing spell. Divination
Casting Time Stop
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range, stopping a creature from proceeding if it thinks it can. A target must make a Wisdom saving throw. On a failed save, it can immediately teleport you back to that space, where you originally sat. If you cast this spell multiple times, you can have up to three times as many uses of it. Transmutation
Castsings
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A line of bright light appears at a point you can see within range. A creature can be targeted with this spell only if the target is a creature. It must be within 60 feet of the point of attack or the spell lasts for the duration. If the target is a creature, the spell has no effect there. The spell's area of effect is the same as that of the spell targeted. Evocation
Cataclysm
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A wave of meteors streaks down from the heavens, showering the land with light. Each creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Finally, if the creature is holding a weapon that isn’t a weapon of opportunity, the creature takes 5d6 bludgeoning damage, and the weapon isn’t knocked prone. Creatures standing in the area are also 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 10d8 for each slot level above 3rd. Evocation
Catapults
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a beam of energy that arcs toward a target within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d6 bludgeoning damage and is restrained until the spell ends. On a successful save, the target is no longer restrained. At the end of each of its turns, the target can repeat the saving throw. 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 8th. Evocation
Catapults
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence, or else they create them and wait for the spell to finish casting. If the portal opens only to the south or west, the rulers of a city-state or a region under siege can each take 3d6 force damage. A city-state that is under siege can either fall to siege or erupts in flame. The portals created by this spell fail to close when the spell ends. Conjuration
Cataract
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
A spectral cat appears from your space for the duration. A spectral cat appears in a 30 foot cube centered on a point you choose within range. The cat appears in the spot you used for its area of effect. It disappears when it drops to 0 hit points or when the spell ends. The cat is friendly to you and your companions. The cat disappears at the end of each of its turns if it is hostile to you. 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
Cataract
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You teleport up to 30 feet to an un
Cataract
Casting Time: 1 action
Range: Self
Duration: 8 Hours
You cast this spell as a group of creatures of the chosen race. Each target must be within 10 feet of you. Each target must also be within 5 feet of you when you cast the spell. Each target must make a Wisdom saving throw. On a failed save, a target takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. Whenever a target takes damage or is charmed by this spell, the target takes 1d10 necrotic damage, and the spell ends. If the target is not charmed by this spell, it can’t use its action to make a new saving throw. It must first make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. If the target is charmed by this spell, it can immediately return to its home plane. If the spell fails or the target’s plane of existence is in danger, the spell ends for that creature. If the spell doesn’t end when the target returns to its home plane, the spell ends for the target. Enchantment
Cataracts
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch a living creature. At the start of each of your turns while you are conscious. At the end of your turn, if the creature’s concentration is broken. At the start of your next turn, if you are incapacitated and have a willing creature’s reaction, it makes a Wisdom saving throw. On a successful save, the creature has no memory of what happened before it died, and it is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Enchantment
Catastrophe
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A dire celestial appears and strikes at a point of your choice that you can see within range. Choose a point on the ground that you can see within range. The celestial disappears from view for 1 minute. 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
Catatonic Shift
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
This spell allows you to cause a surge of magical energy in a 10-foot-radius sphere centered on a point you can see within range. This surge lasts for the duration, and it deals 5 radiant damage to the target. The target is blinded. 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
Catatonic Surge
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You strike a creature within range with a surge of magical energy in a 30-foot radius and cause it to make a Constitution saving throw. On a success, you cause the creature to take 2d6 psychic damage, and on a miss, it takes 1d6 psychic damage. On a subsequent roll, the target makes the saving throw at the end of each of its turns, and on each of its turns thereafter, it takes a bonus on the attack roll and ability checks. The extra damage increases by 1d6 at the end of each of its turns. If the DM has the extra information, the DM must decide by what rule the extra damage is applied. This spell’s damage increases with the extra damage. Evocation
Catch Bell
Casting Time: 1 action
Range: 60
Duration: 1 Round
For the duration, a strong bell sounds within reach. You know the location of any creatures in a 30-foot cube within range and attempt to find them by dealing a knockdown attack to each creature within 30 feet of each creature that you can see within 5 feet of the bell. If you do so, you take no damage and the bell continues to ring for the duration. If you make a melee spell attack against a creature within 5 feet of the bell, you can make a new attack roll as part of casting this spell. On a hit, the creature takes 1d12 lightning damage (less than half the total before you). Additionally, the spell ends if you use your action to do anything else. At Higher Levels. You can attack 3 times with a strong bell if you wish, and regain health if you use your action to go back to using it. While you are using the spell, you can use a bonus action to cause the bell to ring again, provided that you have the appropriate movement and equipment to do so. If you are successful, you can cause the bell to ring a second time, doing so restores 1 hit point. Evocation
Catch Fire
Casting Time: 1 action
Range: 30
Duration: 1 Hour
The touch of a trap spell attracts creatures of your choice that have the Strength and Constitution scores you use when you cast this spell. You know the distance at which the creature is likely to be found and how far the creature travels to reach it. If you cast the spell on the creature, the trap ignites if it is raised to a height of at least 300 feet and extinguishes when a long rest restarts the fire. Evocation
Catching Fire
Casting Time: 1 action
Range: 120
Duration: 1 Round
Lightning springs forth from the center of a burning temple dedicated to the gods. One creature of your choice that you can see within range ignites a mote of burning incense in a 30-foot cube on the ground within range. The target must make a Dexterity saving throw. On a failed save, it ignites a mote of burning incense in a 40-foot cube within range. On a successful save, the spell ends for it. Each creature in the mote's area burns with cold damage (d8 + 10 cold damage), and the spell ends for it. Each creature in the mote's area burns with light damage (d8 + 10 light damage damage damage, and 9d8 + 10 dark damage damage damage damage. The DM chooses the DM’s level of the flames as the target). 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
Catching Fire
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 2 hours
The next time you hit a creature with a ranged weapon attack before the spell ends, you gain the following benefits: - You have resistance to fire damage. - Your body heat level is 1. This heat can be reduced or waived by other means. - You can use your action to create a line of fire 15 feet long, 5 feet wide, and 5 feet thick extending from your pointing finger up to the sky. Each creature in the line of fire 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. Evocation
Catching Fire
Casting Time: 1 action
Range: Self
Duration: Duration for nonmagical ranged weapon attacks agai
nst targets within 15 feet of you on a current turn or a current minute after the turn began. For the duration, any creature that attacks a creature that has the catch ability is turned to ash. Transmutation
Catching Fire
Casting Time: 1 action
Range: Touch
Duration: Until dispelled, this spell can’t extinguish unpro
tected flames. Instead, you extinguish them, either by casting a simple, nonmagical spell or by creating a strong current in the ground that carries the fire to a place or individuals within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, the creature takes 6d6 fire damage. On a successful save, it takes half as much damage. A creature blinded by the spell can use its action to exhale the fire, which must be no higher than 40 feet away from the surface. Evocation
Catching the Seeker
Casting Time: 1 action
Range: 60
Duration: 1 Round
You appear in an unoccupied space of your choice that you can see within range. Until the start of your next turn, you can target one additional creature for each target you target. If you target two or more targets, you catch the seeker. (Typically, the target is a
Catching wind
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A whirlwind forms in a 10-foot square area within range, rising from the ground within range. Each creature in the whirlwind 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. In addition, wind whips through the whirlwind in a 30 foot radius, dealing 14d8 bludgeoning damage to creatures and forcing a creature to make the saving throw with disadvantage. This damage can’t reduce a creature’s speed, attack, or damage it takes as a weapon. The whirlwind moves with a creature and lasts for the duration. When it starts its turn, the whirlwind moves with
Catch Life
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that is poisoned. If the creature is alive and within 10 feet of the necromancer when you cast this spell, it becomes dead within 10 feet of the necromancer. This spell can’t return to life a creature dead of this type if such a creature was the target of this spell. 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. Illusion
Catch the Dark Lord
Casting Time: 1 action
Range: Touch
Duration: 8 Days
A dark demon appears in a random location within range and starts its next turn in a line that is 40 feet long and 5 feet thick and 5 feet tall. This demon appears in a location that you choose within range. If the demon is hostile to you, it attacks you with an attack that is normally a bonus action. The demon has no prejudice against you. You can use your action to dismiss the demon. If you do so, the demon returns to the
Catch the whirlwind
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Choose a whirlwind that is 10 feet long and 5 feet wide and 10 feet tall and that runs along a length of wood or stone that you can see. The whirlwind lasts for the duration and appears where you cast the spell. When you cast the spell, and without requiring the casting of a material component, the whirlwind moves with you, remaining centered on you and touching and blocking you. It creates 10-foot-radius invisible traps within range, thatiff creatures within 5 feet of it, and all creatures within 5 feet of it have disadvantage on attack rolls against you. While in the whirlwind, you can use your action to make a Strength or Dexterity check against your spell save DC. If your check succeeds, the whirlwind doesn’t harm you. Until the spell ends, you can make the check against your spell save DC. If you attack a creature within 5 feet of the whirlwind, the creature must make a Strength saving throw. On a success, it can use its reaction to move up to 20 feet in a straight line. A creature must use its movement to move up to speed, line by line, or tail from the whirlwind to the nearest safe spot within range. Once a creature reaches the top of the whirlwind, it can follow the whirlwind up to 5 feet at a time until it comes into contact with a rock or a debris heap on the ground. Once it has followed the whirlwind up to 5 feet, it rolls a d10 triage roll (if rolled by an undead, the creature is healed when it reaches 5 feet). The creature is allowed a maximum of one use of the whirlwind per day and can use it again if it wishes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional whirlwinds for each slot level above 3rd. Evocation
Catch the Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Briefly enclosed in a misty cloud, is the call of nature. Wind chimes within the sphere, and in the darkness and silence that lie beneath it, the winds of the day and night sweep across your lands. Each creature that you choose within 30 feet of a place you select when you cast this spell must make a Strength saving throw. On a failed save, it can’t speak any language for 1 minute. On a successful save, it can only say gibberish and that gibberish can’t be broken. A creature can take damage or have its own way. If the creature ends its turn in the mist or in any other safe spot and must move to a spot where it can’t see the creature, the creature falls, and the mist spreads around it until it drops to 0 feet in the space where it landed. Conjuration
Catch
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch someone and receive a +1 bonus to your Armor Class for that turn. The target dismisses what it is holding, and if it succeeds on a Strength saving throw, it takes no damage. The target gains the benefit of this ability a number of times equal to your spellcasting ability modifier. If a target has more than one hit point maximum, it can use its bonus action on a turn to use all its hit points to regain hit points and maintain concentration on spells. Conjuration
Category: MagicCategoryMagic Stone
Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour
This spell creates an invisibly-sized statue of a friendly creature in an unoccupied space you can see within range. The creature’s space is difficult terrain. Any creature hostile to you that moves to a space within 5 feet of the statue for the first time on a turn must succeed on a Strength saving throw. The creature automatically succeeds on the saving throw, and it disappears into thin air. Should you choose to create a statue of a creature hostile to you, that creature can’t become hostile to you by using any reaction or using an ability change (such as “attack, ”debuff, or ”explode, ”claw, or “taunt”) to make a DC 20 Strength check. On a success, the creature disappears into thin air, and the statue takes half as much damage, and the spell ends. Transmutation
Category: Whispers
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: You utter a whisper of discordant whispers. The wh
isper originates from within a dire wolf or a dire wolf cub, or you make the word appear to come from within a dire wolf’s eye. The spell fails and must end before that creature enters the spell’s area for the first time on a turn or ends early on a creature. Abjuration
Catnap2
Casting Time: 1 action
Range: 30
Duration: 2 Hours
This spell turns up an alter ego that is different in almost every way. Starting with the creature whose familiar it is, you learn its game statistics, including what kind of attacks it makes, how many spell slots it has, and what kind of equipment it uses. The changes last for 1 hour for each slot level above 1st. Conjuration
Catnap 2nd Round
Casting Time: 1 action
Range: 1 Round
Duration: 1 Round
You attempt to end a sustained spell of up to 1 minute spent casting spells within range. This attempt succeeds if its spell slot is less than the one used to start the spellroll. This attempt also ends if its casting time is greater than the casting time of your side spell. Enchantment
CatnapConcentration, up to 1 hour
Casting Time: 1 action
Range: 10
Duration: You create a 20-foot-radius, 20-foot-high cylinder
of yellow light centered on a point within range. The cylinder appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The cylinder remains for the duration. If the cylinder moves out of alignment with another object, that object is pushed up to fifteen feet away from the center of the cylinder. This spell can have a range of up to 20 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 hour for each slot level above 6th Conjuration
CatnapConcentration, up to 1 hour
Casting Time: 1 action
Range: You create an entangle target entwined to a chandelier, a candle, or a similar object. Make the entangle link up to 20 feet long, 6 feet high, and 5 feet thick. The spell fails if the target is worn or carried by creatures. The target can be restrained only by one hand covered by an invisible hand or by some other covering. When you cast this spell, you can refrain from firing until after the spell ends. When you finish casting, the spellNecromancy allows you to make another dispel magic spell, which creates a new target after pondering the entangle spell for one day. 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.
Duration: Abjuration
Catnap/Conjure Barrage
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You conjure a band of poisonous, razor-sharp claws on the ground at different times a day for the duration. You choose one the following options for what appears: • One humanoid of Medium size or smaller must succeed on a Dexterity saving throw. • Two or more creatures of the same type, or one or both, can succeed on a Dexterity saving throw. • You designate a target type, such as a fish, for which the spell is offered. The target’s lair must not be more than 30 feet away from the center of the targeted creature. • Two or more tentacles or a mouth on one creature’s waist can sprout from the ground or stumble if it is close enough to the target. • The ground in the area becomes difficult terrain. A creature that starts its turn there must succeed on a Strength saving throw or be restrained by the bound creature until the spell ends. Conjuration
Catnap effect
Casting Time: 1 action
Range: 10
Duration: until dispelled
Choose an object weighing at least 5 pounds within range that isn’t being worn or carried. The target begins its ascent by moving with the object falling 10 feet per round for that object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional object for each slot level above 1st. Transmute object into creature. Transmutation
Catnap effect
Casting Time: 1 action
Range: 10
Duration: Until dispelled
Choose an object weighing at least 5 pounds within range that isn’t being worn or carried. The target begins its ascent by moving with the object falling 10 feet per round for that object. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional object for each slot level above 4th Transmutation
Catnap effect
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You create a distraction within range that lasts for the duration. When you cast the spell, you can affect one target of distraction in a 5-foot radius and target one object in the radius again. If the target attempts to cast a spell, you can use a bonus action to deal damage to it. If you do so, it takes 1d4 piercing damage, and if it succeeds on this spell, the spell ends. As an action, you can dismiss this effect as an action. Conjuration
Catnap end
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You place your trusty shrub in one creature you can see, and give it a faint, audible bark. If the creature can hear you (and if it can hear you somehow), it does so, aware of your presence, thanks to an illusion. You can have the creature obey you however you choose, though it must first make a Wisdom saving throw. If the creature doesn’t understand what you say, it acts in accordance with your wishes. Otherwise, the creature acts in a manner directly counter to your desires. The creature is friendly to you and your companions for the duration. If the creature is hostile to you, it acts in accordance with your deepest fears, dreams, and actions, but without regard to the consequences. Otherwise, the creature acts in accordance with your deepest desires. 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
Catnap Hour
Casting Time: 1 action
Range: 30
Duration: 1 Round
You attempt to end a sustained spell of 7 to 10 minutes spent casting spells within range. This attempt fails if its spell slot is less than the casting time of your side spell. this attempt also ends if its casting time is less than the casting time of your side spell. This attempt also ends if your casting time is greater than the casting time of your side spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell depends on the spell used to start it. You can’t attempt this spell at a higher slot than the slot you are casting it on. Enchantment
Catnap out ute ways
Casting Time: 1 action
Range: Self
Duration: 10 minutes
You make a calming gesture, and up to three willing creatures that you can see within range fall unconscious for the spell’s duration. The spell ends if one of your companions is poisoned or if one of your companions is killed. If you cast this spell while one of your companions is unconscious, it doesn’t take effect until the end of your next turn, and it doesn’t disappear if you die while it does so. Transmutation
Catnap Spell
Casting Time: 1 action
Range: 10 minutes
Duration: You bring flammable objects, such as water, mud, o
r stone, into the presence of a willing creature. You cause the spell to chill the creature for the duration, causing it to become frightened. The chill lasts for the duration or until the creature starts barking loudly. When the chill ends, the creature returns to the number of hit points it had before it began this spell. The creature is affected by this spell once it has turned 18. When the creature returns to the number of hit points it had before it began this spell, the creature is no longer frightened. The creature is stunned until the end of its next turn. Enchantment
Cat's Chit forked Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a twisted blade-length appendage that is infused with a corrosive power. Until the spell ends, the appendage gradually warms up to three times your normal rate. When the arm strikes its target, it makes a melee attack against the target. On a successful save, the target takes 1d6 acid damage, and it has its arm rearmed. 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. Transmutation
Cat's Grace
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell grants the ability to temporarily hide a location for the duration, making a location that isn’t visible by means of visible objects a hidden location. Transmutation
Cauldron
Casting Time: 1 action
Range: 60
Duration: 1 minute
This spell creates a 20-foot square on ground that remains unoccupied for the duration. The surface is heavily obscured and contains up to 20 feet of ceiling, enough room for at least one adult human to stand on. The surface is clean, airy, and fills with clear mist, which creates a 20-foot cube of swirling mist centered on a point within range. An unwilling creature that starts its turn in the area must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. The surface is transparent to the naked eye and can be seen from a distance of 1 mile. A creature exposed to the light can see through it and isn’t blinded by it. Transmutation
Cause water to burst
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a 20 foot radius sphere centered on a point within range and burst forth from the sphere. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 flooding 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
Caveman’s Tongue
Casting Time: 1 action
Range: 60
Duration: 1 Round
You choose one nonmagical object within range. The object must be at least 10 feet long, a hand or a large object that fits within a 5-foot cube or 5 feet on a 5-foot cube. The object must be in a slot within the spell’s description. The object must be made from a solid surface, such as stone, wood, or wood-rimmed metal, and must be made from at least one of the following: lead, lead-plated metal, lead-nickel, or lead-nickel-nickel. When you cast this spell, you use the object to direct the tongue of a willing creature that you can see within range. If the object is a stick, a piece of wood, or some other similar object, the creature must make a Charisma saving throw. On a failed save, the creature takes 1d8 piercing damage, and on a successful save, the creature takes half as much damage. 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. Illusion
Cave Monster
Casting Time: 1 action
Range: 30
Duration: 10 Days
This spell allows a creature that attacks another creature to move into or near a cursed pit or cave that it can see within range, opening a gateway to a different plane of existence. The creature is friendly to you and your companions for the duration. A mote of emerald tarps or a chunk of earth or stone appears and is a celestial, thunder, and ice weapon with which the creature attacks against a target. The creature can use its action to send ripples of destruction through the air. Each creature in a 40-footradius sphere centered on the pit or cave is pushed up to five feet away from the center by means other than bludgeoning or piercing. The destruction can target creatures and objects inside the sphere. Rope lances, rope girders, and similar devices, created by this spell, can open such a pit or cave. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can create a globe of fire, a globe of ice or a globe of fire, a globe of fire, and a globe of water, forming a 15-foot cube with each use of the globe. Each globe has a 5-foot radius and is harmless until the end of your next turn. Each globe is of 3d8 force, and each globe is of 5d8 force. Conjuration
Cave Monster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a cave of sorts on the ground within range, some composed of magically-enhanced stone or stone masonry, others composed of stone or stone structures or stone tools. You can make any stone you choose as your material component, though it must be wrought from feldspar or other harder-to-impregnate stone. If you create a cave, any creature that moves through it must make a Dexterity saving throw. On a failed save, a creature is pushed up to 10 feet away from you and has a speed of 0 until the start of its next turn. Once pushed, the creature remains within 5 feet of you until the spell ends. If the creature moves into an area that has already been affected by a spell that targets a specific creature, that creature must succeed on a Wisdom saving throw to avoid stepping on a cave creature’s toes. Transmutation
Cave of Arrows
Casting Time: 1 action
Range: Touch
Duration: 1 minute
A pebble-sized arrow streaks toward a point on the ground within range, issuing a loud boom that emits bright light. Each creature in a 10-foot-radius, 30-foot-high cylinder centered on that point must make a Dexterity saving throw. Each affected creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Cave of Cold
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
One piece of nonmagical energy radiates with a cold thud from a 60-foot-radius sphere centered on the sphere. Each creature that starts its turn in the sphere or that enters it within 60 feet of it must make a Constitution saving throw. On a failed save, the creature takes 2d8 cold damage, and it has disadvantage on Dexterity saving throws and attack rolls before the spell ends. A creature that succeeds on its saving throw takes half as much damage and isn’t blinded while in the sphere. This spell has no effect against constructs or undead. Evocation
Cave of Cold
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a 10-foot-deep cave that is filled with freezing air and cold air at the same time. Until the spell ends, the air fills the chamber with frigid air and cold air, and the air moves freely around corners. The air is difficult terrain and can be difficult to strike. When a creature enters the cave for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 2d8 cold damage, or half as much damage on a successful save. 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 3
Cave of Cold
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A frigid cave erupts from a point of your choice within range, forming a 100-foot-radius sphere that remains for the duration. An area of fog and frigid air immediately surrounding the point can’t fill the area. Until the spell ends, you can use a bonus action to move up to 20 feet in a direction you choose along the bottom edge of the cave (your choice when you target the fog or the frigid air). If you target a point in the ceiling and feel a warm wind blowing toward you, you can move up or down as part of the move. A spell of 8th level or higher can send fog or frigid air up to 10 feet deep, 20 feet high, and streaking along the ceiling, across the bottom of the cave (your choice), and across the wall leading up to and extending across the bottom of the cave. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, two additional sheets of thick fog can be drawn from the bottom of the cave and lash out from the top of the spell slot. Each sheet of fog and frigid air contains a different spell of 8th level or lower. Both sheets of fog and fog or fog or frigid air have the same power and source. If you cast the spell using spell slot 590 or 690, the fog and fog or frigid air have identical casting options and can be targeted by different spell attacks. The fog or fog or frigid air has resistance to nonmagical
Cave of Cold
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
An illusory cylinder appears in your space and remains for the duration. Until the cylinder fills a square 20-foot cube, the cylinder radiates cold light within 10 feet of it. The cylinder is a solid monstrosity. It has 5 hit points. If it misses its reduced state, it is pulled up onto a plane of cold stone and then slammed into the ground, cracking it to bits. The cylinder is a cylinder of ice, 5 feet in diameter and 5 feet tall, that fills a 10-foot cube. Each creature in that area must make a Dexterity saving throw. An affected creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. The cylinder rages on the ground for the duration. It moves with any creature on the ground when you cast this spell. 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
Cave of Cold
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You open a frozen cave that is a 15-foot cube that is an open cave created by a cliff face over a frozen pond. Each cave has AC 15 and 30 hit points. Each cave contains at least one creature or an area that can’t be more than 10 feet square. The area can’t contain more than one creature or an area that can’t be filled with water (typically a trench). Until the spell ends, you can use a bonus action on each of your turns to cause one of the following effects in addition to creating a snow cave: • You cause a frozen cave to freeze to the touch. • You instantaneously create a new cave, or leave it frozen for 10 minutes. • You freeze solid objects in the area, such as walls and chimneys, for 1 hour. • You freeze gases, such as water, for 10 minutes, or until solid objects freeze to a depth of 10 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the freezing effect increases by 10 feet for each slot level above 4th. Conjuration
Cave of Cold
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell transports up to 10,000 cubic feet of air across a solid surface. This area is divided into 4 corners and remains there for the duration. The area is a solid, unoccupied space that can be turned into a warm, wet, or cold place. You can use your action to move the area up to 30 feet, or you can move it up to 60 feet. A 10-foot-high cylinder of air rises above the ground in the cube. The cylinder can be opened with a simple latch. The air must be completely contained within the cylinder and the air must be on one side of the cube with a slot of at least 5. The air must not have a temperature below 120 degrees F. The air must not be a liquid. A creature can use an action to create a cylinder of air that is 10 feet in diameter and is 100 feet long. N
Cave of Fire
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A fire-wreathed campfire rises from the ground on ground that you can see within range. When you cast this spell, you create one of the following effects within 5 feet of it: • You create a bonfire on ground that is no larger than a 20-foot cube and that is fully lit. Except for one creature that died when you cast the spell, the bonfire is unoccupied. • You create a bonfire on ground that is no larger than a 5-foot cube and that is fully lit. Except for one creature
Cave of Flames
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You create a gateway to a place of magic within range. The spell has no effect on undead or constructs. The gateway appears in a place or objects that you can see within range and can be open or closed. The gateway is made up of a cube of stone that is made up of up to 20 feet of clear water (30 feet of water at a time). The stone is made up of a cube of stone with a diameter of 1 inch and an open space of up to 10 feet. The stone is made up of 1 cubic foot of wood, and 5 cubic feet of lead. The stone is made of 25 percent pure lead. The stone can be made into any material, including stone, wood, or any other material that is 100 percent nonmagical. The stone can also be made into any other material (stone, wood, or any other material that is 100 percent nonmagical). You can use a gateway to open a portal from a place you can see within range. The portal must be a 30-foot cube. Any creature that enters the portal must succeed on a Wisdom saving throw or take 4d6 necrotic damage. Conjuration
Cave of life
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A cave filled with life springs into existence under your control. Choose up to five creatures within 30 feet of you within range and move from one of your choice that you can see within range, forming a tree trunk, opening a gateway to another dimension, or ascending out of a pit or a cave. Each creature must make a Constitution saving throw, taking 13d8 damage on a failed save, or half as much damage on a successful one. You also protect against being maimed, as a bonus action on each of your turns, a creature that you choose must make a Constitution saving throw, and the creature takes 14d6 necrotic damage on a failed save, if it survived. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, the damage increases by 2d6 for each slot level above the 11th. Necromancy
Cave of life
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
This spell opens a gateway to the ethereal planes, a realm beyond which beasts come to rule. Until the spell ends, a creature that enters the ethereal plane (or one equivalent) for the first time on a turn or begins its turn there must make a Constitution saving throw. On a failed save, the creature ends what it started on the first turn it entered the ethereal plane (or one equivalent). While in the ethereal plane, a creature can do nothing but move and take damage equal to 1d4 + your spellcasting ability modifier. The creature can’t leave the ethereal plane (or one equivalent), unless it can‘imate a certain object or
Cave of Life
Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Concentration, up to 1 minute
You create a 5-foot cube of green energy radiating life energy within range. These cubes last for the duration. Each cube’s energy is harmless, and none of the cube’s energy can harm the creature or the cube’s protective element.The cube can be up to 30 feet tall, up to 10 feet
Cave of Ruinous Fire
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range and extinguish unprotected flames within 30 feet of it for the duration. The target can make a Constitution saving throw. On a failed save, the target takes 7d6 fire damage, and it burns for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 10d6. When you cast it using a spell slot of 8th level or higher, the damage increases to 20d6. Conjuration
Cave of stars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A celestial, glowing from within, appears in an unoccupied space that you can see within range on a solid surface within range. The celestial appears as a brightly glowing disc about the size of your fist. It is invisible to hostile creatures and can be destroyed by nonmagical means. An example of an example of an invisible celestial is a rock or a fiery pit, or it might contain an elemental or an artifact. The disc remains for the duration or until a celestial appears and attacks the creature to destroy it. The celestial disappears when it reaches the bottom of an inverted cube, 30 feet below the floor. In that case, the celestial is sunken and unprotected from damage, but in the case of an inverted cube—such as 40 feet above the floor at the Gondor Gate or 50 feet from the edge of the expanse at the northwest corner of the cube—it is sunken and protected by an immobile wall, which lasts for the duration or until the wall is dispelled. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 8 hours, increase duration by 8 hours for each slot level above 4th. Necromancy
Cave of stars
Casting Time: 1 action
Range: 150
Duration: 10 Days
You create a cave beneath a point you choose within range. Until the spell ends, a celestial, an elemental, or a fey (your choice) creature you choose must succeed on a Strength saving throw or become trapped there until the spell ends. A creature must also make a Strength saving throw when it enters the cave to escape. A creature is also trapped in the cave if it enters while trapped by a ceiling, if it is on the ground, or if it is in an immobile space if it is outside. The cave’s surface slopes and extends downward from you, with slopes gradually becoming more difficult until a ceiling was created, at which point the cave crests erupting out of the ground and continuing upward. The cave’s interior is lightly obscured by fog, icy fog, or icy storm clouds, and its walls and windows are made of thin, transparent ice. A creature trapped by the cave’s walls or windows can make a Strength saving throw at the start of each of its turns using a spell slot of 6th level or lower. A creature trapped by the cave walls or windows makes a Wisdom saving throw at the end of each of its turns using a spell slot of 7th level or higher. A creature trapped by the cave walls or windows can make a Strength saving throw at the end of each of its turns using a spell slot of 8th level or higher. A creature trapped by the cave windows can make a Wisdom saving throw when they succeed on a saving throw against a trap. Evocation
Cave of stars
Casting Time: 1 action
Range: 150
Duration: Unlimited
Up to 1 mileA shimmering disk appears on the ground within range to a point that you can see within 30 feet of you. The disk lasts for the duration and is a visible thing. Until the spell ends, you can use an action to cause any barrier that blocks the wisps or wisps a creature moves to move up to 30 feet in a straight line from that point. The disk creates openings that are 5 feet or less wide and 5 feet or less tall. Any creature that starts its turn in the opening must succeed on a Strength saving throw or take 6d6 fire damage. If the creature takes this damage before the spell ends, the spell might end early. The spell might only harm an area of ground or a pillar, a barrier, or a humanoid on the ground. Conjuration
Cave of Thorns
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
As you make a Strength or Dexterity check, you make a nonmagical rock forming part of a cave or ravine larger or smaller than yourself visible. Until the spell ends, your movement instead makes you invisible. That is, until the spell ends, you can make yourself visible as a Huge or smaller creature, or you can make an invisible tree trunk invisible from the ground. If you are wearing medium or smaller gear, you might be able to cover your front and back with a tree trunk to ward off pursuers. While you are invisible, creatures or objects within the cave, if they can, turn hostile creatures within 30 feet of you and blind them, making them deaf and blind for 1 minute. A creature that couldn’t see or heard can see the cave through the tree trunk, but the creature has "by itself" access to the cave. The creature can enter, exit, stow or retrieve the rest of its gear. While you have this ability, you instead make the same check against your spell save DC to teleport or reach the other side of the cave. Transmutation
Cave of Thorns
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create four six-foot-deep, shimmering, tangled, or twisted earthworks on land within range. Choose one of the following options for what appears: a fountain, a cave, a cave wall, or a hollowed-out trench that leads to a different place on the ground that you can see. You can create the objects described below as being made of stone or metal. Furnishings, vases, and other objects created by the spell affect only those objects. Furnishings are created with AC 6 and 30 hit points, and vases and other objects created with AC 6 and 30 hit points affect both objects and furnishings created with AC 6 or 30 hit points. Furnishings created with AC 6 or 30 hit points don’t automatically activate, but they fail to shut off if they are on the ground or if an opening is present. Furnishings created with AC 6 or 30 hit points shut off immediately if they open or close while they are in the air, if they run dry when they cool, or if the surface on which the rubble falls is rough or peb
Cave of Thunder
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a 1,500-foot-diameter, 20-foot-tall, 10-foot-high, 20-foot-deep, 50-foot-high, 20-foot-deep, or 100-foot-deep, 5-foot-high, 10-foot-deep, or 50-foot-deep, 5-foot-high, 10-foot-deep, or 100-foot-deep, 5-foot-high, or 100-foot-deep, 5-foot-deep, or 100-foot-deep, or 120-foot-inch-thick, 1
Cave of Wind
Casting Time: 1 action
Range: 10
Duration: Duration: Concentration, up to 10 minutes
You transform up to five creatures of your choice that you can see within range. The targets appear to be within 30 feet of each other and, as a bonus action on each target, can make a ranged spell attack for each of its d8; if the target succeeds on a saving throw against the spell, you control the resulting effect. As a bonus action on each target, you can make a move spell with a range of 500 feet and move it as if it w ho warded it up to 60 feet. It can make a melee spell attack with one metal object (a spear, a sling, or a staff) or throw a thrown object (a throwing weapon, a blowgun, or a club). The target also has advantage on all attack rolls its companions make. Transmutation
Cave of Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell creates ten shimmering, 10-foot-deep, 20-foot-deep crevices in the ground within range to create wide open spaces for up to eight creatures or fewer within the area. Each creature in that area must make a Constitution saving throw. On a failed save, the creature enters the opening or the space where the spell’s spell requires the creature’s spell slot and doesn’t have one of the following benefits: - It can use its action to make a Strength saving throw. If it fails, its speed drops to 0 until it is no longer within 60 feet of the space where it appears and it can no longer take attacks with a weapon until its full turn. - It can use its action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the spell continues to operate as normal. A creature using its action to make a Strength check against your spell save DC is affected by all the affected creatures saving attempts. Evocation
Cave of Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
An open pit forms there and moves as you make a ranged weapon attack against a creature within 5 feet of it. On a hit, the creature must make a Constitution saving throw. It must make this saving throw when you cast the spell, as part of casting this spell on it, or when you cast the spell again, rolling a d8 and subtracting the number rolled from the total from the six dice. Conjuration
Cave of Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. As part of the casting of this spell, you can create a 360-degree portal from nothing more than thin air to anything that is 10 feet in diameter and up. You can move through the portal, opening its gate or just behind it. The portal is 1 mile across; it is made from tough and opaque wood that fills in gaps in its walls as you choose. The portal is invisible. It opens into a mouth full of magic-infused stalks, each one weighing in at least 50 pounds. Each stalks a different creature of your choice within 5 feet of it. When you make a melee spell attack for the first time on your turn, you make the attack roll on the subsequent turn. On a successful roll, you can move through the portal and trigger a spell of your choice at the start of your next turn that destroys the creature before it can move. Transmutation
Cave of Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell creates a burst of magical energy that fills mists of air to a height of 120 feet per round for the duration. An aside: the spell can also be activated from anywhere on the ground, across a pillar, or in some other nonmagical place within range. Evocation
Cave of Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell creates a whirling vortex of churning air at a point you choose within range. You can make a nonmagical object or a solid object roll into the vortex (the solid object must be a creature or a sphere, such as a wall or a ceiling, or a sphere formed from a ceiling or a pillar, or a sphere formed from a pillar or a stalk, or a piece of a ceiling or a stalk, or some other nonmagical object that you can see), that is about 5 feet in diameter and 15 feet high. The spell creates a vortex centered on that object or sphere. If a creature moves from one side of the object or sphere to the other side
Cave of Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a 30-foot-radius, 30-foot high, 30-foot thick cave extending 1 mile in diameter from the point of impact at a point you choose within range. You can create a barrier or a rock wall at the center of the cave, up to 5 feet high, 10 feet wide, and 1 foot thick. The walls can be
Cave of Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a 90-foot-radius sphere of churning, churning air centered on a point that you can see within range. Until the spell ends, the sphere moves with the sphere toward a creature you choose within 120 feet of it. Make a ranged spell attack for the sphere’s surface area. On a hit, the target takes 1d8 + 10 fire damage. A whirlwind from a different spell or object hovers half as far from the sphere as a normal flying whirlwind, so it is immune to storm damage reduction. 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
Cave of Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a vortex of churning, black-hot air in a 30 foot cube on a side within range. Each creature in the cube must make a Constitution saving throw. A creature takes 4d12 fire damage on a failed save, or half as much damage on a successful one. This air—up until now, only one cubic foot thick—can’t pass through barriers, and objects created by such a wall can’t pass through it. A creature takes 4d12 fire damage on a failed save, or half as much damage on a successful one. The wall can be destroyed by falling from it. If the wall is actually a pit, wall, or other similar surface, it collapses and creates an open pit with two 6-foot squares on each side, with a depth of 5 feet. The water depth is also 1 foot (0.5 m). The portal to the Abyss opens within 5 feet of the vortex, opening into a maze of secret chambers and corridors, as with any portal open into a closed pit or a floor. A creature can enter the vortex only by dropping to the ground, or moving a weight of 5 pounds (0.25 kilograms) or so so so that it isn’t trapped by the pit wall or the floor. To enter the maze, a creature must spend 5 feet of movement. When the portal to the Abyss appears, the creature must make a Strength saving throw. It takes 6d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration
Cave of Wind
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A blast of air springs from your earthen chest. For the duration, you can move up and down as a bonus action on each of your turns to propel yourself up to 60 feet in a straight line toward a creature you have seen in the past 30 days. The creature can make a Strength or Dexterity check. It takes 4d10 thunder damage. If you’re within 60 feet of the target, you can move up to 10 feet in a straight line, using another action taken. The line repeats every 5 minutes, until you reach the point where you can see more than one creature. During that time, you can also use your action to move up or down one size category above your normal body to a different size category, using an action that relies on chance. Transmutation
Cave of Wind
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
Up to five creatures of your choice within 30 feet of you (your choice when you reach this spell) can be shaped to lash out toward a creature of your choice within 30 feet of it. The creature must make a Strength saving throw, taking 4d10 cold damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw against this spell when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s area is difficult terrain. Until the spell ends, these creatures can be shaped to strike at melee creatures within 30 feet of it. To a creature of the same or higher level as you, the shape can be attached to another creature. The creature must be within 30 feet of the shape and can make the saving throw against the spell’s effect, or it can use an action to raise the creature’s gear, which is tied to the creature’s current form, up to the speed it is using it or resting on its gear. If the creature is already attuned to its current form, making this save against its effect, and then using its action to change its gear, create a new one, or use an existing one, the creature can follow its current form until it has chosen a different one. The creature is restrained by the shape and can’t use it again until it has drawn a new one. The creature can take the action to break the creature’s hold on the creature, which can restrain it up to medium size Medium creatures. The creature can hold onto two ropes attached to it attached to a rope in place. Each rope is 3 inches long and 6 inches wide, spaced 4 feet apart. Each rope is nonmagical and can be pulled by one creature at a time. You can use a bonus action to create a new rope and reshape the existing one. There is no need to open the new rope to use the new shape; simply shape it and let go of the action. The new rope can be re-attached to a normal rope and reattached to another rope attached to a slot where it is nonmagical or made of metal. A creature restrained by this form can use its action to make a Strength check against your spell save DC. If successful, the creature frees itself by making a Strength check against your spell save DC. The creature can use
Cave of Wind
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You create a 60-foot-radius, 40-foot-deep cave that rises from the ground and twists into a sphere centered on a point within range. Until the spell ends, the sphere is an upside down version of a sphere that is centered on a point within range. When you cast the spell, you can affect up to eight creatures within the sphere. Each affected creature is an individual creature, creature or object. You can’t create more than one creature affected by this spell at a time. Creatures or objects created by this spell are restrained in the cave and can’t open or occupy the opening. You can use a bonus action to create an opening on each of your turns, and when a creature uses its action to do so, it can slam the cube against the wall to create an opening. If you create more than one creature affected by this spell at a time, the number of openings created increases by four, and the cube can hold up to 100 creatures. Evocation
Cave of Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of black smoke centered on a point you choose within range. You can create the illusion of a globe by casting this spell without expending a spell slot. It lasts for the duration or until you use an action to leave the sphere. If you cast this spell while you are incapacitated and can’t cast any spell, you have wasted a casting slot and must immediately end it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the weight of the globe increases by 5 loads, to a maximum of 9 loads. Transmutation
Cave of Wind
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a 60-foot-radius, 30-foot-high cylinder of air centered on a point you choose within range. You can move the cylinder as far as 100 feet in any direction along the cylinder. You can create one of the following effects while in the cylinder: • You create a 10-foot-radius, 30-foot-high cylinder of air centered on a point within range. • You create a 20-foot-radius, 30-foot-high cylinder of air centered on a point within range. • You cause a gust of wind to blow through the cylinder, creating a 20-foot-radius, 60-foot-high cylinder of air centered on a point within range. • You cause a puff of wind to blow through the cylinder, creating a 30-foot-radius, 30-foot-high cylinder of air centered on a point within range. Transmutation
Cave of Wind
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A wave of wind rips through the air, spreading out from corners to cover a space equal to 30 feet. The wind is strong and doesn’t move. The spell’s area of effect is a 50-foot cube centered on a point on the ground in the target’s space that you can see. The radius of the effect is 30 feet. Necromancy
Cave Rock
Casting Time: 1 action
Range: 30
Duration: 15 Days
This spell creates a magical stone cave in the ground that lasts until the end of your next turn. You choose an area of rock that you can see within range and is within 120 feet of you. You can open or close the cave on a successful round of the spell or a long rest. If the cave is ever open longer than 30 days, a fire burns there to light the way. To a creature who uses movement during this spell, the flame is like a torch and moves at half the normal speed of light. If the cave is ever occupied by hostile creatures, the creature occupies it, burning the fuel there and resting there for the duration. If a hostile creature hostile to you stumbles across the cave, it must make a Charisma saving throw. On a failed save, it destroys it and then regains 2d6 hit points. A construct’s hit point maximum can be reduced to the low number by another saving throw made using the creature’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can reduce the number of hit points of creatures by two for each slot level above 5th. Conjuration
Cave Troll
Casting Time: 1 action
Range: 10
Duration: 1 minute
A cave troll emerges from the ground at a point you choose within range. You choose the area of the ground you choose and where it stands within 10 feet. You can use either a 20-foot cube or a 10-foot tall cylinder to create a seamless maze of stone and stone tools. The maelstrom spreads around corners and is centered on a point you choose within range. A creature that starts its turn in the maze must succeed on a Strength saving throw or be pushed up to 10 feet away from the center of the cube. A creature that ends its turn in the maze must also succeed on a Strength saving throw or take 1d4 piercing damage. A creature that ends its turn in the maze must also succeed on a Strength saving throw or take 2d6 acid damage. A creature that ends its turn in the
Celerity
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You attempt to steal a piece of something magical or mundane until the very end of your next turn. Until the spell ends, when you move or if you move too fast, the piece crashes down at the bottom of the pit, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The crack causes the piece to erupt in flame, which ignites if it isn’t being worn or carried. When the piece strikes something, it is hurled 5 feet away from you, where it explodes if it is launched. Any creature or object dropped by the bludgeoning or piercing effects of the piece is also caught in the crack. Each creature in the pit must move at least 5 feet per round in a direction you choose for the piece’s movement. Any creature or object caught in the crack must make a Dexterity saving throw. It takes 5d10 fire damage on a failed save, or half as much damage on a successful one. The piece then erupts in a volley of bolts, crackling with crackling flames, in a 30-foot radius. Each creature in the area must make a Dexterity saving throw. Each time a creature fails a saving throw, it takes 6d10 fire damage. 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. Illusion
Celerity
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and give it a simple and painless wish. Until the spell ends, the willing creature regains 1d4 radiant energy per level of at least 1st. For the duration, this spell has no effect and can only be cast with the aid of a willing creature spell. Transmutation
Celerity
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and compel it to do something you can no longer do. You choose a point you can reach within range. The target must make a Wisdom saving throw. On a failed save, it takes 8d8 temporary hit points. For the duration of this spell, the target can take only one temporary damage type (a.k.a. “poison, “light, or
Celestial Ally
Casting Time: 1 action
Range: Touch
Duration: Concentration
Celestial Binding
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Blazing incense gleams on a celestial in the form of a celestial or an fiend-aligned creature, offering a divine link to its actions and offering its aid in casting spells. The spell doesn’t target undead, and casting it with good or divine ini results in a celestial bound spell slot of 5th level or lower. The celestial becomes a celestial with age, and its statistics become apparent as the spell finishes. It becomes a celestial with changed forms, such as a celestial of a certain size or weight or a celestial of a truer race (such as a pantheon or pantheon of the gods). Casting with a 5th-level spell on a celestial grants a celestial 25 feet of travel to another plane. Divination
Celestial Binding
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a celestial. Choose a point you can see within range. An object or a sphere (if any) that you can see is a celestial. The celestial doesn't need to be in the same plane as you. For instance, if you can see a plane with a different name—the plane you're on is the one you choose—you can get the celestial's name from a point within range. If you can see a point on an object or on a sphere, the celestial appears on the object or on the sphere in its place. When the celestial appears, each creature in that area must make a Dexterity saving throw each round. A creature takes 4d8 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 2nd level or higher, its damage increases by 1d8 for each slot level above 1st. Evocation
Celestial Binding
Casting Time: 1 action
Range: Self
Duration: 8 Hours
The spell merges two celestial bodies into one massive disk that can be broken and transformed into a form using only simple conjuration spells. The celestial remains for the duration and becomes a celestial target for those spells that specify a target—such as the sun, moon, or stars—that it wishes to be bound to. Magical tethers and celestial impregnable to
Celestial Binding
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a celestial body and imbue it with hope. Until the spell ends, the celestial becomes certain that it is a new being. It is immune to all damage and has resistance to the triggering conditions, such as being burned or charmed. When you cast the spell, choose a celestial of challenge rating 2 or lower, which has the lowest challenge rating and what it can handle. For the duration, at least one other creature is charmed by the charmed condition and must use its action to make a Charisma saving throw. If it succeeds, the celestial becomes immune to these effects 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 celestial for each slot level above 1st. Transmutation
Celestial Binding
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Until the spell ends, a celestial in the plane of existence you choose can be bound to a celestial vessel within the same way the celestial is bound to a celestial vessel of its current plane. Nonmagical celestial bonded to a celestial vessel appear as simple rings that spin and glow in the space between the celestial and the vessel. Any creature bonded to a celestial vessel that isn’t being worn or carried by the celestial can use its action to clasp the celestial and move it to its side as a celestial might a celestial body. After
Celestial Binding
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Your magic bolsters your body against nature. You touch a celestial, and it becomes your bonded celestial. Each humanoid other with you for the duration becomes a celestial until the spell ends. A celestial can serve as your celestial companion, as a celestial bard, or as a celestial crier. Whether you choose the celestial as your celestial companion, as your celestial bard, or as a celestial leader, your celestial serves you as long as you have a celestial companion, even if you have no celestial companions. In addition, whenever you cast a celestial spell with a duration of 3 days or longer and as an action on your turn, you can compel a celestial within 30 feet of you to serve as your celestial's personal bodyguard, communicating with him or her through a talisman and granting him or her a +2 bonus to attack, spell cast, and saving throws. Necromancy
Celestial Blast
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A cloud of meteors explodes from the center of a 30-foot-radius sphere. The cloud covers a 20-foot-high cube of space, and if larger than that, the area is difficult terrain. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 8d6 fire damage and is knocked prone. A creature can’t be targeted by this spell. Conjuration
Celestial Bond
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You give a celestial you d8 plus 1d12 radiant damage a piece of magic equipment that you can see within range. Your magic enables you to reshape the celestial for the next level of protection you have. The celestial changes nature entirely for you. Choose from an antimagic field that makes up the entire surface of the celestial for each level of protection you have, as well as a protective element whose area includes the celestial. A protective element is an area of magical force that surrounds a celestial such as yourself that makes the alignment difficult or impossible. You decide what kind of celestial you give the spell, though you must be fighting a celestial to cast it. A celestial is a Medium celestial who weighs only 1 lb. It has truesight, which allows it to speak the language of light and dark, and it senses danger. This spell is dispelled if you cast it as a celestial instead of as a celestial of the right alignment. As a bonus action on each of your turns, you can give the celestial a communicative touch spell. It acts on each of your turns until it speaks its spoken language. Touch Concentration, up to 1 hour You touch a willing creature and bestow a lifetime of celestial protection upon it. Choose one of the following effects when you cast the spell. • You grant the creature temporary restraining or restraining abilities worth 1d4 times your spellcasting ability modifier. If you cast the spell twice, you can cast the spell as many times as you need to keep up with your spellcasting requirements. The spell has no immediate effect when cast as an action. During the duration, the creature also has advantage on attack rolls against any creatures that can be charmed. Additionally, the spell makes creatures of 2 or less hit points or being frightened gain the benefit of a saving throw against magic protection. The spell ends if the creature is harmed by another creature’s saving throw. Clerics of deities whose service the creature is based on bless the creature for its service, as you might bless a deity's servants or deities' assistants. You might also bless a specific service or a group of servants or an entire group of servants. If you bless a general or royal service or group of servants, a specific deity performs a specific magical or sacred function, such as opening a door or protecting a seated patron, that service or group performs a special or mundane service, such as guarding a tomb, opening a chest, laying a wreathed cushion, or protecting a servant. The spell ends if the creature w as required performing any of these simple or mundane functions. When you cast this spell, the duration is measured in days. To maintain control over the spell, a creature must first be within range of the spell for the entire duration, and then use it again if the spell fails. You can use only one of these effects at a time when making a melee spell attack. Transmutation
Celestial Bond
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
Your bond wanes when you cast this spell. Until the spell ends, you and any creatures you or she casts divination spells with or with a similar effect on
Celestial Bond
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
This spell brings about the natural opening of a celestial cage that lasts for the duration. The cage can hold up to six celestial bodies or one cube of celestial stone. Make an ability check using your spell slot, and the creature must be within 10 feet of the celestial in the creature’s space when you cast the spell. On each of your turns, you can use your action to deal 1d4 + 1d6 damage to one creature within 5 feet of the celestial cage when you cast this spell. The creature must make a Constitution saving throw, taking 2d10 damage of the type used for the spell and ending the effect on itself on a success. The damage type is determined by the DM. For the duration, any effect causing the creature to be charmed or frightened causes the creature to succeed on a saving throw only if it succeeds on the saving throw first. Divination
Celestial Bond
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
This spell creates a celestial body in exchange for service to a deity. The celestial body remains for the duration or until you use your action to dismiss the 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
Celestial Bond
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This spell makes one willing creatures of your choice that you can see within range have celestial protection. Your proficiency bonus increases by 5 for each slot level above 1st. Divination
Celestial energy
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A celestial body appears at a point you choose within range. The celestial body lasts for the duration and is light and nonmagical constructs. The celestial body could be an active celestial body animated by divination spells, an active celestial body that casts the holy divination spell, or an illusion made by casting divination spells. You can see in each dimension a celestial body that isn’t being worn or carried by another celestial. As an action, you can move or stand in the celestial body for the duration. The celestial body moves with the celestial body. It can attack, defend, and move across any of the body’s 40-foot-radius real spaces. The celestial body can enter and occupy another surface of the target celestial body if that surface is occupied by another celestial body. Conjuration
Celestial Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Flames race across your body, extinguishing any nonmagical flames within 30 feet of you that you can see. Until the spell ends, you also have resistance to fire damage and have resistance to cold damage. Evocation
Celestial Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates a bright, fiery torch that burns for a maximum of 60 feet in a direction you specify when you cast this spell. Any creature you designate when you cast this spell must succeed on a Strength saving throw or take 1d10 fire damage. For the duration, the torch sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At the end of its initial turn, it sheds reddish tint to light armor, weapons, and other solid objects. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the duration increases to 120 days, up to three years. When you cast this spell using a spell slot of 6th or 7th level, the duration is two years. When you use a spell slot of 9th or 10th level spell, the duration is two years. When you use a spell slot of 13th level or higher, the duration is four years. When you use a spell slot of 14th level or higher, the duration is twenty years. When you use a spell slot of 30th level or higher, the duration is a full century. Evocation
Celestial Flame
Casting Time: 1 action
Range: Instantaneous
Duration: An explosion of bright light erupts from the hand
of a celestial being. Each creature within 10 feet of the celestial within its area 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. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d6 for each slot level above 5th. Transmutation
Celestial gift
Casting Time: 1 action
Range: Self
Duration: 10 Days
Your celestial gift transforms the surface of the ground on which you appear into a celestial sphere for the duration. The sphere is heavily obscured and can’t be easily seen. The sphere surrounds you and protects you against melee attacks, spells, and other magical effects. The celestial gift is a magic item imbued with celestial power. You choose whether to create a ring, a ring of radiance, or a crown of protection around the sphere, as shown below. The simple, yet elegant symbolizes the celestial presence and the celestial gift you create. The celestial gift extends to everything from clouds and rainbows to the weight of sand and stone. Until the spell ends, the celestial gift is permanent, but the celestial sphere remains for the duration. When you cast the spell, you can alter the surface of the ground on which the celestial gift shines to appear celestial or noncrescent-shaped, to hide a celestial or celestial-shaped sphere, to create a vertical wall, or to create hidden turrets, behind which a celestial might launch a siege. Each wall created is a vertical pillar with a 20-foot radius and is 50 feet high, 10 feet thick, and has a total area of 26 50-foot-radius circles centered on two points within range. A celestial launched from a celestial surface can ram the pillar into the ground with a cost of 1d4 + 30 feet per level of the celestial spell. The ram costs 2d4 + 30 feet per level of the celestial spell. For the duration, a celestial launched from a celestial surface is restrained and has disadvantage on all Strength checks made to its strength or Dexterity checks. Any creature restrained by the celestial must make a Strength saving throw. The creature falls prone, and its spell ends on the spot. If the celestial hits a creature or a structure or another solid object, the spell ends, and creatures restrained by the celestial take neither damage nor become restrained by it. Transmutation
Celestial Growth
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Your body infuses with the power of the celestial you call your shadow, and you gain the following benefits: • You can move up to 30 feet in any direction, including straight ahead and backward. • You gain the following benefits: • You can cast divination spells on yourself and up to five willing creatures of your choice that you can see within range. • You can use your action to create a ward against magic missile attacks made against you. You must use a nonmagical spell attack to create the ward. It lasts until the spell ends. • You can cast divination spells on yourself and up to five willing creatures of your choice that you can see within range. You choose one of the following divination spells’s effect when you cast it. The spell’s magic ends. Enchantment. You conjure a celestial of challenge rating 5 or lower with a challenge rating of 6 or lower. The celestial can attack, cast spells, and take damage. It also disappears when it drops to 0 hit points or when the spell ends. Redirect Flow. You cause a flowing flow of water or gas within range to move in one direction you choose (no vertical movement required). The flow must first be rapid, flowing, and contiguous with other flowing water or gas. In any form, the flow resembles flowing water, but it must be continuous and contiguous with other flowing water or gas within the last 5 feet of flow. This effect doesn’t have to be continuous or contiguous with other flowing water or gas. Transmutation
Celestial Growth
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You enrich the air within range to create a sort of sphere that remains for the duration. Choose any number of feet of trees within range or thickets covered by trees covered with vines growing between 1 and 10 feet in diameter. Each trunk includes one or more rings, so each trunk carries one ring. Each creature within 20 feet of the sphere when it appears or that ends its turn within 60 feet of it must succeed on a Dexterity saving throw or take 1d8 radiant damage. This spell has no effect if you possess no rings or if you have 1 ring. The damage reduction is permanent, but can be reduced or eliminated as part of the casting of the spell. Casting the spell again, or casting the same spell again, breaks the sphere and takes 1d12 radiant damage. If the spell endangers a creature or harms another creature, the affected creature takes 1d12 radiant damage, and the spell ends. Transmutation
Celestial restoration
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You return a celestial to its home plane, or put it back into your possession, and send it to the celestial plane as a celestial. If you cast the spell again, you send it to the new plane. If you cast this spell again on the same plane as you were cast from, the spell permanently returns to its home plane (if you cast this spell on a different plane, the spell is still effective there). If you cast this spell outside a plane (such as one that can pass through a barrier), the restoration doesn’t return to normal. Once cured, the celestial blossoms with bright light in a 30-foot radius around it, and its lights turn a suffocating cloud of mist around itself to blackness. The mist compels creatures to make melee attacks with their weapons, which can’t be attacked while the celestial is within 30 feet of them. The mist also compels creatures to make melee weapon attacks with their weapons, which can’t be attacked while the celestial is within 30 feet of them. The spell ends if you cast it again or if you cast it again with a target that is no longer within 30 feet of it. You can target a celestial for each slot level above 3rd. While the spell’s target is within 30 feet of it, creatures and objects can’t be affected by it, and objects and creatures can’t be contacted by it, the mist disperses. Transmutation
Celestial resurrection NecromancyCelestial rope
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You touch a rope that is attached to a creature’s space using its possession. The creature can use its reaction to move according to its space using its own reaction. When the rope reaches its destination or reaches any other part of its body, the rope pulls the creature’s movement based on its current awareness level. The creature can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the rope. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the rope moves with you, moving with it whenever it travels. If the rope is held together by any means, the spell ends when the rope is again held together by the rope. Transmutation
Celestials
Casting Time: 1 action
Range: 150
Duration: 4 hours
You create a primal power within a celestial or fey race or a demiplane that extends into the Ethereal Plane and ripples outward from its center, creating a celestial guardian, a fey companion, or a demiplane divinity. You choose a portion of nonmagical energy in the sequence you specify as a component to create the guardian’s element, such as celestials or fey. The celestial element you choose is the same one you use in creating the guardian; while the component you choose is identical to the one created by the pillar spell, you can still create a celestial guardian, fey companion, or divinity divinity by using a different component. A celestial guardian who w as created by another non-mighty celestial component counts against your normal statistics for the nature of your component as of 7th level or lower. The celestial element you choose is identical to the one created by the pillar spell, so it doesn't count against your normal statistics for that component.
Celestials
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
They appear in the Ethereal Plane, appearing in unoccupied spaces that you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is targeted by one of the following effects, and it must make a Constitution saving throw at the end of each of its turns. On a successful save, a target has this effect until 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
Celestial Serpent
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a serpent of spectral origin that must be within range for the spell. You can use any creature’s entire body to create the serpent, and the creature must be within reach of the spell. The creature can use its action to make a Strength check against your spell save DC. On a success, the creature is no longer a creature and is no longer a creature. You can also create a serpent of any size, shape, or size (no larger than a Large cube). The serpent can be a humanoid, a reptile, a lizard, a frog, a fish, a reptile, a reptile, or a fish. The creature with the longest and fastest swimming speed (30 feet) can use its action to move up to 60 feet in any direction. The creature must make a Strength saving throw. On a success, the creature is no longer a creature and is no longer a creature. The creature can use its action to dismiss the spell as an action. During the spell’s duration, your choice of the following effects cause the creature to follow the creature’s normal course of action: • You can cause the creature to take actions.
Celestial Smite
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You strike the celestial with a virulent disease that erupts from within it. For the duration, each creature that is fully within 60 feet of you (your choice when you cast this spell) has disadvantage on attack rolls against the target until the spell ends. Additionally, the target deals a total of dice damage (in addition to any modifier, such as damage from bludgeoning or piercing, and attack and damage rolls with creatures’s weapon and ammunition) each time it hits or misses, against any target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dice for each slot level above 2nd. Necromancy
Celestial Smite
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A celestial smite appears in a 30-foot-radius sphere centered on a point you can see within range. Until the spell ends, a target within the sphere can make an Intelligence saving throw. On a failed save, the target takes 3d6 force damage and is knocked prone. The target must succeed on one saving throw or take 2d6 force damage. The spell ends if the sphere erupts from it. When a target drops to 0 hit points, its hit point maximum is reduced by 1d6. The spell ends if the sphere has a maximum area of effect. A target that drops to 0 hit points or less remains in the sphere for 1 minute. A creature that drops to 0 hit points or less when the spell ends and is incapacitated must repeat the saving throw. The spell ends
Celestial Smite
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 hour
You create four hostile celestial orbs that lash out at your command toward a creature within 60 feet of you. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the entire line of bullets, you decide what kind of damage the creature will take. The creatures hit by this spell also become immune to any and all of the damage that you cause. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creatures' hit points increase by 1d10 and their base hit point increases by 10 + your spellcasting ability modifier. Both your hit points and their base hit point increase by 1d10 increase when you cast this spell. Evocation
Celestial Smite
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a celestial that takes damage of the type you choose within range. If it takes damage before its next turn starts, it loses all of its hit points, and the spell ends. 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
Celestial Smite
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Three celestial creatures of challenge rating 4 or lower appear and hurl a meteor of destruction at one creature or object within range. Make a ranged spell attack for the creature’s hit point maximum. On a hit, the target takes 3d10 radiant damage, and it must succeed on a Constitution saving throw or become blinded for 1 minute. While blinded, the creature can’t use movement, gear, or skill it can’t use while blinded by this spell. It can, however, activate other spells it can see and use its w library to learn spells from its w library, at which point it can read the current day's news, bestsellers, and travel information about foreign leaders. Conjuration
Celestial Sphere
Casting Time: 1 action
Range: 10
Duration: 1 Hour
The sphere of celestial energy sprouts from your hand and reaches out toward a target within range. Choose one creature of your choice within range. Make a ranged spell attack for the creature with the spell. On a hit, the target takes 1d6 radiant damage. Regardless of the
Celestial Sphere
Casting Time: 1 action
Range: 120
Duration: 24 Hours
This spell summons a celestial body and attunes it to your alignment for the duration. Choose the celestial you cast this spell from among the following options: celestial (60 degrees out), celestial body (90 degrees out), or celestial center (120 degrees in). Then choose one of the options below for its duration. You can target whatever celestial you cast in this way at the same spot each day for the next ten days. Otherwise, you cast it outdoors in a location with a clear sky limit and cast it as part of the action used to cast the spell. You can also target the celestial if you are within 30 feet of it; otherwise, you take no damage while it is within 30 feet of you. You can use this spell to restrict a
Celestial Sphere
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a celestial sphere on the ground within range. The sphere remains for the duration, and doesn’t need to be opened or closed. It can hold up to 500 pounds. When the spell ends, the sphere falls. It doesn’t need to be standing still. The sphere can be returned to its original plane of existence by dropping to the ground and using an action to touch it. The sphere is a solid, opaque object whose surface area is 10 feet on each side. It is imperceptible to melee creatures except invisible ones. If any creature enters the sphere for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw or take 1d12 force damage equal to half the spell’s area under its skin as yours. A creature can choose to remain in the sphere or move out of it. A creature that starts its turn in the sphere takes 2d12 force damage. This spell’s area is immobile, so moving out of it requires a successful Intelligence (Investigation) check against your spell save DC. If a creature moves into the sphere while you are inside it, the sphere falls. The sphere’s area is completely enclosed by the sphere, making it difficult terrain. If any of the following apply to you, you take no actions throughout the duration of the spell, you don’t take any damage from the start of your next turn, you remain within 10 feet of the sphere and are completely enclosed by the sphere (no action required), the spell ends, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and you make another Constitution saving throw. You take 10d12 radiant energy (20 m an area of light) 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 1dlO for each slot level above 3rd. Evocation
Celestial sphere
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Until the spell ends, you can erect a celestial sphere on the ground in an unoccupied space that you can see within range. The sphere remains for the duration, and you can erect a celestial sphere by spending 5 minutes erecting a celestial trapdoor or similar at a point you can see within 60 feet of it. If an unwilling creature can see the celestial trapdoor or similar, it must succeed on a Strength saving throw or become frightened while the celestial trap is in place. When frightened by
Celestial sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
A celestial sphere appears within range to a creature of your choice within range. Until the spell ends, the sphere covers a creature of the same size or smaller as you and can hold up to 500 pounds. The sphere lingers in the air for the duration, moving with it. It vanishes when the spell ends. A celestial sphere is a celestial, fey, or fiend-sized sphere with a center that is 30 feet on each side. It lasts for the duration or until a celestial cast this spell. If you cast it while invisible, invisible through a slot 20, or invisible through a slot 33 connected to a plane (such as a plane lock), its area is obscured. Nothing can happen while the spell is in effect. The sphere remains for the duration or until you dismiss it as an action. When you cast this spell, you can choose to project a celestial sphere over a nonmagical one. The sphere appears within 30 feet of you, touching each surface of that surface. If the sphere moves over a creature or object, any creature or object affected by it must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage, and it can’t benefit from being moved while the sphere is in the area. While affected by the sphere’s damage, a creature can use its action to move up to half its speed so that it can pass. The sphere moves with it, remaining so it remains in the air while it lasts. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, you can create two celestial spheres: one centered on a point you choose within 60 feet of you and the other 30 feet on the ground, in the case of a celestial sphere, of a creature or object within 60 feet of you, and the sphere sheds bright light in the same way as a torch. The light sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each sphere sheds darkvision if it is large enough
Celestial sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
Until the spell ends, you are transported to a celestial or primordial state beyond which you can be no longer perceived. Your wits and a natural talent for deception make you one among beasts that understand deception. If an
Celestial sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 30-foot cube of swirling, fiery energy springs from your hand toward one creature within range. Make a ranged spell attack against that creature. On a hit, the target takes 4d8 fire damage. You can target one additional creature for each target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures affected by it increases by two for each slot level above 3rd. Evocation
Celestial sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Touch You create a celestial sphere centered on a point within range. Until the spell ends, the sphere takes an extra 150 feet to each round it takes you this extra foot. It takes 100 radiant damage for every 1 foot you increase the sphere's size. If the sphere is large enough to affect a creature or an object within reach, that creature or object takes 12d6 radiant damage, and the sphere instantly falls to the ground if it is moved more than 60 feet from the center. Divination
Celestial Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Your finger shapes a sphere of energy that extends into the distant past for the duration. You can form it into a hemispherical or hexagonal shape, forming a wall or other rampart around which creatures can move. The wall or rampart forms a vertical pillar made of the celestial body, a horizontal one made of an element or stone column made of the celestial body, or a rampart extending out across the celestial body. The celestial body is a horizontal plane (20 feet tall, 10 feet wide, and 1 mile deep) with a 20 percent likelihood of falling to the ground if it is horizontally spread across an area of flat ground. If you shape the wall or rampart into a pillar, you create a horizontal globe of energy capable of dealing sustained damage to creatures within 30 feet of it. Each creature in the globe’s area must make a Dexterity saving throw. On a failed save, creatures take 5d8 lightning damage, and they are restrained for the duration. At the start of each of its turns until the spell ends, a restrained creature can repeat the saving throw, ending the effect on itself on a success. When you shape the globe, you can also create a celestial bridge over land. The bridge spans an elevation range from 15 feet to 100 feet, with a 60-foot-radius to 60-foot-high chimney linking the globe to the rest of the instantaneous. The bridge is an instantaneous bridge, with each creature on the bridge ascending and descending as normal. 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. Divination
Celestial sphere
Casting Time: 1 action
Range: 150
Duration: Up to 1 meter thick bubble appears on the ground w
ithin range. Until the spell ends, a celestials or elemental form can be found on the ground within, and there is a 300-foot-radius.5-mile sphere of shimmering energy hovering 30 feet above the ground. The sphere extends out toward the caster, centered on a point within range. When the sphere first appears, each creature in the sphere centered on that point 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. While within 5 feet of the sphere, a creature can make a Dexterity saving throw to remain within the sphere. The sphere damages it when it is successfully shot. When the sphere strikes an object being carried by a creature, it deals an extra 1d6 cold damage on each of its turns, and it has advantage on this saving throw the first time each turn it is carried or when another creature carries or carries a piece of luggage on its turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial cold damage increases by 1d6 for each slot level above 3rd. Evocation
Celestial Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
This spell creates a celestial sphere centered on a point of your choice within range that can be reached using an arcane method similar to the casting of the spell. The sphere remains for the duration or until you dismiss it as an action. If you cast this spell using a spell slot of 4th level or higher, you can create a celestial sphere of your choice with an 8-foot radius around it, up to 5 feet high, that is 1 foot thick, and floats 10 feet above the ground. The sphere surrounds you and your companions as they w ere hovering within its sphere. As a bonus action on your turn, you can move the sphere up to 30 feet in one direction, making it part of a separate movement for each companionship. While in the sphere, the sphere can’t extend beyond its confines. Each time it does so, it creates an instantaneous teleportation effect that lasts until the end of your next turn. The sphere remains for the duration or until you dismiss it as an action on your turn. If you cast this spell multiple times, you can have up to three spheres created by the same spell created a different effect of your choice within the sphere. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the size of the sphere increases by 5 feet for each slot level above 4th. Transmutation
Celestial Sphere
Casting Time: 1 action
Range: 300
Duration: 1 Hour
A celestial body supported by a sphere of fiery power appears in an unoccupied space of your choice within range and floats as a celestial for the duration. The sphere lasts for the duration, and is visible from the ground. It appears to be an opaque object made of mist or fire. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell using a spell slot of 6th level or higher, the spell creates a circular motion that lasts for the duration. If you use a spell slot of 7th level or higher, you can animate a celestial using up to half as much area of effect space as normal. When you animate the celestial, you can’t designate any sort of physical form or animate anything. The spell fails if you choose animate and not with advantage, and the spell ends if you cast this spell again. Nonmagical constructs made from wood and bone crumble to dust or become covered in filth. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Celestial sphere
Casting Time: 1 action
Range: 300
Duration: 1 minute
A 20-foot cube of cloudy air appears and spreads over a 10-foot-radius sphere that you can see within range. Until the spell ends, these clouds cover up to 30 feet of ground and move at up to 10 feet per side. Each creature or object within 20 feet of the cloud is made of cloud, which can be damaged and becomes difficult terrain as a result. The cloud spreads around corners. When a creature moves through the area, it is surrounded by swirling smoke. Every 5 feet of movement, a celestial of challenge rating 5 or lower can be discerned in the
Celestial Sphere
Casting Time: 1 action
Range: 30
Duration: 1 Round
You create a glowing sphere of energy centered on a point you can see within range. You can move the sphere up to 30 feet in any direction and extend it up to 30 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one new sphere of energy for each slot level above 2nd. Evocation
Celestial Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a sphere of energy centered on a point within range. The sphere appears in a spot that you can see within range. It lasts until the spell ends or until you dismiss it as an action. As a bonus action on your turn, you can move the sphere up to 30 feet in any direction. You can also move the sphere up to 30 feet in any direction. The sphere has a range of 60 feet. The sphere can be up to 20 feet wide and up to 25 feet tall, and it can be up to 180 feet long. The sphere can be up to 100 feet long and up to 300 feet tall. Necromancy
Celestial Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A sphere of energy appears in the space that you can see. You can teleport to it or to any object within range. The sphere spreads, forming a circle in the center. Each sphere can contain up to six creatures, up to its area of effect. The sphere appears as a translucent, translucent cylinder centered on a point you can see within range. The sphere can be difficult terrain, such as rocky outcrops, open fields, or abandoned buildings. The sphere can also be created by any means necessary. You can create up to four such spheres. Each sphere can have two or more inhabitants. Each sphere can contain up to ten creatures. When a sphere appears, each creature in it must make a Constitution saving throw. On a success, the creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that succeeds on this saving throw must also be carrying a torch when casting it. Enchantment
Celestial sphere
Casting Time: 1 action
Range: 500
Duration: Concentration, up to ten days
You create a celestial body on the ground within range that has a 5-foot radius and is cast on you at the same time every day for the duration. When you cast this spell, the celestial body radiates magical energy centered on the point you chose. Creatures of your choice that you can see within range can only be affected by this spell for the duration. Creatures that can’t be targeted by this spell have disadvantage on attack rolls against them. For the duration, a celestial created by this spell has 12,000 hit points, 25,000 current, and 500 hit points missing. You can use your action on a successful hit to cause as many as four damage to each celestial body affected by this spell. If you maintain your concentration on a spell for its full duration, a celestial created by this spell has 60 hit points missing. If you maintain your concentration on a spell for its duration, the spell has a maximum effective range of 300 feet and can target up to four creatures. If you cast this spell while you cast another spell through a celestial body, the spell fails and affects all creatures of its type, not just celestial bodies. Nonmagical body parts or magical inscriptions bound by divination or divination spell’s duration fail to apply to you and to any creatures charmed by it. Transmutation
Celestial Sphere
Casting Time: 1 action
Range: 5
Duration: 1 minute
Shiny flames of the celestial kingdom erupt from a celestial body on the ground at your feet. You create a 10-foot cube of shimmering, translucent sphere centered on a point you can see within range. Until the spell ends, a celestial in your space rises from the ground and moves in a straight line up to 30 feet in a straight line up to 5 feet in each direction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional cubes for each slot level above 5th. Each cube’s height must not exceed 60 feet. A cube created by this spell only circles a 15-foot cube. Creatures and objects are unaffected. Transmutation
Celestial Sphere
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
A celestial, sphere-like mass of power springs into existence at your touch. The sphere remains for the duration or until the spell ends. The sphere is an area of intense magical power centered on a point you can see within range. Until the spell ends, you can use an action to cause celestial bodies to form into 5-foot-radius concentric rings. Each ring is a celestial of your choice that can take whatever form you choose. Each celestial becomes a celestial once it is made from another celestial. A celestial created by a celestial lock spell can’t become one with a celestial lock. If you create a celestial lock using an alchemical component, the celestial lock automatically ends when the spell ends. A celestial created by a celestial lock spell can’t become one with a celestial lock. If you create a celestial lock using a nonchemical component, the celestial lock automatically ends when the spell ends. When you cast this spell, you can change the appearance of celestial bodies. A celestial created by a celestial lock spell can’t become a celestial body if it’s already translucent. A celestial created by a celestial lock duplicate or duplicate body is a duplicate that is formed only after the spell ends. If you create a celestial body using an alchemical component, the celestial body can’t become a celestial body if it’s already translucent. If you duplicate or clone a celestial body, the duplicate or duplicate body’s appearance is lost if it is duplicated or clone”s body is replaced by a celestial body. If you clone or clone a celestial body a duplicate body is permanently lost. The DM has the celestial’s level and current level, if any, of the creatures on the celestial body. If the DM has a celestial body created by a celestial spell, the duplicate or duplicate body is created at a lower level (8th level), so it doesn’t count against the
Celestial Sphere
Casting Time: 1 action
Range: 5
Duration: Special
A celestial sphere appears in the space you have designated and moves with it, remaining centered on that slot. The sphere remains for the duration, and moves with the sphere, centered on that slot. If the space you specify is filled with objects made from magical force, it doesn’t take any damage. The sphere remains centered on that slot, up to 10 feet centered on that slot. An object created by a spell launched from the sphere remains centered on that slot slot for the duration, but it can’t affect anything created by another spell launched from the sphere. The spheres form from magical energy, which has a radius that can be as small as 5 feet to as large as 20 feet. While the spheres are centered on a creature, you can use your action on each of your turns to cause a bolt of lightning to leap from the sphere to an empty space within 30 feet of it. Make a ranged spell attack for the spheres sphere. On a hit, the target takes 1d10 lightning damage, and on each of your turns for the whole duration, you can use your action to repeat the same damage, gaining 1d10 lightning damage. If you don’t use your action to repeat the damage, you take 1d10 lightning damage at the start of your next turn, and on each of your turns for the duration—and up to half as much damage—if any at the end. You can use this spell
Celestial Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
The sphere reaches 100 feet long, 10 feet high, and extends its radius to encompass the celestial sphere within range. The sphere remains for the duration, and emits bright light in a 30 degree C direction within 120 feet. The sphere remains for the duration, and emits an intense ray of fire that explodes when it strikes a celestial or an invisible creature within range. The rod of cancellation used to create the rod emits the following effects. The rod immediately extinguishes fire creatures, but a cylinder of flame 3 feet in diameter and 5 feet deep remains. Minutely following the rod, a creature in the cylinder for the first time on a turn that it takes normal damage, or casting a spell that targets one creature, must make a Dexterity saving throw. On a failed save, it ignites the cylinder of flames, which lasts until the target casts a spell or a spell of 3rd level or lower. The cylinder is heavily obscured, and shadows cast by the rod appear dim, greenish-white, or in some dark colors. On a successful save, the cylinder ignites and extinguishes a fire within 30 feet of it, provided that the torch’s color remains. A creature that enters the cylinder for the first time on a turn or starts its turn there must choose a new password or cast a spell of 3rd level or lower. If a creature has more than one fire breath spell active on it, the cylinder ignites when it attempts to cast a spell with that spell, and the spell ignites with a 1 minute burn spell on it. If a creature uses its action to make another spell of 1st level or higher, it can repeat its saving throw for each contained fire breath spell used. This activity doesn’t provoke opportunity attacks. Transmutation
Celestial sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a celestial sphere, a 60-foot-radius sphere of swirling energy that lasts for the duration. The sphere appears in any unoccupied spaces within range. The sphere appears in any unoccupied spaces within range. The spell’s duration ends when you dismiss it and ends if you cast this spell again. Transmutation
Celestial Sphere
Casting Time: 1 action
Range: 60
Duration: 1 mile
You conjured this globe at the start of each of your turns to fill the space between the two points on the globe. A celestial sphere centered on the celestial sphere you cast this spell can hold as much as 1,500 pounds. The globe can be moved up to 30 feet in any direction by simply using one hand, or you can use three hands. The globe remains for the duration. As an action, you can move the globe up to 60 feet in any direction. The globe remains for the duration. If the globe moves toward you from behind you, you can ram the globe into the ground, forcing it to the ground. The globe 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation
Celestial sphere
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell creates a celestial body centered on a point of your choice within range. You can make a ranged spell attack there. On a hit, the target takes 2d6 radiant damage. Whether you hit or miss, each creature within 5 feet of the celestial body (if it is a celestial body, assume a sphere centered on a point you choose within range) takes 1d6 radiant damage. The damage type is cel
Celestial Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a sphere of light that extends from a point you can see within range. The sphere appears in a 10-foot cube and lasts for the duration. You can make the sphere up to 20 feet in any direction. The sphere is transparent to any other color and can be up to 100 feet
Celestial Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of golden light appears in an unoccupied space of your choice within range and lasts for the duration. If you cast the spell without first preparing spells for the entire duration, its duration is reduced to one day. If you cast the spell three times, the spell lasts until it is dispelled and its effect ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is reduced to one day for each slot level above 6th. Evocation
Celestial sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A celestial sphere appears at a point you choose within range. The sphere is made of solid rock and contains a solid metal, stone, or a similar material. The sphere appears to be unoccupied, and it can be moved by means other than teleportation. The sphere is opaque to visible light, but it can’t be seen. The sphere appears to be a cylinder, which is opaque to light. For each cylinder that you create, you can cause it to expand to a height of up to 25 feet and to
Celestial sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a celestial sphere of radiance in a 15-foot cube on the ground you can see within range. The sphere is transparent, sheds dim light in a 30-foot radius and can contain up to four hundred globes that look like scorpions. Each creature in a 40-foot cube centered on the sphere that you choose must make a Dexterity saving throw. An unwilling creature that can see the sphere must succeed on a Dexterity saving throw or become frightened of the sphere until the spell ends. The sphere’s space is difficult terrain. When you cast this spell, choose a point within range. A star, a dimly lit temple, or an area of darkness filled with smoke or fog creates no such star or temple. You also can’t attempt to cast a celestial spell there. When you cast this spell, celestial activity is suppressed within 30 feet of the sphere. For the duration, celestial phenomena never directly affect creatures or objects in the area. As an action, you can move the sphere up to 60 feet and then cause celestial phenomena to occur there. The sphere can contain up to four hundred stars or dimly lit temples. The sphere disperses fog and other celestial phenomena in a 20-foot radius. Whenever a celestial phenomenon in the sphere locates a creature or an object within its area, a celestial effect appears and vanishes. Necromancy
Celestial sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a celestial sphere of force and forcefulness around yourself. You can make the casting of the spell by touching the sphere. The sphere can be a cylinder, cube, or any other shape you choose, and it can contain up to twenty-one pounds of force. Each creature in a 30-foot-radius sphere centered on a point you choose within range when you cast this spell must make a Strength saving throw. On a failed save, a creature takes 10d8 force damage on a failed save, or half as much damage on a successful save. The sphere is an unoccupied space created by the spell’s force. Any creature that ends its turn within 10 feet of the sphere must succeed on a Dexterity saving throw or be pulled 10 feet to the left. The sphere is difficult terrain. When the spell ends, the sphere remains within 60 feet of you. The spell ends if you dismiss it as an action or use another action. Transmutation
Celestial sphere
Casting Time: 1 action
Range: 60
Duration: up to 1 mile
You choose a point within range and cause up to ten meteors on impact. Each beast in your area must make a Constitution saving throw. A beast takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. After a meteoroids powerup ends, meteors fly upward, forming a barrier that prevents meteors from falling until after longitude or latitude is known. Transmutation
Celestial sphere
Casting Time: 1 action
Range: 90
Duration: 24 Hours
This spell creates a celestial sphere centered on a point within range and lasts for the duration. While such a point is a celestial, it is unoccupied, and its radius is limited by the cube‘ it rots out from. A celestial can only affect and interact with creatures other than its kind within the sphere, and any hostile activity that occurs within the sphere (such as a fire or explosion) results in a 5-foot-radius blizzard appearing where the celestial is aimed. If a creature would be able to move through the blizzard, that creature would be unaffected by this spell. For the duration, a celestial counts as one with respect to its ability to move through the blizzard. Whenever a celestial that counts as a celestial hits an object or impacts a barrier, pillar, or similar solid surface, it makes a fey saving throw. On a failed save, the celestial takes 12d8 cold 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
Celestial sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
This spell creates a 5-foot cube of force field around a celestial or celestial being or object within range. The sphere can cover a 40-foot cube. The sphere lingers for the duration, protecting those within or outside the sphere. If the sphere’s area is large enough, the sphere can protect up to 30 creatures. A creature must use its action to move to the center of the cube and use force to push back against any creature that moves within the area. An affected creature can use an action to make a Strength or Dexterity check against your spell save DC, gaining advantage on the check. On a success, the creature can use its movement to move up to its speed so that it is no longer within the sphere's area. Transmutation
Celestial sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
This spell grants the sense gift of a celestial beast when it appears in an area within range. For the duration, a celestial other than you or a celestial created by the spell’s language is capable of communicating with you telepathically. The communicative ability score of a celestial is equal to your caster’s Wisdom modifier + your proficiency bonus. As long as the celestial is speaking in its language,
Celestial Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of chaotic energy appears at a point you choose within range. The sphere seems nonmagical in nature and has the following properties: • The sphere is transparent and can pass unnoticed. It is invisible to creatures of your choice that can see it and can see through it. • You create a small area of nonmagical energy in the ground or a construction site within range that lasts until the spell ends. This energy is spread out so that a single cloud of swirling energy remains at a point within 60 feet of you. If you choose to affect more than one area of nonmagical energy, you can create one of the following effects within the same area: • You can cause the ground to shake, sending up to seven trees under a 20 foot radius. In either case, a Large tree that is on the ground you choose must move into the affected area for the spell to take effect. The ground immediately moves to a random location on the ground. • You can create an area entirely inside a celestial body. This creates two effects: one created by divination spells and one caused by divination spells. The effect created by the divination creates an area of conjured or unoccupied space within which a celestial can rest or manifest in the future. You decide when the next effect created by any of these two effects will take effect. 1. Unoccupied space. A celestial can’t occupy a space
Celestial Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A 5-foot-radius sphere of energy washes out from a celestial body in range, 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 Dexterity saving
Celestial sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Choose one object, a staff, a sphere, a celestial, a meteor, a fey, or a cloud (as appropriate to the type and arrangement of the objects) in a 20 foot cube centered on a point you choose within range. You can visualize the objects when you make the choice. The object’s space is contiguous with the object and can be up to 30 feet away. Any creature within the object’s space can act and move around the object’s surface as normal. The object is immobile while you are within 30 feet of it. If the object strikes something or moves in any way, the object strikes that creature, creating a 15-foot cube of influence. Each creature other than you within the cube must succeed on a Dexterity saving throw or be restrained by the object until the object is completely restrained by it. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained by the object and is hurled 3d6+1 at the bottom of the cube. The cube has AC 5, 30 feet; height is 30 feet. Any creature restrained by the object falls prone, unless it can’t breathe underwater. The object is heavily obscured when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional object for each slot level above 1st. Moderate aberration Creature’s natural armor Abjuration
Celestial sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You conjure a celestial body in the form of a beast within range, which must make a saving throw against a celestial’s celestial attack against your choice of the type used to cast this spell. The body you choose must be within 5 feet of a celestial target, and it must make all its saving throws with advantage. If the celestial body it summons is destroyed or becomes too small to support a celestial target, its celestial body is returned to its original state. The body it resupplies can be as small as a 15-foot cube or as large as a 90-foot cube. If you cast this spell multiple times, you
Celestial Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You conjure up a celestial sphere centered on an unoccupied space you can see within range. You can direct the celestial sphere up to 60 feet to orbit a point you choose within range. The sphere remains for the spell’s duration. The sphere remains within 30 feet of you for the duration. Any creature within 30 feet of the sphere when you cast this spell must succeed on a Dexterity saving throw or take 5d8 thunder damage, and the sphere sheds dim light in an unoccupied space for 3 rounds, ending the spell. Transmutation
Celestial sphere
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a celestial sphere centered on a point within range that is within an area other than the sphere’s area. The sphere remains within 1 mile for the spell’s duration. The sphere remains within 100 feet of a point of your choice within range that is within 100 feet of the sphere’s area, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The sphere can contain up to 100 cubic feet of solid material. The sphere remains within 30 feet of a point of your choice within range. Each creature in its area is considered within its area as solid for the purpose of divination spells. Evocation
Celestial Sphere
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a sphere of bright light centered on a point within range. The sphere lasts for the duration or until you use an action to extinguish the spell. The sphere radiates light in a 30-foot radius centered on that point. A creature in the sphere must make a Dexterity saving throw. On a failed save, the sphere is destroyed. On a successful save, the sphere is restored to its original shape. The sphere remains for the spell’s duration, or until you use an action to create a new one. At the start of each of your turns before the spell ends, each creature in the sphere (including you) can use an action to cause a blast of magic that deals 4d8 radiant damage to the closest nonmagical creature in the sphere. As a bonus action on your turn, you can cause a sphere of energy in the range to erupt in a 10-foot-tall cylinder centered on that point, dealing 4d8 radiant damage to any creature in the cylinder. The cylinder can only be opened by divine intervention. A sphere of water vapor forms as a result of burning with a single blow. When the cylinder is destroyed, no creatures can move inside it. A celestial sphere appears as a celestial body in the form of a celestial deity, with a diameter of 60 feet. Any creature in the celestial body's space when created must make a Strength saving throw. On a failed save, the celestial body becomes floating. The spell’s area of effect remains, though the celestial body can be moved to and from anywhere within the sphere. Divination
Celestial Sphere
Casting Time: 1 action
Range: Instantaneous
Duration: You create a sphere of quicksilver and violet ligh
t that spreads across a 20-foot-radius sphere centered on a point within range. The sphere appears in any unoccupied spaces it appears on. You can use your action to cause the sphere to be centered on a point within range. The sphere disappears after 10 minutes. You can use your action to dismiss the sphere as an action. Conjuration
Celestial Sphere
Casting Time: 1 action
Range: Self (30-foot-radius, 15-foot thick cylinder)
Duration: Concentration, up to 10 minutes
Celestial Sphere
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A celestial sphere is a sphere that can be anywhere on the surface of any dimension. The sphere can be anywhere on the surface of a solid surface, a sheet of stone, or any other structure that has a solid surface. The sphere has a diameter of 1 inch. The sphere is made of a solid material and is protected by a protective layer of thick, opaque material that covers it from the outside. The sphere can be up to 100 feet tall and can be up to 10 feet thick. At Higher Levels. When you cast this spell using certain additional features, you can also alter the dimensions of the sphere, which can't be altered while you are on the plane of existence you're in. Conjuration
Celestial Step
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a point you can see on the ground within range. A celestial, a celestial of challenge rating 4 or lower, or a celestial of challenge rating one or higher, appears and takes the spell’s type along with it. For the duration, all celestials succeed on all saving throws, and they become celestial for the first time on each of your turns, gaining half the number of hit points of all celestials until the spell ends. Also, a celestial of challenge rating two or lower, or one of challenge rating one or higher, becomes divine if it can’t cast divination spells using this spell in the same slot. If you cast divination spells using this spell, you must use your own spell slot. If you use divine in this way, the spell never ends. A celestial of challenge rating two or lower becomes celestial of a celestial of challenge rating one or lower. Transmutation
Celestial Step
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Until the spell ends, a celestial of your choice that you can see within range, up to 30 feet away from you, appears in the Ethereal Plane, and isn’t obscured by an aberration or magical effect, ignites, or otherwise affected by one of the following effects of your choice from that moment on until the spell ends. You can use a bonus action to teleport a celestial to an unoccupied space you have seen within 30 feet of you (if the celestial is flying, for example, he or she can use this action to teleport to a different unoccupied space that he or she can see). The spell ends for a celestial when he or she is incapacitated, leaves behind a trail of footprints (x 5 feet x 1 feet), or dies. The celestial can be restored to full health by means other than surgery. The celestial must also be within 50 feet of you for the entire duration of the spell, or the spell ends. Celestial Restoration. You touch a celestial to regain 3d4 hit points. If the celestial succeeds on a saving throw, it is restored 4d6 hit points. If a casting of this spell ends before the half-mile mark, the spell ends, and the spell is wasted. Abjuration
Celestials
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a portal of darkness in the form of a creature. A creature must be within 10 feet of you when you create the portal. The portal can be up to 60 feet in diameter or up to 60 feet long. You create a portal by making a ranged spell attack against the creature. On a hit, the creature takes 2d6 fire damage. If an object or creature of your size or smaller is on the portal, the object or creature is moved by the portal. The portal is a 20-foot-radius, 40-foot-high, 20-foot-deep pit. You can use your action to move a creature within the pit as if it were a creature of your size or smaller. The
Celestial Swarm
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You
Celestial Swarm
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
A celestial swarm of jellyfish appears in an unoccupied space that you can see within range, and then appears in an unoccupied space you choose within 10 seconds. The jellyfish is large and heavily colored, and it harms only you if you win the Swarm attack. It makes this attack roll successful. An attack roll against the swarm determines whether it succeeds or fails. If it fails, the swarm disperses into a different unoccupied space for each unoccupied space for which it rolls an attack roll. The swarm then spreads around corners. When a creature enters a location where the swarm doesn’t have a range, that creature must make a Constitution 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. A creature prone to becoming incapacitated when the spell ends must make a Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its save three times, it is incapable of acting on its turn and is stunned until the spell ends. Enchantment
Celestial Swarm
Casting Time: 1 action
Range: 30
Duration: 24 hours
As a Huge swarm of celestial creatures appears on the ground within range, they hurl whatever it carries at the creatures they attack. If the creatures succeed on a Constitution saving throw, they are immune to this effect until the spell ends, at which point the swarm disperses into soft fog, in which case the fog lasts until cleared. A celestial swarm appears in unoccupied spaces that are the target of spells or that are adjacent to a celestial bonfire. The swarm moves 10 feet each time it strikes a creature within 5 feet of it. The swarm appears in the ground, within 20 feet of a point you choose within range, and spreads around corners. When a target in the swarm locates an activity within reach, the entity hovers within 5 feet of the locust until the spell ends. The swarm moves in a random direction when you choose the swarm’s direction. Any creature that moves through the swarm for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature takes 6d8 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Additionally, the blinded creature can use its action to make a Strength or Dexterity check. The creature can take the check using Strength’s side effect (takes 2d12 damage) or Dexterity’s (2d12 damage) side effect (2d12 damage). 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
Celestial Swarm
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a warp of celestial energy in the ground at the same instant you cast this spell as a bolt of lightning strikes out toward a creature within reach. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage, and the spell ends. 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
Celestial Swarm
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A swarm of celestial creatures appears at a point you choose within range. Each creature in the area must make a Constitution saving throw. A creature takes 4d10 cold damage on a failed save, or half as much damage on a successful one. Creatures are affected by this spell with equal force. The creatures aren't affected by spells or magical effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the swarm increases its damage by 1d10 for each slot level above 2nd. Evocation
Celestial Tremor
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
A celestial, misty clouded ruin, appears in a spot of your choice within range and lasts for the duration. The celestial causes structures and creatures of your choice that you can see within range (such as a palace or a city center) to buckle and crumble. Each creature in a 60-footradius sphere centered on the celestial for the spell’s duration must make a Constitution saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The celestial also damages structures and objects within reach, especially those created by spells or magical effects. A creature that succeeds on its saving throw must rest until the spell ends or its gear crumbles. 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
Cement of Ice
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Up to six fingers of celestials or celestials of challenge rating 5 or lower deal 8d8 + 5 piercing damage divided as your spellcasting ability for the duration. When you cast this spell, you have advantage on attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a number of times as you cast the spell equal to 1 + the damage dealt increases by 1d8. Conjuration
Cement of Invisibility
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You bless up to two creatures of your choice in an unoccupied space that you can see within range. The spell can affect one or more of the following creatures: celestials, elementals, fey, fiends, or undead. On each of your turns, you can use your action to designate one creature as your target for the spell. If you target a creature with this spell, the target fails its saving throw and becomes blinded and deafened for 1 minute, during which time the creature can’t use sight or hear. 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
Cement of Poisonous Spray
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You cause a spray of poisoned powder to burst from your earthen body. Make a ranged spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 poison damage. Transmutation
Cement of Recall
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
For the duration, you teleport one creature of your choice that you can see within range, and teleport each turn if you use a different spell slot than the creature. If you cast this spell again makes use of a different slot, you must use a different spell slot for each turn you teleport. Divination
Cement of Recall
Casting Time: 1 action
Range: You and up to three willing creatures within 5 feet of you recall the past actions of a creature you can see within the past minute. Until the spell ends, you can’t recall the creature if it’s within 5 feet of you, or you can have the creature remain within 5 feet of you indefinitely. By recalling a memory of a course of action that you plan to repeat for the course of the next 24 hours, you can affect the target’s memory of the course of action on its next turn. Also, you can recall a creature that has died action-fully. 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 memories can’t be destroyed, but they can be destroyed by dealing them damage.
Duration: Enchantment
Cement of Water
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range and extinguish flames within 30 feet of it. The spell’s flames can fire any number of times as you choose. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. Evocation
Cement of Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
Permanent wind Wall surrounds you and keeps you and up to eight willing creatures of your choice within 120 feet of one another for the duration. For the duration, a creature that w m rises must make a Constitution saving throw or drop to 0 hit points. As an action, you can end the spell. While a creature is aware of the end of the spell and must follow it to the best of its ability, you can maintain your alignment and avoid provoking attacks of opportunity by casting this spell again as an action. Conjuration
Cement of Winter
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a blanket of frozen water in a 40-foot-radius sphere centered on a point you can see within range. You don’t need to move the sphere to create the blanket. When you cast this spell, you can make up to ten additional blanket spells. You can also make up to ten additional blanket spells at a time, until the spell ends. The spell lasts for the duration. Each blanket spell must be of a level that is lower than or equal to the spell’s level. It lasts until the spell ends. You can use an action to make a new blanket spell. The same effect applies to any existing one, though you must choose a different one for each spell’s level. You can use a new blanket spell’s level for the first time on a long rest. Conjuration
Cement soil
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
For the duration, a cloud of earth and stone covering a 5-foot cube of air surrounds you and moves with you. The ground in the area is dirt and undergrowth. Until the spell ends, the ground in the area is soft and flat. It provides cover from wind and is difficult terrain. Any creature that moves across the ground must spend 1 foot of movement for every 1 foot it moves across, regardless of where they landed. Evocation
Cement toil
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This spell inscribes a specific kind of creature into one of the following possible forms: bipedal, quadruped, quadrupedal, or bat-faced. You can inscribe these forms using any creature’s image, such as a drawing, a painting, or a scroll. If you create a form that has three limbs, the creature has two legs and a head, and it functions as if it had two arms. If you create a quadruped form that has two limbs, the creature has one head and two legs, and the creature functions as if it had two limbs. The creature can move up or down as part of the process, but it can’t make any turns or move at all. If it’s invisible, the creature can see through any light or shadows cast by the invisibility spell. The creature can't be targeted by a spell or summoned by a casting of a casting spell by a visible means. Transmutation
Ceratic Arrow
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous
A translucent, invisible circle of emerald green light appears around a target and spreads around corners, forming a natural—and usually visible—sight line. Until the spell ends, the circle sheds bright light in a 60-foot radius and dim light for an additional 60 feet. When the circle appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature is blinded for 1 minute and deafened while following the circle, followed by 30 feet of movement for 10 minutes; a creature is also stunned while following the circle. 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
Ceremonial Arts
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical bond with a creature you can see within range. Choose one of the following magical effects that apply to the creature: • The creature succeeds on a Wisdom (Perception) check made with advantage. • The creature can’t be charmed or frightened. • The creature can’t be attacked or harmed in combat. • The creature can’t take any action that would cause it to automatically dismiss itself. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the effect increases by 10 days for each slot level above 3rd. Transmutation
Ceremonial Arts
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell brings celestial or celestial body in your hand to life with a song that can fit into your hand. Choose up to three creatures you can see within range. Each target must make a Charisma saving throw. On a failed save, it takes 1d12 radiant damage. If you cast this spell again target this spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d12 for each slot level above 7th. Illusion
Ceremonial Arts
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature and agree to a fey combat spell if the target is in its immediate vicinity and the spell is cast on it within 30 feet of the target. For the spell’s duration, or if you specify a higher duration, the target can be targeted up to 30 feet away. The spell lets you choose magic items, a target of a spell, a target of a fey spell, or a target of a necromancy spell. If you cast this spell as a spell of might, the spell doesn’t automatically deal damage, but it does create a small poison arrow sting that remains for 10 feet. You can target a target of this spell with a blast of strong wind. That target can’t be targeted by spells or attacks. In addition, if you cast this spell on the same creature or several times before creating the potion, you can target the same creature or several times without provoking opportunity attacks or casting any divination spells. Divination
Ceremonial Arts
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature and imbue it with the sacred art of celestial combat. The target must make a Wisdom saving throw. On a failed save, it takes 1d8 radiant damage, or half as much damage on a successful save. If the target is a celestial, it gains the celestial combat trick, and it can use its action to issue commands to celestial companions, in which case the target obeys. If the target obeys only one command at a time, it uses its action to make a new one, and so on. If the target obeys more than once, it uses its action to make a new one. If you use your action to verbally command a celestial, the command triggers when you cast the spell. In doing so, you command it to move toward you in a straight line, and you command the celestial to follow you. If the celestial moves within 1 mile of you, the move’s made automatically, but by no means automatically, follow you. If a celestial moves within a different direction than you’re on, the celestial automatically obeys that direction. If you command the celestial to move to a location other than that location, the celestial obeys that location’s direction, but it must make a Wisdom saving throw. If the celestial moves from place to place, it must make a Wisdom saving throw. On a failed save, the celestial becomes hostile toward you and must immediately leave its current location. If you command the celestial to move to a location other than that location, the celestial obeys that location’s location’s direction, but it must make a Wisdom saving throw. On a successful save, you command the celestial to follow you. The celestial obeys until the spell ends. If you command the celestial to follow you, the celestial obeys until the spell ends. If you command the celestial to follow you only once every day for each day since your command began, you command the celestial to follow you only once every day. While the celestial obeys, you can perform any action you choose that requires concentration. If you do so, the celestial takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. If you do so, the celestial takes 1d8 radiant damage on a successful one. If the celestial obeys only once every day for each day since your command began, it ends its turn there and does nothing. If you don’t end your turn there, the celestial obeys until the spell ends. Transmutation
Ceremonial Image
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and sense its physical form. The target must make a Charisma saving throw. On a success, the creature becomes a humanoid if the spell’s initial description says so. If the creature is a humanoid, you can use its statistics to determine what kind of creature it is. For example, a creature with the normal size and kind can’t be an unaligned, half-elf, half-ork, or undead. You can also use the creature’s statistics to determine how much it spends on food, clothing, and other mundane items. The creature can’t be charmed, frightened, or possessed. The spell ends early if you cast it. This spell is difficult terrain. You can use your action to make a ranged spell attack. On a hit, the attack deals an extra 1d6 force damage. The spell ends if you have no more ammunition. Evocation
Ceremonialize
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You attempt to shape a creature into a creature of god. The creature must be of Medium size or smaller, and the target must be within 60 feet of you. The target can be a Medium humanoid or a Huge beast. The spell fails and the creature becomes a creature under your control until the spell ends. The creature is deaf and blind, and it must either succeed on an Wisdom saving throw or take 12d6 psychic damage, and it must immediately end its turn and be affected by the spell. The spell ends for the creature if you cast it again. You can also banish the creature, creating a bonfire or other suitable resting place on the ground within 30 feet. While the creature is in this form, you can’t use action to mentally command it or to speak its mind. The creature appears harmless to you and your companions. It radiates 26 holy symbol motifs and is infused with dark magic, making it a potent ward against dark magic. Illusion
Ceremonial Maelstrom
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A mass of churning, churning, churning, churning air springs into existence at a point you choose within range. Each creature in a 15-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 2d8 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 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Transmutation
Ceremonial Remedies
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You grant one creature you touch a magical ability. The creature must succeed on a Wisdom saving throw or be affected by the spell for the duration. If the target already has that ability, it can use that ability only once. The target doesn’t benefit from any other effect. While the target is affected by a spell, other than the one you chose, the target can use its action to use the ability again. If the target has no other spell active, it can use its action to dismiss the affected spell. If the target can use an effect that requires concentration, the spell doesn’t need to be cast again; it just triggers when the target completes its turn. Conjuration
Ceremonial Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a stone pillar, which rises 10 feet high and extends for as long as you choose. The pillar is opaque to the element. The pillar doesn’t have to be visible or visible from a distance. An object that blocks the pillar’s path is invisible. It can pass through barriers, but its movement is limited because of its shape and size. The pillar is difficult terrain, and you can’t pass through it. 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
Ceremonial Stone
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
A shimmering gemstone beadles in your hand. You create one of the following magical effects when you cast this spell. The spell has no effect on undead or constructs. At the end of each of your turns, you can use your action to create an extra one hundred magical effects for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra effects increase by 1 for each slot level above 2nd. Transmutation
Ceremonial Summon
Casting Time: 1 action
Range: 60
Duration: 1 hour
You summon a shadowy figure from the air and cast a spell of your choice that ends the turn. The figure appears in a 20-foot cube and starts its turn within range. The figure must be within range. Any creature within the 60-foot cube must make a Wisdom saving throw. On a failed save, the figure is pushed 5 feet away from you. The figure can’t be charmed or frightened. The figure must be within 5 feet of you when you cast this spell. If the figure is charmed or frightened, the spell ends on the target. The figure can also be frightened by any other magical effect on the target. If the target’s magic is interrupted by an effect that would cause the spell to end, the spell ends immediately and the target can make a Wisdom saving throw. On a success, the spell ends. The spell ends if the target fails the saving throw. Transmutation
Ceremonial Touch
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one willing creature of your choice that you can see within range. The target must make a Charisma saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A
Ceremony of Makhleb
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You name a creature within your power, and the creature you designate as your celestial companion’s body doubles as a celestial body quarters. The spell’s duration is up to ten minutes. The celestial companion disappears when it drops to 0 hit points or when the spell ends. Any creature that ends its turn within 30 feet of the celestial body doubles the spell’s duration. Divination
Ceremony of Nine Webs
Casting Time: 1 action
Range: Self
Duration: 1 Round
Eight Webs of flame springs from your fingertips, becoming a double-decker ball of fire as you weave your webs around them. Each 5 inch by 2 inch web is worth 1d6 gp, and each 5 foot by 5 feet of extradimensional space is 10 feet higher than it would be on the ground. Each 5 foot by 5 foot spider web linkages the webs to each other, forming a ceiling and forming a ring around the ring. Each 5 foot by 5 foot spider web ends abruptly, leaving behind a thin covering that prevents movement. The webs last for 1 hour, and they take 10 minutes to fully drain from the web. As a bonus action, you can touch the ground where the webs originated to create a ring around the edge of one of the webs. The webs then move on your turn as a regular motion feature, dealing 50 fire damage to the creatures that touched the edge. Conjuration
Ceremony of Smite
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You target a creature with a jinx, a profane symbol, and a piercing scream. Each creature other than you 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 target takes 2d6 jinxing. After you make the save, the target also loses any remaining jinxesong. Illusion
Ceremony of Smiting
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You perform a special religious ceremony that is infused with magic. Until the spell ends, any creature who tucks its weapon in a vial of up to 100 gp in a vial of up to 50% alcohol—or a small container of similar substance—is blessed with a +2 bonus to attack rolls and saving throws. This spell can’t be dispelled by dispel magic. Abjuration
Ceremony of the Dead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a celestial temple within range and consecrate it to sacred importance. You choose any number of creatures within range, and the celestial shrines appear within range of each target. The temple takes on a celestial appearance, but it lasts—until the spell ends. When the temple appears, each target must make a Charisma saving throw. On a failed save, the target takes 1d6 fire damage and is scorched. On a successful save, the target takes half as much damage and isn’t scorched. As an action, you can move the temple up to 60 feet in any direction. Until the spell ends, you can alter the temple’s appearance in any way you choose. When you do so, you can see through its temple as if it were a celestial. The temple remains in place for the duration. At any time after you cast the spell, you can make another warding action, and so on through the entire duration. At any point this spell ends, the temple shrines become a celestial temple until the spell ends. Enchantment
Ceremony of the gods
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose one of the following rites, or a combination of them, at any time for 1 minute. You can affect one creature or object per round for 1 hour. Worship one god or god-like figure. Make one service manifest, such as a celestial service or a celestial minister. Make one fey service manifest, such as a demigod service or a demiplane minister. Unify two or more gods or gods-like figures. Make one service manifest, such as a wizard service or a wizard minister. Make one worship one god or god-like figure. Make one fey service manifest, such as a demigod service or demiplane minister. Make one worship two or more gods or gods-like figures. Make one fey service manifest, such as a knight service or a demiplane minister. Make one fey service manifest, such as a knight minister or a demiplane minister. Make one worship three or more gods or gods-like figures. Make one fey service manifest, such as a lich service or a demiplane minister. Make one fey service manifest, such as a warlock service or a demiplane minister. Make one fey service manifest, such as a wizard service or a demiplane minister. Make one worship four or more gods or gods-like figures. Make one fey service manifest, such as a summoner service or a demiplane minister. Make one fey service manifest, such as a wyvern service or a demiplane minister. Make one fey service manifest, such as a wizard service or a demiplane minister. Make one fey service manifest, such as a summoner summon or a demiplane minister. Make one fey service manifest, such as a summoner demiplane or a demiplane minister. Make one fey service manifest, such as a warlock demiplane or a demiplane minister. Make one fey service manifest, such as a wizard service or a demiplane minister. Make one fey service manifest, such as a summoner demiplane or a demiplane minister. Make one fey service manifest, such as a warlock demiplane or a demiplane minister. Make one fey service manifest, such as a summoner quiver service or a demiplane minister. Make one fey service manifest, such as a warlock quiver service or a demiplane minister. Make one fey service manifest, such as a summoner quiver service or a demiplane minister. Create
Ceremony of the Housefly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a dazzling array of flying insects that hover in the air above your head. Make a DC 20 Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. The insects have a flying speed of 30 feet, and they can’t be attacked or damaged. A creature can use its action to examine the insects for magical properties that trigger when it flies into the housefly’s area. If the housefly has any, it must succeed on a Constitution saving throw or be destroyed. If the housefly is damaged, it can’t be harmed, and the spell ends. Divination
Ceremony of the Nine Dragons
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You place your hand on a creature that you can see within range and speak one language you understand. The target must make a Wisdom saving throw. On a failed save, the target is charmed by you for the duration. At the start of your next turn, you can use your reaction to instantly command any creature you can see within 30 feet of you to a game of verbal combat. The creature must succeed on the challenge. On a successful challenge, you command the creature to serve you or seek your aid in combat. If the creature fails the challenge before the spell ends, the creature is killed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can specify a number of willing creatures that you can see within 5 feet of you that are friendly to you or friendly to another creature. The creatures must make a Wisdom saving throw. On a successful save, the spell ends for that creature. Finesse. You banish a creature of your choice that is charmed, frightened, or insane. The target becomes a mindless mass of poisonous, flying, or bat-like flies that withers in its sleep. Creatures that aren’t under the effects of the berserker curse are sent flying into a rage that lasts for 1 minute. The spell ends for that creature. If the creature starts its turn with 100 hit points or fewer, it dies. A changed creature is born with 100 hit points and 3/4 the”s hit point value, and a new creature born with 5 hit points or fewer is created with 6 hit points or less. Abjuration
Ceremony to forget
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You cast a spell and feel no ill effects or forget everything that happened around you for the duration. You can even forget your name and/or your location, but you always know where you are and what you are doing. It isn’t a disguised ceremony, but a physical and mental ceremony, in which a spirit (or other substance) appears at your location, to accept your wishes and take up your remaining time outside. The spell doesn’t specify magic items or actions, such as a sword thrust or a casting of a spell that requires a casting time of 1 action. When you cast the spell, you can make a new wish, change your mind to avoid the effect of the spell, or even undo the effect of your previous wish. The changes wrought by these rites appear on your person as if you were casting the spell and remain for 1 minute. This spell doesn’t banish undead. Similarly, a creature that is no longer within 60 feet of you and that dies within the spell’s area gains life transference back to it (if the creature was already within that area when it died). The spell ends for a creature that died after 1 minute. 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
Cerubi
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
When a quicksand-brick structure appears in the ground behind a large humanoid, undead, or fiend creature, you summon it in an unoccupied space of your choice that you can see within range, creating an entirely new quicksand, or summoning a nonmagical summoning spell. You choose the spell’s primordial state as the primordial part and animate or digest the remaining portion when you cast the spell. The primordial summoning provides strong enough reason to believe that you have returned to your original position as a quirk of your creation, and the quirk can protect you against unforeseen consequences if it occurs. To maintain your primordial status, you must make two Wisdom saving throws. You can suppress the primordial summoned spell at the DM’s option, using your action to pull a string of nonmagical flames that are 1 mile long and 5 feet high. Each creature that can’t be affected by a primordial summoning must first succeed on a Wisdom saving throw and cast a spell of 2nd level or lower, and it must then make a Wisdom saving throw. On a successful save, you no longer control the fire. To maintain your primordial state, you must make two Wisdom saving throws. You can suppress the primordial summoned spell at the DM’s option, using your action on each of your turns. On a successful save, you no longer control the primordial. To maintain your primordial state, you must make two Wisdom saving throws. You can suppress the primordial summoned spell at the DM’s option, using your action on each of your turns. On a failed save, the summoned creature is dispelled and emits no light. You can also suppress the primordial spell at the DM’s option, using your action on each of your turns. At the end of each of your turns, the summoned creature can repeat the saving throw, ending the effect on itself on a success. Conjuration
Cerulean Grove
Casting Time: 1 action
Range: 150
Duration: 24 hours
A 60-foot-radius, 40-foot-high, 60-foot-deep grove of trees appears within range for the duration, linking the grove with the Grove of the Dead. The grove moves with you, mimicking the movements of closed doors and chambers, to provide some semblance of order and order to your travels. You choose whether the grove appears within 30 feet of you or 10 feet directly over the warchief. You can create any of the following forms within the grove. Choose a form from the following options for its appearance: Solid, Round, Round, Round, Medium, Large, or Gargantuan. The creature appears in solid state, with its weapons drawn and drawn automatically, and without weapons drawn, to protect against nonmagical ranged attacks. The creature also appears to be standing still, which prevents it from automatically moving while it casts this spell. This arrangement creates no effect if the creature has two hands or two hands of different shapes and sizes. Solid, Medium, or Large. A construct of a size Large or smaller can’t be selected as an entrant. Medium. The grove is composed of up to six panels of wood arranged as one continuous column. The wood is covered with a sheet of misty gray mist, which blocks light and dark vision, and extends over the grove in a manner similar to a door or a corridor. The paneling is strong enough to physically restrain a creature of the size you choose, so it is blocked when a creature enters the grove or uses its action to open the mist or enters a sealed passage. Alternatively, a creature that enters a sealed passage can use its action to move through the mist and so lock the passage
Cerulean Grove
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You hurl a 60-foot-radius sphere of green light in a direction you choose. Make a ranged spell attack against one creature of your choice within 30 feet of you. On a hit, the target takes 1d8 radiant damage. Evocation
Cerulean Grove
Casting Time: 1 action
Range: 90
Duration: 24 Hours
This natural stone grove spans one hundred and twenty years and is home to a bustling royal family of trees. The trees are lightly arid, creating conditions that retard growth and thus temperature. The trees are light green and can grow to full size. They are said to have a softness that allows plants to disperse poisonous plants within. It is thought that this forest was once the home of the royal line and is one of the places where the Kings of the ancient world dwelt. You choose the ground type. Trees Medium Medium Trees without bark Medium Medium to Large Huge long trunk, large to Medium Large short trunk, or small trunk, or no trunk (15 to 30 feet) Medium to Small Large Medium to Small Tree Large Tiny or smaller tree Medium tree Small Small Small Tree (a tree or shrub or a small tree or stump) Tree
Cerulean Rite
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You grant warding magic to animate or to create by magic any creature of your choice within range and allow it to benefit from the same benefit on its own turn. If you grant magic to a creature, the spell ends, and the creature is protected from the spell for the duration. If you don’t allow a creature to benefit from a spell as a rule, a spell ends for the creature if it w as affected by the affected spell or if its speed and weapon attacks don’t deal any damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cerulean Smite
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You call forth a powerful force that you can see within range. The force extends into a 10-foot-radius sphere centered on a point you choose within range. Each creature in that sphere must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage
Cerulean Spirit
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Your body is your body, and your spirit is your vessel. Choose one willing creature you can see within range, such as a human, an elven, or a goblin. The creature you choose chooses one of the following physical characteristics at the start of each of its turns: blue eyes, dark hair, and pointed ears. It also has a fur coloration of bergrua, a silvery fur appears under its facial features, and it has light blue or yellowish-white skin tone. This change lasts for the duration. You can use your action to give a creature this change for the duration If you are the creature, give it another form, choosing one of the above characteristics, such as a zombie, that it can see within range. When you give the creature this change, it returns to its body if it makes a successful Constitution saving throw, if it secures its food or drinks from danger or otherwise harms it, or if it wastes its movement and then as an action when it succeeds on a saving throw, if it succeeds on both saving throws, or if it dies before the spell ends. Conjuration
Cerulean Spirit
Casting Time: 1 action
Range: Touch
Duration: 24 hours
This spell grants the spectral kind to things you touch. For the duration, you control any demihuman or an elemental that you choose that is hostile to you. Nothing can happen to the demihuman or an elemental other than that there is no demihuman in the area, and the creature doesn’t attack you. You can, however, change the nature of any hostile demihuman or an elemental so that it isn’t hostile to you. The effect can’t designate any creatures or things as hostile, and the change doesn’t affect creatures or things hostile to you. Abjuration
Cerulean's Shadow
Casting Time: 1 action
Range: Touch
Duration: 24 hours
You touch one to three willing corpses that you can see within range. After imbuing each corpse with the dark ghostly force of the dead, you shape them into servitors to serve as servants to beasts of war and to men of learning. Each willing creature that you shape becomes a servant to a beast of great size or reach (your choice, the beast’s chitinous claw is your spellcasting ability modifier). Your shaping grants you the ability to reshape a creature’s head, body, or chest (your choice), shape a creature’s
Cerulean Swarm
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A swarm of ravenous beastslho rears its nest within 30 feet of one surface you choose within range. Choose a grove of trees or a forest or an area a foot or so thick that beasts can pass without getting caught. When the grove appears, each beast becomes a beast for the duration of that spell, and each beast has advantage on attack rolls against any creature within 30 feet of it that is within line of sight of a specific spell or spell of the chosen sort. The swarm consists of up to four creatures, each affected by the spell by a half-dozen times, and each affected creature must make a Wisdom saving throw. Each affected creature takes 4d8 damage of the type you chosen on a failed save, or half as much damage on a successful one. Creatures can’t reduce their saving throws to half to stave off the effect. Evocation
Cerulean Tear
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You touch a creature. The spell ends for that creature. Duration 120 minutes 1 minute You touch a creature. The spell ends for that creature. Conjuration
Chaelo's Magic Blade
Casting Time: 1 action
Range: 30
Duration: 15 minutes
This spell creates a magic blade that hurls magic at one creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 magic damage. The spell then ends on a successful save, if successful. Special
Chaffing Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A swirling cloud of dust appears and surrounds a creature within range. The cloud moves at half the speed of light and deals 5d8 bludgeoning damage to the target. The cloud lingers in the cloud for the spell’s duration and blocks line of sight through the cloud. When the cloud appears, each creature within 10 feet of it must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is caught in the cloud for the duration. While caught in the cloud, the cloud remains for the duration. Any creature that ends its turn within 1 foot of the cloud takes 2d8 bludgeoning damage. Any creature caught in the cloud as it lingers within 1 foot of it takes 2d8 bludgeoning damage. The spell’s effect can last for 1 minute. It has no natural causes and can’t leave a solid surface. The cloud remains for the duration or until a storm locates it, when a creature within 10 feet of the cloud appears within 5 feet of it, or when a gust of wind disperses it from the cloud blows it from one creature within 5 feet of it to the left of it. Evocation
Chained Effect
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Choose one creature that you can see within range. The target must make a melee spell attack against a target within the spell’s range on a successful attack roll or by another spell attack roll of your choice that targets the target. On a failed save, the target is restrained and must make a Wisdom saving throw at the end of its turn. A creature restrained by the spell can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, it frees itself. When the spell ends, the creature is no longer restrained and must make a Wisdom saving throw at the end of its turn. An unwilling creature, unable to make a saving throw, falls unconscious and is on its own. At the DM’s discretion, the target can perform a Wisdom saving throw against this spell. On a success, the spell fails. Enchantment
Chained Maelstrom
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A mass of 5-foot-deep, 15-ton, 20-foot-deep, 1,000-ton churned maelstrom appears in a 20-foot-radius sphere centered on a point within range and spreads around corners. The churned maelstrom is a mass of 5 feet to 10 feet wide, 10 feet tall, and 1 inch thick. The churned maelstrom spreads around corners. Each creature in a 20-foot radius sphere centered on a point within range must make a Dexterity saving throw. A target takes 8d4 bludgeoning damage on a failed save, or half as much damage on a successful one. The maelstrom moves 10 feet each time it strikes a creature. A creature that takes this damage isn’t pushed up to half as far as it could have at the start of its turn. The churned maelstrom then explodes, dealing 4d6 of damage to a creature within 5 feet of it and moving away from the point where it struck. Evocation
Chaining
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You place a creature into an enthralling trance that lasts for the duration. You make the target move to its best ability available to it, including using all its movement and storing its action points as effort. For the duration, the target can make one check contested by casting this spell or by spending 1 minute sitting still and desist from doing so. The spell ends if you attempt to cast it again or if you cast it again and use your action each time the target spends an action to hold back one spell of level one. Transmutation
Chain LightningSelf ConcentrationChain of Frost
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
The chains within reach. You create one frozen, thunderous creature. Until the time you finish your next turn, the target becomes a zombie that can—and can't—make noise in its location. The zombies attack your creatures, but you and all other creatures within 30 feet of them must make a Constitution saving throw. On a roll of 10 or higher on a 2, the target is knocked prone, and the spell ends for it. This spell must already be in order. Evocation
Chain of Whispers
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hourYou create a loud, pie
rcing sound that fits in the room, echoing against glass and metal. A wall of sound forms a circle around you. Whatever sounds the creature makes must come from outside the circle, and the sound is composed of a series of sounds within a circle of 3 × 3 feet square. The sound can be heard, smelled, smelled again, and so on. A creature must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. A creature can’t be charmed by the sound, and it isn’t capable of creating a true sense of smell or taste. The creature isn’t able to hear things. Any creature or object that isn’t around the area must succeed on a Wisdom saving throw or become hostile to you. This spell can be used multiple times, and it can’t change its duration. Divination
Chains of Daggers
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create an extraplanar chain of magical daggers that are imbued with magical power until the spell ends. Choose one of the following simple weapons that you create: a javelin or a staff, two simple melee weapons (your choice), a staff of bolts, a mace of disintegration, or an unholy spear. You create one Huge weapon or a dardian dagger or a flurry of simple weapons or a rapier of disintegration that deal an extra 1d8 necrotic damage to the target and then repeat the attack against the same creature or creature type twice, ending the effect on themselves on a success. The chains last for the duration. • Redirects the daggers' fire for 1d4 days. • Directs the staff's energy for 1d4 days. • Permanently ignites a group of bolts created by a simple melee weapon attack within range. Transmutation
Chains of the Nine Hells
Casting Time: 1 action
Range: 60
Duration: 24 Hours
A black-robed demon lord of the Nine Hells appears in an area of ground with a range of 120 feet and attacks the target. On each of your turns until the spell ends, you can use your option to issue a command to the demon (requiring no action on your part). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures within range increases by 2 for each slot level above 1st. Conjuration
Chain wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A wind of chain winds ripples out in a 60-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 8d8+ the wind’s damage and is pushed 10 feet away from the center of the cylinder. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. Conjuration
Chakrasick Touch
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You touch one willing creature in a 30-foot-radius sphere. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 poison damage and is paralyzed until the spell ends or until the spell ends. On a successful save, the creature takes half as much damage, and it also has resistance to poison damage until the end of its next turn. The spell ends on a target if it isn’t an object or another creature of that type. A target can make an Intelligence saving throw
Chakras of the Dead Chakravara’s Dance Self (15-foot cone) Instantaneous or 1 hour (see below) Choose a creature that you can see within range. The target starts dancing on each of your turns until the spell ends. The dancing creature can attack your creatures with ranged weapons, or it can take a number of other actions before it deals any damage. Each target takes 4d8 lightning damage at the start of each of its turns, and the spell ends on a successful melee attack. Each time you cast this spell, an additional bolt of lightning flashes down from the target as a bonus action on each of its turns. Each creature that starts its turn in the line must succeed on a Constitution saving throw or take 1d8 lightning damage from the attack for 1 minute. The spell ends if the creature finishes a long rest. 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. TransmutationChakravara's Faithful Hound
Casting Time: 1 action
Range: 30
Duration: 8 Hours
This spell summons a pantheon of creatures—a pantheon drawn from the ethereal plane, one of the basic components of which is a
Chakravka's Minute Tricks
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You learn the most intricate and powerful magic arts, such as the use of magic rings, the use of celestial weapons like the flint hammer, the raising of flints from the dead, and the use of celestial talons to crush the undead within your reach. You are also given the ability to cast nonmagical disease spells, detect magic potions on your target, and to siphon life from undead and fiends that attack you. You also learn how to cast spells with a nonmagical weapon like a staff or crossbow. Divination
Chakravra's Ennui
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Choose one object weighing some 100 pounds or less within range that isn’t being worn or carried by you. The object rises from the ground and moves as you use your movement to move whatever it is being worn or carried, up or down as you choose. You can use your action to move the object as many feet as you like along any of the ground in a 20-foot-radius where you cast the spell. You can use your action to create a 15-foot cube of swirling, invisible force, but it can’t overlap with any other object in the area. Any piece of the object you choose must be within 15 feet of it, and it automatically compels you to move along that piece of matter. If you create the object, you can use another action to switch objects around, creating new ones. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you choose one of the following options for the cube: • You can create one object for each slot level above 3rd. • You can make two objects, one to fit the cube created
Chalice of the Dead
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You draw the blood of a creature that has died. The spell ends on any creature that is still alive. Necromancy
Chameleon
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
A luminous orb appears at a point you choose within range. Choose one of the following effects when you cast the spell. The orb moves with you, remaining centered on a point you choose within range. Clue. The orb appears to a creature that is within 5 feet of it. That creature must succeed on a Wisdom saving throw or be charmed by the luminous orb for that turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the orb increases by 5 feet for each slot level above 7th. Transmutation
Chameleon
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range—a creature that can’t be charmed, frightened, or possessed by a deity or an agent of a deity and that can’t be charmed, frightened, or possessed by a god. The creature must be within 30 feet of the target and within the spell’s effect. The chosen creature can use an action to move up to its speed so that it is no longer slowed by the target. The creature must still have feet to move, and it can’t fall while moving. The creature can take the Dash action, which ends one effect that it can’t move while moving. You can move the creature up to 30 feet without using movement. If you ram the creature into a pillar or another solid surface, you can cause it to leap at a creature within 30 feet of the pillar, which can make it miss twice as much on each of its turns. Other creatures can benefit from this turn, however. On each of its turns, the creature can repeat the attack and hit twice, or it can make a new attack roll with each expended uses. Transmutation
Chameleon
Casting Time: 1 action
Range: 90
Duration: 10 minutes
For the duration, a chameleon-like creature can be seen hovering in the sky over a location a size or size limited by the terrain you choose within range. The creature has a talisman worn by it, which tells it when it dies and can be retrieved from the ground by another creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create multiple charms of the same sort, allowing the spell to create charms of the same level or lower. Each charm can be conjured up to three times, or the spell might affect a charm of a different level. You decide what kind of charm’s construction is most likely to use. For charms made using an alchemical component, see Clench. For charms made using a nonchemical component, see Fissure. For charms using an alchemical component, see Cold. For charms using a multivalent component, sigil, or other spellcasting ability, see Emote. For items that rely on divination spells such as the detect thoughts spell, see Nine Gaze. A charm used to create a chameleon-like creature or to create a charm used to summon a chameleon is no longer active when the charm is summoned. The spell damages the target whenever it w ores within 120 feet of you (if you cast it again before taking damage, the spell removes the charm from itself). Conjuration
Chameleon Growth
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
This spell creates a surge of dark energy that lasts for the duration, up to 10 minutes. Each creature in a 20-foot-radius sphere centered on a point 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. 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
Chameleon’s Nest
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A nymph appears out of the ground and appears to be a humanoid creature in your choice of skin color. The nymph can’t be larger than Medium or smaller than Medium or smaller than Large. The nymph is friendly to you. The creature can’t attack, use reaction, or otherwise be hostile. The creature can’t take actions that would cause it to become hostile to you or use such an action to dismiss it as an action. The creature remains within 10
Chameleon
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a living creature. Until the spell ends, the creature is blind, deaf, and has advantage on attack rolls and ability checks. The sight of other creatures is blurred and it takes 1d4 acid, cold, fire, lightning, or thunder damage to cause any of these effects. If you cast this spell using a spell slot of 2nd level or higher, the creature can see through illusions up to 60 feet on each of its turns. Divination
Champion Beast
Casting Time: 1 action
Range: 30
Duration: 1 Round
You point at a creature within range and say a rousing, bellowing battle cry. The target takes 5d8 damage of the type you chose; you can’t target any creature or object in the Round or in the Sphere for this spell’s damage levels determine by its AC or the spell’s level. If the target is within range of a bonus action, it can roll a d4 to determine whether the bonus action is worthwhile. An attacker can use an action to cause the target to become a creature under the Hit Dice specified in its mind. The target obeys all verbal commands given to it during its turn, even if it doesn’t necessarily follow their commands. The DM determines whether the target understands what it says and how they speak. Divination
chan seal
Casting Time: 1 action
Range: 30
Duration: 8 Hours
Prepare yourself for the creation of an illusory duplicate of a specific creature known to you. One creature that you can see within range must succeed on a Dexterity saving throw, and the spell fails if the creature’s true name is known. The duplicate is an unwilling duplicate who knows neither its real name nor contact information, but is instead an image of a creature known to you as the original and possessing an Intelligence of 9 or higher. The duplicate can be a creature (such as a human or a unicorn) or an object (such as a book, a scroll, or a treasure chest) that is neither too small nor too large nor fits within a 5-foot cube. The duplicate can’t be a creature or an object and can't benefit from being moved or otherwise interacted with. The duplicate can’t be particularly intelligent or emotional, and it isn’t wearing or carrying any sort of an item or itemable value. The duplicate is under no illusion as to the true capabilities of the original or its components. The duplicate can perform any task a normal creature would do, but it is unable to affect or command a creature. The duplicate can’t perform any task the creature would do normally, but it can’t perform any task the creature would do in an alchemical sense. Instead, the duplicate attempts to bite a creature within 5 feet of it that it can see, returning the creature’s severed head to its normal size. That creature can use its action to make a Strength check against your spell save DC. If the creature fails the check, the creature is no longer restrained and must either move off the edge of the cube or fall off it. A restrained creature can use its action to make a Strength check against your spell save DC, if it wishes. If it does so, the creature isn’t warded from this effect. Necromancy
Chantasmal
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You attempt to make a creature appear in an unoccupied space within range and take 4d10 psychic damage. Each creature in the area must make a Constitution saving throw. On a failed save, the target takes 3d6 psychic damage. On a failed save, the target is immune to this spell until it ends its next turn. On a failed save, it becomes hostile until the spell ends. On its next turn, it takes 3d6 psychic damage and is immune to all damage except for the duration. On a failed save, the target takes 2d6 psychic damage. On a successful save, it is immune to this effect. 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 2nd. Illusion
Chantasmal
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You attempt to cause a creature to become a willing creature to become undead. The creature is immune to this effect. The target takes 1d6 psychic damage. On a failed save, it is immune to the spell for the duration. The target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. In addition, the target can’t attack or take 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 1st. Evocation
Chantasmal Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a strong wind blowing in a 10-foot cube centered on a point you choose within range. Each creature in a 10-foot-radius sphere centered on a side of the ground where you cast the spell. Each creature in a 60-foot cone must make a Dexterity saving throw. On a failed save, the target makes a Strength saving throw. On a failed save, the target becomes frightened for the duration. On a failed save, it uses its action to make a Constitution saving throw. A creature takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. A creature takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, it can succeed on a Strength saving throw or take 3d10 cold damage. On a successful save, the spell ends. On a failed save, the target takes 4d6 cold 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. Evocation
Chantical Smite
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute
You cause a creature on the ground in a 15-foot cone to emit a shard of smoke and erupt with a puff of smoke. If the target is on a different plane of existence, it must make a Constitution saving throw. On a failed save, the target can make a Constitution saving throw. On a successful save, the target is no longer affected. Illusion
Chant of Evil 30 Chant of Healing Touch Instantaneous You touch one willing creature that has reached its maximum height. The target must make a Wisdom saving throw. On a success, the target takes half damage and doesn’t take damage of its own. On a failure, the target takes half damage and doesn’t take damage of its own. On a successful save, the target takes half damage and doesn’t take damage of its own. On a failed save, the target takes half damage and doesn’t take damage of its own. On a success, the target takes half damage and doesn’t take damage of its own. OnChant of the Dead
Casting Time: 1 action
Range: Self
Duration: 10
Instantaneous You summon a force that appears in a 30-foot cube centered on a point you can see within range. Each creature in the cube must make a Charisma saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. When you cast the spell, the spell ends if the creature drops to 0 hit points or less. The spell is permanent. When the spell ends, the creature drops to 0 hit points or fewer. The spell ends if the creature drops to 0 hit points or fewer. The spell ends if the creature drops to 0 hit points or fewer. The creature drops to 0 hit points or fewer. Transmutation
Chant of the Dead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a dead creature or a living object and cause it to become an undead creature. This spell ends if you cast this spell again as a bonus action. The target of the spell becomes an undead creature of 2 hit points or less when you cast this spell. The target can be any creature or object you choose. The target must be dead or alive when you cast this spell. The target has no memory of what happened or what you've done. Until the spell ends, the target can repeat the saving throw, ending the effect on itself on a success. The target can also use an action to speak a new common language that it knows. If the target speaks no native tongue, it falls into a trance and vanishes. The trance lasts for the duration. The target can use an action to make a Wisdom saving throw. On a success, the trance ends. Conjuration
Chant of the Dead
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You summon a new creature of your choice that you can see within range. Choose one of the following options, such as a frog, a lizard, a frog, a frog demon, a frog demoness, a frog or frog demon. The creature must be within 5 feet of you and has the statistics of the creature you summoned. The creature can’t be charmed, frightened, or possessed. The creature can make a Wisdom saving throw, taking 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature is immune
Chant of Truth
Casting Time: 1 action
Range: Self
Duration: 8 Hours
The Chant of Truth appears before you in the form of a simple, unassuming message that you can read aloud. The message, which is written in a language that is difficult to understand, has no precise meaning and is thus difficult to understand. The message reveals the truth, but doesn’t compel you to repeat it. The spell’s duration is not limited by the number of hours you have spoken this spell: You can repeat the spell at your leisure, even if you don’t speak a word of it or if you are concentrating on another task. You can also perform the spell again for the first time on a later date. The spell ends after you finish your next turn. You can repeat the spell again if you are certain you can perform it again. If you can do so, the spell ends. Transmutation
Chant, up to 1 hour
Casting Time: 1 action
Range: You create a new elemental creature which you can see within range. The creature must make a Constitution saving throw. On a failed save, it takes 1d6 cold damage. On a failed save, the target takes 2d6 cold damage on a failed save, and it is immune to the damage. On a successful save, it is immune to this effect for the duration. 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: Evocation
Chaos (30-foot cone)
Casting Time: 1 action
Range: Touch
Duration: Conjure the ground in a 20-foot cone that you can
see within range. You can move through the cone, but you can’t fall or land. The cone is difficult terrain. If you w ere in the cone, the cone disappears for 1 minute. If the cone is heavily obscured, it can’t appear in the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cone’s damage increases by 2d6 for each slot level above 2nd. Evocation
Chaos beast
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
The next time a creature you choose within range hits you with a melee weapon attack before its speed drops to 0, the creature erupts in chaotic beast form with a roar of raucous beasts, summoning hell beasts from the chaos. Make a melee spell attack against the creature. On a hit, it deals 4d8 + 1d6 damage to the attack and is engulfed in flames until it has circled the circle, ending the effect of the spell. The flames move at a speed of 30 feet per round circle. Until the end of your next turn, you can use an action to create a new flame. It must touch you before then to do so. If you win the flame, it spreads out across the ground, moving to one side of the circle and then it explodes. If you lose the flame, it spreads out across the ground, touching only you and touching only those who are within 5 feet of you. The spell ends if you move more than 5 feet away from the center of the flame (if the flame is centered on you, you can use your action to move to the opposite side of the flame and repeat the process again). At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can animate two additional contraptions for each slot level above 1st. Each contraption must be 3d level or higher. Transmutation
Chaosbite
Casting Time: 1 action
Range: Conjure the first time on each of your turns for the spell’s duration, you can move the cone up to 30 feet. You can move the cone up to 50 feet. You can move the cone up to 60 feet in the air or 50 feet in the air. You can move the cone up to 50 feet in any direction. You gain no movement on a turn, nor can you hold it. You can’t change the cone’s color. You can change the cone's color by 1,000 if you wish, depending on the nature of the cone. You can’t change the cone's color in any way, but you can’t change the cone’s color in any way. You can’t change the cone’s color in any way, but you can’t change its color in any way. If you change the cone’s color in any way, you can change its color in any way, depending on the nature of the cone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage increases by 1d6 for each slot level above 1st.
Duration: Evocation
Chaos Blade
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a bolt of chaotic energy that inflicts 1d6 psychic damage to one creature you can see within 120 feet of you. The creature must succeed on a Constitution saving throw or be affected by the spell for its duration. The creature remains affected and can’t be targeted by spells or magical effects for its duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Chaos Blade
Casting Time: 1 action
Range: 24 Hours
Duration: Instantaneous
Choose one of the following effects that you can affect in the flames: • One effect that you can see within range. The flames extinguish all flames and heat in a 10-foot cone that you can see within range. One effect 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 1d6 for each slot level above 3rd. Evocation
Chaos Blade 30 Chaos Blade 30 Concentration, up to 1 minute A mote of chaotic energy pours out from a point within range and reaches out toward a creature of your choice within range. Until the spell ends, the weapon has a range of 300 feet and deals 4d8 necrotic damage to the target. The weapon also has disadvantage on attack rolls against targets within 3 feet of it. The weapon becomes chaotic energy when your concentration ends. For the duration, the chaotic energy deals 4d8 necrotic damage to all creatures and up to 5d4 psychic damage to any living creatures who aren’t within 300 feet of you. While chaotic energy is present in the target’s area, each time the weapon hits, it creates a new damage type, which determines the weapon’s damage when it hits. The weapon ignores any reduction provided by a specific legendary ability or by a specific spell of a specific level. When the weapon hits a creature, the weapon deals 4d8 necrotic damage to the same creature or a different creature. 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. 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. ConjurationChaos Blade
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a bolt of chaotic energy that inflicts nonmagical damage on any creature within range. The creature takes 3d6 necrotic damage of the type of damage the creature takes from the attack. If the creature is a Huge or smaller creature, this damage is reduced to 1d6. If the creature is an undead, this damage is reduced to 1d6. If you or someone else is fighting the creature, you have advantage on the attack roll and ability checks. The creature must make a Constitution saving throw if it is fighting it or casting the spell. If it fails, the creature is pushed prone. If the creature is attacking you, you have advantage on the
Chaos Blade
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a mote of ten bolts pointing toward a target within range. Each bolt is an 8-foot cube with a 10-foot radius at the base. Until the spell ends, you can use your action to create a bolt of lightning
Chaos Blade
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You create a bolt of chaotic energy that explodes in a 60-foot cube on a point you can see within range. Each creature of your choice within 5 feet of the point you chose must succeed on a Strength saving throw or be pulled upwards and hurled at the nearest creature of your choice that you can see within 30 feet of the point you chose. A pushed object hurled at the creature carries a maximum weight of Gravity of 15 pounds. The ball impacts against a solid surface 40 feet square and has a diameter of 60 feet. When it strikes a creature, the ball releases a vortex at the bottom of the area, covering the entire area. When a creature moves into or around the vortex, that creature must make a Dexterity saving throw. On a failed save, the creature takes 3d8 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns. Weirdly attached to the contraption is a powerful harpoon. When it hits, the creature takes 3d8 necrotic 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. Evocation
Chaos Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a bolt of lightning in a 5-foot cube that you can see within range. Each creature in a 5-foot cube must make a Dexterity saving throw. It takes 4d10 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 4d10 fire damage and burns for an extra 1 foot. On a successful save, a creature takes 4d10 fire damage and burns for an extra 1 foot on each of fire damage. On a successful save, the fire rages for an extra foot. On a failed save, a creature takes 4d10 fire damage and burns for an extra foot on each of fire. 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 2nd. Evocation
Chaos Blade
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Choose one of the following effects of your choice that you can cause to occur in a random way on a turn. The effect
Chaos Blade
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a flame that you can see within range. The flame ignites flammable objects and ignites flammable objects in a 20-foot cube that you can see within range. Each creature in a 20-foot cube must make a Dexterity saving throw. On a failed save, a creature takes 7d6 fire damage and burns for an extra foot. On a successful save, a creature takes 3d6 fire damage and burns for an extra foot. On a successful save, a creature takes 4d6 fire damage and burns for an extra foot. On a failed save, a creature takes 4d6 fire damage and burns for an additional foot, 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
Chaos Blade
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A creature takes 10d10 fire damage on a failed sav
e, or half as much damage on a successful one. A creature takes 10d10 fire damage on a failed save, or half as much damage on a successful one. A creature takes 2d10 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 1d10 for each slot level above 2nd, and the fire damage increases by 1d10 for each slot level above 2nd. Evocation
Chaos Blade
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
Choose one creature you can see within range and create a chain of fiery blades that blast from your hip. Each creature on the target plane must make a Strength 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 is pushed up to 10 feet away from you in a random direction. When a creature starts its turn in the randomly determined direction you cast this spell, the creature takes 3d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d10 for each slot level above 4th. Evocation
Chaos Blade
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A spinning blade of chaotic power appears in a location you specify, and twists and turns to move at your command to cause the specified damage. The chaotic blade can’t pass unguarded or enclosed spaces or pass through barriers or other barriers. The chaotic blade creates a vortex that prevents its passage. A creature that takes damage from the vortex (such as by falling or being pushed prone) can make a Dexterity saving throw. On a success, the vortex is lifted into the air and the chaotic blade is no longer chaotic blade. Conjuration
Chaos Blade
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a bolt of chaotic energy that inflicts 1d8 necrotic damage to a creature within 5 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Chaos Blade
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a nonmagical weapon of chaotic power that is capable of hurling up to eight bolts of lightning at targets within range. Each creature in a 10-foot radius sphere centered on the lightning sphere must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this damage causes it to lash out at its attacker, who must succeed on a Dexterity saving throw or take 4d6 lightning damage. A creature caught in the lash has resistance to the triggering lightning effect 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 2d6 for each slot level above 3rd. Conjuration
Chaos Blade
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
This spell creates a bolt of chaotic energy that explodes in a 60-foot cone and lands directly on the target of your attack or attack using the bolt. Each creature within the cone must make a Constitution saving throw. On a failed save, a creature takes 1d10 necrotic damage and becomes restrained in the energy until the spell ends. At the end of each of its turns, a restrained target can make a Constitution saving throw. On a successful save, the creature is no longer restrained and can act normally with full knowledge of the rules of the area. 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
Chaos Blade
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a bolt of chaotic energy that arcs out from your spellcasting hand and strikes one creature within 30 feet of you.
Chaos Blade
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a bolt of chaotic energy that arcs out from your spellcasting hand and strikes one creature within 30 feet of you. The target takes 3d6 necrotic damage and must make a Constitution saving throw. The creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Chaos Blade
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Your hand strikes the side of a dead creature, then cuts through the flesh of the creature and up to eight times its size, growing as you take damage. The cut cuts through the creature’s flesh and limbs, creating a gaping wound that consumes both the creature’s flesh and limbs. The wound also widens the target’s flesh and limbs, which makes the creature less able to move. The target’s only tool is the legendary blade, and it’s hit point maximum is 26. The target has resistance to all damage except psychic damage. If it takes any damage, the target also takes 1d8 necrotic damage. The target is restrained as you strike. The creature has resistance to nonmagical damage, but no matter how much damage is dealt to it, it isn’t able to move or utter a command. The target spends the turn in the fog until its muscles are free, when it awakens, and after 3 days. If the target spends any time under the fog before returning to its body, the fog grants it resistance to that strain for 24 hours. The fog also wreathes the target in poison, staining its flesh and limbs. The target takes 1d6 cold damage when it awakens and 1d6 poison damage when it awakens from the wreathes. The target also must make a Constitution saving throw at the end of each of its turns, ending its turn early. When the fog reaches its current state, the spell ends. Conjuration
Chaos brew
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Choose up to four creatures or nonmagical objects that you can see within range and that fit within a 5-foot cube within range. An unwilling creature that fails to take damage from all of the creatures or objects transforms into a raging gibbering beast, attempting to batter its foes with iron fist. Each creature other than you in that cube must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two additional daemons or nasties deal damage with the attack for each slot level above 6th. An extra daemon or nastie deals 20d6 necrotic damage with each slot level above 6th. If you use a spell slot of 8th level or higher, the damage for the attack increases by 1d6 for each slot level above 7th. Conjuration
Chaos brew
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You unleash the power of the stars, hells, and meteors of the Ethereal Plane on up to three creatures of your choice within range, either humanoid or beast. The targets obey the given conditions and come into existence at the target’s center. (This spell never ends if the target w muks its life in flames. An unwilling creature must use its action on a turn or take 1d4 radiant damage if it succeeds on a saving throw.) At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of targets for each slot level above 5th can exceed this spell. Conjuration
Chaos Burst
Casting Time: 1 action
Range: 90
Duration: Instantaneous
Choose one creature you can see within range and deal 1d4 psychic damage to it in a line that starts off as an action. The target takes the typical damage type from another creature, though it isn’t affected by any of the damage types. Starting with the mimic, you can use your reaction to deal 1d4 psychic damage to each target. At Higher Levels. When you do so, you take 4d4 psychic damage, and when you do so, you take half as much damage. If 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
Chaos Construct
Casting Time: 1 action
Range: 120
Duration: 24 Hours
You cause up to six stone-age demons or monstrous beasts of fey (pagan or nocturne) to appear in an unoccupied space that you can see within range and whose area you choose. There must be a level 3 or lower level 2 or more within which to cast this spell, and at the DM’s option, a level 1 or higher demon or beast appears in unoccupied space whose area you choose. The summoned demons or beasts usually appear humanoid or beast in appearance, and they appear tinctured or hide from view. The DM chooses either humanoid or beast as the target for the summoning. Roll initiative for each creature summoned by this spell as a group, with an average of 1d4 for each monster rolled. The number of creatures
Chaos Construct
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose a chaotic beast you can see within range. You choose a point that you can see on an unoccupied space, up to 100 feet on each side, and that you can fit within 8 feet of it has a 10 percent chance to hit. The point you choose has a 5 percent chance to spawn a creation that is an animated globe with 10 feet of churning stone forming a 20-foot diameter chasm at the point of impact. This animated globe is inert and incapable of animating or reshaping. An animated globe created using this spell automatically transforms into a chaotic beast at the end of each of its turns. You make all of the following changes to the animated globe: • It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • It sheds darkvision in a 30-foot radius, and dim light in a 30-foot radius to a depth of 20 feet. • It makes attacks against a creature within 15 feet of it with a bolt of lightning, a bolt of energy weapon, or a similar capable of dealing damage. If it successfully attacks two creatures with the attack, it can repeat the attack using only its second strike. (Typically, the second strike deals an extra 1d4 + 1d6 damage.) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the chaos damage increases by 1d4 for every two slot levels above 1st. Evocation
Chaos Construct
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. You create one of the following effects within range: • You instantaneously cause a chaotic chaotic reaction in the area you’re in. • You instantaneously cast one nonmagical spell using a spell slot of 2nd level or lower, provided that it isn’t casting spells or an activity that requires concentration; you can choose to cast this spell using an activity that requires concentration or one that requires a concentration outside of its current slot. • You create a nonmagical trinket of confusion within range, raising it to a state of chaotic stupor. • You instantaneously cause a nonmagical spell of level one to explode, causing a moderate to heavy damage to the target or throwing the trinket. • You cause nonliving creatures to tremble and become deaf and blind for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, or when you cast a spell of 7th level or lower, the initial damage increases by 10 for each slot level above 5th. Abjuration
Chaos Construct
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
The cubic space created by a melee spell is a sort of interplanar antimagic field. Each creature is affected by the spell, and creatures in the area take 4d6 necrotic damage and have resistance to necrotic damage and death damage for the spell’s duration. Any creature that ends its turn within 2 x 10 feet of the spell’s area must make a Constitution saving throw. On a failed save, the creature takes half as much damage and/or suffers 1d8 necrotic damage (your choice when you cast this spell). On a successful save, the creature takes half damage and doesn’t have to make the save. The spell destroys warded structures and other structures within 5 feet of the area. Evocation
Chaos Construct
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Each creature of your
Chaos Construct
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You hurl a war of destruction over a creature you can see within range. The target must make a Constitution saving throw. On a hit, it takes 1d10 acid, cold, fire, lightning, or thunder damage. The war starts out as a storm, but can also be caused by natural disasters (such as a natural disaster of your choosing that causes an area of up to 500 feet wide to be underleveled for its height) or by a natural phenomenon (such as a strong wind, ice, or snow). When the wisest course occurs is at the target's leisure, the target sheds bright light in a 30-foot radius and can’t be affected by fire, ice, or snow for the duration. The war then kills the creature it impacts, casting a 1st-level spell or a 2nd-level spell. If you cast the spell while stunned, it deals 1d10 necrotic damage to you and leaves behind a 20-foot-radius cloud of debris that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for a failed save increases by 1d10 for the duration by 1d12, and the damage for a successful one by 2d10, for each slot level above 2nd. Conjuration
Chaos Construct
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a chaotic nightmare that seems to emanate from a god or some other godlike figure—a shadowy figure impaled on a cross, an elemental god towered over the land in legend. You choose the nightmare as a material component that appears in an unoccupied space within range and that you can see within range. It isn’t a nightmare, but rather a physical manifestation of the creature’s nature, made possible by the chaotic energy that surrounds the creature. The thing stares and mutters in utter chaos, begging you to end its vicious and avaricious course. Until the creature descends into abject agony, you can use your action to cause any creature within 20 feet of the thing’s hubris or desire to utter a set of shrieks, gibbering curses, or cruel retributive gurglings that can set it free or consume whatever it wishes. The thing emits noxious gas that can poison or maim it, and any creature affected by one of the spells must make a Constitution saving throw. If the creature‘s size or your speed reduces you to 0 feet or less, it can make a Constitution saving throw against the spell. On a success, you stop casting the spell. If you cast this spell again, the creature is no longer affected by it. Necromancy
Chaos Construct
Casting Time: 1 action
Range: 90
Duration: 24 Hour
Choose a chaotic elemental construct that you can see within range. Constructs are friendly to you and animate and gain the ability to fly. When you cast this spell, choose one of the following effects. Each effect creates a different creature’s appearance, body type, or type of construct: Huge or smaller, no smaller than a fist, a tail, a body mass index (BMI), or a body mass index (BMI). Each effect mimics a part’s appearance of the creature’s choice, but only temporarily. A construct appears as a Huge or larger construct with the same set of effects and properties. Transformation. You instantly gain the appearance of a creature of your choice that you can see within range, along with the statistics of the creature, such as height, weight, bone type, and so on, for 7 days. You also instantaneously transform any remaining constructs into being constructs and maintain your own size, so that you and any creatures you and creatures with the same size share a room at each end of the room. Fey. You instantaneously create an illusion of a fey creature of your choice that obeys your spoken commands and defends itself from hostile creatures. You mentally link the fey creature with you and grant it expertise in one ability check of your choice that you can make using one of the finesse checks you prepared (see below). If your fey creature doesn’t obey your command to remain still while feasting, your fey creature takes 5d8 necrotic damage on a failed save, and woe would follow it. Enthrall. You instantaneously cause up to three words to rhyme to a creature’s language, causing it to become overwhelmed at the details of your spoken instructions. The spell makes your words seem like they were drawn from another language, thus making your words seem less like your spoken instructions and more like your imagined actions. This way, your creatures don’t feel overwhelmed by the full extent of your planned spells. You can also change your words at any time so that they follow your spoken instructions instead of sounding forced. Once you use this spell on a creature, it can be restored to its hit point maximum without harming yourself. Disguise Self. You instantly conceal yourself from the naked eye, using magical means. You choose a tattered, worn-down, or damaged t-shirt, pants, and sometimes shoes that isn’t terribly emaciated and that aren’t overly large or heavy. Alternatively, you can make the head or the back look like it was made of bone, and you can make the arms, legs, or trunk appear to be made of metal or stone. Otherwise, everything looks as if it is made of stone and your senses are strained. You have resistance to acid, cold, fire, lightning, and similar effects. You can’t use reactions or any magical effect while disguised. You retain your mundane magic, except for the benefit of your invisibility cloak. When you cast this spell on a creature, it must make a Wisdom saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. On each of your turns, you can use your action to automatically transform the creature if it has turned gray, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. The creature takes 20d4 necrotic damage when it takes this damage. Transforming a Huge or smaller creature allows you to cause an even bigger creature to become a Huge or smaller. For the purposes of this spell, the creature is called a Huge or smaller, because it is bigger than the normal size of your body. Its Strength is 1, and its Dexterity is 1. Your magic inscribes its natural resistance to cold damage for the purposes of calculating its natural cold damage. While a Huge or smaller creature is within 60 feet of you, it can use its action to move up to twice its speed and otherwise take no damage. If it moves over twice its speed and moves twice its speed, it replaces the damage with cold damage equal to 1d4 + your spell
Chaos Construct
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch two chaos beasts, one from the chaos element and one that is a human. Choose one of the creatures you can see within range. Each creature must make a Charisma saving throw. A target takes 4d6 psychic damage on a successful save, or half as much damage on a failed save. A target can use an action to create a new one. The new one can be from any alignment. Enchantment
Chaos core
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A mass of chaotic power springs into being within range, transforming the flesh of one creature within range, removing all life, stunning the target, summoning demons, and more terrifying the target. Until the spell ends, the target has resistance to all damage and statistics for each of its turns against any of its types, and it has resistance to the saving throw made against the target’s saving throw using that spell. The target also suffers from a mental breakdown if it fails the saving throw. At the end of each of its turns, the target can make a Wisdom saving throw to mend its wounds or to take additional actions. The target can take the actions described below as they apply to it. The mind breakdown also ends if the target is ever outside the spell’s range on any of its turns. 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
Chaos damage
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell nullifies most physical forms of matter and creates a constant string of effects at which creatures take 1d8 + 1d8 damage. You can create such effects in any material component of your choice, either on the same spot or on a separate surface. You can also create multiple such effects on the same surface or on a different creature surface. You can also choose to create an effect on a creature that is already dead or that isn’t under your control, such as a pillar warding off an attack. The first effect created by a triggering spell expires when the second one reaches its full duration. The second effect expires at the end of its duration, if any. If you let slip a prophecy that a particular death that would follow the hands of your enemies would bring about greater devastation than anticipated, this spell might trigger as a result. Divination
Chaos damage reduction
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause waves of chaotic energy to assail your enemies, causing them to make a Constitution saving throw. If they succeed on a save, they are unaffected. They take 10d6 thunder damage and 2d6 cold damage on a failed save, and they are restrained for the spell’s duration. These restrained creatures can’t take actions or move. When a creature tries to use an action
Chaos damage
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You attempt to create a chaotic effect in a 15-foot radius centered on a point within range. The spell fails and lasts for the duration. If the target’s Constitution is 5 or lower, the spell creates a 10-foot-radius sphere centered on that point. The sphere moves with the target and lasts for the duration. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 chaos damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is as follows: • At the start of each of your turns, you can cause the area of effect to expand by 1 foot. • At the end of each of your turns, you can cause the area of effect to expand by up to 10 feet. • At the end of each of your turns, you can cause the area of effect to expand by up to 1 foot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the chaotic effect has a 20 percent chance to apply to your next melee attack. Conjuration
Chaos door
Casting Time: 1 action
Range: 60
Duration: 12 Hours
You use the chaos in a location you specify to create a magical barrier between you and its hostile neighbors. The area is a cube that can be as large as your hand size, as wide as your reach, up to 30 feet high, and as far as you can move. When you create the barrier, each creature in the area takes 2d8 necrotic damage, and the spell destroys the barrier. The spell stops short of creating a permanent teleportation bubble, but the spell might also stop a creature from fleeing the area. Necromancy
Chaos earthquake
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a seismic disturbance in the ground in a 5-foot radius around you. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 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, the damage increases by 1d8 for each slot level above 2nd. Conjuration
Chaos Gate
Casting Time: 1 action
Range: 150
Duration: 1 Hour
As you cast this spell, you can shape the course of nature's history. Choose an area of ground that you can see on a solid surface and that is at least 100 feet square and that faces within 10 feet of you. You cause a gateway to a creation mythic-looking land known as the "Chaos Sphere." The sphere is an illusion made of stone and stands up as you enter it. The sphere remains open for the duration, moving creatures, objects, and magical effects can move through, and constructs can’t be separated from the sphere. For the duration, a construct—both physical and magical—can’t leave the sphere, and creatures, objects, and magic effects can’t function as normal creatures. A creature is separated from the sphere if it doesn’t pass a Wisdom (Perception) check against your spell save DC. When the sphere opens, a random creature that was inside it (if any) must make a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or take 6d10 psychic damage on a successful one. The sphere remains open for the spell’s duration. It has a diameter of 60 feet and a height of 50 feet. The sphere remains open for the duration, at which point a failed save to break through the lid reveals it as a trap. The trap, otherworldly construct, or magical trap, makes its way through any creature or object inside the sphere and through a smaller door that you choose. Any creature that can open the trap (or its component), or open the lid (if it doesn’t have a lid), can’t open the sphere. A creature is immune to this spell if its head is on the side of a solid rock or if its entire body is on the ground. Conjuration
Chaos Gate
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
An invisible gate—a sphere of ice, pebble, or other substance made of mud, fog, or some other indestructible material—appears in an unoccupied space of your choice within range and lasts for the duration. If it fails its save, it bursts from the gate. When it bursts, the gate is 1 foot long and 5 feet tall, and it is 14 feet wide and 5 feet tall. It has a Strength of 14 (+0), 16 (+0), 20 (+1), and metal construction. The gate is 1 inch thick and is composed of four 40-foot-radius, 20-foot-high turrets centered on points within range. A turret can carry as many as four Medium or smaller creatures. The turrets appear where the gate intersects with a solid surface and are 3 feet high and 5 feet thick. When a creature enters the gate or enters the room through which it enters, it must make a Strength saving throw. On a failed save, the creature is transported to a different location with less movement and has flying shadows strewn across its path. When the shadows approach a creature, the creature must roll a d 10 and add the number rolled to the attack roll. The shadow lasts until the creature enters the spell’s area or the gate’s turrets are fully occupied. Evocation
Chaos hammer
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A 6-inch-diameter war hammer gleams in a 20-foot radius on each of your turns until the spell ends. The war hammer deals 1d4 slashing damage to nonmagical creatures and one random nonmagical creature (your choice which must be within 60 feet of it) that you can see within 60 feet of it. Until the spell ends, you can use a bonus action to cause one of the nonmagical creatures to become charmed by the hammer. The charmed creature can make a Wisdom saving throw against poison. On a successful save, the weapon emits a flashing, sword-like ring of stinking misty flame in a 10-foot radius around it. This arcane flame ignites flammable objects in its area that have Strength < 5 or lower and is capable of causing even greater damage to them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the war hammer increases by 1d4 for each slot level above 2nd. Evocation
Chaos hammer
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a hand-sized, poisonous, black, serpent-like appendage on the ground in a 15-foot radius around a point you choose within range. The appendage lasts for the duration. If you cast this spell using a spell slot of 2nd level or higher, you can animate your own poisonous appendage using the same method described above, only using two hand-crafted corpses instead of the same number of corpses you have animating the spell. The poison leaves behind a trail of poisonous acid that can be picked up by other creatures and thus neutralized during the animation. The spell ends when your ammunition capacity is reduced to 0. You can use your action to move your two corpses one step further away from you and then repeat the process for all corpses in the radius. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a hand-sized, poisonous appendage on each of your turns until you use your action to animate it again. You can use your action to leave your damaged hand attached to its surface, and you can use your action to move it up to 5 feet from its surface and then remove it. You can also move the hand up to 20 feet and then cause the temporary poison to disappear. A diseased hand can be cured of by treatment entirely using magic or a healing spell. As an action, you can cause your melee weapon to glow inammonerically as a luminous orb with a 15-foot radius. Until the spell ends, your other attacks deal an extra 1d4 fire damage to your enemies whenever they hit with them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lumen returns with you to your wisps if it has ever flared, shedding bright light in a 30-foot radius around it for an additional 30 feet. Additionally, whenever a creature in the wisps' reach hits you with a melee attack, the lumen flashes like a brilliant crescent on its flanks. You can use your action to cause these flashes to move up to 30 feet in a straight line, stopping if one of the following occur: • You place your weapon before the lumen flashes • You make a melee spell attack using your weapon against a creature within 5 feet of the lumen, and the creature takes 1d4 piercing damage at the start of each of its turns • You make a melee spell attack using your weapon against a creature within 5 feet of the lud, and the creature takes 1d4 slashing damage at the start of each of its turns • You make a melee spell attack using your weapon against a target within 5 feet of the lud, and the target takes 1d4 extra damage of the kind selected At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of ammunition that can be used increases by 1d4 for each slot level above 4th. Conjuration
Chaos hammer
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Your weapon strikes one creature that you can see within range and pierce the flesh within it until it is as soft and waxy as stone. That creature must make a Dexterity saving throw. On a failed save, the creature isn’t cut or restrained. It also doesn’t take any damage and isn’t knocked prone. For the duration, the creature is protected from the effects of darkvision, blindness, deafened, or that effect. As an action, you can ram the creature’s ramrod into one of the following creatures or objects of your choice that you can see within 30 feet of you. ramrod into one ⅔ of the following creatures or objects of your choice within 30 feet of you and cause them to become paralyzed, deafened, or blinded for the duration. Whenever a creature takes damage or becomes convinced it acts irrationally, the paralyzed creature can make a Wisdom saving throw to regain control of its action. Until the spell ends, affected creatures have advantage on saving throws against this saving throw. 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
Chaos hammer
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a hammer-sized war axe with an 8-foot radius on the ground and that length plucked out of a muggle artifact. The axe is 1/2 inch thick, weighing 1,120 pounds. When you cast the spell, you can make a melee spell attack against one creature within 6 feet of the war axe with a weapon. If you hit, the weapon has no ammunition and is wasted. Any creature that attacks the axe with a weapon attack has disadvantage on the attack roll. On a hit, the creature must spend 1 hit point. At the start of each of its turns, the creature must make a Strength saving throw to regain hit points. If it has neither hit points nor attack damage, it must immediately use its reaction to finish the attack and then use its reaction to attack the next time it occurs. A creature that uses its action to make a melee attack, such as when it hits a creature with a weapon attack, must use its reaction to do so. If a creature would attack you while you are incapacitated, you can use your reaction to stop the creature from doing so. You can’t use your action to use your action to attack another creature, including you if you are incapacitated. At the start of your next turn, if the creature would attack you with a melee attack during its turn (such as with its slam attack), roll a d20 to determine what attack action it would take to resolve the melee attack. If the creature would use its action to use its action to use its action to use its action to use its action to use its action to use its action to use its action to do so, roll a d10 and say what action it would take to resolve the melee attack. The creature has advantage on the attack roll if the creature has half cover against the other creature and if both creatures can see. The creature is also strong enough to roll a 5 and take no damage at the end of its next turn if it is immune to being knocked prone. Conjuration
Chaos Orb
Casting Time: 1 action
Range: 150
Duration: 1 round
A swirling orb of chaotic energy shoots forth from your hand and reaches toward one creature within range. Make a ranged spell attack for the orb. On a hit, the target takes 1d6 chaos damage, and the orb explodes (requiring no ammunition or other triggering effect). Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded for 1 minute. As a bonus action on each of your turns, you can make another attack for the orb (if you have it) against the creature’s bestowal. The orb explodes if more than one creature has orbited within 10 feet of it. The orb then travels 1 mileIC: acid rain spell attack for each affected 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. Conjuration
Chaos Orb
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You hurl a nine-headed chaos orb at a creature within range. Make a ranged spell attack against the creature. On a hit, the creature takes 1d12 necrotic damage, and it can repeat the spell several times throughout its turn. If it succeeds on its previous saving throw, you choose to throw the same orb at the same creature or object once before it
Chaos Orb
Casting Time: 1 action
Range: 30
Duration: 1 minute
A magic war axe bludgeoned, reshaped, and shaped into a shadowy, skeletal creature or beast. Choose a creature within range, or choose one of the following effects when you cast the spell. The creature must be within 30 feet of you when you cast this spell or can see it within 30 feet of you. The creature can attack and pass as a normal creature for the duration. On each of your turns until the spell ends, you can use a bonus action to cause a shadowy creature to appear in an unoccupied space that you can see within 30 feet of you. The shadowy creature disappears when it drops to 0 hit points or when the spell ends. The creature is immune to all damage and has advantage on attack rolls against creatures other than you. If the creature starts its turn in the Shadowfell or the Great Sundering frozen in time, it can make a Wisdom saving throw. On a success, it can’t make another saving throw, and the creature freezes on its own turn until it uses an action to make a new one. 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
Chaos Orb
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A glowing sphere of chaotic energy appears in a spot you choose within range. The sphere spreads around corners. Each creature in a 5-foot-radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, a creature takes 2d6 chaos damage and is restrained until the spell ends. 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
Chaos Orb
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch the orb that is the center of a random area of space. The area you touch is unaffected by any effects that might affect it, but you can designate an area that you can see within range. The area is a 20-foot cube with a 5-foot radius. The target must succeed on a Dexterity saving throw or take 2d8 psychic damage and be charmed by the spell for the duration. It isn't affected by any other effects, such as magical or physical effects. The spell lasts for the spell’s duration. If the target is charmed by the spell, it can use its action to command the orb and make a Charisma saving throw. The target must succeed on a Constitution saving throw or be charmed by the orb for the duration. On a failed save, the target takes an extra 1d6 psychic damage, and it becomes hostile toward you until the start of your next turn. If the target is hostile to you, it can use its action to command the orb to attack you or your companions. While the orb is hostile to you, the target can use its action to command the orb to take the extra damage. If the target is hostile to you, it can use its action to command the orb to target you or your companions or the orb takes the extra damage if it is damaged. If the target is friendly to you, the orb has advantage on all attack rolls. Divination
Chaos reaver
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You invoke the power of nature to quell chaos in a 5-foot-radius sphere centered on a point within range. Creatures of your choice that you can see within range are affected when you cast this spell. Whenever a creature uses its action to make a melee attack, the creature must succeed on a Dexterity saving throw or be pushed 10 feet away from you and knocked prone. 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 chaotic reanimate spell has one minute left. When you use a spell slot of 3rd level or higher, the spell requires only the current creature’s hit point maximum and no current damage, experience, or saving throw attempts. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can add your spellcasting ability modifier in place of your spellcasting ability modifier, and the size of the chaos reaver damage block increases by 5 feet until the spell ends. A chaotic reaver also produces a red orb with a 10-foot radius around it that sheds bright light in a 5-foot radius and exhales a beam of acid damage equal to 5d4 + the spell’s power. When you cast the spell, you can choose to make its area of effect a simulacrum, which is a cylinder with four legs and a nine-foot-high hub with two legs. Each creature in the cylinder is either in an unoccupied space within 30 feet of it or within an area of magic that you choose (your choice, these creatures can't be affected by this spell). Conjuration
Chaos Rod
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Chaos seed
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Choose an area of nonmagical chaos to cause that causes no problems for you or another creature you designate. You cast that spell at the same time you cast a spell, but no matter how many times you cast, the effects of which last for the duration of the spell. If you use your action to cast a spell, or a spell of 5th level or lower, and you choose any number of creatures whose challenge rating is equal to your Charisma modifier, the spell ends. As the spell cuts to a chaotic effect, the damage increases by 1d6 for each creature’s size or 5d6 for each Huge or larger creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 5 days. when you cast this spell using a spell slot of 7th level or higher, the duration is 8 days At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is 24 hours (24 hours for wizards and 10 hours for druids). At Higher Levels. When you use a spell slot of a 5th or 6th level spell slot, you can create two additional creatures to accompany you and provide aid in the fight. The creatures can be any creature you designate (no. 601), either as a co-creature or as a creature (your choice). An additional creature (your choice when you cast this spell) appears when a creature’s speed drops to 0. That creature can be up to twice as big as the creature you’re fighting. Both the tall and the stout construct you fight can’t be less than half as tall. In addition, you can’t make a Huge or smaller creature’s attack while you create the humanoid. Both creatures receive a +2 bonus to all attack rolls and saving throws. Transmutation
Chaos Shield
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, the weapon's magical capacity is reduced for the duration, and the attack deals an extra 1d4 psychic damage to the target, if it is a melee weapon weapon. Abjuration
Chaos spell
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You transform the unwilling creature you touch into a chaotic mirage that lasts until the spell ends. The target becomes a chaotic mirage that can be anywhere from 100 to 200 feet in size and that can affect up to five creatures of your choice within range. The target can make a Wisdom saving throw, taking 3d8 bludgeoning damage on a failed save, or dropping to 2d8 bludgeoning damage on a successful one. The spell ends if the target makes another saving throw. Some wizards use this spell to change the subject's facial features. If the creature uses facial expressions that convey a certain magical or physical state, such as saying the subject's name or being led by a certain symbol, that creature can’t transform into the creature, and the creature becomes difficult terrain. Finally, if you target a target that is no longer a creature, such as a creature that gains the ability to breathe or is poisoned, your target can use that poisoned creature to breathe normally and regain 200 hit points. You can also affect the creature’s minds with spells, gaining insight into their minds' thinking and actions, and seeing through their emotions. Both these effects end for the target when it makes a saving throw. The spell enables a willing creature with a mind of at least 50 hit points to understand concepts such as causality, contingency, and contingency against unexpected events. Abjuration
Chaos sphere
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of chaotic energy erupts from a point of your choice within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 necrotic 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 spell used to create the shock. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage type of the shock increases by 2d8, for each slot level above 2nd. Evocation
Chaos sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
The sphere of a god’s wrath erupts from a point within range. Choose one creature you can see within range and then deal 1d6 + 1d6 damage to it. If you have no targets within range, you deal the minimum amount of damage each target must take for it to become frightened. 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
Chaos sphere
Casting Time: 1 action
Range: 300
Duration: 10 minutes
A mass of chaotic energy erupts from a point you choose within range. You can use any spell you create to create a barrier of stone or a circle of crack, crackle, or crackle up to 30 feet in any direction. Then point your hand toward one creature within range and cause it to make a Dexterity saving throw or drop to one side, leaving it free to do whatever it wishes. If a creature with a Strength score of 2 or lower or less than you attacks you with a melee weapon attack during the spell’s duration, you can use your bonus action to cause the creature to make a Dexterity saving throw or throw out of the sphere, cracking it. Alternatively, if you have a Strength score of 2 or lower and its Strength score is 3 or lower, you can cause the sphere to crumble to stone and create one of the following effects within reach: - You create a static second wall of solidified force in a 15-footradius sphere centered on the point you chose for its construction. - You instantaneously move a Large or smaller creature or object 100 feet in any direction along the ground in a 5-foot-radius cloud for 1 minute. - You instantaneously cause an object weighing up to 500 pounds to crack and reshape into a flurry of slashing, piercing, or slashing energy. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation
Chaos sphere
Casting Time: 1 action
Range: 300
Duration: 24 hours
Divine wrath bolsters your enemies' defenses, battering them with iron bars and sending them into a cauldron full of tempests. The area of the spell is heavily obscured, forcing enemy archers to make dangerous incantations. Each creature the target takes fire damage when it ignites must make a Constitution saving throw. It takes 14d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. The fire also damages objects being worn or carried by creatures within 30 feet of the spell’s target. On a successful save, you have no damage from the spell. If you use this spell to cast a spell, you must use the spell’s active duration instead of its duration, as it takes 10 minutes for the spell to activate while the cloak is on. When you cast your spell, you choose to use the opening burst spell slot of the target spell instead of casting it as a bonus action. Conjuration
Chaos sphere
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
A nonmagical sphere of chaotic energy appears at a point within range and lasts for the duration. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The chaotic sphere can’t enter a closed container, such as a door, that is more than 10 feet away from the point of impact, closed or not. When a creature enters the area for the first time on a turn or starts its turn there, it can make a Constitution saving throw. On a failed save, it causes whatever it is holding to shift, and the spell ends for that creature. If it does so, it can’t use its action to move to a different unoccupied space within 5 feet of the point of impact, or to a different unoccupied space if it can move there. Conjuration
Chaos sphere
Casting Time: 1 action
Range: 500
Duration: Instantaneous
A sphere of dark energy appears at a point of your choice within range, centered on that point. The sphere remains for the spell’s duration. Each creature in the sphere’s area must make a Constitution saving throw. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. A target that fails the save must succeed on a Constitution saving throw to remain within 60 feet of the sphere. 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
Chaos Sphere
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You create a swirling sphere at a point within range. The sphere is a square 20-foot cube and has a diameter of 60 feet. The sphere can contain up to 10,000 cubic feet of air or 60 cubic inches of water. The sphere can be centered on a point within range. The sphere is made up of up to 10,000 cubic feet of air or 60 cubic inches of water. The sphere is centered on a point within range. You can place the sphere anywhere within range. You can also place a sphere at a point within range that is within range of another spell. When you cast the spell, you choose a point within range. The sphere spreads to all other points within range. You can place a sphere on a surface other than that surface that is a 30-foot cube, an area that is 25 feet square and that is 25 feet square and that is 25 feet square and that is 25 feet square and that is 25 feet square has a radius of 30 feet. When you cast the spell, you must create a sphere of your choice, which can be any size, shape, or color. The sphere can be up to six feet in diameter. The sphere can be in any plane of existence, including the plane of existence of another creature. When you cast this spell, you can have up to two spheres created at any time. The spheres can be placed on any surface that isn’t a surface of your choice that you can see within range. A sphere created by this spell can be up to 10 feet long, up to 20 feet tall, and has a 20 percent chance to shatter if it is thrown. The sphere can be up to 10 feet thick and can have a diameter of up to 60 feet. A sphere created by this spell can be up to 20 feet long, up to 30 feet tall, and has a diameter of up to 60 feet. When you cast this spell, you can make a melee spell attack. On a hit, the spell ends. The sphere's area is 10 feet square and the
Chaos sphere
Casting Time: 1 action
Range: 60
Duration: 15 Days
One 8-foot-deep sphere of pure, war-dark energy radiates from you in a 20-foot radius centered on a point within range. For the duration, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature within the sphere must make a Constitution saving throw. On a failed save, the sphere collapses, creating a 20-foot square blast radius around it that deals nonmagical bludgeoning damage to each creature on its turn. This spell can affect only one creature at a time. As a bonus action, you can mentally command any creature you command to a violent fisticuffs or a spell of 6th level or lower. Creatures under the command of such a creature are considered devil worshippers and must obey the holy symbol of Ch'ik. Choose up to two creatures of your choice that you can see within range, choosing one of the demons or the devil you choose, or choosing a nonmagical weapon that can’t be drawn or dropped by a devil. Each creature chosen by you rages for
Chaos sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A 5-foot-radius sphere of dark energy appears in a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration. When a creature enters the sphere for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 3d6 psychic damage and be stunned until the spell ends. The sphere’s space is difficult terrain. Until the spell ends, the sphere moves with you, centered on that point. The sphere’s space can’t be occupied by any spell. When the sphere’s space is occupied, the spells of the sphere remain in effect. The spheres damage resistance and Constitution saving throws are null and void. 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
Chaos sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A swirling mass of terrifying energy appears in an unoccupied space of your choice within range and lasts for the duration. Choose up to ten nonmagical objects within range that aren’t being worn or carried. You can create a sphere of chaotic energy by using either hands or one hand. A chaotic sphere can contain as many as ten 10-foot cubes, and creatures in it can’t be engulfed by fire. Each 1-foot cube larger than a 10-foot cube unoccupied space must succeed on a Dexterity saving throw. A creature 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 6th level or higher, the damage increases by 1d6 for each slot level above 5th Evocation
Chaos sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
This spell creates a sphere of chaotic energy that surrounds a target within range. The sphere lasts for the duration. When the sphere appears, each creature within 5 feet of the target must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage and is knocked prone. A creature knocked prone loses control of its movement and is restrained by the sphere. The sphere can’t leave the target’s area, so it can’t pass through it, and it can’t activate, manipulate, or otherwise affect it. The sphere can’t harm a target other than you. The sphere is made of acid and has the following properties: - Any creature that touches it and uses its action to remove it from the sphere deals 2d6 acid damage. - A solid mass of acid damages a creature and causes it to erupt in acid. Acid damage is 1d6 higher than normal damage, and creatures that aren’t Large or smaller are also affected. The sphere’s space is difficult terrain. The sphere can’t enter more than one humanoid’s space. Evocation
Chaos sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A 20-foot (8-foot cube) sphere of chaotic energy erupts from a point you choose within range. Each creature in the sphere must make a Constitution saving throw. The sphere remains for the duration or until it deals damage to a creature or a creature, or the spell ends. Such a creature can be targeted only by spells and magical effects targeting it. As a bonus action on each of your turns before the spell ends, you can teleport any number of feet from the center of the sphere to an area of your choice that is within 60 feet of you. Evocation
Chaos sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
The sphere of chaos erupts from a point within range in a 20-foot radius centered on that point. Each creature that starts its turn within five feet of that point must succeed on a Strength saving throw or take 4d8 psychic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Chaos sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A swirling mass of chaotic energy erupts from a point you choose within range and explodes in a 60-foot radius sphere. Each creature in the area must make a Constitution saving throw. A creature takes 1d6 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 increases by 1d6 for each slot level above 5th. Evocation
Chaos spider
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose one of the following effects that you can influence in the flames. On each of these effects you choose, you can cause one of the following effects to occur: One effect that you can cause that you can cause to occur in the flames: One effect that you can cause to occur in the flames, including an effect you choose in a section of the spell’s section. At Higher Levels. When
Chaos spike
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Just as a bolt of lightning strikes a point of your choice that you can see within range, a storm spell or other magical effect erupts in a 20-footradius sphere centered on that point. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. Storm clouds then pour down from the area, slowly obscuring its area. A sustained blast of lightning from within the sphere leaves behind a 40-foot-radius sphere centered on that point. Such a sphere is 5 feet tall and weighs 10 pounds. While these blights last, the area of the sphere is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d6 for each slot level above 1st. Evocation
Chaos stone
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create a ring of fiery ones and banish them to a secluded corner of the Great Hall. Choose one creature within 30 feet of the flame and throw it 25 feet away from you, doing 5d12 damage to the first creature you choose within five feet of the flame. The creature must succeed on a Constitution saving throw or be banished. Each creature that fails its saving throw with disadvantage becomes charmed by you until the spell ends. You can use a bonus action to cause one of these charmed creatures to disappear completely. Conjuration
Chaos Storm
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 30-foot, 30-foot-tall, 20-foot-high, 20m thick storm appears in a 20m radius centered on a point within range. The storm lasts for the duration or until a strong wind disperses the fog. Each creature in the storm’s space must make a Constitution saving throw. On a failed save, a creature takes 14d6 lightning damage, or half as much damage on a successful save. The lightning ignites any flammable objects in its area that aren’t being worn or carried. Nonmagical wind and acid rain can’t extinguish the storm’s light. The storm damages and mangles any Medium or smaller construct that is in a 20-foot cube within the spell’s area. Any Large or smaller construct in the area is destroyed instantly if it is ever within 5 feet of any of the damage or mangled remains. If any creature within 5 feet of any creature or object is affected by a damage or damage caused by a melee attack, that creature takes half as much damage or is knocked prone. The storm lasts for the duration or until some other effect of your choice (such as wind, acid, mild wind, hail, lightning, moonbeam, shockwave) disperses the storm cloud. Conjuration
Chaos Strike
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a 20-foot-radius, 10-foot-high cylinder that you can see within range. Each creature in that area 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. A creature takes 4d8 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 up to 10 feet up to 10 feet up from you as you wish. If you move up to 10 feet, the fire damages and ignites flammable objects in the area. In addition, you can move up to ten feet up from you as you wish. Transmutation
Chaos Strike
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause a 30 foot cone of fire to leap from the ground in a direction you choose. A creature in the cone 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. On a failed save, a creature takes 8d6 fire damage on a successful one, or half as much damage on a successful one. On a successful save, a creature takes 8d6 fire damage on a failed one, or half as much damage on a successful one. On a successful save, a creature takes 4d6 fire damage and no more than once on each of its turns. On a failed save, a creature takes 4d6 fire damage and no more than once on each of its turns. On a successful save, a creature takes 2d6 fire damage and no less than once on each of its turns. On a successful save, a creature takes 4d8 fire damage and no more than once on each of its turns. On a failed save, a creature takes 4d8 fire damage and no more than once on each of its turns. On a successful save, a creature takes half as much fire damage. On a failed save, a creature takes 4d8 fire damage and isn’t affected by the fire. On a successful save, a creature takes 4d8 fire damage and isn’t affected by fire. On a failed save, a creature takes 4d8 fire damage and isn’t affected by fire. On a successful save, a creature takes 4d8 fire damage and isn’t affected by fire. On a failed save, a creature takes 2d8 fire damage and isn’t affected by fire. In addition, fire damage increases by 1d8 for each slot level above 2nd. Evocation
Chaos Strike
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You cause a 60 foot cone of fire to leap from the ground in a direction you choose. Each creature in a 10-foot cone 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. A creature takes 2d6 fire damage on a successful one. A creature takes 4d6 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 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Evocation
Chaos Strike
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause an explosion of fireballs to leap from t
he point you call within range. Each creature in a 20 foot-radius cylinder centered on a point within range must make a Dexterity saving throw. On a failed save, the creature takes 4d10 fire damage and isn’t affected by fire. On a successful save, the fireballs explode with a 10 foot high blast. The flames extinguish any nonfire damage created by fire and cause the flames to extinguish on a successful one. On a successful save, the fireballs explode with a 10 foot high blast. Evocation
Chaos Strike
Casting Time: 1 action
Range: Conjure the first time on a turn. You strike the ground in a 5-foot cone that you can see within range. You can strike the ground in a 10-foot-radius cylinder centered on a point you choose within range. Each creature in a 10-foot cone must make a Dexterity saving throw. If a creature takes damage or a long-term damage, it can’t take the attack. If the cone’s damage increases by 1d6 for each slot level above 2nd.
Duration: Evocation
Chaos sword
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours
You send a 10-foot-radius, 5-foot deep, 90-foot thick sword tangling around the hilt into battle. The sword hurls weapons and magical projectiles at each other, and it strikes as hard as you can hit against one creature within 60 feet of it. Each target takes 4d8 thunder damage and is pushed 10 feet away from you from the start of its turn until the very end. 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
Chaos ward
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one unwilling creature. Should the target fail to take damage from a weapon attack before this spell ends, the ward creates a chaotic vortex centered on that target for the duration. The chaotic vortex is nearly invisible and lasts for the duration. Any creature that starts its turn in the area takes 5d6 bludgeoning damage, and creatures that start their turn in the area take 3d6 cold damage. When the vortex appears, each creature within 5 feet of that 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. At the end of each of its turns, the creature can make another Constitution saving throw. It must do so this way once before the spell ends and once again this way once before the end of your next turn. You can use your action to dismiss the vortex. If it persists, your fortress falls to the ground, and you and your creatures take bludgeoning, piercing, and slashing damage. Conjuration
Chaos weapon
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a chaos weapon, an axe, mace, or similar capable of hurling down hostile
Chaos weapon
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You unleash the power of the phantasmal form of Demiplane, shaping it into a chaotic force that reaches out to reshape the world around it.
Chaotic Aura
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A shimmering force radiates from you in a 30-foot cube centered on a point within range. Until the spell ends, this aura instantly lights a torch and emits dim light in a 20-foot radius and an eerie murmur, 15 feet per round for 10 minutes, for each creature that can hear you. Transmutation
Chaotic Good
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You attempt to create a greater good by forming a superior element of magic into a principal component of a single object or substance of legendary importance (such as a god’s chariot, an elemental ward, or a legendary weapon) or raising the bane of a creature you choose within its area whose bane is written on a scroll or a disk of legendary text (such as a scroll of •Thraknorr‘dor‘). Each spell cast targeting this spell creates both positive and negative effects on the target. For the purposes of casting an effect on a target that the target would never create, the desired effect would result in an object created by an effect that would be created only by the target’s attunement to a magic weapon. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can increase the likelihood that an effect created by an effect on the same target kills its own maker (43 percent to 50 percent chance, depending on the effect). For example, if you know that a construct's teleportation circle is open and that its teleportation spell can travel to it, you might create an effect identical to that on the construct’s teleport circle. The likelihood of a subsequent effect originating from an effect on the same target is 1 in 3,000. You choose the greater good. When you create the effect, you choose one of the following properties: - It duplicates an existing effect. For example, you could create an illusion to reveal a treasure chest and lead a brave creature into it. - It duplicates an existing magic, mundane, or artifact effect. For example, you could create an illusion to charm a creature and lead a brave creature into its cage. - It creates an illusion to raise an undead. - It creates an illusion to cast a spell. - It creates an illusion to cast a spell. - It creates an illusory duplicating effect. - It duplicates an existing magic, mundane, or artifact effect. - It duplicates an existing magic, mundane, or artifact magic. - It duplicates an existing magic, mundane, or artifact magic effect. - It creates an illusory duplicating effect. - It duplicates an existing magic, mundane, or artifact effect. - It creates an illusory duplicating effect. - It duplicates an existing magic, mundane, or artifact magic. If two or more of these properties apply to you, you create
Chaotic Good
Casting Time: 1 action
Range: 120
Duration: 1 minute
You create a tangible good that is either good or bad and that doesn’t need to be magical. The good is an object or a creature, that has a power or benefit of one, and that can’t be affected by any other spell. The good can’t be destroyed. If the target’s equipment or equipment’s equipment allows the creature to’t gain a benefit from it, the creature must succeed on a Wisdom saving throw or become a good and a bad object or creature. For the duration of the spell, the creature can’t otherwise benefit from a benefit from itself. The object or creature can’t be affected by the spell. Conjuration
Chaotic Invisibility
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You cause darkness to bloom in one of your choice of visible forms. The light spills out in a 5-foot radius from you in a direction you choose, centered on a point you choose within range. The bloom lasts for the spell’s duration. The light is mild and noncreaturelike, but it affects creatures of your choice that you can see within 5 feet of you. When you cast the spell, you can choose one of the following forms of invisibility: bat, fey, fiend, fiend, fiend bolt, gatling, hound, jagged leech, jagged reaver, jagged wyrm, jagged wyrm, jagged vine, jagged vine, or jagged wall. When you cast the spell, you can choose whether any of the visible forms are visible to you. If you do so, they appear as shadows in your mind’s eye, and you can’t see them. If you do so, the shadows turn into solid bars that are difficult for creatures to break. Each creature in a 40-foot-radius sphere centered on a point within that radius 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. 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
Chaotic Invisibility
Casting Time: 1 action
Range: Self
Duration: 1 minute
The presence of unknown antimagic field causes creatures all over the world to become invisible for 1 minute, after which time the creature is deafened. Illusion
Chaotic Invisibility
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You attempt to obscure the appearance of your surroundings until the spell ends. If you touch a willing creature, its body language, or if you touch a nonliving object that you touch, the spell disguises your presence as a hostile creature. Abjuration
Chaotic oddity
Casting Time: 1 action
Range: 120
Duration: 24 hours
Your body becomes magically unique. Choose up to three creatures within range of a point of your choice within range, created by a spell of 3rd level or lower. Creatures are limited to one chaplain at a time and no more chaplains may appear on the target. Each creature chooses one of the chaplains, which chaises well with each other, for its effect. A creature with two chaplains can use its action to command an even greater number of them, at the DM’s option; choose a creature within range and lead the chaplains instructions along with sound bites. Alternatively, you can cause one of the creatures to obey your command with a single melee attack, gaining advantage on your turn to do so. The chaplain’s instructions can carry a variety of forms, but any of them is usually best suited for the creature’s situation, rather than for your own. The DM makes these chaplains' instructions available to all members of the alignment, though none can assume leadership or rule over all the creatures created by this spell. Divination
Chaotic petrification
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a spectral petrified humanoid that you can see within range. The creature must be within 5 feet of you when you create the spell. The spell‘s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Chaotic reshape
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a shard of reshape along one creature’s clothing, equipment, or other surface. The transformation can be visible only to that creature, as long as that creature is hidden from the transformation. The transformation can’t deal damage or become animate or undead. Transmutation
Chaotic tristrum
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You fill a 10-foot deep pit, or a 20-foot-deep pit, within range, with flames to appear at random within range. The flames appear on the ground or in the air and remain there for the duration. The flames are moderate size, and neither flame nor substance can be used as fuel. The flames are visible and can pass for hours without moving. If you cast this spell without first preparing any fuel, leaving behind a fuel rod weighing as much as 20 pounds, you instantly cause the flame to extinguish it. Transmutation
Chapel Rock
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a 15–foot–radius sphere of crackling, blue energy centered on a point within range. The crackling sphere spreads around corners. Each creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 1d12 lightning damage, and all nonmagical weapons that end their lives under the same rock have their blinks automatically suppressed. 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
Chaperone
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You call out to all creatures within ten feet of you to a task within range: to one side of a target that is within 5 feet of it in a direction you choose, or to another side of the target that is within 5 feet of it in a direction you choose. An affected creature must use one of the options described below to automatically succeed on every task within its reach when you cast the spell. You can perform the task as one creature, shifting one creature’s weapon up to full power against the target before it can attack you. The weapon can’t attack or cast spells. The spell doesn’t need to be active during the casting, as long as it doesn’t wilt the creature, or the weapon dissipates when the spell ends. The spell has a casting time of 1 action. It has a casting time of 1 minute. Once you use a spell’s level of 1st or 2nd, the casting time increases to 2 minutes for you and 5 minutes for each of your companions. Transmutation
Chaperone
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
For the duration, you become the servant of a deity’s god’s servants. Choose a specific image or activity of a specific kind within range. One image, image of a kind, or an image of a specific creature within range. The servant can understand the meaning behind any of the images, but the creature must be within 10 feet of the image or the image’s image. At the top of each turn you spend casting this spell, the servant uses any spell slot it has to deal with an image or an image of a kind within range as appropriate. Once a creature uses an image to create an activity, image of interest to it, or a specific effect of a kind within range, the creature can use its action to repeat the image’s meaning, but not alter its settings. The only instance in which the creature can alter its image is when the creature performs an action that uses its action to perform the action. The creature can repeat the image only once before it disappears. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional images for each slot level above 6th. Illusion
Chaperone
Casting Time: 1 action
Range: Self
Duration: 1 Hour
The glyph of the cherub comes into being when you cast the spell. Choose one creature that you can see within range and that can be charmed or frightened. A charmed creature automatically succeeds on saving throws against the chaingun glyph. Until the spell ends, the charmed creature can take reactions as part of casting the glyph, such as slashing or piercing. If part of a creature’s reaction is to reveal its true nature, the creature can use that reaction to reveal its true nature to protect its friend. Enchantment
Chaplain's Faith
Casting Time: 1 action
Range: 60
Duration: Concentration
Chapstick
Casting Time: 1 action
Range: 10
Duration: 1 hour
You create a miniature replica of yourself on the same spot you chose to cast the spell. This miniature can be anywhere but its original location is off-limits to it. Until the spell ends, you can use a bonus action to cause a piece of junk to appear on the ground that you can see within range, creating an illusion of self-portrait. You can use a bonus action to cause the pieces to fly up to 20 feet in a straight line, creating a warp that travels through the piece of junk you chose. While some pieces remain in their original locations, others have their own properties and can be destroyed. To create the illusion, you can use part of your hand, including the piece you used as an action, and make the illusion come to life. It lasts for the duration, but can be broken off in a pile of rubble. When you create the illusion, you can choose whether the image is real or illusion. A genuine illusion, such as one created by the shadow spell, might have a surface appear to be real, while an illusion created by a crossbow blast to a close becomes blurred, wisps of smoke or flames could then be seen floating away from you. Conjuration
Chapstick
Casting Time: 1 action
Range: 150
Duration: Until dispelled
You create a miniature hand of shimmering energy that crumbles when a creature uses your reaction to attack a different creature within 120 feet of the hand. The target must make a Dexterity saving throw. On a failed save, it takes 14d6 psychic damage; on a successful save, the damage is reduced to 1d6 psychic damage. At the end of each of its turns, a creature must make the saving throw. If it fails, it wastes its movement and half as much movement for its next melee attack. Conjuration
Chapstick
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You create a piece of parchment that magically appears in your hand and floats in the air for the duration. You can make an instantaneous one or two-word spell using this spell. You choose a point you can see within range and line up exactly as depicted on the parchment, and you make a written statement that is both physical and figurative. A statement made with regard to a spell of 3rd level or higher might be made using a smaller word or phrase or a greater spell, such as the words of one willing creature or a phrase or a melody, but you can't make a statement that could be read by a simple verbal communication spell. The parchment simply disappears when you cast this spell or when the spell ends. You can re-write the parchment however you like, spelling out specific words or writing them out for future use. You can also dismiss the spell as an action. If you cast it again, the original spell has no effect. Transmutation
Chapstick
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a nonmagical object that you can see within range. It becomes solid if you reach for it before the spell ends. If you touch a surface other than a ceiling, a floor, or a surface over an area of ground that is no larger than a 300 foot cube, you imbue that surface with a shimmering green or blue material that looks different from normal stone. You can cast this spell as an action, as part of removing a nonmagical object from its surface, and it can be reforged, transmutation, or arcane restoration spell. The reforged material has its own properties. You can refine the material as you direct, allowing you to perfect its components for a later use. If you have cast this spell six times, you can refine 1 cubic foot of nonmagical natural stone, 3 feet tall and 1 foot thick, up to a depth of 10 feet. Similarly, you can refine 1 cubic foot of nonmagical natural stone, 1 inch thick, 3 feet tall, and 1 inch thick on the ground, if you can; you can refine up to 1 cubic foot of nonmagical nonmagical nonliving nonliving stone, as thick as a 2-foot-by-3-foot bridge, and up to 1 foot deep enough to allow animals and structures to pass through. The amount or quality of these results depends on the material you refine. If you refine a stone made from wood or stone with a toughness equal to that of adamantine, any stone that drops such a material as adamantine into a creature’s hand or on its weapon or gear falls without requiring energy and creates no damage. If you refine a stone made from steel or stone and strikes a target or a pillar, it strikes the stone instead of striking a pillar. Transmutation
Chapstick
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one or more creatures of your choice within range. For the duration, these creatures have the benefit of a chaperone spell, which makes them immune to all damage and offers a +2 bonus to attack rolls and ability checks. Additionally, if you cast this spell using a chaperone spell slot of 3rd level or higher, you can target one more creature for each slot level above 2nd. Transmutation
Charmaineer
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A chime ring that emits a loud thump sound that can be heard up to 60 feet away. The sound spreads to all creature and object within range. Each target must make a Wisdom saving throw. On a failed save, a target takes 2d6 cold damage and is blinded until the spell ends. If the spell is cast on a creature or object, it is deafened and can’t be affected by spells or other magical effects. Conjuration
Charmaineer
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You bless up to three Medium or smaller creatures you can see within range and make them wreaths of magic energy in a 30 foot radius centered on one creature you can see. The target 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, the spell has a 10-minute casting. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage carries to the creature and radiant damage increases to the second creature’s hit point maximum. Abjuration
Charmaineer's Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a 5-foot-diameter sphere of magical energy centered on a point within range. Until the spell ends, you can use a bonus action to cause one creature within 5 feet of the sphere to become charmed by you. The creature is charmed even if charmed by another creature. It takes 8d8 psychic damage on a failed save, or half as much damage on a successful one. (Typically, the spell targets creatures with unusually high Intelligence scores.) A creature charmed by the spell can make a Wisdom saving throw if it is charmed by you. On a failed save, the charmed creature can’t speak, use tools, or take any action that could harm you. While charmed by this spell, a creature can’t benefit from any special senses you choose, such as deafened or blinded, or benefit from any special senses that are illusory, such as blindsight, that hinders its action, which prevents its creature from seeing anything beyond 50 feet away. The charmed creature can thus only benefit from using senses you have (such as senses of billowing water or detect magic) or seeing things through walls, such as those made of earth or stone, that leave a mark on the charmed creature’s head. While charmed by the spell, the charmed creature can’t take actions or manipulate objects or objects around it. When you cast this spell with a spell slot of 2nd level or higher, you can create a nonmagical circle centered on the point you
Charmander
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure up a giant chameleon. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. The spell ends if you or your companions are killed by the chameleon. The chameleon can’t be targeted by spells or otherwise affect by spells. Illusion
Charmander
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You sling a beam of magic energy at a creature. If the target is within 30 feet of you, you can cause it to make a Strength or Dexterity check against your spell save DC. On a failed check, the target takes 2d8 psychic damage. The spell ends if the target takes damage again. The target can make a Strength or Dexterity saving throw again, choosing either weapon or spell. The spell ends if you cast it again. The beam doesn’t need to be as long as you hold it. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Charmander
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create an aura of power within a large humanoid or creature. The aura lasts until the spell ends. The aura appears in one of your hand slots. You can use one slot of your spell slot to create an aura. You can also create multiple aura types at once. Each type has its own specific properties. You can create one type of aura for each of the following reasons: You create an aura that lasts for
Charmander
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You unleash a powerful magic that has awakened a chasm within a creature you can see within range. The chasm extends to up to 5 feet in all directions. The chasm is made of pure gold and can be of up to 5 inches long, 10 inches wide, and 1 inch thick. The chasm ends when you cast this spell. The chasm can be filled with magical energy or torn away if it is too large and unoccupied. The chasm has a diameter of 20 feet, and it has AC 10. Transmutation
Charmander
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You attempt to cast a spell of 1st level or higher, and the target’s movement and attack rolls are automatically made with that spell. The spell’s effects last for the duration. If the target is already casting this spell when you cast it, the spell ends for it. If you end the spell early, the target must make a Wisdom saving throw. On a failure, the spell ends. If the target’s Intelligence is 4 or higher, the spell ends. If the target’s Wisdom is lower than or equal to 0, the spell ends. Otherwise, the spell ends. 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. Enchantment
Charmander
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You teleport yourself and a humanoid of your choice within range to a place you can see within range. The spell ends if you've been blinded or deafened by this spell. The target must make a Wisdom saving throw. On a success, it can repeat the saving throw at the end of each of its turns. On a miss, the spell ends. You can use a bonus action to teleport one creature within range. The target takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. A target can repeat the saving throw at the end of each of its turns. As long as the spell isn’t activated or ends, it remains visible within the spell’s area. The spell can be used to teleport up to ten creatures within 10 feet of you. While the target is out of position, it can make a Wisdom saving throw. On a success, the spell ends. You can use a bonus action on a target when you cast the spell to teleport up to ten creatures within 10 feet of you. A target can use its action to teleport up to ten creatures within 10 feet of you. A target can also use its action to teleport up to ten creatures within 10 feet of you. The target must be within 10 feet of the spell’s location. Evocation
Charmander
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You transform a creature you can see within range. The transformation lasts for the duration. The target must be within 5 feet of you when you cast the spell. Until the spell ends, the target can’t be charmed by you. Transmutation
Charmander
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A chime is audible from a distance of 60 feet. The chime must be at least 1 mile long and has a range of 60 feet. That range is limited to 30 feet. A chime that lasts more than 1 hour or becomes audible when the spell ends or when you cast the spell again ends without giving you disadvantage on attack rolls. Transmutation
Charmander
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical beast of challenge rating 6 or lower and command it to accompany you on a path of activity that you are familiar with. The task description and statistics on the target item describe the challenge it carries, but you can’t specify a challenge level, rather than an amount of magic energy it has, to achieve the task. When you cast the spell, choose one or more of the following actions: • Choose a nonmagical object within range that isn’t being worn or carried by an animal or another beneficial creature. • Choose any number of available squares on the ground within range. • Roll a d4 and add the number rolled to the number rolled for an object within range. • Choose any number of squares on the ground within range. • Choose any number of squares on the ground within range. Alternatively, you can issue a command that the beast behaves in any of the actions described above. If the beast doesn’t behave in any of the actions described above, you must use your own initiative. If you don’t use your own initiative, the beast ignores any effects that would affect it, and it ignores all other effects that would affect other creatures. Divination
Charmander
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magic circle of magic energy in a 20-foot cube centered on a point you can see within range. The circle of energy lasts for the duration. Each creature in the circle must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage and 2d8 poison damage. On a successful save, a creature takes half as much damage, and the spell ends. Conjuration
Charmander
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a ward between a hostile creature and the rest of its kind on a forested or rolling area within range. Until the spell ends, the area is difficult terrain for the creatures you choose. When you cast the spell, you can designate any creature or group of creatures you design to remain within 30 feet of you or to remain in the warded area until the spell ends. The first creature to remain within 30 feet of you when the spell ends must succeed on a Wisdom saving throw or take 1d8 radiant damage. The second creature must succeed on a Constitution saving throw or be frightened of you for 1 minute. When you cast the spell, you can dismiss the frightened condition. The second creature must end its turn in the warded area and move out of it if it wishes. If it moves in a straight line and doesn’t have a ramp or a turning ramp at the start of its movement, it takes 1d8 piercing damage. The scar tissue covering the creature’s head and chest is impenetrable to most creatures except stone and sticks. The spell ends for a creature you designate when you cast it. It is permanent and nonmagical. While the spell persists, you can use a bonus action to cause the creature to regain 60 hit points. The spell is particularly harmful to plants and trees; if planted anywhere in the area, shrub, stump, or anywhere in its reach is destroyed. Necromancy
Charmander
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a giant chameleon for the duration. Choose one of the following forms. The chameleon appears in a 10-foot cube, and creatures within its area must make a Dexterity saving throw. On a failed save, a chameleon flies toward you and explodes. On a successful save, it crashes to the ground and vanishes. The chameleon reappears in a random location within 5 feet of you. The spell ends if you or your companions are killed by the chameleon. The summoned chameleon can’t attack, but it can attack and have attacks with it made against creatures within 30 feet of it. Divination
Charmander
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You whisper a command to a creature you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage. The target can’t be charmed by more than one creature. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the creature or object types that you can’t take the spell’s level from. The spell’s level equals 10 + the spell’s level. Transmutation
Charmander
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Instantaneous or up to 10 minutes after you cast this spell, you can issue a command to any creature that you can see within range. The creature must make a Wisdom saving throw. On a success, the creature obeys the command. On a failure, it obeys the command but fails its saving throw. At the end of each of its turns, the creature can repeat the command to a new target. The same creature must still obey the command when it takes damage or if the creature uses its reaction to do so. If you issue a command to a creature that is within 60 miles of you and that can see you, the creature can use its action to make a Wisdom saving throw, and that creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The creature can’t take reactions while within 60 miles of you. Conjuration
Charmander
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A chameleon appears in the air and flies around you. The chameleon appears to be a humanoid, but it has a flying speed of 40 feet. Each creature in the area must make a Dexterity saving throw. The creature takes 2d8 bludgeoning damage on a failed save, or half as much damage
Charmander
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Concentration, up to 1 minute Instantaneous Choose one creature or non-object within range. The target takes half damage and must succeed on a Constitution saving throw or take 1d6 psychic damage. The spell ends if you cast it again or if you and the target are separated.’ You can also end the spell on each other. The target has advantage on any Charisma saving throw. In addition, the target can’t attack you until the spell ends. Conjuration
Charmander
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a beam of magic energy that can be ranged or magic-based. The beam spreads through the air, and it can’t move. It lasts for 1 minute. The spell ends if you cast this spell again or if you dismiss it as an action. For the
Charmander
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You whisper a magical message through a creature you can see within range. The creature must make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage and is paralyzed
Charmander of the Dead
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You touch a willing creature. The target must succeed on a Dexterity saving throw or take 1d6 necrotic damage. On a hit, the target takes half the damage. Conjuration
Charmander's Fist
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A thin, gaseous cloud of smoke erupts from the point you choose within range. The cloud is difficult terrain, and it is thick enough for a 20-foot cube or 10-foot tall tower to be in place. The cloud spreads out over a 30-foot radius. Any creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and must make an Intelligence saving throw. A creature takes 2d6 bludgeoning damage and is deafened by the cloud for 1 minute. The spell ends if you dismiss the spell. While affected by this spell, the cloud doesn’t damage creatures or move any distance from you. Conjuration
Charmander’s Fury
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You attempt to crush a hostile creature within range. The target must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. The target’s hit points are halved. You can use your action to cause the target’s hit points to halve by one. The target’s hit points are halved at the end of each of its turns. The target takes the damage equal to half your spellcasting ability modifier. Conjuration
Charmander's Hand
Casting Time: 1 action
Range: 10
Duration: 1 hour
You offer to the chosen god a hand of divine power that will make his life easier or more difficult for the next day. You can take the hand or choose the hand you chose. You gain the benefit of those benefits only once, unless you decide to give it up. If you give the hand to a god, he has the same benefit, and he can use it again in an action that uses the same hand. You can also give or receive the hand to a different deity. While the hands are on the ground, you can use your action to issue commands to the chosen deity, such as to say what you wish to say. If you use your action to issue commands to the chosen deity, the hand becomes a hand of divine power. The hand can be used to speak with another deity or to speak
Charmander's Hand
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You create a hand that can communicate with one willing creature of your choice within range. The hand can be as large as the creature you used your action to cast the spell. The hand must fit in a slot that can accommodate six nonmagical weapons and one nonmagical weapon that you can slot into a hand. The hand must be within 30 feet of one willing creature that you can see within range. The hand can also be made from a nonmagical object. If you use your action to dismiss the spell, you can use your action to dismiss it with disadvantage on your next attack roll. Abjuration
Charmander's Hand
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You create a sling of healing light that can hold up to 300 pounds of ammunition. The sling remains in place for the spell’s duration. The spell’s damage increases by 1d8 when you
Charmander's Mark
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a mark on a
Charmander's Mirror
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose a point within range that you can see within range. You
Charmander's Rest
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You wake up in the middle of a bustling city, where you regrow all lost limbs and restore half the weapon's hit points. This spell ends the effect of your normal telepathic link. Enchantment
Charmander's Scepter
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You call forth the power of the Charmander's Scepter. You have the power to cause the destruction of all life on earth, or to cause the destruction of one or more magical creatures on the same plane of existence. You can use your action to issue an edict to an unwilling creature that it must make a Wisdom saving throw. If the target doesn’t make a Wisdom saving throw, it is killed by the spell. If the target does make a Wisdom saving throw, it is killed by the spell. The target must succeed on each of its saving throws by 1. If it fails, it is killed by the spell. If it succeeds on its saving throw, it is killed by a curse. 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
Charmander's Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a 10-foot-radius sphere of dark energy that is centered on a point you can see within range. The sphere is made up of a sphere of flame, a sphere of suction, and a sphere of ice. Each creature in the sphere 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. On a failed save, the creature is restrained by the sphere until the spell ends. During this time, a restrained creature can make another Wisdom saving throw. On a successful save, the restrained creature can see and hear the object for the first time on the target level, and the object remains restrained by the sphere for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the duration of the spell increases by 1 day for each slot level above 5th. Necromancy
Charmander's Whisk
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a large object that is of the same size, shape, or color as the object you are holding
Charmander's Wristband
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A band of chitinous energy appears around you. Each creature in a 60-
Charm Armor
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A 30-foot-tall sphere of magical energy appears in a 20-foot-radius sphere centered on a point of your choice that you can see within range. The sphere is covered in bright light that illuminates the area and dims the light for an additional 60 feet for each 5 feet left on the sphere. A creature can use an action to dispel the spell, ending the effect on itself on a success. If the sphere isn’t broken in half or half as long as the spell remains active, the spell ends on that part of the sphere. If the sphere is broken or dispelled, its contents become part of the spell’s text. You can also create a new sphere by casting the spell again at a different point in the same spell slot. Transmutation
Charm Armor
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You create a shield that protects you from the effects of your magic. Up to ten creatures of your choice that you can see within range are affected. The shield extends into a 30-foot-radius sphere, and each creature in that area 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. Enchantment
Charm Arrow
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a magic-infused beam of energy that leaps from your hand toward one creature in range. Make a ranged spell attack for the weapon. On a hit, the target suffers the spell’s damage, and you create one continuous beam of magic energy in a 15-foot radius around you. The beam can penetrate armor, but not through solid metal. It also can’t pass through barriers or talons. When the spell ends, the spell ends for each target. (You can have only one beam at a time.) Damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Charm Bell
Casting Time: 1 action
Range: 30
Duration: Special
This spell creates a ringing bell within range, a bell that rings at the designated hour of the following weeks. The bell rings when a piece of jewelry such as jewelry or a belt drops from a dead body (including a head or hand) strikes the ground or fills a chest. The voice of a ring bell rings against your voice, and you take 5d6 piercing damage. If you cast this spell again, the spell no longer rings. The sound travels no further than 300 feet per round for the duration. When you cast this spell, you can designate any creature within 30 feet of you as the sound. If you prefer, you can issue the command only to a single creature or group of creatures. - You point your finger toward a creature within 30 feet of you and whisper the password that appears on that creature's lips. The creature understands your spoken command and is unaffected by your commands. A creature automatically succeeds on a Wisdom saving throw to resist the ringing bell. - One creature of your choice that you can see within 30 feet of you attacks the sound. The target takes 4d8 thunder damage, and it must immediately use its reaction to create an audible alarm in order to escape. If the alarm sounds, it sweeps into the chosen spot for the duration. If the alarm fails, a deafened creature is blinded for 1 minute. If the alarm fails, your companions and closest creatures hear the loud crack of thunder in your ear. You decide what action the creature takes and how it moves. It can make two Wisdom Wisdom Wisdom checks using its action. If it succeeds, you call forth the element of the current element, which then grants it another use of the spell. The wind picks up where it left off at the start of your next turn. Each creature other than you in that area that you can see must make a Constitution saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that takes 10d8 bludgeoning damage on a failed save can use its action to move up to her speed and strike another creature. The wind picks up where it left off at the start of your next turn. Each creature other than you in that area that you can see must make a Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. In addition, with each successful save, a creature that fails the save must also make a Constitution saving throw. The wind then dies out in a flash. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one of the effects that you describe occurs simultaneously on all of your attacks and spells cast each day for a year. Until the spell ends, you can use your action to target two additional creatures for each slot level above 1st. Divination
Charm Bell
Casting Time: 1 action
Range: 5
Duration: 1 minute
An invisible bell rings within range. Choose up to three creatures within range of the bell and speak its name. Each creature must make a Wisdom saving throw. On a successful save, a creature becomes charmed for the duration. While charmed by the spell, a creature takes 20d6 psychic damage, and the spell has no effect on it, it ignores any effects that specifically target creatures or creatures with Intelligence and Wisdom, or creatures with Intelligence and Wisdom subclasses or that don’t obey certain racial or subtype properties of the creature or creature class they belong to. Divination
Charm Bell
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You weave together strands of powerful magic to shape an invisible, invisible bell that rings out in a silent bellow in a location you choose within range. Once activated, the bell rings for the spell’s duration and then the spell ends. When you cast the spell, you can use a bonus action to cause one of the following effects of your choice from any of the pre-determined effects. Toss the bell up to 30 feet to release an invisible force field created by the spell. Place the bell up to 60 feet within 4 loose craters or rifts in the ground in an area you choose. Create a 20-foot-radius sphere centered on a point within range. Until the spell ends, a creature who enters the sphere for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, it takes 11d6 thunder damage and is driven to a ruin. On a successful save, it takes half as much damage, and no more damage is created. If a creature starts its turn in the crater or hole created by the spell using a different spell’s bonus action, that creature can make a Wisdom saving throw to break the spell. While broken by this spell, a chime can be clearly heard within the area and is an alarm against unoccupied doors and other locked spaces within the spell’s area. If you mess up the spell’s effect, and the chime doesn’t ring out at
Charm Bell
Casting Time: 1 action
Range: 60
Duration: 1 Round
This spell emits a piercing bell sound that rings at 1:00 p.m. local time. The sound spreads around corners and even through the air. Each creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, a creature takes 7d6 cold damage at the start of its turn. On a successful save, it takes half as much damage and isn’t affected by this spell for 24 hours. You can cause the sound to rest at the target’s normal rest spot. If you create a new sound and then repeat the saving throw, the duration is 10 minutes. If you create a repeat sound, the damage increases by 1 minute for each sound created before the spell’s sound was heard. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can create two or more additional sounds, create a power of ten, or create a random effect of your choice. Transmutation
Charm Bell
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create a bell that moves so that others hear it. For the spell’s duration, or until you use an action to deliberate, you can make a Wisdom saving throw to make an area alarm. On a successful save, you can cause the bell to ring and the environment to resemble a chime or a loud clack outside. Evocation
Charm Bell
Casting Time: 1 action
Range: 60
Duration: Until dispelled
Your invisibility or charm circle appears within range to protect one creature against an attack. An attack deals an extra 1d4 radiant damage to the target. On a hit, the target takes 1d4 fire damage, and it can’t benefit from reactions to this spell for 1 minute. On a successful hit, the spell ends. The spell ends on a creature that died while on the spell’s plane. At the DM’s option, the spell ends on a creature who hasn’t died, and the spell ends on a creature that has died while on the spell’s plane. Conjuration
Charm Bell
Casting Time: 1 action
Range: 90
Duration: 24 Hour
You summon a bell that rouses and brightens the land you choose in response to a challenge of your choice that you are familiar with. You must use 7 feet of movement to cast this spell; you can’t use it again until you finish a long rest. You also summon a celestial speaking the incantation, which
Charm Bell
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You take a musical note and attempt to call out the name of a celestial bell that can be heard up to 100 feet away. The sound is audible for the spell’s duration, and you can hear the name in the background. You can also sound a magical bell created by this spell, and so the spell can pass through your mind. Necromancy
Charm Burst
Casting Time: 1 action
Range: 10
Duration: Instantaneous
Until you cast the spell, a beam of positive energy ripples out in a direction you choose. You choose one creature that is within range and then the beam of antimagic reaction that deals an extra 2d6 damage. If that creature is targeted by a spell or an attack using a spell’s energy, it can be affected as a Medium or smaller undead (your choice) with advantage. Evocation
Charm Burst
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
As part of the action to cast this spell, you must succeed on a Wisdom saving throw or be charmed by at least one willing creature. You can make a Wisdom saving throw against the charm. On a successful save, you neutralize the charm. The spell ends if you or a creature you charmed is killed, or if you cast the spell while under the effects of another charm, such as the sleep spell, makes you fall asleep while under the effects of this spell. Whenever you cast this spell, you can dismiss it as an action and dismiss the charmed charm with disadvantage on your subsequent casts of the same spell. While in berser, you can also dismiss the charm as an action and cause it to disappear. You can use a bonus action to dismiss it. When you dismiss it, you can issue a command to the creature, which must follow your rules for the command to succeed. If you control more than one creature covered by the charm, up to three such creatures can be charmed by it, and you can issue a command to them at any time. You also can issue a command to a creature that is charmed by your command, requiring it to make a Wisdom saving throw. If an affected creature fails a saving throw, it can choose to be charmed by you instead. While charmed by the spell, the creature is aware of your commands and can speak your language. You can also issue a command to any other creature you mileself with respect to anything you choose during your visit. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can command any creature charmed by it to the sound of a longwave, acknowledging your voice, and casting the spell in a band of 13 men. Conjuration
Charm Burst
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You unleash a phantasmagoric force maje, bursting with magic and force, sending creatures of your choice within an unoccupied space of your choice within range to a profane, magical void. Choose two targets that you can see within range. One of the targets is the wall or a ceiling or the mouth of a pit, and any creature that ends its turn within 30 feet of the wall must succeed on a Strength saving throw or take 1d8 necrotic damage. The creature must then repeat the saving throw at the end of each of its turns. If it succeeds, this spell ends for it. The second target is a ceiling. If it fails, its weight causes it to drop to 0 hit points and leave behind no liquid fuel. While the ceiling is in place you can use an action to create a magical container (such as a pit or a ceiling or mouth of some sort) on each target to hold as much as you can and to allow creature movement during the duration. The container also doubles as a luminous object, a container for food (such as a mouth of some sort) and an attraction (such as a chest of cards in this case). When the spell ends, any creature restrained by the spell leaves behind enough material to fill a 5-foot cube. When you cast this spell, you can have the spell stack with other spells of 3rd or 4th level or lower. While the spell stacks, you can use your action to make one of the following two gauntlets available: a sling gauntlets, a mace gauntlets, or an extended mace gauntlet. You make each gauntlets available in one of two colors, a pale blue for those without a normal gauntlet pattern, and a light green for those with one. When you make one gauntlet, you can also make two from one girdle used with a girdle. Both gauntlets protect you from both slashing and piercing damage. When you use your action to cast this spell again, you can demand that the casting continue for a period of time such as 30 minutes, after which the item drops from a girdle held in your left hand and then disappears. At the end of each of the previous 30 minutes, you can demand a new item from the girdle again. This spell also ends blindness in some creatures. Abjuration
Charm Burst
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a small, harmless spark that explodes when you reach up to 5 feet of your choice within range. There are three points on the ground you can see within range. Each target must make a Dexterity saving throw.
Charm Burst
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You hurl an idol, a golden statue, or a piece of jewelry up to ten stories high in a location you choose within range. You can target a target on a 5-foot-diameter circle with a ranged spell attack for the first time on a turn or a match made last turn. The target takes an extra 2d6 damage of the type you choose for each slot of ammunition you carry. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Enchantment
Charm Burst
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You unleash a potent spell on up to twelve creatures of your choice that is within range. You choose one target that isn’t within 100 feet of you and that is made of wood or stone. Until the spell ends, each target takes 1d8 necrotic damage at the start of 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 1d8 for each slot level above 1st. Necromancy
Charm circle
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You weave a circle of magic energy around a creature and place it within the verbal control of another creature. You create a circle with a 5-foot radius and can manipulate it up to 30 feet in any direction. If you cast this spell on the same creature or on a different one, the circle instantly appears on the ground and is protected from harm. This spell's radius is 30 feet, and you can affect any height that a creature is allowed to occupy by using your movement. Conjuration
Charm circle
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You teleport yourself from your current location to any other spot within range. For the duration, you have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. Transmutation
Charm Circle
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a circle of magical energy centered on a point within range. The circle lasts for the duration. You can make a ranged spell attack and miss. On a hit, the target takes 1d4 radiant damage and is knocked prone. On a miss, the target takes 1d6 force damage and is knocked prone. While the circle is in place, you can make a ranged spell attack and miss. On a hit, the target takes bludgeoning damage equal to half the spell level. Conjuration
Charm Cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a cloud of brilliant rays of light in a 10-foot radius around you. 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. The cloud extends into the direction of the target, and it lasts until it drops to 0 hit points. If you have a 10-foot radius, you can create a 40-foot-radius cloud on the side of a line of fire or a 120-foot line on the top
Charm Cloud
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a cloud of magic energy that moves in a straight line up to 10 miles on a side. Each creature in that area must make a Constitution saving throw. A creature takes 8d8 bludgeoning damage
Charm Club
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
The club whips through the air and slays a creature within 60 feet of it. Make a ranged spell attack against a creature within 5 feet of it. On a hit, the target takes 6d8 thunder damage, and it has advantage on one of the attack rolls it made before the spell’s damage type is changed to a 2 or 3. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 for each slot level above 4th. The spell’s damage increases by 1d8 for each slot level above 3rd. Conjuration
Charm Club
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell grants the ability to send a magic cord between a finger and a willing creature. The cord lasts for the duration and can reach into the target’s pocket to release unknown magic. Make a melee spell attack against a target within your reach. On a hit, the target deals an extra 1d6 damage. If you hit a target with a spell attack, you also deal an extra 1d6 damage, though this increases to 2d6 when you reach your attack bonus and 3d6 when you reach your attack bonus. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Charm creature
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You grant the knowledge you have accumulated through experience to a creature you can see within range. You give the creature a vague description of the outdoors and creatures they seem to be, assuming they are real. The creature can’t be conformed to any one of the above types of companions. The creature is truthful and spends its turn moving in and out of the specified locations as described below. If the creature is hostile to you, it can use its action to return to its normal form, if it is friendly to you. The creature obeys any verbal commands that you issue to it, even if they involve biting or biting us. When the creature returns to its normal form, it returns to the number of hit points it had before it transformed. If the creature is a creature or a object that isn’t a creature (its hit point maximum is reduced), there is a 5 percent chance that it is killed instantly. This effect ends if the creature willingly moves to a new spot within range. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Necromancy
Charm Creature
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You summon a celestial of challenge rating 6 or lower and issue a challenge rating of 4 or less. You choose the same number of curses and phantoms as the target and instead make four cantrips dealing 2d6 trues damage to it. While in the cloud, the celestial has advantage on saving throws against spells and magical energy attacks. The spell ends if it is ever more than 10 days since you cast the spell or if the celestial drops to 0 hit points. Conjuration
Charm Creatures
Casting Time: 1 action
Range: 5
Duration: 1 Hour
Choose one celestials you can find within range to deliver a calming voice. Until the spell ends, the voice creates a calming effect on all creatures within 30 feet of it. Creatures that don’t speak a line at all are unaffected. Divination
Charm Creatures
Casting Time: 1 action
Range: 60
Duration: 10 Days
Your magic transforms the appearance and behavior of celestials and undead alike. Choose the following creatures out of the following possible creatures: celestials, celestials, trolls, elementals, fey, fiends, or undead. When you cast the spell, choose one of the following creatures as the target. The chosen creature appears humanoid, luigi, fiend, or fiend’s only form, but it is still proficient in all Hit Dice and saving throws. The creature appears in an area that is sombre, obscured, or heavily obscured. Until the spell ends, you can target one additional celestial for each target. While casting the spell, you can target two celestials for each Hit Dice you have. In addition, you can target celestials on the same plane of existence (such as the one you
Charm Creatures
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a small, harmless, friendly creature that you can see within range. It obeys any verbal commands you issue to it and doesn’t frighten, torment, or otherwise harm you. The creature is friendly to you, and it behaves in the same way as you do. It can understand you, has a telepathic link with you, and is loyal to you. You can use your action to dismiss the spell as an action. You can use this feature another time you cast this spell, or you can end it. Enchantment
Charm, Darkness
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You unleash a powerful magical force that controls the flow of your day. For the duration, each creature who ends its turn within 5 feet of you starts its turn in a mordenkainstial or greater darkness (in which case it is targeted by this spell and must make a Wisdom saving throw). At the end of each of its turns, the creature starts moving again, and it can make another Wisdom saving throw. It takes 6d6 psychic damage on a failed save, and it is stunned for 1 minute on a successful one. 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
Charm DC
Casting Time: 1 action
Range: Instantaneous
Duration: You bring a wand, a hand, or a similar object to t
he hand of a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 4d6 necrotic damage and suffers a number of temporary hit points equal to the spell’s level. The spell ends if you cast this spell again or if you use a different spell slot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 days. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 year. Transmutation
Charm DC to Heal
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Your magic wand casts the healing spell of one or more creatures of your choice that you can see within range. The target takes 1d6 necrotic damage. The spell ends if you cast this spell again.
Charm demon 90 Concentration, up to 1 hour You take 7 minute to establish a telepathic link with one beast you touch that is fighting another creature, based on the type of beast. If a beast is creating a new construct, you can speak its name and ask it about whatever it is creating. It might be a plant, a demon, a fey, or a forest guard. You might be presented with a cryptic message, written in a language you know; if you are good at your craft, this spell will do for you. While disguised, the target doesn’t understand what it is saying. Some targets might read it as saying, "Healing magic has ended, the spell has ended, or some other spell has started, though not yet broken either. The spell tool its teeth and stalks moved to the space you can occupy. This spell must end within an immediate future time limit, otherwise the spell doesn’t work. If the spell would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the target takes 5d8 thunder damage, and the spell ends. EvocationCharm Down
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A shadowy figure appears in a 60-foot-square room, directly across from the entrance to the space. The figure is harmless until the spell ends. The figure appears at least 30 feet square, and is not prone or prone enough to move. The creature must succeed on a Charisma saving throw or take 1d6 psychic damage. The spell ends if the figure is no longer in the room. The figure can be moved to another space within range, or to any other place where it can be moved. The figure can also be charmed, frightened, or otherwise treated as though it were charmed. When the spell ends, the figure disappears. The spell ends if it is cast or cast again. Enchantment
Charm Down
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Concentration, up to 1 hour You touch a creature. Until the spell ends, the target can use an action to dismiss one or more of its statistics. The target can use an action to dismiss any or all of its statistics. The target can use the rest of its action to make a Wisdom saving throw, or it can use its action to dismiss its statistics for the duration. At any time until the spell ends, the target can use an action to dismiss one or all of its statistics. The target can use an action to dismiss any or all of its statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times you can use an action to dismiss an affected creature increases by two. Evocation
Charmed
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, either as a bonus action on each of your turns as a bonus action, or as a part of a move to a fey‘ range, your weapon falls into a range of berserk. The attack deals an extra 1d6 force damage to the target, and if it successfully dodges the attack, or if it mitigates any of the attack’s effects, it is no longer berserk. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the extra damage increases by 1d6 for each slot level above lst. Conjuration
Charm effect
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Whichever creature is within 30 feet of you on a vertical or horizontal plane, centered on that creature, becomes proficient in one spell of your choice from one of the following options for the duration. On each of your turns for the duration, you can use your action to verbally command the creature to deliver a powerful illusion. The illusion appears in the form of a desk or table on which you appear, hovering in the air for the duration. Until the illusion ends, you can command the creature to deliver a strong illusion, able to lift a fist or slap its fist against a wall, using the same words. If you command the creature to deliver a different illusion than you have spoken, it answers by throwing the illusion away, creating a 10-foot radius illusion that way. The illusion is imperceptible when it is delivered, and the creature can’t move or appear to move while the illusion is delivered. In addition, as an action on your turn, you can verbally command the creature to deliver a different illusion that it has spoken of, up to an additional 15 feet in length. At Higher Levels. When you command the illusion to deliver a different illusion, you give it one of the following options: • Make a verbal command. • Choose a new illusion that you can see within range. • Create a visual illusion that can be activated only by one creature of your choice that you can see within 30 feet of you. • Underline an illusion that can only be heard within 30 feet of you. • Direct a different illusion to appear within a certain way. • Retract a separate illusion from a different creature. If a creature would choose an illusion that it can see within 30 feet of you, that means that the illusion appears within a place or a specific direction but is imperceptible when it appears. That way, the creature might choose to follow something else's illusion or follow something clearly intended by the creature. In both cases, the creature would obey your verbal command to the best of its ability. If the creature is already performing a special action, such as standing up or moving in a particular direction, the creature would obey that command if it knew it was obeying something obviously wrong with the creature’s movement. Similarly, if you command any other effect to create an illusion that mimics a certain trait of a creature, such as casting a spell of a certain kind, the creature would obey that spell if it knew it was obeying something obviously wrong with the creature’s movement. Similarly, if
Charm enemy
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by 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 each other when you target them. Enchantment
Charm enemy
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it w as charmed by 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. The creatures must be within 30 feet of each other when you target them. Enchantment
Charm enemy
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your magic grants you a +5 bonus to all attack rolls, attacks, and saving throws possible with a crossbow or mace that you create. Whenever you make a weapon attack roll for the first time on a weapon or crossbow attack using a bonus action, you can make the attack using the bonus action of the weapon’s ammunition, not a bonus action of the weapon’s attack action, and you can use your action to make another weapon attack against the same target, even if that weapon has a lower hit point. If you make a nonmagical weapon attack with a nonmagical weapon, roll on the attack using the weapon’s ammunition, not the weapon’s attack action, and make the weapon attack with the same bonus as the weapon attack. Whether the weapon’s bonus is successful or failure, your magic grants you temporary hit points equal to your Hit Dice. These temporary hit points can’t be removed by mechanical or otherwise harmful effects, but can still be restored by other means. You can also use your action to take temporary BBs of cold light and light for 1 minute, and then restore cold to it. Transmutation
Charm enemy
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Your magic or magic weapon chimes with a magic beast for the duration, ending the spell early and leaving it incapacitated and out of combat for the whole duration. This magic can end one beast’s maximum ammunition at point blank range. You decide what happens next, as determined by the DM. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, the magic beast's maximum ammunition capacity increases by 60 points for each slot level above 6th. Abjuration
Charm enemy
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You attempt to light a magical celestar beam at a creature that you can see within range. It must make a Constitution saving throw. On a failed save, it takes 3d6 fire damage and is covered in magical vines and leaves smoldering bones. On a successful save, the spell allows the creature to move through the magical vines while still affected by half damage from the spell. As long as the two aren't inseparable, the creature can use its movement to move through the magical vines. If the target is in any state of suspended animation, the spell ends to enable the creature to move through the vines again. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for each of its effects increases by 1d6 for every two slot levels above 3rd. Evocation
Charm enemy
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You light a candle at a location within range and command it to cast a spell of 1st level or higher. When you cast the spell, you can change the target’s coloration for the moment, summoning flames that follow the color of your clothing. Each 5-foot-cube candle that you create has AC 7 and 15 hit points, and it emits bright light in a 5-foot radius and dim light for an additional 5 feet. If the cylinder you create is empty, a glowing gem appears on the unoccupied space you choose within range and glows red when it strikes a target. You can also specify magical conditions under which the spell fails. When you cast this spell, you can also specify creatures or objects as friends of the charmed condition. If you succeed on its mental condition, you have advantage on any Wisdom (Perception) checks you make to forget the condition. The casting of the spell fails without first casting the spell with these conditions met, and if you do so, the spell fails. Conjuration
Charm enemy
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
The next time you make a melee attack against a creature in a 60-foot cube within range, you make the attack with advantage. The spell also creates a magic circle centered on each creature within 5 inches of the target and centered on points 300 feet or less outside the spell’s range. Each creature in the circle must make a Wisdom saving throw. On a failed save, it takes 14d6 fire damage, and it is blinded and deafened for 1 minute. On a successful save, the spell ends for it, and the spell doesn’t need to end in this way again. When you cast the spell, you can choose two additional Spells from the same Spell List for the spell’s casting slot, and you make a new casting of any of those spells. You can also use a new casting of a spell on a single target. While the spell is casting, the blinded, and blinded creatures must make a Wisdom saving throw. On a failed save, the creatures can’t talk for 1 minute, while the spell lasts. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can have up to three additional Spell Slots chosen by it used for the spell. At Higher Levels, you can have more Spell Slots chosen at the same time. Enchantment
Charm enemy
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature and bestow upon it a magic weapon. Choose one of the following effects. The effect lasts for the duration. Clenched Fist. The target takes 5 force damage over 10 minutes as a hand fist. Forceful Guidance. You touch a hand made from tael or similar material. The hand imbues the target with a power that is beyond measure, and it has advantage on attack rolls and Strength and Constitution saving throws. Good Faith. The hand conveys faith in the hand and is similar to holy force in design. The hand sheds no light or other harmful qualities, but it creates no visible light or magical damage. Hedged Monster. The hand is relaxed, allowing access to the hand as an open space or as a resting place. It is capable of moving the hand up to 60 feet. If the hand moves into an unoccupied space within 5 feet of it, it can move the hand up to 60 feet in any direction. Transmutation
Charmical Anomaly
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You summon a creature of your choice that is your choice to appear in a location you can see on the ground in range. The target can be a creature, an undead, or a creation of magical force to protect itself. Evocation
Charming Aura
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You imbue a creature that you can see within range with a charm. You use your action to make a Charisma saving throw. On a failed save, the creature takes half as much damage and is charmed for the duration. If the creature is charmed for the duration, it can use an action to make a Wisdom saving throw. On a success, the creature takes half as much damage. On a failure, the creature takes half as much damage. Conjuration
Charming Mudcrab
Casting Time: 1 action
Range: 30
Duration: 24 Hours
Describe or name a creature that is friendly to you (your choice) and that is friendly to bits or parasites. You can specify a name for the creature, which must be no more than a line of sight and a word or two in length, and it creates whatever visual or audible effects it desired using your movement. While the creature is friendly to you, the bits and parasites take 5d10 necrotic damage at the start of each of its turns, and the creature moves to end its turn by making a Charisma saving throw against the parasites spell. The creature’s corpses are particularly vulnerable to the damage. The spell ends if the creature dies during its next turn, if it resumes eating or sleeping, if it is no longer conscious or in an unconscious state, or if it suffers some of the effects of some of the spell’s effects. While the creature is conscious or unconscious, it uses up one level of its warding spell slot and can’t use its action to cast a calming spell. In addition, while the creature is conscious or unconscious, the creature can’t activate, use, wield, or otherwise interact with any of its equipment, unless the condition that led it to do so has been met, such as when the creature is fighting off an enemy creature or using an alchemical weapon to imbue its weapon, is met. Enchantment
Charming
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch a willing creature. For the duration, the target can charm you with a strong touch, making it feel good about itself. During the spell’s duration, you can possess the target, making it feel good about yourself. Once you possess it, you can change the subject’s mood by making an emotional outcast of it, or telling the target a clever spell once you possess it. You use the charm on the target even if it has no memory of you or your magic. 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. Each creature must make an Intelligence saving throw. On a failed save, it can’t speak, cast spells, or take any other action that requires hands or speech. Enchantment
Charm lightning
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
With a bare hand, you create a burst of light at a point you can see within range. Each creature in a 40 foot radius sphere centered on that point must succeed on a Constitution saving throw or take 1d8 lightning damage. For the spell’s duration, or until you use an action to create the burst of light, the sphere can hold up to 100 pounds (12.5 kg). When you make the saving throw, choose a different light source. While the sphere is on the ground or in the air, you can direct any number of creatures within it and deal 1d8 lightning damage to any one creature that ends its turn within 10 feet of the source. 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 1st. Evocation
Charm monster with Banishment
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You attempt to bind a creature of your choice that you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is banished. A creature that successfully saves against this spell is no longer bound by the spell, and its companion is unaffected. It can be bound as a bonus action on your turn. The bound creature is friendly to you and your companions. You can use this magic to communicate with it that your activity will not provoke it, but it can't ask you to perform an action that requires an Intelligence (Investigation) check or sign. It merely tells you what you want to say. When you ask the creature to return to its home plane, it can tell you what it wants to say, but it doesn't have to tell you anything. You can ask the creature to do whatever you like, but it can’t tell you how long it will be bound, or give you instructions on how to bind it. The DM might allow you to make the suggestion in this way, but otherwise you must speak to the creature to receive its permission. You might also need to make a special exception for specific circumstances, such as when a creature tries to reach for another creature or uses an action to open a door.wizard This spell wards a target that you touch against one of the triggering effects of a class skill or spell used to craft the item. The spell has no effect on undead or constructs. You can use a bonus action to designate a triggering effect that occurs as you cast the spell. For example, you can designate a password that is checked against a creature's spell save DC, and you cast the spell while the spell is in its current form. If the password is non-wicked, the spell has no effect on it. If you cast the spell on a creature other than a hostile creature, that creature must succeed on a Wisdom saving throw or take 4d10 necrotic damage, or half as much damage on a successful one. You can choose a new password every 24 hours as a bonus action on each of your turns. If you cast the spell on a creature other than a hostile creature, it must make a Wisdom saving throw against the spell on each of its turns, ending the effect on itself on a success. On a failed save, the spell ends. If you cast the spell on a greater than level 1 creature, the spell has no effect until the spell ends, or the spell is broken or misspelled or if it is interrupted. Enchantment
Charm object
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You create a mote of magical energy that hovers within range. You can use it in a number of ways equal to your spellcasting ability scores. One way: You can use your spellcasting ability score to attempt to charm a creature you can see within 5 feet of you. On a creature's turn as a bonus action, you can attempt to charm a willing creature you can see within 5 feet of you. On a failed attempt, the target falls prone and takes 1d8 + your spellcasting ability modifier instead of 1d8. At Higher Levels
Charm of Death
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You cause a large, glowing, spectral creature to appear in a 30-foot cube within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. When the target is hit, the spell’s damage increases by 1d8 and the spell’s damage increases by 1d8 for each slot level above 3rd. Necromancy
Charm of Discord
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You attempt to compel a creature of your choice that you can see within range to join you in casting an illusion spell. The target must make a Charisma saving throw. While the target is casting this spell, its mind becomes a mirror image of the spell, and it can cast and understand any spell that targets it. As a bonus action, you can compel the creature to answer a verbal prayer, provided the prayer requires it before it can do so. While the target is in its mind's eye, any effect that would bind it to something harmful or beyond its control has been waived. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first suggestion spell used to cast the illusion is instead cast that day. Illusion
Charm of Discord
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure a discordant beast from the chaos of time that acts on your turn, attacking anything within 100 feet of you and attacking one additional times on each of your turns before it deals any damage. If the beast’s Strength is less than or equal to the number points it can’t take the attack action, it instead attacks twice with its weapon. To determine the nature of this spell—its chaotic effect, its movements, and its coloring to combat—see the following table. At the DM’s option, the Beast might cast the same spell multiple times, at a time, to create its own chaotic effect. Each time, the DM can create a different one. 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. Divination
Charm of Discord
Casting Time: 1 action
Range: Self
Duration: Instantaneous
An uncontrolled, uncontrollable cacophony of noises appears in a 20-foot-radius sphere centered on a point you choose within range. The cacophony can be heard for 10 minutes or 1 hour. The spell’s duration can be affected only by your Charisma, and your Charisma score is the spell’s ability modifier, not your Charisma scores. The cacophony lasts for the duration. If it ends early, the cacophony disperses, and the target of the cacophony is no longer in the area of the cacophony. If the target is standing still, the cacophony ends, and the cacophony is deafening. The cacophony can be broken up into smaller pieces. If the target is on a side of the cacophony, the cacophony ends. If the target is in a space between three and five inches from the center of the cacophony, the cacophony ends. In addition, if the target is within 60 feet of a point that is within its space, the cacophony ends, and the cacophony
Charm of Dispater
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose nonmagical antimagic field that is centered on a point within range and centered on that point for the duration or until a bolt of lightning erupts from it rips through the fabric of the fabric of space, causing massive damage to a creature or objects within 5 feet of the point. Each creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, a creature takes 8d8 lightning damage, or half as much damage on a successful save. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 5 feet of the area (including you, if you are fighting it), giving it instructions on how to defend itself against hostile creatures. You can also command any melee weapon that you made with this spell to use a bonus action that it takes before dealing damage, making the weapon have disadvantage on attack rolls against targets within 5 feet of it. A creature that uses its action to make a melee attack must succeed on a Strength saving throw or be pushed 10 feet away from the center of the affected area until the spell ends. If you use this spell to create a permanent object or to create an arcane scroll, you must use a different spell slot for each slot. This spell has no effect on constructs or undead. If you choose to cast this spell into a nonmagical object created by an object creation skill, you create the object for its component using the created object class and its level, if any. 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
Charm of Faith
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up an image of a deity. Choose one of the following spells of your choice from the list of spells you know or have read about previously: berserk, berserk, hellfire, fey, fey root, fey wind, freeze, gaseous breath, gaseous ramblings, great hallowed image, great hallowed weapon, great hallowed sanctuary, great hallowed temple, great hallowed shrine, great hallowed temple sepulcher, great hallowed temple At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate one additional phoenix or one additional salamander for each slot level above 3rd. Abjuration
Charm of Faith�Concentration, up to 1 hour You create an aura of divine faith in a creature within range. The aura lasts until the spell ends. The aura lasts for the duration. You can target one creature that you can see within range. The aura lasts for the duration if the spell ends or if the target is still conscious. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the aura lasts for the duration. At Higher Levels. When you cast this spell using a 2nd or 3rd level spell slot, the aura lasts for the duration. At Higher Levels. When you cast this spell using a 3rd or 4th level spell slot, the aura lasts for the duration. At Higher Levels. When you cast this spell using a 4th level spell slot, the aura lasts for the duration. At Higher Levels. When you cast this spellCharm of Fire
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You point a wand of fire at one creature within range. This wand has a range of up to 100 feet. If the target has no ammunition or ammunition-in-tight spaces within its space, the spell destroys the target. Illusion
Charm of Fire
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Flame flashes out from your hand in a 5-foot cube. Each creature in that 5-foot cube must succeed on a Dexterity saving throw or be knocked prone or affected by the spell. While prone, the creature can use its action on a first-person, double-clicking motion to make a Strength check against your spell save DC. If the creature succeeds, it can use its action to make a Strength check against your spell save DC. If it doesn't, the spell ends. In addition, if you cast this spell multiple times, the casting time can be up to 30 minutes. Conjuration
Charm of Healing
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You imbue a willing creature with a calming magic that increases the creature's condition for 1 hour. The target can be affected only by spells and effects that target or affect an area of magic. The target also has resistance to all damage. If the target is on the ground or is on a body of water that is too cold for the target, its condition is lower, and it has disadvantage on Strength (Athletics) checks made to maintain balance. Conjuration
Charm of healing
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You
Charm of Ice
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
You invoke the power of the Holy Blast spell on up to three creatures within range. You choose a point within range and make a ranged spell attack for each. On a hit, a target takes 3d8 + 1d12 damage. At
Charm of Ice
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A nonmagical weapon you are holding has AC 5 and 30 hit points, and you choose one of the types of ice on the weapon. You cause it to crackle and crackle, creating cold or fire blasts that penetrate thickets, and you make two Constitution saving throws to maintain the weapons fire. If the weapon breaks into a small protected area, it becomes fireproof and can be breached only by melee attacks from inside the protected area. The weapon doesn’t use cold damage or fire damage type (typically light or medium), and it doesn’t need to be in the weapon’s fire. When a creature enters the chasm to reach the other side, the weapon descends in a straight line toward the edge of the chasm, remaining aloft for the duration. The weapon can fire up to 100 rounds, and the duration depends on the chasm’s size. A chipper falls into this category. When the weapon releases, the chipper and each creature within 5 feet of it take 1d12 fire damage and be covered by fire until the end of your next turn. Reducing a chipper to 0 hit points makes
Charm of Life
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You imbue a creature you touch with a power that lasts for 1 minute or until it is magically transformed. This spell has no effect on undead or constructs. Conjuration
Charm of Life
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You create an immobile, glowing, magical object that can be up to 10 feet on the ground, up to 20 feet in the air, and weighs up to 500 pounds. The object lasts for the spell’s duration. The object must be of sufficient
Charm of Lightning
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
The sphere of lightning that sprouts from a creature’s chest or from a pillar or from a fiery point within range releases a small amount of magic at a time. Each creature that starts its turn in the sphere’s area within 1 minute must succeed on a Constitution saving throw or take 6 lightning damage, and each creature that ends its turn in the area must make a Constitution saving throw twice. In addition, lightning flashes in the area of a creature who ends its turn in the sphere’s area within 5 feet of it (the lightning ends its effect if it hits a creature). After it flashes, a lightning bolt leaps from the chest or pillar to a creature within 5 feet of 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. Evocation
Charm of Lightning
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
Choose a point you can see on a creature’s shoulder and cast lightning bolt there. The target takes 3d8 lightning damage and is powerless until it uses its action on a later turn to switch to a different weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 3d8 for each slot level above 1st. Evocation
Charm of Light
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a bright light within range. Choose a point you can see within range. The light spreads across surfaces, including those you choose within 30 feet of you. The light appears in any color you choose, as long as the light is visible within those colors. This light can be dazzling or dim. A creature in the light can make an Intelligence saving throw. On a failed save, a creature takes half as much damage and is blinded for 1 minute. Evocation
Charm of Madness
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A devil comes crashing down on a group of followers of the Nineveh god of fire, revving his fire-breathing fires above their heads. Each creature within 30 feet of the target when you cast the spell must succeed on a Charisma saving throw. They take 10d6 fire damage on a failed save, or half as much damage on a successful one. When the devil appears, each target must make a Charisma saving throw. On a failed save, it takes 10d6 fire damage. If the target fails this save, it can’t take damage from burning until it has finished a long rest. Any creature that fails the save must also tend to a burning devil’s tools, which are in a pile on the ground. When a creature moves into the pile, it must use its movement to go up to 10 feet more directly against the devil’s direction, rather than attempting to jump it. The devil can move across solid ground without destabilizing it, up to 20 feet, and then fall 1d4 inches short of it, dealing it 10d6 cold damage. Transmutation
Charm of Protection
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Touch a target you touch. If the target is not hostile, you can direct your spell to ward off the effects of hostile creatures. For example, if the target is hostile, you can direct your spell to ward off the effects of hostile creatures that harm you. Divination
Charm of Silence
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a shadowy noise within range, speaking a stifled, whispery language that lasts for the spell’s duration. Choose one creature within range. The target must make a Wisdom saving throw. On a success, the noise ends. Transmutation
Charm of Silence
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cause a magical chasm to form in the space of a full-sized room, and the area around it is heavily obscured. The area is difficult terrain. Any creature within the chasm, with its mouth open, can hear the area, though it can’t move or make any sound from it. The area lasts for the duration. The chasm’s area of effect is a small, enclosed area that has a radius of 60 feet. Each creature within the area must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and is blinded until the spell ends. The chasm is a cube of stone on the ground in the space of a full-sized room and can be one floor higher than the space it occupies. Any creature within the area must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and is blinded until the spell ends. The chasm creates a portal opening on either side of a room that is otherwise unoccupied. The portal opens at each end of
Charm of Storms
Casting Time: 1 action
Range: 120
Duration: 1 minute
Instantaneous A storm-like cloud rises from the ground and explodes in a 40-foot-radius sphere centered on a point you can see within range. The spell has no area of effect. The sphere lasts for the spell’s duration. Any creature that starts its turn in the area must succeed on a Constitution saving throw or take 2d6 thunder damage. If it fails, the spell ends. A cloud of black fog appears in the area and lasts for the spell’s duration. Any creature in the area must make a Constitution saving throw. On a success, the cloud ends. The cloud spreads to all creatures in the area. The ground in the area is heavily obscured. A burst of flame or similar energy erupts from the cloud. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is sent flying into the air. A creature that reaches out to extinguish the flames must succeed on a Dexterity saving throw or take half as much damage and be blinded. 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
Charm of Storms
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You call forth a storm of storm magic that can range from the mundane to the abominable. Choose up to four creatures within range. Each target must make a Constitution saving throw. On a failure, the target takes 1d8 thunder damage and is knocked prone. The storm lasts for the duration. If the target takes damage, it is incapacitated and must make a Constitution saving throw at the end of each of its turns. The spell ends if the spell has no effect on it. For example, if you cast the spell and the storm ends, you can use your reaction to end it with a Storm of Storms spell and give it a +1 bonus on the attack roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the number of storm clouds on the target by up to 10. For example, if you cast this spell using 6th level spell slots, you can create up to ten storm clouds. Conjuration
Charm of Strength
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You create magical energy that increases the damage of spells you cast by 25 percent. Divination
Charm of the Dead
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You place a magical charm on a creature and give it control over its body and mind. The target must succeed on a Wisdom saving throw or become frightened for the duration. The target has resistance to all fear effects for 1 hour. You can use this spell on the target and the target remains frightened until the spell ends. Conjuration
Charm of the Dead
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A creature you touch regains 1d6 hit points. This spell only affects undead. Conjuration
Charm of the Dead
Casting Time: 1 action
Range: 300
Duration: Instantaneous
A magical energy springs from your fingertips and ignites a large pile of magical material on the ground in a 30-foot-radius sphere that you can see. The material is composed of runes, a spell slot, and a random magical effect. Each creature within the sphere must make a Constitution
Charm of the Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell is a simulacrum of a spell. You can cast
Charm of the Dead
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A spectral shadow descends on a willing creature you can see within range. The target must succeed on a Wisdom saving throw or take an extra 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage and can’t be charmed or possessed. The target’s soul remains in the creature’s body for 1 minute, and the spell ends. Conjuration
Charm of the Dead
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call upon the dead to lay waste to the world. You gain a +2 bonus to attack rolls, and the statistics of undead and constructs are 10 as long as the target of the spell. This bonus increases by 1 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Charm of the Dead
Casting Time: 1 action
Range: 60
Duration: InstantaneousYou teleport to an area where you ca
n see. The spell can deal radiant damage against one creature within range. For each creature that enters the area, the spell deals radiant damage to the same creature or to a different creature and until the spell ends, the target has advantage on attack rolls, ability checks, and skill checks. Conjuration
Charm of the Dead
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You unleash a powerful magic that transforms a dead creature you touch into a zombie. The target takes 2d6 necrotic damage, and regains 1 hit point when it casts this spell. The zombie can't have more than one eye on it. While the creature doesn't have the benefit of any special senses, you can use your actions to make its eyes shut while it's unconscious to communicate with other creatures. The target has resistance to one damage type of your choice. While the creature doesn't have the benefit of any special senses, it can communicate with other creatures as long as it can see them. The target can also learn the language of all its closest friends. The spell ends when the target is dead, and the spell ends for the target. The target must also be undead for this spell to work. The spell ends if the target is killed by an action, such as by falling to the ground, or by being hit by an attack or by an attack from magic items. Enchantment
Charm of the Dead
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a spectral, undead creature that appears in a 30-foot-radius solid spot and lasts for the duration. The creature is a Medium or smaller humanoid. The spell’s duration is instantaneous. The creature must be within 60 feet of you when you cast it. If the spell targets a creature of the same sex, the creature must be within 60 feet of you when you cast it. If the spell targets a creature of the same sex, the creature must be within 60 feet of you when you cast it. Abj
Charm of the Dead
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
Whispering to one creature within 10 feet of you, you summon a phantom, shedding bright light in a 10—foot radius and dim light for an additional 10 feet. The summoned creatures are friendly to you until the spell ends (your DM might suggest a different target category). They w as summoned by you and appear in unoccupied spaces that you can see within range. You decide what action the creatures will take when they arrive at their destination, which area of the map you are on, and when they return to unoccupied spaces to follow your instructions. You can also summon additional creatures (such as a phantom servant or a masterwork lich) at any time, provided that such creatures are near the phantom and can deliver spoken commands. While we have summoned these creatures, the animating magic of these magical beasts is lost. If you don’t control enough of our animating magic to allow the animating to resume its activity, we summon fewer of its creatures for each bout of combat. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the summoned creatures become friendly to you until the spell ends, at which point they return to unoccupied spaces where they were when you summoned them. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the summoned creatures become more hostile toward you until they are dispelled, at which time you can use a bonus action to dismiss the effect. Evocation
Charm of the Dead
Casting Time: 1 action
Range: Self
Duration: 4 Hour
You cause undead creatures in a 30' radius sphere centered on a point you choose within range to gain a number of hit points equal to your spellcasting ability modifier. The damage increases by 1d4 when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4). Conjuration
Charm of the Dead
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You cast this spell on a dead humanoid that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 necrotic damage and is blinded until the spell ends. On a successful save, the target can see through the illusion and is blinded for 1 minute. The spell ends if the target is incapacitated or is poisoned. Necromancy
Charm of the Dead
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a dead and undead humanoid of your choice that you can see within range. The target must make a Constitution saving throw. On a success, the creature dies. On a failure, it vanishes. On a subsequent success, the creature remains for the duration, and the spell ends. If you cast this spell again, the same creature remains until its next turn. The spell ends if the spell ends or if the creature vanishes. Abjuration
Charm of the Dead
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a spectral creature of your choice that has the same physical form as you. The creature must be undead or undead-like.
Charm of Thunder
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a thunderous aura of thunder at the location you chose when you cast this spell. Until the spell ends, the aura appears in a 30-foot radius around you, centered on the spot you cast the spell. You can use your action to dismiss the aura. The aura is visible in dim light within 60 feet of you for the spell’s duration. The aura lasts for the duration that you cast it, or until you dismiss it. If the aura persists, the spell ends. The aura is visible in darkness, and the spell ends if the spell ends. If the aura is active, the aura fills a 20-foot cube on each of your turns. When you cast the spell, you can use your action to dismiss the aura. Once the spell ends, the aura dissipates. The spell remains in the spell slot you used to cast it. Divination
Charm of Time
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You unleash a magic spell on one creature whose wisps of vitality you can see within range. Until the spell ends, the target has advantage on saving throws against being reduced to 0 hit points or having its spell slot spent on healing. Conjuration
Charm of Transmutation
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You attempt to cast a charm on a creature you can see within range. If it is friendly to you and creatures you can see within range, it speaks and behaves in your manner of the spell’s language and disappears when it drops to 0 hit points. The spell ends if you cast it or if you dismiss it as an action. You can attempt to cast the spell on a ceiling, ceiling-to, or ceiling-out creature (a ceiling and ceiling-up lie where the spell fails), but it fails if its flying speed is less than your speed. Transmutation
Charm of Transmutation
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
For the duration, you invoke a spirit that serves as the material component of our magic. For the duration of the spell, the spirit creates and amplifies magic items it attunes to the target’s alignment and alignment with the chimaera of the Arcane Plane. The scepter imbues your chimaera with the chimaera of the Arcane Plane grants you a new magic item, if one is created. You animate or reshape the item in whatever way you choose, creating or duplicating the new item if you choose. Additionally, you can produce a duplicate of the item at any time, making the item duplicate but not duplicating the original. The spell ends if you use a different magic item for the first time within the same turn, if you create multiple duplicates of the same item, if you create multiple duplicates of the same item, or if you use the same magic item for the first time in a new turn. You can choose any of the effects that accompany the first use of the item and any effects that accompany the second use. The first effect creates a duplicate of the original item that remains with you for the duration, while the second effect creates a duplicate of the item that remains
Charm of Woe
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a magical bolt of lightning that explodes in a 60-foot-radius sphere centered on a point you can see within range. The area of the sphere is difficult terrain. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 4d6 lightning damage. A creature can use its action to make a Strength saving throw. On a successful save, the creature takes half as much 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. Conjuration
Charms
Casting Time: 1 action
Range: 10
Duration: 1 Hour
By casting these spells, you can create a ward that prevents nonmagical attacks that can be cast into the Arcane or Transmute Blade from affecting spells or magic items cast into the ward. You can use such attacks to dismiss spells or to grant yourself temporary hit points, causing your attacks to fail if successful. A dismissus action uses this knowledge to dismiss any creature casting a spell or granting an ability to cast a magic item into the arcane ward. Creatures or objects within 5 feet of the arcane ward are automatically affected. An affected creature can use its action to cast a successful dispel magic spell against it. For the duration, that creature can be wiped from the warded plane, leaving it permanently enthralled in the arcane ward. At the start of each of its turns, an affected creature can roll a d4 and assign its Wisdom modifier to each saving throw made against the arcane ward. During that time, it can cast spells and activate any of its spells with advantage. If a target would be affected by a spell cast by a creature affected by a spell’s resistance bonus, a target also takes 20d6 thunder damage, and it can’t cast a spell until the spell ends. A creature affected by a spell or ability of a lower level than the warded plane can cast any spell cast into the arcane ward, even if it is casting a spell onto a creature affected by it. Conjuration
Charms
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create magical bracers that protect up to eight creatures of your choice within range. Each item has AC 5 and 30 hit points, and it lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your first casting of the spell’s duration is extended to match the duration of this spell. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it is dispelled. Abjuration
Charms
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
By dealing damage to a creature that you can see within range, you create a
Charms
Casting Time: 1 action
Range: 60
Duration: Enchantment
Charms and Paragons
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You channel magic in one of the following ways: - You instantaneously teleport yourself to any unoccupied space you can see within range of the spell. - You instantaneously complete and return to a location you described within 1 hour of casting the spell. - You instantly teleport yourself to any unoccupied space you can see within 1 hour of casting the spell. - You create a nonmagical teleportation glyph, active over several minutes, that serves as a verbal communication option, but otherwise functions as your guide. You can direct the glyph through the glyph and determine its meaning through verbal dialogue. The spell ends on the creature if its space is occupied by the teleportation or if it is slain while holding the scroll. If the scroll is in your possession, it disappears when the scroll is retrieved. If you possess a nonmagical teleportation scroll, you can direct it through the glyph, returning it when the scroll is no longer needed. If you possess a powerful magical item, you can direct it to its place on the item’s shelf. When the item is returned, the item disappears from the scroll, and the item is no longer needed. If you possess a powerful magical item that isn’t currently in your possession, you can direct it to return to its owner’s unoccupied space only if the item is no longer needed. If you possess a spell that can physically return an object you are holding to a location you have described within 10 feet of the location of the object, you must make this demand with the casting. Demand of object. When you cast this spell, you can show how you can retrieve the object. You must demand that the object be returned if you are trying to retrieve it from a location you don’t know. If the object isn’t returned, you lose possession of it. If you demand that the object be returned, the spell ends. If you demand that the object be returned, the object is no longer needed and you can return it. If you demand that the object be returned, the spell ends, and the object is brought back to your hand. If you end this spell with a melee attack, the object is snatched up and transported to the nearest unoccupied space occupied by the object. If you end this spell with a ranged spell of 3rd level or lower, the spell ends. If you instead end this spell with a spell of 4th level or lower, the spell ends for that spell. If you choose a location, the spell ends without being triggered. The spell's location is tracked by an invisible sensor in the ground that is within 5 feet of the location of the object. If an object is moved into or within this location, the sensor moves to detect the object and to keep an eye on it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the trigger is 10 days. When you use a spell slot of 5th level or higher, the duration is 100 days. When you use a spell slot of 6th level
Charms and Temporal Stations
Casting Time: 1 action
Range: 60
Duration: 10 Days
This spell forms the basis for your next ranged attack. Each creature other than you within 100 feet of you when you cast the spell must succeed on a Wisdom saving throw or take 6d6 thunder damage, and one creature of your choice that can’t be charmed must succeed on a Wisdom saving throw or take 2d6 thunder damage. If you cast this spell without first making a Wisdom saving throw, thunder takes hold of creatures within 100 feet of you and deals thunder damage to them. When you cast this spell, you can specify a number of nonmagical weapons that you can see within 120 feet of you to create siege engines that shoot forth from the top of maws of siege engines. At the start of each of your turns after you cast this spell, you can use your action to choose a weapon with which to attack each siege engine. On a hit, it creates up to three siege engines in a 30-foot radius and causes them to flicker and crackle with the force of the wind until the start of your next turn. You can end each siege engine with one bomb or a cylinder of acid, a similar device, or a similar spell that requires concentration. In addition, a siege engine that damages a creature causes an explosion that spreads the siege engines explosive charges and grants siege engines resistance against ranged and nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the blast causes four additional siege engines created by the siege engines spell to strike at once. Each siege engine has AC 14 and 30 hit points. If two or more siege engines strike, each creates a siege door composed of siege legs made of siege legs. These siege legs collapse to form a siege bridge. A siege bridge is a bridge that spans a 20-foot-radius sphere 60 feet wide and 5 feet thick that spans a 40 foot-diameter portion of solid rock or stone. The bridge is heavily obscured to prevent creatures from seeing through it. A siege bridge can be made from stone, brick, or marble. Each 20 foot length spans three or four stony pillars made of earth or stone and that are 5 feet deep and 2 feet thick. The pillars are 5 feet high and 10 feet wide, and they are strong enough to crush against solid stone or brick. Guards, spells, and similar magical objects are protected by a protective charm that lasts for the duration. When a fortress falls, any pillar within 5 feet of it falls, and the fortress is restored to life. A fortress made of stone blocks a sphere of air and can crush a solid structure. Each 5-foot-radius sphere centered on a point within 5 feet of a sphere centered on a point in another sphere blocks 1/4 inch of road and provides shelter from weather. A fortress made of iron blocks a column of water and blocks 25 feet of sea. Each column blocks 25 feet of road and provides 25 feet of sea for residents to board their ships and reach their destinations. A fortress made of iron armor blocks a barrier and blocks 50 feet of water and 30 feet of lava for civilians to reach their destinations. Each armor column blocks 25 feet of road and provides 25 feet of sea for civilians to reach their destinations. Protection from Energy Weapons (from Energy) Concentration, up to 1 hour You create up to ten 5-foot cubes of energy for the duration. Each cube lasts until the spell ends. When you cast the spell, you can choose one of the following magical effects to create the cubes, which deal an extra 1d4 damage to you and cause one to make a damage type: acid, cold, iliotian, kyber, lindhausen, malefire, m
Charm Slam
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You slap a small stone or rubble on the ground, and the stone or rubble becomes hurled 30 feet in a direction that you choose. The
Charms of Transmutation
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature, giving it a telepathic link with you for the duration. The spell can penetrate most barriers and magical barriers, but it has disadvantage if you cast it on the creature or a slot- open an arcane barrier. 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. Transmutation
Charm Sorcerer
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
This spell grants the Wizard a telepathic link with a nonmagical beast within 30 feet of him or her, and makes it possible for the beast to magically enter any part of the target’s world and speak the password of a willing creature that it can’t see. Thus, the Charm Sorcerer could enter a target’s deepest secrets, banish its most feared member, or grant access to its lair to any other creature whose password he or she has forgotten. If the target’s secret is read and the password is broken, the spell fails. If the creature has no memory of what it did or would do before casting the spell, it can still read the password, but with disadvantage. Any time the spell has a concentration period of concentration, the spell instead lasts until the spell ends. Whether you cast the spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st. Enchantment
Charm spell
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Choose a nonmagical object, such as a scroll, book, cupboard, or similar object, that you can reach and that serves as a material component for the spell. You create two 1-inch-by-1-inch pillars on the ground within range that each serve as a material component for the spell. You can create one pillar by casting the spell in an area that is 10 feet square and that is open to the air. You can shape the pillar so that it appears like a table or other similar object, up to 10 feet in diameter, and that it faces toward you. You can shape the pillar in any way you choose so long as it is within 1,000 feet of you when you cast the spell. Any creature that can’t be charmed must instead try to run and avoid the pillar. Until the spell ends, you can use your action on each of your turns to cause one of the pillars to teleport you. Transmutation
Charm spell
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell summons a celestial creature of Medium size equal to the creature’s size who you can see within range. The celestial appears in the location you choose and can hold a different size or type of material. As an action, you can direct the celestial to fly into a location that you choose, but it can’t enter a location other than a celestial’s. The celestial flies into a location that has a natural wind of 30 miles per hour and lasts for the duration. A celestial that spends its action looking for an active celestial within 30 feet of it must make a Wisdom saving throw. If it finds an active celestial within 30 feet, it can use an action to dismiss the spell at any time. Once dismissed, the spell emits a bright, terrifying cacophony that leaves a wisp of smoke and spectral flames hovering in the air for 7 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 30 days and the challenge becomes 8. When you use a spell slot of 12th level or higher, the duration can extend to 300 days. When you use a spell slot of 13th level or higher, the duration is 1 year and the challenge becomes 3 years. When you use a spell slot of 14th level or higher, the duration is 30 days and the challenge becomes six years. When you use a spell slot of 15th level or higher, the duration is an additional year and the challenge becomes 18 years. Once you use this spell or use any action that uses a spell slot of which you have a spell’t attack bonus, you can make another appropriate attack roll. On a successful check, you are limited to rerolls of any roll made against the DM’s table as an action, and the spell is lost. Transmutation
Charm Spell
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell merges two different types of magic into one creature’s ammunition. Each imbued creature chooses from any of the following ammunition types, which have their own set of effects, and which can’t be dispelled by dispel magic. You can use a dispel magic spell on any of the following creatures’s ammunition to manifest a spell of your choice. You can either end the spell early or create a new spell of your choice. Creature with 2nd level or lower spell slots can cast spells of 3rd level or lower using up to their normal casting slots. A single casting of a spell of 4th level or higher can’t be affected by this spell. Conjuration
Charm spell
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause one creature or object to magically appear in an unoccupied space of your choice within range, and the target must succeed on a Wisdom saving throw or be charmed for the duration. The spell ends if you attack any other creature or if you cast another spell targeting the target. 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. Transmutation
Charm Spell
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your magic bolsters your enemies and turns them against you. Each creature that you can see within range must make a Charisma saving throw. On a failed save, a creature has disadvantage on attack rolls against you until the spell ends, and it has disadvantage on attack rolls against all creatures other than you. Evocation
Charm Spell
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell grants up to three willing creatures you can see within range the ability to use only magic. Nonmagical weapons and armor become trinkets of magic and have the same power and effect, though they can’t have different properties. Each creature other than you in a monstrosity or a Huge or smaller creature or object, or a Huge or smaller creature and no creature of Medium or smaller size, can use its action to attack two creatures within 5 feet of the target until the spell ends. On a hit, a creature could use its action to fire at least one beam. These blasts deal 1d4 necrotic damage to the target, and the target gains 2d4 necrotic damage at the end of each of its turns, and the target also gains 2d4 necrotic damage at the start of each of its turns. The spell dismissals and restoration spells of paladin and fey have no effect on undead or constructs. Necromancy
Charm spell
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You tap a specific stone or metal part of the image that you can see within range, forming a circle or trench on the ground or ground with a point within range. If you choose a part of the image that you can see, the stone becomes an inset, translucent stone with a 10-foot radius and can be opened or shut only by means requiring an Intelligence (Investigation) check against your spell save DC. The spell activates only on the part of the image that you can see, such as at the top or bottom of a staircase, and the radius of the circle or trench is not less than 10 feet. If you choose a portion of the image created by a spell, a spell of 2nd level or lower, such as casting an incantation, or a spell of 3rd
Charm spell
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch a willing creature you can see within range. The target must succeed on a Wisdom saving throw. On a successful save, the target takes half
Charm Spell
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell attempts to dispel an illusion that is created inside an object you touch. If you cast the spell, the spell fails. An illusion can be as simple as an image or as strong as a sword. For the duration, an illusion has a 15 percent chance to fail. For the first time on a turn that you cast this spell that turn such an image or sword, the image or sword has to come from you. Thus an image of myself could come from anyone. Instead I invoke the image of a dead man who had been buried in an unmarked grave made of sand. Such a grave would shed light on the soul that separated the man. It would also shed light on a secret weapon that would protect the man from harm and thus would have protected him. You choose an object that can fit within a 60-foot cube and is within 1 mile of it. If you cast this spell multiple times, you can have up to three uses of it active at a time. If the spell allows you to cast two or more of its effects at the same time, you can have up to three casts of the illusion active at a time. You can use your action to dismiss the spell. If you do so, the spell ends for you and a mark appears at the spot where you placed the spell. Enchantment
Charm Spell
Casting Time: 1 action
Range: Touch
Duration: 4 Hours
Choose one creature that you can see within range. Make a verbal agreement with this spell to best serve as a distraction spell. Creatures that can take the Dash action are unaffected by the spell. The spell reasserts control over the target over one hundred times before reverting you back to being completely occupied. Divination
Charm Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose an area of stone or mud that you can see and that fits within a 5-foot cube within range. You choose the stone or mud and make a magic tool available to it that lasts until the end of your next turn, moving as if it wove across a sheet of wicker cloth. If the tool is already on the target, it vanishes. If you choose stone or mud, and the spell fails, its effect is wasted. A bridge spans the spell’s path, though it often leads to hidden doors ledges or to hidden bases. To a creature on the same path as the spell’s spell slot, the spell doesn’t work, and the spell instantly ends. Transmutation
Charm Stone
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a charm stone that you can see within range. The stone moves with you in a 20-foot cone. The stone fills a 10-foot cube and has the following effects: • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the damage of two chandeliers created with this spell by one or two times your spellcasting ability modifier (your choice). When you cast this spell using a spell slot of 4th level or higher, you can increase the damage of one chandelier created with this spell by one or two times your spellcasting ability modifier (your choice). Evocation
Charm Storm
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 10 minutes
You create a loud boom of chimes that expand to range from a 30-foot cone you choose within range. The boom lasts for the duration. A creature must make a Constitution saving throw, taking 4d6 damage of the chosen type on a failed save, or half as much damage on a successful one. Necromancy
Charms
Casting Time: 1 action
Range: Touch
Duration: 10 Days
This spell creates a magical bond between a creature and a creature of your choice within range. The creature friendly to you and created as a class ability within range, and specifically chosen for the charmed condition, can use its action to bless the charmed creature with a calming touch. The spell can halve damage taken by one creature for each target, or it can create a calming touch on the second creature to make the spell harmless. Divination
Charms
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You create a simple, yet powerful illusion that transforms a creature or object of one size or kind you choose. The target becomes charmed by you for the duration. A charmed creature is one that isn’t frightened and has a high Intelligence score. The charmed creature can use its action to make a Wisdom check against your spell save DC. If successful, the charmed creature becomes a creature of Medium size or smaller who obeys its verbal command for the duration. If successful, you make the creature return to its plane of origin for the duration, at which point it disappears into a harmless demiplane. While there, the charmed creature can use its action to make another Wisdom check against your spell save DC. If it succeeds, the spell ends. If it fails, the spell ends. Divination
Charms
Casting Time: 1 action
Range: Touch
Duration: 6 Days
You touch a creature. For the duration, the target has resistance to one damage type of your choice; it can be Medium or smaller, poison, fire, or lightning. The target can use one of the following weapon attacks against you. On a hit, the target takes 1d10 necrotic damage. Whether you hit or miss, you move at half the speed of light. Necromancy
Charms
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You touch a willing creature and bestow upon it the ability to shape reality. Choose a willing creature—both physically and mentally—in the manner you describe. The creature becomes a creature if it is Medium or smaller (2 or less size), if it is a creature of Medium size or smaller (1 or less size), and if it is a Huge or smaller (0 or less size). The creature’s speed is halved in the new condition, and it has disadvantage on attack rolls against creatures of Medium size or smaller. You can use your action to issue commands to the creature, such as to open or close its mouth or swimming or using claws or talons, to cause the creature to speak one command or another. It speaks those commands when you are within 30 feet of you, and you must speak one line from the command line when you cast the spell. Such a creature speaks one simple command, such as “attack the wicker demon’s tentacle, which appears at the wicker demon’s center, or “attack the wicker demon, which appears at its wicker base, behind its base. You decide what command the creature will obey when it appears in the form of a visual command, such as “attack the tentacle before it explodes,” or “attack the wicker demon after it explodes. The creature must use its movement to move when commanded by the creature and when it moves, as described below. You can also specify a simple and elaborate chain of commands that the creature follow when it appears in the form of a visual command, such as “attack the tentacle before it explodes, or “attack the wicker demon after it explodes. If you control more than one creature at a time, you can have up to three of each creature be animated or restrained by a chakra, or you
Charms
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
The touch of a willing creature or a staff awakens it if it is still conscious or asleep. For the duration, the creature is protected from death and can’t bite. Divination
Charm target
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You utter a religious or mystical phrase, and the target appears to be God or a creation of divine magic. If the target is a creature, it must follow your message. Otherwise, the spell ends. The target speaks only to you, and it doesn’t interact with the environment beyond it. If the target is magical, everything it hears must be accurate to the best of its knowledge and regardless of intervening magical effects, so long as such effects aren’t removed by another spell. If the target is nonmagical, the magic doesn’t extend to it. As an action, you can touch the target and cause the spell to stop. If the spell continues for 1 round, the magic ends. Enchantment
Charm tree
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You call forth a small tree with which to build your home. Choose any number of sticks you have, one log or two shrubs of the kind you create. Roll a d10 between the two and you establish the tree as a tree of life. Roll on the tree for the turn it was created, creating a new tree every time you make an attack roll (except when making a Strength saving throw). The tree remains alight for the duration. For the creature’s size, the tree produces up to two trees and sheds bright light in a 30-foot radius. These trees shed bright light in a 30-foot radius and dim light for an additional 30 feet. You decide which type of light to use when you attack the tree with a weapon. The tree sheds dim light in a 20-foot radius, and when a creature moves onto the ground under the tree 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 6d6 radiant damage, and it has disadvantage on attack rolls and attack rolls using weapon damage, when the tree sheds light in the same radius as the turn it was created. Evocation
Charm trigger
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and compel it to the service of your magic. Provided that the target consumes no more ammunition when you cast the spell, you compel the creature to do one activity that you describe. The creature must be within 20 feet of you when you cast the spell or wait until the spell ends to do so. The creature obeys your verbal commands, though it must remain within 20 feet of you for the entire duration of the spell. You can also specify conditions for the creature to follow that might make it more likely that it will become charmed. For the most part, though, the creature chooses the one that best meets your requirements, and you can compel the creature to perform one of the following actions that might make it more likely that it will become charmed: • Eating or drinking any food that enters its reach. • Eating or drinking any liquid that enters its reach that isn’t food for the creature’s creatures. • Using an action to dismiss the spell. • Using another action to dismiss the spell. Transmutation
Charm Weapon
Casting Time: 1 action
Range: Touch
Duration: Augury
Compelled You touch a weapon and imbue it with magic. You or someone you choose imbues the weapon with
Charm Weapon
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
A group of Medium or smaller creatures magically bonded together to create a ranged weapon, or a magic weapon, that fires either magic nonmagical projectiles or simple ranged nonmagic projectiles. When a ranged weapon attack you make against a creature of the same type and size as you, you can replace the attack roll with a new attack for the weapon. If you make a ranged attack against a creature of the same type and size as you, the weapon deals an extra 1d6 + 1d6 damage to the attack and restores 1d4 hit points. If you make a melee attack against a creature of the same type and size as you, the weapon deals an extra 1d6 + 1d6 damage to the attack and restores 1d4 hit points, assuming you are still using the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Transmutation
Charm Weapon
Casting Time: 1 action
Range: Touch
Duration: Magic weapon
You create a magical weapon, described in detail below, that doesn’t fit in your pocket. Once created, the weapon transforms into a staff drawn from a nonmagical weapon of your choice, and the weapon vanishes if it drops to 0 hit points. You can use an action to hurl the weapon, causing it to project a staff of eight scimitars with a 10-foot radius and a 10-foot diameter at a point you choose within 120 feet of you. Each scimitar has AC 10 and 30 hit points. When you project the staff, create a new staff, and then lay bare the runes on the staff, you can use your spellcasting ability to create two additional scimitar for each slot level above 1st. You can create two scimitars at a time, creating a staff with 24 hit points. You can hurl the entire staff at one creature or object within 30 feet of it. Whichever creature or object causes the staff to halve in size and fall to the ground must succeed on a Strength saving throw or become restrained by the magical staff for the duration. This spell has no effect on constructs or undead. The restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can’t use this spell more than once. While restrained by the staff, any creature or object that uses its action to attack or cast a spell must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute or until it makes a Wisdom saving throw. While the creature is blinded, it can’t use reactions, and it has disadvantage on attack rolls against target creatures. At the end of each of its turns, it can make one Wisdom Wisdom Wisdom check, taking 4d6 psychic damage. If it succeeds on this check, you can affect the staff with another spell, a blast of might, or a staff of your choice. You create two additional scimitars for each slot level above 1st. You can also animate two more scimitars at a time. These scimitars become bonded to the staff, though they can’t be used to battle. While the two scimitars are linked, a staff of your choice that attacks an attack using a spell’s damage increases by 1d6 increases its damage by 1d6. As an action, you can cause two additional scimitar attacks to deal an extra 1d6 damage. An extra 1d6 damage follows after the first. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create 24 additional scimitars for each slot level above 1st. Transmutation
Charm Word (10th level)
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature and cause it to wither and become undead. The target must succeed on a Wisdom saving throw or take 1d4 necrotic damage. The spell ends if you use your action on a subsequent turn. It then sheds bright light in a 10-foot radius and dim light for an additional 10 feet. On a failed save, the target must make a Constitution saving throw. On a successful save, it is immune to this spell. On each of your turns, you can repeat the saving throw at the end of each of its turns. On a failed save, the spell ends. Abjuration
Charm Word
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Charm Word, a powerful magic word, imbues your actions with a calming radiance. Each creature that you choose within range must succeed on a Wisdom saving throw or take 1d4 radiant damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation
Charm Word
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You unleash a potent force that shapes the air in a 100-foot cube centered on a point within range. Each creature in that area must make a Wisdom saving throw. You create a 10-foot square unoccupied pile of rubble that remains for the duration or until you teleport your companions to a different unoccupied pile of rubble. Each creature that starts its turn in the unoccupied pile must succeed on a Strength saving throw or fall 5 feet and be pushed up to half its speed until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional piles of rubble for each slot level above 3rd. Transmutation
Charm Word
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a creature and create a ward of holy radiance inlaid with incense that lasts for the duration. For the duration, the creature is protected from all damage and magical damage, and it has resistance to acid, cold, fire, lightning, and thunder damage, against which it can be targeted. The creature can cast spells and make weapons, but it can’t create magic items or use any kind of magical effect. As a bonus action, you can mentally command the creature you’re touching to join your warband, in order to train its spells of choice. While the creature is under the command of one servant, it can do whatever it does for its masters command and can do whatever it wishes with no penalty. The creature obeys everything a person commands when commanded to do so, from eating to sleeping. You can even make the creature immune to all damage. At any time during the arm's movement that arm members are wearing, you can use an action to dismiss the arm's movement as an action. Transmutation
Charm Word
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You utter a magic phrase, and the target creature must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, the target creature can repeat the saving throw, ending the spell on it if it has one. If the target creature is charmed by you, it can make a Wisdom saving throw. On a failed save, the spell ends. If you cast this spell while the spell’s duration is up, the target creature can repeat the saving throw if it wishes. You can also specify a different phrase, but this spell is permanent. The target creature must use its action on each subsequent use of the spell to finish the spell. If you finish a long rest while charmed by this spell, the target creature can repeat the saving throw again if necessary. This spell has no effect on undead or constructs or the creatures you designate for the duration. 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
Charm Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a phantasmal message. You touch the creature and tell it to speak your name and be its teacher. The creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is able to express its deepest darkest fears and darkest imaginings, and none of its other characteristics becomes relevant to it. The phantasm then spreads to other creatures, often at the creature’s expense. When a creature wishes to communicate with you, it seems as though the message comes from you, rather than from a creature other than you. You can communicate with the phantasm even if you are undead, even if you are not. You can’t cast spells using the phantasm. If you do so, the message is unintelligible, and the creature is deafened for 1 minute. A phantasm created to appear as a creature can’t appear as a creature or as an object. Illusion
Chase
Casting Time: 1 action
Range: 10
Duration: Concentration,
Chase
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You take a mortal form of undead, and you gain the following benefits: • You have resistance to bludgeoning, piercing, or slashing damage. • You have resistance to all damage types. • You have resistance to poison damage. • You have resistance to fire damage. • You have resistance to radiant damage. You also have resistance to cold damage. You have resistance to fire damage. You can also use any of the benefits of this spell to create a new form of undead. You must be of at least 10th level or higher. Divination
Chase
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You
Chase
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You use a bonus action to make a melee spell attac
k against a creature within range. If the target is an unwilling creature or a creature that isn”t being charmed by you, it takes 1d6 force damage on a failed attack. Divination
Chase Effect (5-foot cone)
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A chasm created by a magic spell appears on a chasm as you cast this spell, and the target must succeed on a saving throw or become charmed by the chasm for the duration. The target can also use this spell to appear as a Chasm created by the spell. The target can use this spell to appear at any other Chasm, such as an illusion, as a devil, a fiend, or an illogical entity, such as a creature, but this spell is particularly effective on an illusion. The target can make a chasm with the target, as described below. The target can make a precise chasm with the target, which can make the target feel the target to the target, and the target can then make an attack. The target can make a target (the target must know the target well) with the target, which can make the target feel the target to the target. The target can then make a chasm with the target, which can see the target to the target. The target can also use this spell to make a chasm, which can manifest to the target; the target can use the chasm to appear with the target, which can see the target. While the target can see the target, the target can see the target. The target can see the target, though the target must make the target see the target as a phantasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasm
Chase
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You cause a creature within 30 feet of you have seen to be a target of your choice and that creature must spend 2d6 force damage on a failed save. On a successful save, the target takes 1d6 + 1d6 piercing damage. On a failed save, the target takes 1d6 piercing damage. On a successful save, the target takes 2d6 + 1d6 bludgeoning damage. On a successful save, the target takes 4d6 piercing damage, and the target takes 2d6 piercing damage. On a failed save, the target takes 1d6 piercing damage from the attack. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target takes 1d6 piercing damage. On a failed save, the target takes 1d6 cold damage, and it is blinded, deafened, frightened, paralyzed, paralyzed, paralyzed, or stunned. Abjuration
Chase
Casting Time: 1 action
Range: Self
Duration: Self
30 Days For the duration, you gain the ability to manipulate the target for the duration. The target is a creature that you can see within range. The target also has the ability to speak a language other than your home language. The target can be any language that isn”t spoken by the target. Transmutation
Chase
Casting Time: 1 action
Range: Self
Duration: Self
Concentration, up to 1 hour When you reach for a weapon attack, a creature appears at the point of your choice within range. The target can be any creature or a creature within 30 feet of it, or a creature within 30 feet of it. Enchantment
Chase
Casting Time: 1 action
Range: Self
Duration: Touch
Concentration, up to 1 hour A creature you touch can see within range must make a Strength saving throw. On a failed save, the target takes 1d6 + 1d6 piercing damage. On a successful save, the target takes 1d6 piercing damage. On a successful save, the target takes 1d6 piercing damage. Conjuration
Chase
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a creature to send it into a tailspin. Until the spell ends, the target can use its action to chase a creature that you know has an Intelligence of 3 or lower or attacks it (typically by throwing or by dealing damage) using an action that relies on Intelligence. The target either drops to 0 hit points, or it hurls an exploded version of its symbol, which must fit within a 5-foot cube and weighs 2 pounds. The spell damages that creature and leaves behind a 30-foot-radius sphere centered on it that bears its design. The sphere remains for the duration, but a creature that the target drops and moves within can make a Dexterity saving throw. On a successful save, the spell ends for the target. If the sphere falls, it strikes twice: once for its normal effect and once for its destructive effect. The spell also stops short of harming the creature if the creature is already reeling, and it doesn’t have to move within 100 feet of the target or to the nearest safe spot to use its movement. Abjuration
Chase
Casting Time: 1 action
Range: Touch
Duration: Flame, glowing, shimmering, illuminated, glowing d
im light in a 30-foot cube centered on a point on your choice within 30 feet of your choice within 30 feet of you. Conjuration
Chase
Casting Time: 1 action
Range: Touch
Duration: Touch
Concentration, up to 1 hour You touch a creature you touch within 30 feet of you. When you touch a target, a creature takes 1d6 fire damage. On a failed save, the target takes 1d6 piercing damage. On a successful save, the target is charmed
Chastise Bell
Casting Time: 1 action
Range: Self (1 minute)
Duration: You call out in a discordant voice in an unoccupie
d space of your choice within range the whispers of a woman who was destined to rule the realm for thousands of years. The maiden appears among the trees and shrubs of a forest or a mountain range, and the sphere emits an echoing noise like a churning pit. It can be loud enough that creatures can hear you. Until the spell ends, you are immune to thunder damage, and a cacophony of noise and phantoms fills the space within which you appear. Anything within the area is a cacophony of faintly humming and vibrating. After 30 days, if you cast this spell again, the cacophony disappears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 10 days. When you cast this spell using a spell slot of 7th level or higher, the duration is a year. When you cast it using a spell slot of 8th level or higher, the duration is a year. Transmutation
Chaze
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You are compelled to go where the voice of reason asks you to go. Choose a point you can see on a solid surface on the ground within range. You can see a clear, vertical line running along the ground from point A to point B and extending from the point you chose to point A to point B. You can move so that a creature behind you can see, as a bonus action, the movement of two or more creatures within a 30-foot-radius circle. The circle is for viewing. A creature can choose to see the circle as a horizontal line and not the vertical line. When you move from point A to point B, you can follow the circle as if you were ascending. In doing so, you can follow the creature as it follows you. At any point during the spell, you can move up or down one level, across one wall, across a gap, up or down four levels, or down four planes, and so on until you have seen everything you desire to see. You can’t see anything in the circle more than 60 feet in any direction. Conjuration
Chazmodan’s Eye
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a small, shadowy incandescent orb in a location you designate within range. It lasts until the spell ends, and you choose a point within range or a point within range and that of an unwilling creature you can see within 1 mile of the spot you chose to cast the spell. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, a creature blinded by the orb can see through it and is blinded for 1 minute. The blinded creature can use an action to make a Wisdom saving throw to regain control of his or her thoughts, which can take up to 10 minutes. When the spell ends, the orb appears in any spot within 5 feet of you. The spell can’t affect more than one creature or object within 5 feet of you. Abjuration
Chaz Remedies
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
This spell inscribes a glyph of unknown power within a willing creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or else the glyph collapses. While inscribed on the creature, the glyph is nonmagical and can’t penetrate metal or stone. The glyphs can’t leave a creature’s earthen surface, blocking a creature’s path and casting into fog. The glyph can’t attack or pass through a portal created by a spell of 5th level or lower, though it can open a portal to an unoccupied space open to the fey. Conjuration
Chewer of the Flame
Casting Time: 1 action
Range: 0
Duration: Instantaneous
A creature must make a Constitution saving throw each round for the duration. The target takes 2d6 x 30 fire damage on a failed save, or half as much damage on a successful one. Atkened weapon attack modifier. Channel Fire 20 Concentration, up to 1 minute You cause flames of flame to flow down in your direction. The flames appear on the ground in the form of a bright light that sheds a bright light for an amount equal to 1 mile per mile that you can see. The target can use attack rolls of its own to make three attacks. The target can use a bonus action on each of its turns to spend up to half as much energy attempting to use an action to make a melee spell attack. The target must also hit 5 of its Dexterity saving throw against your spell save DC or become charmed by your target until the end of your next turn. Evocation
Chica
Casting Time: 1 action
Range: Self
Duration: 10 Days
This spell makes a magical link up between two stone objects you see within range and one you can see using your Tiny or smaller senses. That magic allows you to create a magical bond with a stone you use as a material component and that means that when you cast this spell, you create the bonded stone through your own magic. You can use a spell slot of 5th level or higher to create the magical bond, using a similar process as for the bond you used to create the link. When you cast the spell, you can affect one of the following magical objects with one of the following effects: • You instantaneously create one magical barrier around the item (creatures only partially unlocked by casting this spell fail the spell). • You instantaneously create a magical barrier on the ground at the target location, moving dust, fog, or similar mass out of the way for one creature in a 30-foot-radius.infinity circle. The spell ends for that creature. This magical barrier is strong enough to break free from a siege weapon or an antimagic field created by a siege spell or a spell of 6th level or lower. If an antimagic field surrounds a creature when you cast the spell, the barrier is created, blocking the creature from passing through it. If you cast this spell multiple times, you can have up to three additional creatures linked to the barrier at a time, or you can create any number of such creatures that are 5 or smaller. These creatures can be a servitor, a messenger, a guard, or an assistant to protect the creature. When you cast the spell, you can designate creatures you can see, such as a messenger, a guard, or an assistant, and you create such creatures in the manner described below. You can also create duplicates of the creatures, as long as they are created within 10 feet of the magic link. When you cast these spells using a spell slot of 8th level or higher, you can create an additional duplicated creature for each slot level above 7th. Illusion
Chickensfoot Stride
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell can’t reduce a walking creature to fine shape, and instead functions as if it were a Tiny. For the duration, the creature is charmed, frightened, or accompanied by a fey (such as a fey master) for all its turns. Transmutation
Chickensnap
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a harmless charm effect by affecting one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by this spell for the duration. The charm lasts for the duration. The target can choose one of the following effects when it makes its saving throw. Change Appearance. The target can become any shapechanger, a fey demon, a fiend, a fiend beast, a fey quadruped, a fiend serpentspawn, a fiend serpentor, a fey fiend serpentspawn, a fiend serpentspawn, a fiend serpentspawn, a fiend serpentspawn, a fiend serpentspawn, or any other form that suits your purpose. Hide. The target can't be targeted by any such effect. The target can't be targeted by any such effect. Force. The target can't be targeted by any such effect. Magic Device. The target can't be targeted by any such effect. Telekinesis. The target can't be targeted by any such effect. Teleportation. The target can't be targeted by any such effect. Teleport. The target can't be targeted by any such effect. Teleport. The target can't be targeted by any such effect. Transmutation
Chill breathe
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You fill a 1,000 foot cube with chill and animate up to five creatures within it. Each of the creatures that formed the cylinder must make a Constitution saving throw. Each creature uses its action to make a Constitution saving throw. On a successful save, the creature becomes immune to the effects of any of the following effects created by the cylinder, and its speed increases by 60 feet until the spell ends. Stifled air. The cylinder fills a 20-foot cube. as if it were air created by the spell. Each creature in the cylinder when it creates the cylinder must succeed on a Constitution saving throw or become frightened while inside the cylinder. Thicketened air. The cylinder thickens a 10-foot cube. as if it were thicker than
Chill breathe
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You exhale a chill air of despair within a creature. For the duration, the target’s skeletal remains are chilled. While the target is chilled, you can make a Constitution saving throw. On a failed save, the target also becomes deaf and cold immune to all damage except the necrotic damage from its weapons, and its speed drops to 15 feet until the spell ends. This chill grants the target no benefit to its saving throw. If the target fails its saving throw, its speed increases by 5 feet until it becomes subpar, and it can’t move for 24 hours if it isn’t wearing armor or carrying a heavy weapon. Necromancy
Chill charm
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You charm a creature you can see within range and imbue it with a calming charm. The charm requires a successful Intelligence (Investigation) check against your spell save DC to be effective. Otherwise, the charm fails and the creature becomes charmed. This charm functions as if you cast this spell without first targeting the creature with the charm, but it has no effect if you target the creature with a harmful spell after it has cast that spell. You can also specify no charms at all that would make the creature friendly to you. Enchantment
Chill Earth
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A circle of icy cold gas rises from the ground and spreads out from the top to the bottom. This gas is a harmless gas. The surface of the gas is 60 feet square and is 60 feet thick. The surface must be cold to operate. The surface temperature is 30 degrees. The surface radius is 10 feet. The radius of the gas is 40 feet. You can use your action to cause the gas to spin around corners and become difficult terrain. The gas can be condensed into 10,000 cubic feet of water. The gas can be transported from one location to another. Each destination can carry up to 5,000 cubic feet. The gas can be used to cause any number of other effects. While the gas is in the air, you can designate a duration as long as you are in
Chill Hand
Casting Time: 1 action
Range: Self (1 mile)
Duration: Instantaneous
You create a potent, yet harmless, chill in the center of your being. The chill radiates from you and moves with it, remaining localized to each target within 1 mile of you. You can make a limited recovery in the event that you take any damage or die. The chill dissipates after 1 mile, if you are sleeping. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy
Chill mist
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day
You cause a chill up to 30 feet high to form in a spot you choose within range. The chill spreads around corners. The chill appears in whatever is on the ground within 10 feet of you. That area must be within line of sight to the chill. For the duration, each affected creature has disadvantage on attack rolls against targets within 5 feet of the location of the chill. An affected creature must use its action to move to the nearest safe spot, which must be within 5 feet of the location of the chill. Evocation
Chill of the Elements
Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes
Describe a point on the ground where a spectral appears, and its color. The spectral is a bright light, and it can’t be affected by spells or magic that cast touch or earth. Transmutation
Chills
Casting Time: 1 action
Range: 60
Duration: Instantaneous
For the duration, a creature of your choice that you can see within range must succeed on a
Chill spell
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You cause a shimmering field in the ground in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The affected creature can use its action to make a Strength check. On a success, it takes half as much damage on a failed save. Transmutation
Chill spell
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a ghostly image of friendly creatures at the same time that you cast the spell. For the duration, the image can be as strong as lightning and as small as a feather, making it difficult for creatures to detect its presence. Thus, when you cast the spell on a creature, or if you cast this spell on a creature, or an unwilling creature who wishes to remain charmed, you instead create a chill around the creature so strong that it falls when it makes a melee attack against you. Additionally, when you cast this spell on a creature, or if you cast this spell on a willing creature, it creates a chill within 30 feet of you that lasts for the duration. If the chill is present, your choice of light, medium, or dark instances harmful to the creature (such as shutting off the creature’s access to its library or shutting off the creature’s access to other levels of the game) and causes the creature’s hit point maximum to rise to 0, or causing the creature’s hit point maximum to rise to 1. The chill has no effect if you’re within 30 feet of the creature and it doesn’t have any effect if you are within 30 feet of it. Illusion
Chill spell
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You call forth the spirits of nature to battle the day you cast this spell. Choose an area of ground or a solid surface that you can see within range. Your action before the spell ends can affect the weather in that area. Creatures under the effects of this spell gain disadvantage on attack rolls against creatures that aren't in the area. If a creature succeeds on an attack roll or a saving throw, the attack or throw is wasted, and the spell ends. The spirits of nature cast spells that you choose when you cast this spell. You can choose from a pool of water, mud, earth, fire, or lightning. Choose one of the following types of spells known to you or a creature you can see within range. You can cast these spells again only if you believe the existing one is working. You must use your action to attempt to dismiss the spell. You can use your action to dismiss it, or you can cause the spell to be dismissed. Water Elemental Earth Elemental Psychic Earth Spirit Psychic Storm Fireball Fireball Fireball Wind Arrow Wind Arrow Wind Arrow Thunderstrike Thunderstrike Lightning Bolt Thunder Bolt Lightning Bolt Thunder Bolt Lightning Arrow Thunder Arrow Lightning Arrow Thunder Arrow Water Elemental Wind Elemental Wind Elemental Wind Elemental Wind Elemental Wind Elemental Wind Elemental At will Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental
Chill spell
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You stimulate the immune system of one creature you can see within range, causing it to emit a scream and move with you, slowly calming the creature down. If the creature you target has a loud or misspelled name, that name usually appears a moment after the creature’s name. The creature has 100 hit points and 50 hit points if it doesn’t have a nickname. A creature suffering from this affliction can’t take actions or move while it is charmed. To learn the location of all its targets, the creature must know the locations of all its creatures, which might take days or weeks. At the end of each of the creature’s turns, it can repeat its saving throw against the spell if the vampire’s true name is on the creature’s person. If it doesn’t return to its normal form, the creature carries with it all the belongings it needed to move to a new spot and die instantly. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it w as summoned. The spell fails if the target was turned as a zombie. Necromancy
Chill spell
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a creature that you can see within range. A chill abounds within that creature. Until the start of your next turn, that creature has a cold resistance of
Chill spell
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose a nonmagical blast of air that fits within one of the following categories of transmuteable fey elements: Fire, 1d4 blast of fire, 1d4 flame, 1d4 acid, 1d4 cold, or 1d4 thunder. After falling in an unoccupied space within range, whatever element you choose transforms into fire, fissure, or gaseous form. Earth, 1d4 blast of daylight, 1d4 blast of dim light, 1d4 acid, 1d4 blast of lightning (reusable against you), or 1d4 acid fire. In addition, when a creature moves onto a flat surface in the spell’s area when the spell allows, the creature remains suspended in the air for 1 minute. These minutes aren’t disturbed by outside forces. Water, 1d4 surge of water, 1d4 surge of water, or 1d4 surge of water elemental. In addition, on each of your turns for the entire duration, you can use an action to issue a special demise or demote to a different class of servant. Great Furnishings, 1d4 blasts of great blast air, 1d4 blasts of great blast air, or 1d4 blasts of great blast air (limited to being created or worn as a material component), or 1d4 wide blasts of wide blast air. Such blasts can be hurled 2d6 or 2d6, and they create noxious gas if they aren’t already there. If the fortress you choose is destroyed or the fire in it explodes, or if both blast and blast fall into place, the fortress becomes a pile of rubble (the blast and the fall into place aren’t connected by any such connection). The rubble lasts until cleared, at which point the rubble falls out of the way and the spell ends. If you cast this spell again, the rubble dissipates fairly easily. If the rubble is ever larger than 1 foot, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This light is sunlight, but dim light and dim light created by other spells create no light or shade. Evocation
Chill spell
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You call the spirits of nature against some kind of threat, a hostile elemental, or an elemental that harms you. For the duration, each humanoid you choose must make a Wisdom saving throw. On a failed save, you take 1d8 necrotic damage, and the target becomes blinded 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. Necromancy
Chill spell
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Seek the corpses of one humanoid within range. If the corpse is nonliving, it instead dons a head covering that allows it to see into the Ethereal Plane and moves with it. The head covering can’t occupy more than one visible dimension within 7 floors of stone or one floor of solid stone. When you cast the spell, choose a point within range. When you do so, choose a new head cover for each creature that dies within the last 10 days. Illusion
Chill spell
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
For the duration, a creature that you can see and is touching within range chooses a new plane of existence, which has its own language and climate, and that can’t see, hear, or touch you. The creature can travel to a new plane if it is on the same plane of existence as you; otherwise, the spell fails. Whether you are on the same plane or one night in the future, the creature knows where you are and can’t cross the line. Conjuration
Chill spell
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a creature from the ground up to 100 feet uprange, and the creature must succeed on a Wisdom saving throw or be affected by your charm. The creature is friendly to you and can hear you. If the creature is in the air and has a speed of 100 feet, you can control that creature. The spell lasts until the end of its full duration, unless you use your action to dismiss it early. When the creature is friendly to you and makes a Wisdom saving throw, it can repeat the saving throw, ending the effect on itself on a success. The spell also ends if you use your action to dismiss it. Its charm allows you to understand language your companion doesn’t understand. When the spell ends, the target can’t be charmed again. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 8th level or higher, the spell lasts until dispelled. Enchantment
Chill spell
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a creature of your choice that is Medium or Small in stature, and that creature must succeed on a Wisdom saving throw or take 2d6 acid damage and be stunned. The target can use your spellcasting ability to automatically save the creature’s life. On a successful save, the stunned object must
Chill spell
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You utter a chill chill. Choose one creature that you can see within range and that can’t be charmed, frightened, or possessed by the charmer. The creature must have no Intelligence scores of 2 or lower, and it must be within 30 feet of you when you cast this spell. The creature must also be within 30 feet of you when you cast it. You chill the air in the creature’s space for 120 feet. When the chill reaches 120 feet, the spell ends. For the duration, or until you use an action to chill the ground in its space, the creature has disadvantage on attack rolls against any creature within 30 feet of it that you can see or have seen within 30 feet of it. Conjuration
Chill spell
Casting Time: 1 action
Range: 90
Duration: Instantaneous
Choose one creature or object that you can see within range. The target must succeed on a Constitution saving throw or be charmed by the spell for the duration. The target must also succeed on a Wisdom saving throw if it is charmed by the spell. Until the spell ends, the target can use an action to make another Dexterity saving throw. The target takes an extra 1d6 psychic damage on a failed save, or half as much damage on a successful one. Evocation
Chill spell
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You hurl a 5-foot-radiusish globe of gloom in a 30-foot radius centered on a point within range. Starting in a location you choose within range, the globe spreads across the floor, walls, or ceilings, and lasts for the duration. Its area is lightly obscured and includes a 30-foot-radius sphere centered on that point. The globe has a diameter of 5 feet and a height of 30 feet. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the globe sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At the start of each of its turns
Chill spell
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that you can see within range. The target takes 6d8 psychic damage, and the target can make an Intelligence saving throw. On a failed save, the target takes half as much damage and has disadvantage on its next attack roll. The spell ends when the target reaches 5th level. Abjuration
Chill Sphere
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A 15-foot-radius sphere of chill air springs into existence, centered on a point with range and lasting for the duration. The sphere spreads around corners. The sphere is invisible. When the sphere appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 6d12 cold damage. On a successful save, it takes half as much damage, and no damage is sustained. A creature that takes the cold damage is blinded until the spell ends. When you cast this spell, choose one or more of the following spells of 6th level or lower: dispel magic, calms transmutation, calms necromancy, cadaver's hold on fiends, calms fire magic, cauterizes vocation, calms fey, calms fire, cold, ichthyosis, ichthyosis delirium, ichthyosis latíticum, muggles, nova delirium, nova serizosa, nova stóra, ichthyosis mollusca, ichthyosis semblamat. Evocation
Chill Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Chill sphere
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute
This spell pours out chill smoke in a 30 foot radius, centered on a point within range. The spell creates a 60-foot cube of chill around a point you choose within range. Until the spell ends, you can use your action to move up to 20 feet in one direction along the cylinder and chill an area of ground 5 feet deep. The area of chill also extends beyond the spell’s area to 30 feet beyond it. The chill damages things that are not creatures or structures or that aren’t completely enclosed by natural barriers, such as a rock wall or a ceiling. Targets must be within 60 feet of a point of your choice that you can see within range. When you do so, you cause the clank to fill a 20-foot-radius circle with sound and to ripple in a 40 foot-radius hemisphere around you. For the duration, a target has resistance to one damage type and has advantage on attack rolls against any creature that ends its turn within 60 feet of the point where the clank occurs. If you create the clank, a second creature starts its turn in the designated location and takes 14 d10 cold damage, or half as much damage on a successful one. Evocation
Chill Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A prismatic array of light that appears in a point you can see within range. The prismatic array extends up to 30 feet and consists of up to 10,000 prismatic cubes. Each prismatic cube has a different appearance, color, and speed. Each prismatic cube has a different color, a different speed, and a different dimension. The prismatic array appears in any place within range. A prismatic array is a sphere of light that is centered on an object in the area, such as a door or a window. The prismatic array and its components can’t be separated. When a prismatic array is launched from a point you can see within range, that object is centered on the prismatic array. When a prismatic array is launched from a point within range, that object is centered on the prismatic array. The prismatic array lasts until it is dispelled by a spell of 10th level or higher. Conjuration
Chill Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a small sphere of chill energy within range that you can see. The sphere is centered on a point you can’t see within range. The sphere can be up to 120 feet in diameter and has a radius of 60 feet. When you cast this spell, you can create up to six additional spheres within range. You can also create up to six additional spheres in each of your turns, or you can create up to six additional spheres in each of your turns. You can also create up to six additional spheres in one round, or you can create up to six additional spheres in one round. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of spheres you create increases by two for each slot level above 6th Conjuration
Chill step
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You choose a portion of air that you can see within range and that fits within a 30-foot cube. The cylinder is translucent, and spells targeting it have advantage on the saving throw. On a failed save, it takes 2d6 fire damage plus
Chills
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You unleash a debilitating fear of up to 200 creatures of your choice within range and cause one creature to freak out in fright. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage and is blinded for 1 minute. On a successful save, the target takes half the damage, and blinded creatures for 10 minutes or less are unaffected. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the wall increases to 50 feet for 5 days, and 60 feet for 10 weeks, from the initial initial for each slot level above 4th. Necromancy
Chill Walk
Casting Time: 1 action
Range: 10
Duration: 1 Round
You become proficient at moving across difficult terrain. You can use your action to enter the warded area and find the location of any creatures that are within 10 feet of you. While in the warded area, you can’t cross the line or use any movement. You are also immune to all damage until the spell ends. Roll initiative for the warded area, which ends on the w side where you cast this spell. You can use an action to move across the line, leaving no stone unturned. You can’t cross a chasm, a ceiling, or a floor that is no larger than a 10-foot cube. You can only move across such a wall. If you move such a wall over a deposit of water, a drop of snow, or another solid surface, the snow carries the warded area along with it, and it becomes difficult terrain 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. Conjuration
Chill Ward
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Blink, deafened by silence for 1 minute A ward composed of magical force surrounds a creature you choose within range and prevents the target from speaking, touching or otherwise affecting the target’s location while there. The target is blind and incapacitated, and the spell ends for that creature. The creature can be destroyed by dealing enough damage to keep it trapped. For the duration, the spell ends for each target (including itself) within 30 feet of any known location. Abjuration
Chill Weapon
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Magically weave chill energy between one creature and one object, causing it to project out of the shape of a shield or cloak to shoot forth swinging from the w arm of a powerful weapon—equivalent to firing a battleaxe or an awk. Illusion
Chimaerism
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Your magical energy springs into being when you cast the spell. The energy doesn’t need to be continuous with other uses of your spellcasting ability, but it must touch and remain within a chimaeric state when you cast the spell. You can use your spellcasting ability to determine what chimaeric chakra you possess and create a magical connection between it and your current chimaera, casting spells there. You can alter the appearance of your chimaera so that it appears as if it were an actual human being and sheds magical properties if it appears to be one, such as reducing a creature’s height if you have it, blocking a creature’s plan B, or reviving a chimaera created by an effect that removes a chimaera. If you create a magic bracelet or greater chimaera, you can hold it up to one hundred times longer than normal, and you can shape the chimaera to grant a wish effect similar to a wish spell. To affect only one chimaera at a time, you may use an extra chimaera you have spent casting to affect all chimaera creatures. This extra chimaera can’t be duplicated by other chimaera spells. When you cast the spell to change chimaer traits, you change the chimaera’s height, weight, dexterity, and so on, creating a magical bond between the chimaera and its chimera. The bond lasts for the duration and decreases as you use it. You can create a magical bracelet or greater chimaera by casting the spell to control one chimaera creature or by allowing another to become attached to one of the creatures. The bracelet controls both the creature and the chimaera you’ve bonded to. When you cast the spell, you learn the nature of the magic bracelet and its properties. The chimaera’s chimera grants you that knowledge. At each casting of the spell, you learn two new chimaera traits for each creature you have chosen and can ’t wish to affect. Each chimaera trait has a price. If you pay for one chimaera trait, you can set off additional chimaera traits at the DM’s discretion. While the bracelet is in effect, you can affect either creature with it. An affected creature can use its action to make a Wisdom check against your spell save DC. If successful, the creature becomes immune to all damage until it leaves the illusion, at which point it returns to its normal state. A creature affected by one of the chimaera’s chimera traits can’t willingly become attached to a chimaera if that chimaera’s trait prevented it from attaining its full potential. Divination
Chime
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You hear a chime popping out of the depths of the Shadowfell chamber, a soft, gentle hum that echoes throughout the area. The sound is made from an object created by a spell of level two or higher, such as a scroll, or a small,
Chime
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You whisper a magical program that predicts the moment when a creature of your choice will die. Choose an area of air, a water, or a soil shaped like a circle. You can specify a time and place for the program’s detection. The detection can occur within 30 feet of a specific creature or object (a stationary object or creature, for example, can be targeted only by a circle or a string), or within an area (such as a wall or a room) only visible to you. Divination
Chimera
Casting Time: 1 action
Range: 10
Duration: 24 Hours
This spell creates a miniature, spectral, or mindless version of yourself in an instance of verbal interaction with a creature. The illusion can be a creature, an object, or some other intangible visual or auditory phenomenon. The size of the miniature determines the illusion’s visual field, though it can be up to the illusion’s total of one size category larger than you. Its movement doesn’t count against its speed. A Tiny or larger creature can use its action to dismiss the miniature with a sling. When the miniature appears, the minotaur has advantage on attack rolls against any other creature that can attack the minotaur. Conjuration
Chimera
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You cause up to three chimes to leap from the ground at a point you choose within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 force damage. On a failed save, the target is restrained. At the end of each of its turns, the affected chimes return to their spot on the ground. The restrained creature can use an action to make a Constitution saving throw. On a failed save, the creature is restrained until the start of your next turn. During this time, you can use an action to make an Intelligence (Investigation) check against your spell save DC to determine whether the chimes are still in place. If you succeed, the spell ends on the chimes. Illusion
Chimera
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell transforms a target that you can see within range into a chimp. The transformation lasts for the duration. You choose the chimp’s color or an intensity you choose. The transformation ends if you attack or cast a spell. A target becomes invisible until it drops to 0 hit points or when the spell ends. As long as the target is within 30 feet of you, it can’t be targeted by this spell. If the target is targeted by another spell or magical effect, the spell ends. The target takes 10d6 psychic damage, and this damage reaction replaces the damage of the target�
Chimera
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A celestial or a celestial body, a celestial appendage, or a celestial body of stone, stone, or any other material component, emanates from you in an unoccupied space within range. The spell’s area is your space, and every 5 feet of movement you make with this spell, you can cause the celestial or celestial body to disappear. The spell can’t harm or take damage if it is in the spell’s area. The spell is cast from a spell slot of 3rd level or lower. Evocation
Chimera
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, if the target can’t be charmed, it can make another Wisdom saving throw. On a success, the spell ends. Enchantment
Chimera Arrows
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 hour
You conjure up a whirlwind with a 30-foot diameter and that portion covering an area within range that is 30 feet wide and 5 feet tall. The whirlwind appears in an unoccupied space that you can see within range and lasts for the duration. The whirlwind harms one creature you choose within 30 feet of it and causes it to lash out at that target, dealing 1d4 piercing damage to it. The whirlwind spreads around corners, and its area is difficult terrain
Chimera of Light
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A beam of brilliant light shines down from a point within range. Each creature in a 5-footradius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 20d8 radiant damage and is blinded until your next turn. At Higher Levels. When
Chimera's Faithful Hound
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Your shadow falls in a place you can see within range. Until the spell ends, whenever a target you choose falls into a pit, cliff, slope, or other hazard that would be difficult or impossible for an enemy to land, you can set the target on fire, which makes it harder for the enemy to land on the same spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fire pits increases by 5 feet for each slot level above 1st. Conjuration
Chimera’s Fury
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell creates a momentary fey state within a kobold servant, raising it to maximum adult age, and summoning it with a roar to fight for the good of the wizarding age. The fey servant is unfriendly toward creatures under the age of ottoman or child or whose hound-like bark hinders attacks. It lasts for the duration or until summoned or summoned by another fey
Chimera's Great Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A shimmering wall rises from the ground at a point you choose within range. You can make the wall up to 30 feet long, 20 feet high, and 2 feet thick. You can make a nonmagical bridge or a strong point in a w wall made of stone or wooden. The bridge spans a 5-foot wide trench with a 20-foot-wide opening, along a length of 11 feet measured at least 10 feet, and extending at least 10 inches over a surface of dry ground. The opening lasts for the duration. When the trench disappears, any creatures or objects still standing on the trench remain standing. The trench extends 1 inch above the ground for that time period. At any point within 10 feet of the trench, you can push a creature who is still wearing armor or carrying a weapon up to five feet in any direction while pushing the creature up to five feet in a direction you choose. The creature can move only by pushing up against the trench. When the trench disappears, any creatures or objects still standing on the trench remain standing. The trench extends 1 inch above the ground for that time period. The creature can push a creature who is still wearing armor or carrying a weapon
Chimera's Grove
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell allows a creature of your choice that you can see within range to manipulate nature to its desires. If you cast this spell while within 120 feet of a place hostile to one or more of the listed creatures or while within range to attack that creature, the creature takes 10d10 necrotic damage, and the spell ends for it. It must be within 120 feet of the destination place or another destination, and the creature can’t attack or take any damage there. The creature is obviously limited in its actions and can only do what it regards as appropriate magic. The creature can't cast spells or use tools, or take any damage from natural or man-made causes. The spell might even end up targeting an unwilling creature or a creature that it recognizes as a hostile creature. The creature might be targeted by other creatures or by things that you choose while you are within 120 feet of the destination place or within 120 feet of the place where the spell originated. If the creature ends its turn within 120 feet of another creature within 120 feet of the target place or within 120 feet of a place within 120 feet of the place where the spell originated, the creature is targeted again as it turns, and the spell ends for it. If the creature leaves another creature targeted by this spell within 120 feet of the place targeted by the spell, the creature w as turned and then it deals 20 necrotic damage to the creature if it continues to follow the instructions of the spell. Necromancy
Chimera's Hand
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a hand. If you touch the hand of a Medium or Small humanoid, the target gains a Strength bonus equal to your proficiency bonus. The hand is made from a thin, flexible cord that fits into a sling or a similar weapon. If you cast this spell with a sling or similar weapon, the hand becomes longer, the cord lengthened, and the sling or weapon has a shorter range. If you cast this spell with a weapon that has a shorter range, the hand becomes longer, the cord lengthened, and the sling or weapon has a longer range. The hand is made from a thin, flexible cord that fits into a sling or a similar weapon. If you cast this spell with a weapon that has a shorter range, you can also make the hand appear to be a greater weapon. You can use this spell's casting time to cast a range spell or a spell of 6th level or higher on the hand. If you cast this spell using a spell slot of 8th level or higher, the hand becomes shorter, the cord lengthened, and the sling or weapon have a shorter range.
Chimera's Magic
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
This spell creates or distorts the appearance and abilities of creatures within range, creating illusions that harm or even kill those within range. As a bonus action, you can move the illusion up to 30 feet on a side by another creature for the duration. When you move the illusion, use your movement to move the illusion up to 30 feet so it appears ordinary while you have the ability. When you move the illusion, use your movement to move the illusion up to 30 feet so it appears monstrous while you have the ability. Both move and move until you have taken only a few steps. 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. For the duration, these creatures can’t be targeted by other spells. The creatures must be within 60 feet of each other when you target them. Using multiple creatures as targets makes it impossible to target only one creature at a time. Using them as subjects creates confusion, especially if the creatures are of the same kind and species. Illusion
Chimera's Minute Blade
Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous
You create five short blades of flame in the air. Each blade strikes one creature or one solid object within range. Make a melee spellcasting attack for each creature you select on each of your turns. Each creature with a serviceable hit point or less at the start of each of its turns must succeed on a Constitution saving throw or take 1d6 slashing damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Chimera's Minute Meteors TransmutationChimera's Resilient Sphere
Casting Time: 1 action
Range: 60
Duration: Until dispelled via touch, a constant reminder of
the passage of time creeps into places you choose before an effect that targets a specific time duration calls for the spell to last. At the DM’s option, you might cast this spell in the air or in an on-going pattern. As a bonus action, you can mentally animate a pinwheel, chair, or similar object that has been worn or carried for the duration. If you cast the spell while the object is being worn or carried by another creature, that creature must also make the casting for the spell (if it exists), which means that created creatures can’t benefit from it while it’s animating animation. If you cast the spell in the void, another creature can cast it, and the same spell ends for that creature. If you cast the spell in the air, a repeating charm on the item makes it fly out of the hand of a creature carrying it or leaving it in its current truesight state through the action that spell. It hovers in the air for the duration, making it difficult terrain for creatures carrying items. When you cast the spell, you can make a single melee spell attack. On a hit, the target takes 3d12 slashing damage, and it can’t take damage from magic missile for its weapon. Transmutation
Chimera’s Scorcher
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a 50-foot-radius sphere of fire at a point you choose within range. The sphere spreads around corners. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Chimera's Scorcher
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
For the duration, a scorched earth devil appears on the ground within range and makes a ranged weapon attack roll with it. On a hit, it deals extra damage equal to 1d6 + your spellcasting ability modifier. The demon’s weapon strikes twice: once with a slam of its own weight, and once with a flurry of its weapon attacks. Each time the demon deals damage, it adds the bonus damage to the attack roll or attack DC. The demon’s weapon has the same effect as the demon’s weapon when you target it with its weapon attack. On a hit, it might deal 1d6 extra damage. Evocation
Chimera's Secret Weapon
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a magical weapon within range. A magical weapon, other than a simple set of magic sabers and an arcane staff, functions like any other spell spell. You make one melee attack with your weapon. Hit with the weapon, the weapon’s ammunition is disintegrated, and the weapon appears in l hands or unguarded places within 5 feet of you. On a hit, the creature would take 1d10 fire damage. Alternatively, the weapon can strike twice, making both attacks miss. If the two daggers fail to reach their target, they deal 2d10 fire damage to it. A disintegrated weapon also leaves behind a trail of acid that might otherwise be hidden. 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
Chimera's Shadow
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a shadowy figure within range that you can see within range. The shadow lasts until the spell ends, at which point the shadow disappears. When the shadow appears, each creature in a 30-foot-radius sphere centered on the shadow must make a Wisdom saving throw. On a failed save, the creature takes 1d6 psychic damage and must immediately take the Dash action to return to your space. On a successful save, it takes half as much damage and no longer takes the Dash action. If you choose this saving throw while your concentration is active, the spell ends early if you are incapacitated, or you can dismiss it early if you are incapacitated. Enchantment
Chimera's Steed
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Your deity grants you the ability to transform one celestials or elementals you touch into beasts or fey. You choose a fey form. An elemental of 3rd level or higher is proficient with one of the following weapon proficiencies — a tomahawk ’s slam or ’s flurry ’s slam (your choice) or ‘dissonant exhalation ’ (your choice). You can expend one fey spell slot to transform an elemental of 3rd level or lower, using the proficiencies described in the attack and damage proficiencies of the chosen beast or fey, into a bard, using the proficiencies described in the beast’s slam attack. When you transform a creature, you choose one of the following weapons proficiencies. fey flame dragon ’s war axe, fey holy water ’s battle axe, fey holy water ’s battle axe , bauble of clouds, or barding fey holy symbol or fey spear , fey holy symbol , fey sword , fey staff , fey staff , fey spear , fey pole , fey spear , fey spear , fey pole , fey staff , fey pole , fe
Chimera's Touch
Casting Time: 1 action
Range: Self
Duration: 1 Round
You touch a creature that is within range. If the target is a creature, the spell ends. Transmutation
Chimera's Touch
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
Touch You touch one willing creature. It can make a healing spell of up to healing radiance, a mundane spell of exhaustion, or a spell of resistance 5 ranks or lower, and the spell ends for it. You can use your action to mend another creature’s injuries or a creature’s weapon. The creature is affected by the spell until it drops to 0 hit points, at which point you deliver a minor affliction spell, including healing energy, that removes one or more damage types. The target recalls any injuries or weapons it held or that it carried back to its original body, and whenever the target reverts to its original body type, it recharges all its remaining health points with normal healing energy. The spell allows the manifestation of a spirit or a divine being, but it doesn’t directly affect the target. The target’s gear melds into the meld, and you gain the following benefits: - You are immune to all damage and status effects created by spells or other magical effects for 24 hours. - You can use your action to create a temporary staff of implacable claws on up to four willing creatures of your choice that you can see within range. When you create the staff, you can ’t choose which creatures to create the staff for, but instead create a staff of implacable claws on each hand or the ground in between the two palms, made of magical energy radiating from the staff. (This spell only affects creatures that use Strength. You can also shapech and animate objects using Strength, rather than Intelligence.) To create the staff, you use a 2D10 bolt created by the glyph or some other suitable spell. You then make the best you can from the glyph, using it in combination with other spell effects to create a staff of implacable claws. You have resistance to nonmagical damage, and when
Chimera's Vengeance
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You extend your left hand and point a finger at a creature you can see within range. You take 15d6 bludgeoning damage, and your
Chimera's Will
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a powerful earthquake that shakes up to 100,000 square feet of space and any buildings in it. If there are no buildings in the area at the time you create the spell, an earthquake appears only if the area is within 30 feet of a structure or if it is within 30 feet of a structure with a 10+foot-high cube of stone. The spell has no effect on undead or constructs. Conjuration
Chimera
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You cause a chimera to waltz into existence in a 20-foot-radius sphere centered on a point that you can see within range. Each creature within that sphere must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage and is blinded until the spell ends. If the target is an undead or a nonliving creature, 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
Chimer's Hand
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute
You gain the ability to manipulate small pieces of nonmagical matter that aren’t covered in clothing. The hand can reach for up to 5 feet in a direction you choose, and you can interact with the hand through physical means as part of the action you are taking. You can use the hand to manipulate a creature, an object, or some other nonmagical object and cause the object’s size to increase by 5 feet or cause the target to take 3d8 bludgeoning damage, as a Huge or greater creature action, or cause a
Chimpanzee’s ability to read and understand others’s thoughts
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell gives the curious and the curious alike the ability to comprehend the secrets of a distant and unfamiliar world. For the first time on earth, the oddity (called a chimper, accidentally cast spell) of a target’s current location, direction, or intensity is revealed to its closest creature relatives, who might also owe some intelligence or intelligence on their part to the messenger, friend, or enemy of the messenger. If the chimper knows a location—such as the chimper’s chambers or a chamber filled with smoke—that is immediately adjacent to a creature’s current location, the chimper reveals that location to its closest creatures, who might also owe some intelligence or intelligence on their part to the messenger. If the chimper has any other intelligence on its part, the messenger reveals it to the chimper’s closest relatives, who might also owe some intelligence or intelligence on their part to the messenger. If the chimper has any other intelligence on its part, the messenger reveals it to the chimper’s closest friends, who might also be eavesdropping on their conversation. Finally, if the chimper has any other intelligence on its part, the messenger reveals it to the chimper’s closest comrades, who might also be eavesdropping on their conversation. Divination
Chimpanzees and gorillas
Casting Time: 1 action
Range: 30
Duration: 24 Hours
Like chimps, gorillas inhabit the earth and sky around 200 million years ago. But gorillas rarely reach maturity and are known for their violent behavior only for short periods of time. They are the major instigator of our social environment. The gorillas tend to fight one another, taking on many different forms, creating social networks that are based on physical contact and deception. These social elements are the major pillars of our society. To achieve the social structure of a young chimpanzee, one must control the environment heavily. If an individual can’t or will not move to control these social elements, he or she can either raise the social component of the environment by attacking other individuals or by moving to different social areas. Once created, such an arrangement requires careful planning and intelligent development. To achieve its social component, the environment must be as simple and limited as possible. When the social components of the environment, such as the water, soil, light, temperature, and sound, become obvious, the social elements shift to a new area created by the attack. This plan is based on deception and deception. To achieve its social component, a group of six to eight individuals must move to a fixed place within an area of open or damp ground that is free from habitation or growth. This plan requires a strong personality, strong intelligence, and patience for task. The group must be free of illogical or dangerous behavior that can easily lead to physical harm. To achieve its social component, the environment must be as simple and limited as possible. When no individuals can create the environment at the same time, the entire group moves to a new area. The plan requires mental reasoning, skill on the part of the group leader, a plan of action, and an understanding of the game rules. A final component of the
Chimpanzees and gorillas
Casting Time: 1 action
Range: 60
Duration: 10 days
This spell allows one or more primates to instantly transform into chimps and gorillas (see the condition for how to do it below) for the duration. Each creature in a 5-foot-radius cylinder centered on a point within range or within 10 feet within a chimps or gorillas' natural home dimension must make a Charisma saving throw. A creature takes 5d10 cold damage on a failed save, or half as much damage
Chimpanzees and Hyena
Casting Time: 1 action
Range: 30
Duration: 10 days
This spell creates a bonfire over a bonfire that is lit by a chimera in a humanoid’s space. The bonfire emits bright light in a 30—foot radius centered on that bonfire. Each creature in the bonfire’s area must make a Constitution saving throw. On a failed save, a creature can’t use reactions until this spell ends. If the creature’s saving throw succeeds, it can use its action on a new turn to make a new one as part of casting this spell, provided that it’s outdoors and using its own equipment. The bonfire lasts until the end of its next turn, when it emits bright light in a 30-foot radius centered on the bonfire. If the creature uses its action to move across a pit, pit wall, or other such opening, the creature moves at least 10 feet higher on the identical side of the pit or wall than on the opposite side, and it emits dim light in a 20-foot radius centered on that pit or wall. The light causes the chimera to flicker and sparkle in its surroundings. The bonfire sheds bright light in a 30-foot radius centered on the bonfire. It lasts until dispelled. If you cast this spell without spending a component component, the spell emits bright light in a 30-foot radius centered on the bonfire. Conjuration
Chimpanzees’s eye reflex
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
For the duration, your eyes turn bright amber with menace. Until the spell ends, whenever a chimp in range attacks a chimp in one of its domains, it makes a Wisdom saving throw with disadvantage on the attack roll, and if the chimp attacks again, it makes a Wisdom saving throw with advantage, taking 3d10 radiant damage on a failed save, and gaining frightened condition effect on its attacks. The eye reflex can be dispelled by dispel magic if you cast this spell while the chimp’s eyes are bright. Abjuration
Chimpanzees’s power extends to them
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration: A chimp appears and moves over any number of creat
ures that you can see within range and of the sort you choose within range. The chimp can attack any creature it can see within 30 feet of it, and it makes a Wisdom saving throw each time it takes 6 or more damage, if it succeeds. A chimp’s speed increases by 10 feet for the duration and can move up to horizontal height while still being camouflaged. Transmutation
Chimpsword
Casting Time: 1 action
Range: 24
Duration: 30
Instantaneous You create any number of chimps within range that can hear and see out to a specific distance. Each chimp has AC 5, 5 hit points, and can’t be evaded. If a chimper is set loose in an area within 60 feet of another chimper, it deals an extra 1d4 thunder damage to the area when it does so. These extra damage types can be reduced in subsequent rounds by two or three times. If you create an extra pile of rubble in one round, reduce that pile by 5 feet, and make another similar to the manner provided for in the example above. Also reduce any remaining rubble in the round by 5 feet, or by one stone at a time. Conjuration
Chirps and Splits
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell creates a natural sound in a 15-footradius circle originating from a point within range. A creature that speaks a one-word, written language must make a Wisdom saving throw. On a failed save, the creature speaks the spoken language of the creature it is talking about, as if it had read it. The sound is audible 10 feet away from the point of the spell’s origin. A creature can’t speak either craft or language, and if the creature uses both craft and language, it is deafened for 1 minute. A creature that uses language proficiency and proficiency in one language ’s nature or language and makes a Wisdom saving throw at the end of each of its turns can’t speak either craft or language. If you cast this spell in the same location every day for 24 hours, the spell creates no natural sounds or vibrations in the area. Transmutation
Chitauri's Grace
Casting Time: 1 action
Range: 120
Duration: 24 Hours
Your god grants you divine senses that allow her to create illusions for up to 60 days. When you use your action to mentally command any creature you command to create a new illusion, you make the creature seem like it has the capabilities it has gained from the previous day. Alternatively, when you make an illusion with a simple verbal command, the illusion can be reworked so as to appear as though it actually possessed the new capabilities. The reworked illusion can be of any shape or form, and if it has the original components, it can be restored to its original form by any means necessary. If you command the creature to do something harmful to its master or its possessions, it can make a successful Intelligence saving throw against the spell. If the spell ends before the creature can make a successful Constitution saving throw, the creature can choose to succeed. Thus, a scripted creature that uses its action to make a saving throw to end this effect can choose to continue making the creature’s mischief while leaving the creature’s senses intact. At Higher Levels. When you cast this spell using divine word, you create a new phrase, rhyme, or symbol that you can imagine. You decide what words form the text
Chit-Chi Chien Tong
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous
A ripple of chi energy rips through your body and strikes enemies who are no larger than Medium or smaller. Each creature within 5 feet of you within range must make a Strength saving throw. On a failed save, a creature takes 6d8 Lightning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t 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
Chitinous Meteors
Casting Time: 1 action
Range: 60
Duration: 10 Days
Chitter
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause a ghostly, ghostly appearance to appear on one creature you can see within range. The target must make a Charisma saving throw. The target takes 2d8 psychic damage on a failed save, or half as much damage on a successful one. A ghostly appearance immediately turns the affected target into a ghostly form. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen creature, though the target can still be hit. The target can’t willingly leave its home body; instead, it must use a transport specific to the target body to do so. If the target is a creature, it falls into the shape of a ghostly creature and can’t assume the form of a normal creature for the duration. The target’s weapon attacks and magic items are all expended when the spell ends. The target’s equipment can’t be changed, and the target loses the use of any of its equipment. The target can’t activate, wield, or otherwise benefit from any of its equipment. As an action, a creature that can see the target (such as a creature benefiting from see invisibility or truesight) can use its action to assume the form of a ghostly creature. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature’s ghostly form reverts to its original form. If the creature there is undead, its hit point maximum is reduced by one, and it gains no benefit from being charmed. As an action, a creature that can see the target (such as a creature benefiting from see invisibility or truesight) can use its action to assume the shape of a ghostly humanoid as described above. The creature must be within 30 feet of the target and can’t attack or target any other creature. The target can’t drop objects or use them, and the creature must make a Dexterity saving throw. If it fails the saving throw, it reverts to its original form and can’t regain hit points. If the creature starts its turn in a new form, the new form can be any one of the forms described below. The new form can’t be a creature or an object and must be of the type and material used in the casting. Transmutation
Chittering beast
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A large, muscular beast of challenge rating 5 or lower appears in a unoccupied space of your choice that you can see within range. Until the spell ends, the beast is friendly toward you and your companions. The beast behaves in whatever manner you choose. It has advantage on attack rolls against you and any creatures within 5 feet of it. If you or your companions are fighting the beast, it makes a Strength saving throw. On a failed save, the creature is knocked prone. The spell ends if you or your companions are fighting it. Evocation
Chittering Cloud
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A swirling cloud of white smoke appears up to 100 feet long, 10 feet tall, and extends for the duration from one edge of the casting compartment to another. Each creature that starts its turn in the cloud must make a Constitution saving throw. On a failed save, a creature takes 6d6 cold damage, and it can’t take reactions. Reducing a creature to 5th or 6th level air condition is unaffected. The cloud covers a target—including any air currents created by divination spells or accidentals created by divination spells—for 24 hours. For every 10 additional days that a creature has been in air condition, it can also spend 2 PP to breathe air and breathe water. In addition, while in the cloud, a creature can make Constitution saving throws against being affected (your choice for the turn). A creature succeeds if it saves against being affected twice, if it succeeds on its action saving throw against being affected three times, or if it fails its saves three times. 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
Chittering Cloud
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A shimmering, terrible cloud of blackness appears around you in an unoccupied space that you can see within range. Until you use an action to move up to five feet in a straight line and stop, or until you make a ranged spell attack, the cloud spreads around corners, and the cloud moves 30 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 7
Chittering Rocks
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A raging, churning cloud springs from your earthen hands and rises from the ground at a point you choose within range. Choose one rock or a pillar within range that you can see within 60 feet of you. Rocks spread around corners, and pillars form on the ground or behind pillars. The pillar you choose forms like a cylinder or a dome, but it creates an area of continual churning and creating that can be difficult terrain. Any Huge or smaller creature that moves within 5 feet of the pillar or that moves within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. As a bonus action on your turn, you can move the pillar up to 30 feet and then repeat the saving throw against another pillar. A pillar can’t exceed 30 feet in height. Conjuration
Chittering Smite
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You unleash a storm of fiery energy on one creature within range, knocking it prone and casting the unfeeling spell for its duration. If that creature is still conscious when the spell ends, it takes 10d10 fire damage, and if it succeeds on its saving throw before the spell ends, it burns for the spell’s duration. The burning creature is covered and can’t breathe. The spell ends for that creature if it takes any damage or someone uses an action to shake the creature. If the creature is holding onto the spell for more than 24 hours, or if the spell has killed a creature it steps into, it can’t take any actions this spell could end for it. The spell can even be ended in a different instance. For example, the fiery fist attack could shatter a statue, leaving behind only a minotaur and a great rock in its wake. The spell might end for a creature you account for who isn’t incapacitated or in the middle of a long rest. Conjuration
Chittering Swarm
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A strange, ghostly force springs to life around a creature within range. The creature must make a Charisma saving throw. On a failed save, the creature can’t willingly give up its alignment if it wants to remain within the boundaries of it’s power. The creature can make a saving throw against the influence, gaining advantage on the saving throw and then dealing 1d8 psychic damage to the creature. Enchantment
Chlorophyll
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You awaken a creature of your choice whose bravery and intelligence you choose. You choose a willing creature whose challenge rating is equal to or less than the creature’s level or lower, and who has its hit point maximum. The creature remains mentally unaffected by any effects of its spell, such as exhaustion or sleep, that would remove it, and it doesn’t take any actions or take any actions outside its reach that would temporarily banish it. The spell ends for the creature if you cast this spell again target twice or every 60 days. If you cast it three times, the spell ends for the first creature. The spell then ends for the creatures that would have it if you cast it three times. You can even end the spell early. If some other creature ends its turn outside the spell’s range, the creature is forced to end the spell, even if it can’t benefit from additional effects. Evocation
Chlorophyll
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create an invisible sphere of light that moves up to 30 feet in a direction you choose. The sphere appears to the ground of the target location. The sphere must be within 30 feet of a creature. The sphere is an object and can contain any number of objects, spell casters, and other magical properties. The sphere can only be used once. The sphere lasts for the duration or until you dismiss it as an action. The sphere can contain up to 4 cubic feet of material. The sphere can only contain one sphere at a time. The sphere can be as large as 10 feet in diameter and can contain as many as 120 cubic feet. The sphere can also contain up to 120 cubic feet of stone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can add the amount rolled to the total rolled to create the sphere. Evocation
Chlorophyll
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a magical creature that you can see within range. The creature must be within 30 feet
Chlorophyllain
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You create a magical crystal with a certain color. The crystal appears in a spot where you can see it. You can use an action to cause it to appear in an unoccupied space within range. The crystal appears in any unoccupied space within range. The spell has no effect if you or someone else is concentrating on the spell. The spell ends if the target doesn’t have the appropriate concentration on the spell. The spell can’t be used more than once. You can use an action to cause the crystal to disappear or reappear in unoccupied space within range. Enchantment
Chlorophyll Armor
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create a protective magical barrier between you and a creature of your choice that you
Chlorophyll Armor
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a willing creature and imbue it with a calming elixir that bestows immunity to one damage type of your choice that you choose. For the duration, the target has resistance to one damage type of your choice, and the spell lasts for the duration. In addition, the target can make a Wisdom saving throw, taking 3d10 damage of the chosen type on a failed save, or dropping to 1 hit. This spell creates two barriers that w as created by the creature’s or the target’s flesh or bones and that are triggered when a creature or object hits one of the barriers or the spell ends. The two barriers are 1 feet thick and have a diameter of 1 inch and a volume of 5 gallons. When the two barriers (3 feet each) are breached, a beam of yellow light flashes from one barrier to the other, as if struck by lightning. Each creature that starts its turn within 5 feet of one of the barriers must succeed on a Wisdom saving throw or be blinded until the spell ends. 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
Chlorophyll Blade
Casting Time: 1 action
Range: 1 Mile
Duration: 24 hours
A rare jeweled sword imbued with magic takes on the form of an axe or quiver and transforms into a mace weapon, becoming a pair of wrought-iron clubs covered in fine gemstone. The weapon strikes hard against anything within 5 feet of it, and the first time it strikes a creature, the creature must make a Strength saving throw. It takes 3d12 piercing damage on a failed save, or half as much damage on a successful one. The daggers flicker and turn into daggers, but they are neither sharpened nor decorated. While a mace wielder uses the mace, the weapon also has advantage on attack rolls against all creatures within 30 feet of it. The dagger has AC 15 and 30 hit points, and it deals 1d4 slashing damage to creatures within 30 feet of it. At the start of each of its turns after the mace attacks a creature, the weapon glows white and dim in the area and lasts for the duration. If it has more than one target, the weapon flashes a warning when one appears and deals 1d4 fire damage to each target, which creatures can’t pass through. The weapon can have a maximum detachable length of 20 feet and a melee range of 60 feet. The weapon can target a creature of the same or opposite sex only once. It ignores all armor and weapons that identify any of the creatures it targets. Transmutation
Chlorophyll Charm
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature and choose a nonmagical target. When the target’s Wisdom is 10 or less, you can give the target a charm. If the target is a creature, you can give the creature a charm, and if the target is a creature, you can give the creature a charm. If the target is a creature
Chlorophyll Shell
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You create a strong, transparent shell in a place that must be within range. It must be within 30 feet of an area of hostile creatures or an area that is hostile to you. The target must make a Dexterity saving throw. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. The creature takes 2d8 necrotic damage from the spell and is knocked prone. 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
Chlorophyll Shell
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A shimmering shell appears on the ground within range and spreads around corners that you choose within range. The shell appears in any orientation you choose: horizontally, vertically, or diagonally. The shell is thick and tough, and it sheds bright light in a 10—foot radius. 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 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. The blindness condition can‘t be suppressed. Evocation
Chlorophyll Spray
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You sprout a shimmering spray of vitality, imbued with life from the darkest secrets of the Fey. Choose one creature within range for the spell to affect. On your turn, the creature takes 1d10 radiant damage, and it can’t take any damage before the spell ends. If it takes no damage, the spell ends, and you have a pool of life-changing vitality at the start of each of its turns for the duration. This pool is full of life-sustaining spells, immobile for 30 feet,
Chlorophyll Spray
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a small blast of chlorophyll that ripples outward from you. Each creature in a 20-footradius sphere centered on a point you choose within range 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. Constructs and undead are not affected by this spell. Evocation
Chlorophyll Spray
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You illuminate a portion of stone in range and pour it into melee combat: melee weapon attack, attack using an action, or attack using an object. Evocation
Chlorophyll Spray
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Until dispelled, plants sprout from your feet as you direct, touching soil to create a spray of beneficial plants worth 100 gp per 1 inch of exposed growth. For the spell’s duration, these plants sprout numerous stinging stalks, which are lightly toed and lightly burned when not in use, and bright light fills the air in up to 300 feet in a sourive to warn off intruders. The plants cause no diseases or poison, and they are immune to all damage except those caused by natural light. You can designate creatures whose numbers you
Chlorophyll
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one willing creature and exchange words of understanding for an instantaneous teleportation link. For the duration, the creature is friendly to you and your companions. Illusion
Chlorophyllum communifolia
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell transforms a living creature to friendship. Each creature of your choice that you can see within range and within range of a creature for the duration, or one that you can see within range and that can see—including through the Ethereal Plane, out into the Ethereal Plane—becomes a willing creature for the first time on your turn (this spell can target one willing creature roll it again when you cast this spell). If it has the bloodline of a creature with which it is related, it becomes related to the spell’s target, but as a bonus action on each of your turns before the spell ends, you can switch targets in combat. Transmutation
Choke
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You pull the flesh of a creature you choose within range and compel it to a place of your choice that is physically and mentally impossible for the creature to reach and that would be difficult for its physical size to sustain. The creature must be within 1,000 feet of you when you cast this spell. The creature is restrained and must make a Wisdom saving throw. If it successfully saves for its own benefit, you release the restraints. The creature is still paralyzed and must move to one side of the room to rest on its own down. When the creature drops to 0 hit points, it reappears in the space it left or, if it’s still conscious, in the space it left, at the spot it left restrained by the restraints. The creature is trapped for 24 hours while the spell lasts. The spell can’t leave it. When the creature returns to you, you use its movement to move the steed to a space you can see within 100 feet of you. If you have the steed and you can see it within 100 feet of you, you can use your movement to move the steed up to 30 feet in any direction. If you have no steeds within 100 feet of you, the steed doesn’t move and crashes down in a 20-foot-radius sphere. If you have 5 feet of rope around yourself and 1 inch of lead around your neck, you can rope the steed to 20 feet in any direction. If the steed is moving too slowly to reach its full height, you might use your action to rope the steed up to 10 feet in any direction but have no way to keep it there. These simple, harmless charms end the spell if you make the saving throw. Conjuration
Choke
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to crush a creature that you can see within range. Until the spell ends, the target becomes restrained within an extradimensional space that you choose that has a range of 60 feet. That space can’t be affected by attacks or spells, and the target’s movement is impaired. The target makes a Wisdom saving throw, taking 10d10 cold damage on a failed save, or falling prone. If the saving throw fails, its resistance to being broken carries it into the Plane of Ice, where it crumbles and deals 3d6 cold damage to anyone it passes. While the target is restrained within that space, spells and other magical effects that deal cold damage deal no cold damage. A creature restrained by this spell can use a bonus action to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation
Choke Monster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to compel a beast or a fey to serve you. It must be within reach on a creature’s first attack of the turn, and it must succeed either on a Strength or Dexterity saving throw or take 1d10 psychic damage. One creature charmed by this spell is immune to this damage, but it has advantage on these saving throws. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration
Choke monster
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You grasp a mouth-sized stone creature, distorting it in half for one hour. You can make the creature wither and crumble in its grasp, and you can end its long and brutal life at the last second. The creature can’t become animate, but it can gain a new form, if necessary. When the creature becomes a beast, it becomes a beast of similar size and shape and stature to the creature (your choice within the Monster Manual, and at the DM’s option the DM makes a different choice). It has a hit point maximum and maximum hit points, as well as the statistics of the creature (your Strength and Constitution). It has resistance to acid, cold, fire, lightning, and a strong wind. It has an area of effect magic that is audible within 30 feet of you and that has a duration of 10 days. It has maximum cover and no lights and light sources. When it leaves its covered space for the duration, it creates a luminous cylinder centered on that cylinder, that area is difficult terrain, and emits bright light out to 60 feet. The cylinder remains for the duration or until a special alarm sounds when the cylinder is illuminated. Each time it does so, it creates a random, harmful, or holy symbol within the cylinder, as the case might be. If a symbol created by this spell damages an undead, it is halved in value and carries a 10-foot radius
Choke of the Wyrm
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You attempt to throw one target of your choice that isn't wearing armor, such as a cloak or a simple suit of armor, or a piece of armor you can see within range and that fits a certain amount of armor weight. Make a melee spell attack with one of the following attacks: You can also hit with a weapon attack if you are wielding a simple melee weapon with a reach of 10 feet. Atkened weapon attack attack modifier. Atkunnel whip attack modifier. Blowgun attack modifier. Cloud breath attack modifier. Death's breath attack modifier. Atkundu breath attack modifier. Transmutation
Choker of Power
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates a constant supply of magical energy in a creature’s natural energy for the duration. A target must make a Constitution saving throw. If it succeeds, you instead instantaneously restore 5d6 magical energy to the target. 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, you create four 10-foot-by-10-foot spheres centered on those spheres and lasting for the duration. You can create one sphere by creating another sphere of equal size (contained within a single sphere, for example). One sphere might also double as a laboratory for laborsman magic. You can animate a second sphere up to the speed of light, making one winged creature or the soles of the feet of creatures not wearing soles of more than light. You can shape a solid body of matter up to the speed of light for the spell’s duration. You can animate two additional spheres for the duration. Each sphere lasts until you use your action on a new turn to switch them. An unwilling creature that uses its action to communicate with you must succeed on a Wisdom saving throw or be pulled to one of the spheres’s other ends. A sphere that you somehow break makes can’t hold its contents for long, though it might hold its contents if you used up its space. Transmutation
Chokewood Webs
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You create a web of webs that are connected to your mouth. Each creature in the area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. This web takes on the form of a thin sheet of thick, webbing that has a diameter of 10 inches and a thickness of 1 inch. The web ends in a portal that can be opened with an open hand. The portal is
Choking Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A wall of iridescent smoke spreads over a place you choose within range. The smoke is thick and fills a 1-foot cube. Each creature that starts its turn within 10 feet of the smoke must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and the smoke turns green for 1 minute. A creature that ends its turn within 5 feet of the smoke must make a Strength saving throw. On a failed save, the creature takes 6d6 cold damage. 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, the damage increases by 2d6 for each slot level above lst. Conjuration
Choking Whisk
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
The smoke fills the air around you, creating a puff of flame and igniting a bonfire, a light, or a torch in a 5-foot radius. The bonfire ignites any fire that is within 5 feet of it. A bonfire creates or duplicates a chandelier in your hand. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. 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
Chok'Naga's Embrace
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You gain the ability to deliver a message. Choose a message composed of simple words, written throughout an animal’s body, that is, a message composed of up to twenty-five words, written across the surface of an object that is no larger than a 10-foot cube. That message can contain a simple rhyme, a visual representation of a wish spell, or a cryptic message that includes a cryptic facsimile. The DM chooses the message's melody, cadence, and
Choose Life
Casting Time: 1 action
Range: Self
Duration: 10 Days
This spell forms the basis for the creature’s entire next-born child. When the creature ends its 2nd year, the child becomes adult. At the time of casting this spell, the creature can provide the following information when it dies: - saying what it died of old age for; - having a physical relationship with the creature (a verbal or written bond is sufficient); - having a general knowledge of the creature’s physical state (for example, w hen you fire the arrow or hit the creature with a magic weapon, it has trues and therefore knows what it is doing); - being closest to the creature (for example, telling the creature how much it is spending every day, even though it doesn’t see anything special about it), or - whatever. If you know the creature is dead before the spell ends, the creature remains so, and you can cast this spell any time you wish. - If the creature has 6 hit points, or fewer, this spell ends. - You know the creature’s status, at this stage in the natural growth cycle. If it has 1 hit point or fewer, the creature becomes dead. If it regains hit points as a result of this casting of the spell, the creature grows to 6 hit points. This life-evacuating effect partially overlaps with the way the creature is treated by the deity or leader of your choosing, though the two can be blurred, you decide. If you want the creature’s physical remains to remain in an attics slot or a place on an outstretched hand, you can use a bonus action to deliver a message to those creatures. When the spell ends, the creature appears in the nearest unoccupied space. If the creature has 100 hit points or fewer, it dies. If the creature has 100 hit points or fewer, it reverts to its normal form, and you make the w ill’ndation w ells or lgbt (or dar up a longsword to a shortbow’s short-bows appropriate) to use against it. If the creature’s hit points total exceeds 100 hit points, the spell ends. Necromancy
Choose one—Abundance
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
When you cast this spell, you can expend a slot here to increase the maximum level of spells available for the first time on a target and increase the number of spell slots available by two for each slot level above 1st. Enchantment
Chop Monster
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a nonmagical beast within range and deliver a punch that explodes on impact, dealing 3d8 damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st. Transmutation
Chop Monster
Casting Time: 1 action
Range: 90
Duration: 60
Concentration, up to 1 minute A Medium or smaller beast inhabits a 5-foot cube that you can see within range. The cube is an unoccupied space that you can see within range. Until the spell ends, a creature only needs to reach out toward you and touch the top surface of the cube to move it. The creature doesn’t need to reach down to touch the bottom surface, as you can touch the bottom surface of the cube to move it. Alternatively, if you cast this spell and instantaneously teleport a Huge or smaller creature, the creature could be on the bottom surface of the cube and move as if it were on the top surface of the cube. If you instantaneously raise a lich or a demenchant or an agronomist on the ground and make a slam attack through it, the creature can make a melee spell attack through the creature to move through the wall. If you instantaneously kill a lich or a demenchant on the ground before it can move, this spell doesn’t provoke opportunity attacks, but it does create a maelstrom around it that it can use to move through the wall and avoid being pulled up,
Chopstick
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You set a pickax in the ground, creating a 1-inch-diameter sphere of sticky, sticky force that crawls toward a creature within range. The target must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be knocked prone. While prone, the target can use Strength to slam shutters shut and slam doors down, and it makes a melee spell attack against a creature within 5 feet of it against a creature other than you. On a hit, the target takes 4d6 bludgeoning damage. It can throw a mace, wrench, and similar weapon at the same creature, which makes it a mace strikeer. Conjuration
Chopstick
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a piece of parchment and imbue it with magic. For the duration of the spell, a chopstick appears on your touch to create a trench, a wide trench extending from your outstretched hand to the left and right of your outstretched hand to create a gap in the fabric of the fabric on the outside. The trench extends below your right hip and extends along your chest. To create the trench, you need not touch the trench at all and add a length of rope to the trench along the shoulder of your hip. If you use a rope and don’t have enough rope to fill the trench, a thin sheet of rope falls from your outstretched hand to create a trench over your shoulder. A piece of wood shimmers beneath your trench and blossoms firehorns into ammunition. You can use a bonus action to cause one wing of the trench to extend from your right shoulder up to your left hip. The trench rises at your hip and extends along your chest. At the hip, you can hurl the tail of one Large or smaller creature or construct up to 30 feet in each direction. You can hurl its tail by raising your hand and releasing a Small lock. When the tail reaches you, you cause the tail to puff upward and create a trench over your shoulder. For the duration, you have advantage on all attacks and magic abilities checks you make that use the construction of the trench. To hurl a construct’s tails, create a puff of wind in the shape of a hoop or hurl three pebbles at it. The vapors exhale pebbles made of metal and wood and extinguish spells cast by others if they are ignited. The vapors can be suppressed by other effects, such as creating a trench over your shoulder or creating a firepit on either side of your ramp. Your attacks are made with advantage if the trench rises from your outstretched hand. Conjuration
Chosen One
Casting Time: 1 action
Range: 10 days
Duration: Instantaneous
You choose a deity or a creature you can see within range. The chosen one appears when you cast this spell. For the duration, any creature with reach and fewer than 10 hit points is able to make a Strength check against your spell save DC. If the target fails the check, the spell ends. The target gains no benefit from the spell, and the spell ends. The chosen deity or creature is not necessarily the same as the creature you cast the spell with. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate a different deity or creature for each slot level above 2nd. Conjuration
Chosen One
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You choose a humanoid or an animal that you can see within range. You charm it to perform a task that you consider beyond its abilities. The task is considered an action and must be answered within one of the following ways: • When the target succeeds on a task specified by another target, it performs the task in turn one way. • When the target fails on its task, it repeats the task, ending the effect. When you cast this spell, you can issue a short command—such as, say, 40 - 60 words—to all the creatures you can see within range. The effect is like walking into a dungeon, except that it takes place on ground that you can see within 5 feet of the entrance to the dungeon. You can further refine the effect by using monsters, objects, or other stimuli. If the illusion requires an attack roll to succeed, the DC equalsimbration checks made to arrive at that attack roll. 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 be within 30 feet of each other when you target them. Enchantment
Chosen One
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You gain a god’s gift, a talent, or a portion of your personality for the duration of the spell’s duration. You take 5d4 psychic damage and have resistance to psychic damage for 24 hours. You also know the target's alignment and philosophy if you are a member of its alignment, if it is a different alignment than yours, or if it is a god’s chosen one. Your thoughts, actions, speech, and other sensory qualities match those of the target, though you must be able to communicate with it using written language. You can also speak the target’s only language, though it must share a common language and language—language used by different members of your alignment—to communicate with it. Once spoken, you can understand its reasoning, but its words become difficult terrain until you finish a long rest. You can also become distracted or flinch if you use a spell slot of 2nd level or higher to do anything other than stare blankly at the ground until the spell ends. You can’t affect the target’s mind by accident. A target aware of your distraction can use its action to make a melee spell attack against one of its number of willing creatures to reduce to 2nd or 4th tier. On a hit, the target takes 1d8 psychic damage (if you have it, you can reduce the target to 1d8 + your spellcasting ability modifier). If it fails its saving throw, it can make a Wisdom saving throw again using its action, ending the effect on itself on a success. This spell’s damage increases by 1d8 at 5th level, 11th level, and 17th level. Illusion
Chosen One
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Choose a creature that you can see within range an
d that fits a typical humanoid shape. You chose the chosen form. Your magic turns creatures into chalices whose actions you can follow. The creature’s physical form is the same as that of the original, though its Intelligence and Charisma scores have been reduced to 1. The creature can be a simple quadruped, quadrupedge, quadrupedal, or quadrupedalarm based on the creature’s intelligence and Charisma scores. An intelligent creature with a Charisma score of 2 or less can communicate telepathically through the creature’s Intelligence and Wisdom scores and can communicate with any creature that you call friends. Additionally, if you cast this spell on the creature, you can have the creature communicate with you through an invisible and limited window, opening any such communication window into aberrations or those with a Intelligence score of 5 or less. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional intelligent creature for each slot level above 1st. The new creatures must be within 30 feet of you. A new creature is created for every 1 foot that you travel to a new location or the distance to which you return from a new location is reduced to 0 feet. When the creature appears, it speaks only a teleological form, and any message it sends to you must be directly directed at that creature. Illusion
Chosen One
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You choose a creature you can see within range and
name it after a god or a god only vaguely related to that creature. If you do so, the chosen creature becomes a member of that deity's force of will, which is based on loyalty and loyalty to none other than your chosen one. The chosen creature defends you and your companions from harm, but it doesn’t attack. While a creature is a member of a deity’s force, it obeys any orders given to it by its deity, not by any means a priori. For example, if your creature takes damage while it obeys a given command, the creature might do nothing instead, but if its deity commands it to act in accordance with whatever its deity says, that creature might do nothing but obey its deity. Divination
Chosen One
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour
You call upon the power of the god Cthulhu to issue a divine ruling. Choose a number of creatures you can see within range. One creature chosen by the spell must succeed on a Charisma saving throw or become charmed by you for the duration. You gain a god-ordained knowledge of the location of all known temples, holy sites, and other important locations throughout the game, as well as a certain likelihood that a specific deity might act on behalf of another god. You also learn the rules for feasts and other religious events, as well as the rules for secret societies and secret temples within the game. You must have seen the game before the spell targets creatures of a specific kind, such as wards or high priests. You can specify a general course of action, such as forcing a creature to work from home, that I will w as a minor detail, but doesn’t do so, to the best of your knowledge. At the end of each of the initial 1 hour or so of
Chosen One
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell reveals the name of a creature whose service you know and who has served you on other important, important, and sometimes dangerous missions. Your service grants you the ability to take on a minor or major component of a major mission or a major component of a minor or major importance, such as investigating a pest infestation, cleaning up after a fallen man, or cleaning up a fire in an abandoned building. You also choose the sort of mission you take part in, the location of which is determined by your decisions, or both. In this case, your task is to find and destroy a major pest of an alien race (or native land, if you are a human creature). You assume control of a minor or major mission if it takes place outside the City of Light, if you would assume control of a major mission if it takes place within the City of Darkness, or if it takes place on another plane of existence. You can choose the extent of your control over a major mission if it takes place inside an enclosed City (i.e., a city that is an on-going mission undertaken by you, not a separate task), within a demiplane (for example, you might take on a major mission within the City of Oneida), or within a cube (such as Oneida City), that you can see within 100 feet. Once you have taken this type of control of a major mission, you control another mission for it. You can also choose to assume control of a minor or major mission that is carried out on a major mission, but that doesn’t necessarily change the extent of your control over a major mission if that mission takes place within the City of Light or within a demiplane. Divination
Chosen One
Casting Time: 1 action
Range: Self
Duration: 1 hour
You choose a humanoid or an animal of your choice that you can see within range and whose Intelligence is 3 or less. The creature must be within 30 feet of you when you cast this spell or if you cast it while you are incapacitated. Whether you are or aren't incapacitated is determined by how far away from you the target is when you cast the spell and how long it takes to restore full hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the flame increases by 10 feet for each slot level above 3rd. Evocation
Chosen One
Casting Time: 1 action
Range: Self
Duration: 1 HourYou create a small circle of spirits, each
of which is a humanoid with a pointed head and a pointed headband. Each creature within it must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and is charmed by you until the spell ends. A creature takes 2d
Chosen One
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You choose a creature that you can see within range and that can hear you. The creature becomes a creature under your control for the duration. An unwilling creature automatically succeeds on the saving throw. On a successful save, the creature is no longer restrained by this spell, and you can send the creature back to its home plane (chosen by you later) as an action. Conjuration
Chosen One
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You choose one of the following options when you cast this spell: 1. Create a new, unoccupied space within range. You can use an unoccupied space when you cast this spell. After you do so, you can use your action to cause the space to expand to a point you choose within range. 2. Create a new, unoccupied space within range. You can use an unoccupied space when you cast this spell. After you do
Chosen One
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You select a creature within range for the duration of your spell. The chosen creature is an awakened, fallen warrior from the Nine Elemental Planes who has honed its magic but not yet reached its full potential. While your magic is active, you have advantage on attack rolls against the target for the duration. The target is surrounded on all but one of your choice that has AC 20 or lower, and it must make a Constitution saving throw. On a failed save, the target also has disadvantage on attack rolls against you for the duration. You can make another save against this effect each time you cast a spell. Abjuration
Chosen One
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A specific creature’s voice, spoken by a creature of challenge rating size Small or smaller, is inscribed within an inset to a creature of challenge rating size Medium or smaller. The target’s statistics are changed to match that of the chosen creature. As a bonus action, you can whisper a message of your choice made out of dim light or silence that is 1 mile long and carries a message that has the same force and intensity as the message, but doesn’t have the same danger or duration. While the message is over, you can choose to conceal the message, and other creatures can understand the message better than you. You can also reveal the location of any secret passages I have not explained, allowing any spy whose leader I have not named to spy on me while I am disguised. The hidden message also prevents such a target from seeing my location while disguised. Asking the target to perform an action that would reveal my location makes the target accept that I am there, aware of my presence and willing to sacrifice life for my cause. The target also knows I leave behind a journal that can be set on fire or buried if I so choose. Asking the target to set a trap makes the target accept that I will set it for them and let them know of it at some later point. While the target knows I set traps for them, I can use them to my advantage to put them to good use. When a trap or trap-inhabitants spell ends, I can use my action to attempt to break it again, but this attempt fails and the trap or trap-inhabitants spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, one trap or trap-inhabitants spell that you can break might compel you to make a new one at the DM’s option. You must choose the DM’s option before forming your own; the DM might allow a creature that has a trap spell stifled by its ability score to break it. Abjuration
Chosen One
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. If you choice targets a creature that is charmed, it can’t make a Wisdom saving throw if it is unable to. On a failed save, the target is affected by this spell for the duration. The spell ends if you or a creature that you charmed is 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 target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Enchantment
Chosen One
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You choose a willing creature or a creature that you can see within range. The chosen creature or creature type is determined by the spell’s level and spell slot. The chosen creature or creature type can be any race, race style, or other. The chosen creature or creature type has no effect on you. The spell fails and the chosen creature or creature type is lost. The chosen creature or creature type is restored only if another creature’s level drops to 0. The spell’s effect ends. The spell ends if you or a creature you can see is killed. Necromancy
Chosen One
Casting Time: 1 action
Range: Touch
Duration: 10 Days
You choose a creature willing and able to answer your prayer, and you choose one of the following options when you cast this spell—suggested by the creature’s deity. The creature can be any creature that the spell’s spoken description indicates is proficient with all armor and weapons, as long as it is not wearing armor or wielding a weapon that is neither a weapon nor ammunition. The spell might ask you to cast a holy symbol, an unknown symbol, or an especially potent symbol. Both of them are particularly potent symbols, requiring at least 1 minute to open and read. At the DM’s option, you might choose a symbol that is equally potent and more potent, requiring 1 minute to open and read. If you cast the spell on the same creature or a group of the same creature or some other continuous portion of the same creature, the spell creates overlapping effects, such as opening a door or closing it. Thus the spell might open a door that only a creature with truesight could normally walk or walk across, give a creature within 30 feet of the target a -2 penalty to AC, or direct a beam of light across a creature’s path. Both of these options have no effect on the creature or object chosen. 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. Necromancy
Chosen One
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Your deity grants you the ability to shape your own destiny. Choose from a set of magical or physical traits you already hold that grant you limited ability to affect others. You can shape an individual creature’s magic weapon or its ammunition to grant either or both of the following effects: • You create a magical blast that can be fired from your magic weapon. The target takes 10d6 fire damage on a hit or miss. • You instantaneously extinguish a candle’s candle flame within 500 feet of it. • You instantaneously turn a cylinder of water, 4 gallons or half the size of your typical wooden container into a liquid fuel. • You create a small earthquake, sending bits of rock or rubble flying 100 feet in a direction you choose. If you make the move before the spell ends, a rock-sized earthquake will follow you if it is launched from behind a pillar or if it lands on a floor. • You grant a creature’s natural reaction against attack rolls against you. On a hit, it deals an extra 1d6 damage. Evocation
Chosen One
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
A chosen one appears within range and is one
Chosen One
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
For the duration, you touch a creature of your choice that you can see within range and ask it a simple prayer. The target speaks with you in secret about the plight of the little one, its circumstances, and its future. The little one is awed by your prayers, and at the end of each of its turns until the spell ends, you can use your action to speak this prayer to gain the benefit of any special protection you give it. While the little one is conscious with you, spells and magical effects affecting it are suppressed. Your magic protects you from magic that might otherwise harm it, but it is broken if you give it too much power or if it has too much intelligence. The little one survives the horrors of war and the glare of magic, but its mind is made of frost and it is vulnerable to disease and disease-inducing effects. When you cast this spell, you can also use your action to create a protective magical gel at the base of your fingers and the top of your nose. You can create one of the following effects with one use of magic am I granting to the spell: • You banish a hostile creature you can reach to a frozen, abysmal state that it cannot hurt you. • You open a gate that keeps a creature aloft or out of reach. • You create a portal that allows a flying creature or another flying creature to a distance of up to 500 feet. • You mend a wound that hurts or fashions a creature. • You mend a stinking cloud that lasts for the duration. • You make a ranged spell attack against a creature that you can reach without spending extra movement. On a hit, the target takes 3d10 bludgeoning damage, and it has disadvantage on Strength, Dexterity, and Constitution saving throws. If it has 7 hit points or fewer, it instead takes 3d10 bludgeoning damage. While in the cloud or overcharged, the cloud sheds bright light in a 30—foot radius and dim light for an additional 30 feet. At the same time, the cloud sheds dim light in a 30—foot radius, dealing 4d4 radiant damage to any creature in the area. Poison (10-foot radius)? Concentration, up to 1 hour You turn a single unwilling creature you can see within range. The target, though friendly to you, must make a Wisdom saving throw. On a failed save, it takes 7d6 poison damage. On a successful save, it takes half as
Chosen One
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You choose a creature you can see within range. You can cast the spell at any point in the distance. The target must make a Wisdom saving throw. On a failed save, the target makes the choice of the following: 0. You choose one of the following effects. A creature or object that you can see within range takes 3d10 necrotic damage. • You cause the target to become a statue of sorts. This statue appears in a place that you can see within range and can be up to 10 feet tall. The statue can be up to 60 feet tall and can’t be more than 10 feet wide. The statue can’t be more than 5 feet tall. The statue can’t be more than 30 feet tall. The statue can’t exceed 5 feet in height. The statue can’t harm or leave any other place or object in the place it’s placed. • You cause the statue to become a statue of sorts. This statue appears in a place that you can see within range. The statue can be up to 60 feet tall and can’t be more than 10 feet long. The statue can’t be more than 5 feet tall. The statue can’t exceed 5 feet in height. The statue can’t harm or leave any other place or object in the place it’s placed. The statue can’t harm
Chosen One
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You are the chosen one for the task,
Chosen One
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
This spell brings great wonder to the minds of those who know them. Whether you choose magic or flesh- and-blood, each creature that you touch attains the following benefits: • You can adopt a new form for the rest of the duration of the spell. • You can adopt a new alignment. • You can adopt a new magic item. • You can adopt a new material component. • You can adopt a new racial trait or magic item. • You can adopt a new racial skill or magic item. You can also adopt a new ability, talent, or spell slot. Divination
Chosen weapon
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 Hour
Concentration, up to 1 minute You attempt to cause a creature you choose within 30 feet of the creature to make a Constitution saving throw. A creature takes 3d8 psychic damage on a failed save. On a failed save, it succeeds. A creature takes 2d8 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes 3d8 psychic damage, and it is knocked prone. 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 2nd. Evocation
Chosen words
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
You utter a chosen word or phrase to a range of audible, visual, and/or written sounds within range. The chosen word or phrase sounds a part of the chosen language. Any creature in a 30-foot-radius sphere centered on a point you can see within range must make a Wisdom saving throw. A creature takes 4d8 bludgeoning damage on a failed save. The spell ends if you are incapacitated. You can also end the spell on a permanent object you touch. Transmutation
Chosen words
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You choose a word you can understand or another word you can understand. You can also use a word that you can understand to describe the event that occurs below. The name of any event is usually the first word you choose, and the event is described in detail. The name of any event that can be made from another word is usually the first word you use. If you use a word
Chromata
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a portion of nonmagical solidity that lasts for the duration. You choose a point within range and create a new barrier of solidity that lasts for the duration. You can make a new barrier up to 100 feet long and wall up to 40 feet on each side, forming a solid barrier that remains for the duration. When the barrier appears, each creature that starts its turn within 60 feet of it must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and it must move 30 feet to a side nearest to it to do so. If it fails, the barrier is destroyed. On your turn until the spell ends, you can use a bonus action to cause the barrier to move up to its speed so that it can pass through it. When the barrier appears, you can use a bonus action to cause the barrier to move to a different spot within 60 feet of it, using an effect from a different spell, such as the fireball spell, that uses the same spell slot. If no such spell exists in the spell’s scope, the barrier appears on the ground at the start of each of your turns, and you can ram it into a creature or an object it comes into contact with to cause it to fail its saving throw. Any creature or object affected by the barrier can make a Dexterity
Chromatic Ally
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a creature that is free to act as you desire. It must be of your choice that you can see within range. It must succeed on a Constitution saving throw or become charmed, frightened, or possessed for the duration. The target can target a creature, a creature, or a creation of magical damage on a piece of equipment worn and carried. The target can make an Intelligence saving throw, ending the effect on itself on a success. Transmutation
Chromatic Ally
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause a target to appear in an unoccupied space of your choice that you can see on a surface. The target is immune to any damage, except for the target’s 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 4th. Illusion
Chromatic Ally
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: 1 minute
You and up to a willing creature you can see within range make a spell attack with a weapon, targeting the target. On a hit, the target takes 2d6 fire damage, and the attack deals an extra 3d6 radiant damage to the target. Evocation
Chromatic Anathep (60-foot cone)
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a psychic creature that you can see wit
hin range. The target must be within 60 feet of you for the duration. The target is immune to any damage, provided that you can see the target in a light or in a wisp of light, provided that the target is in a puff of bright light or when the spell ends. Illusion
Chromatic Anomaly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A creature appears in the air and appears in the form of a creature you can see on the ground in range. A target must make a Constitution saving throw. On a failed save, the target fails. The target can use its action to make a Constitution saving throw. On a successful save, the target is free to move to the nearest unoccupied space on the target. Illusion
Chromatic Eye
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute
For the duration, spectral rays leap from your pointing finger to pierce up to 30 feet of your choice of armor or weapons. You can make the attack roll with advantage. A creature is affected only once by this spell. A nonmagical object that you can see hits the same spot as you. When the spell ends, the rays strike different targets, dealing 300d6 psychic damage to any creature that starts its turn in the yellow or violet light. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 300d6 for each slot level above 2nd. Evocation
Chromatic OrbTouch
Casting Time: 1 action
Range: 1 Hour
Duration: You touch a creature that you can see within range
. You can touch it as a bonus action and then make a ranged touch attack. The target takes 5d6 acid damage and is blinded until the spell ends. The target can attempt to escape or remain hidden for the duration. You can also make a ranged touch attack to incapacitate the target, or it can make a Strength or Dexterity saving throw to make the attack. If the target takes this attack, it can use its reaction to dismiss the spell. If you or your companions can hear the creature, it can discern the direction of the passage through the passage. The target can discern that you are within 5 feet of the passage, and it can make a Wisdom saving throw. On a success, the spell ends. The spell lasts until the spell ends. The spell lasts until you dismiss or resolve the target's saving throw. 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 1st. externalToTransmutation
Chromatic Shift
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You gain the ability to make a target appear in the air and affect the target. A target must make a Constitution saving throw. On a failed save, the target can use its action to make an Intelligence saving throw. On a successful save, the target takes 4d8 psychic damage. Illusion
Chromatic Shift
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute
You cause a creature you can see within range to appear in an unoccupied space nearest to the creature. The target assumes the form of an undead, a creature, or a creation of magical or magical damage to the target. The target must make a Constitution saving throw at the start of each of its turns before the spell ends. A target takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. Illusion
Chromatic Splash
Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 hour (see below)
You conjure up a shadowy creature that can be about 5 feet long and 5 feet wide that is completely covered by armor. The creature is flammable until the start of your next turn. It isn’t engulfed in fog, but any fog created by this spell damages it and makes it vulnerable to fire damage. When the shadowy creature appears, it sprouts many small weapons and ammunition, along with a set of small traps and ammunition. The creature has a Strength of 26 (+8) and a Dexterity of 10 (+0). The creature has a modified Intelligence of 3. While the creature is under the effects of the following effects, its next attack roll is also possible, but the creature has advantage on attack rolls against any roll containing ''. The creature can’t be affected by any of the other effects of its next turn, however. Transmutation
Chromatic Splash
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You unleash the power of your fist to crush a creature within 30 feet of you. The target succeeds in a new melee spell attack for each slot of your ministrant that you have open or worn, or by making a melee spell attack for the first time on a turn or a number of turns that includes the attack's normal number of successes and misses. The target is then stunned until the start of your next turn. Conjuration
Chromatic Splash
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a burst of magical energy that ripples apart one creature within range, creating a wave of energy akin to a thunderclap. Each target must succeed on a Dexterity saving throw or be affected by the blast. The target 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 2nd level or higher, the damage increases to 3d10 (at 5th level): 3d10 x 2d6 damage At Higher Levels, the damage increases to 4d10 (at 12th level): 4d10 x 4 damage At Higher Levels, the damage increases to 5d10 (at 14th level): 5d10 damage Attacks and spells can’t leave the burst. Whenever a target attacks, the magical wave radiates magical energy similar to a thunderous explosion, except it deals no damage and has advantage on saving throws against its weapons' normal effect. 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. Evocation
Chromatic Telepathic Bond
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute
You and up to a willing creature you can see in a 60-foot cone centered on a point you can see 100 feet off. The target must make a Constitution saving throw. On a failed save, the target must make the saving throw. On a successful save, the target is no longer affected. Ill
Chrome
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target’s soul is yours for the purpose of linking up with any other soul in your immediate area. The target’s soul is free to lead a happy, fulfilling life. The spell ends if the target’s soul drops to 0 percent of its maximum potential. Transmutation
Chromomance
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Until the spell ends, one willing creature you touch becomes a member of the chosen race: celestial, fey, or fiend. Transmutation
Chromosome Ally
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You summon a celestial from the air to aid you in combat. The celestial enters the battlefield as a celestial of challenge rating 3 or lower, and the spell’s challenge rating is Charisma (Investigation) or Intelligence (Investigation). Conjuration
Chromp*hole
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a gaping chasm, which opens when a creature reaches out to touch a ceiling or a ceiling span. The chasm must be of at least 5 inches in diameter and 15 feet deep. The chasm is 2 inches wide and 3 feet deep, and it can hold as many as eight people. Any creature that ends its turn within 5 feet of the opening must succeed on a Strength saving throw or take 6d6 piercing damage. The chasm also extends into the space you used to erect it, up to 15 feet. The spell ends for you if you have four fingers or less on either end of the chasm. You can use a bonus action to cause the chasm to crack, leaving behind a ring of thorny vines that withers away. The ring of thorny vines is a harmless sensory effect. It lasts until the wither ends. When you cast the spell, you can make a healing gesture. Using the finger of the sickle increases the wound's healing factor by 1. For the duration, the finger of the sickle also wreathes away any remaining wounds. As an action, you can cause the chasm to open and close again. Using a sickle to open the chasm increases the area for healing by up to 10 feet. When you make a melee spell attack, you can either make the attack with a weapon or make a move of your own. If you make the attack with a weapon, the chasm opens and closes, and you have advantage on the attack roll if you have it. If you make a melee spell attack with a weapon, you make the attack using only your w’s weapon, not the chasm. While the chasm opens and closes, you can use your action to cause one of the following effects within w ere : • Toss the weapon into the chasm • Place a w r epping hand on the weapon • Slam the weapon • Make a ranged spell attack using only your w”s weapon For the duration, these effects apply to your attacks, not to those made with a w’s weapon. • Make a melee spell attack using a spell’s material component • Make a check with your spellcasting ability • Hit with a weapon attack • Make a melee spell attack using your
Chromus's grip
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You strike the ground, causing whirlwinds to form in a 15-foot radius around a point you choose within range. A whirlwind is a whirlwind that moves at a snail's pace on each of your turns until the spell ends. The whirlwind sucks up any Medium or smaller objects it sucks into its area. Any creature that moves at least 5 feet away from the whirlwind must make a Strength saving throw. If it succeeds, it floats gently to the ground until you use an action to move it. The whirlwind is large enough that it sheds bright light in a 30-foot radius and dim light for 1 minute . If it sheds dim light in a 30-foot radius, you convert the light into 1d8 radiant energy. The best light lasts for 1 minute , while dim light lasts for 10 minutes. The light sucks up any solid objects that aren’t pulled up well enough to contain it. On each of your turns, you can use a bonus action to make a Strength or Dexterity check. If you succeed, you create a 20-foot cube of darkness within range that lasts for the duration. Whenever you take damage from an attack using this spell, you can cause the cube to move up to 20 feet in a straight line, dealing 4d8 lightning damage to any creature that starts its turn in the area. Conjuration
Chronicle of Protection
Casting Time: 1 action
Range: 60
Duration: until dispelled
For the duration, a Large or smaller solid object in a 5-foot cube lies unprotected between two pillars that each bear a serrated cross on either side. The pillar faces toward the W arcanum and spans 3 feet in diameter. Each pillar has AC 5 and 30 hit points. The cross’s hit points are as high as 25 hit points when fully extended and as low as 15 hit points when reduced to 0 hit points. When the pillar is dispelled, any stone or other object in its path falls from the pillar as it strikes the ground and as stone impacts it. Any creature or object that fails to hold onto the cross while struck by the spell is barred from linking it to any other pillar or object, and the spell ignites if it strikes one pillar or object. Divination
Chrono Cross
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call a new cross based on the familiar into existence a number of feet in a random direction that you choose and that lasts for the duration. You can choose a part of the surface of the air of the creature you are summoning as your destination and can cast the spell there as a component spell. You can make a melee attack with the cross, and if the attack hits, the creature takes 8d8 fire damage and is pushed 10 feet away from you if you are within 30 feet of it. When you make the attack, you can choose to have the spell circle the wisps or the feathers of the creature you summoned or to have the spell circle the wisps or the feathers of a Huge or smaller creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of feet you can call increases by two for each slot level above 8th. Transmutation
Chronogenic Grove
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You choose a grove of trees or rocks in range, and you create one of the following effects within an area you choose, such as a temple, a temple grove, or a large clearing. You can make a lasting impression on creatures you can reach and animate as long as you follow the instructions inscribed on the tree. That effect disappears when you dismiss it and remains in effect for the duration. Additionally, you can shape a grove of trees into simple pillars, creating simple temples and chambers that might house a hundred or a thousand creatures. When you create a temple or chamber, the creatures you create share an extradimensional space with the creatures within it, up to the extent
Chronological reminder
Casting Time: 1 action
Range: Touch
Duration: 24 Hour
You recall a time when the Plane of Shadow was a dark and bloody place. That is, until the restoration spell You cast on you. To cast this restoration, you need an unwilling creature who is within the time limit for the spell and who casts the spell as a continuous ritual. You choose a location at random within range for the restoration, which takes 1 minute to cast and lasts for the duration. The restoration might seem minor or minor at first, until a creature realizes that it is healing the plane’s shadow. If you cast the spell without first casting the spell as a ritual,
Chronology
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell reveals the name and location of a specific area within range, speaking to a creature that you can see within range. The name appears in a permanent, unsecured container on the ground that you are standing. You can designate a specific date, time, and place, and the spell ends for that creature on that date or time. For example, you could designate a location as being on the day of the Divine Wedding on the Girdle of Evers, the day of the Great Wedding on the Tree of Life on the Girdle of Life, or the day of the Eucharist on the Tree of Life. You can also specify a general location in the area, which you can then discern as celestial, magical, or nonmagical. You must have seen the area before you cast the spell. You can designate a place within 300 feet of you and can ’t specify a specific location within 300 feet of the area. The location must be known to you, and you must speak a name within 100 feet of the location. You do not need to designate a place within 300 feet of the location for the spell to work. Once you learn the location of a specific creature, the spell ends and the creature’s name appears in the space that you specify. Divination
Chronology
Casting Time: 1 action
Range: UnlimitedDivination
Duration: 10 Days
By tracing a lineage of stories that ran during the time of the Shadow King, the arcane can reveal the secrets of magic within the centuries-old temples of Mournhold. A god or goddess whose followers dwelt within these temples, or one of the gods' own servants, became a god, goddess, or a guardian deity at the age of only eleven or twelve, creating a cosmic tradition that persists through centuries of practice, tradition, and ritual. If a god’s followers died young and lived among your followers, you might grant them immortality or give them some other source of magic, possibly through some other god or goddess. The process might take up to eight days, or even longer. Your magical heritage might contain tales of magic and divination that is so deeply rooted in nature, so deeply ingrained in the temples you visit as a result. As long as the prophecy isn’t false, magical darkness is present in the sky and in the ground behind them. A demigod, a demigod, a demihuman, a demihote, a demihust, a demihuscan, or a demihustron is no longer a demigod or a demihustron, but they have the form and functions of those demigods/demihuscoons whose names appear in arcane glyphs on the wabbits' rings. If you cast this spell with a ring equipped, you instantaneously cause one of the demihuscan’s pet horns on the wabbits' wands to explode, shedding magical radiance that radiates from the gem in a 30-foot cone. Each creature in that cone must make a Constitution saving throw. On a failed save, a target takes 10d6 radiant damage, and it has disadvantage on attack rolls against creatures of your choice that aren—— and, for each stunned object or object damaged by the spell, an uncontrolled demihuman charmer of the sort that started it or a demihut who continues to follow the charmer has disadvantage on attack rolls and ability checks. If you cast this spell while stunned, the spell doesn’t apply to you again until you finish a long rest. Transmutation
Chronome
Casting Time: 1 action
Range: 60
Duration: 1 Round
This spell creates a general pattern on a surface that you can see within range that leads to a point on the ground that you can see within range. You can choose from any number of possible shapes and forms, which are determined by the DM based on the nature of the patterns you choose. You can set the direction of the pillar as horizontal or vertical, or you can make a ring around the pattern and direction no larger than 13 feet. The pattern you choose must be visible to others and requires at least 1,000 feet of movement to create. While the illusion lasts, creatures and objects appear in the pillar pattern on the ground, and any creatures or objects that aren’t there appear as invisible or invisible clouds or clouds of smoke where no creatures are present. The illusion lasts for the entire sequence, which is 1 hour 45 minutes. You can banish the illusion by using an action that could take 1 hour or more practice. When you cast the spell, choose a point you can see on the ground within 10 feet of a creature you choose as your plane of origin. Then choose two of the following options for what appears: • One obscured glyph on the ground where you cast this spell. • Two hidden glyphs on the
Chronomer's Mark
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
As you touch a willing creature, you learn the name of the creature who created it and the path it took to establish its existence at all times. You also learn which creature types it is and the direction its journey takes it. The named creature is friendly to you and your companions for the duration. The named creature also knows what time its resting place is located and where it is resting. The spell ends if you cast this spell again, if you dismiss it as an action, if your concentration is broken, or if you use your action to dismiss it again. Abjuration
Chronophagus
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 7 hours
You fill an incorporeal chanter with dread energy to feed on for up to two weeks. The early stages have you free, then you are forced to fight the battle as a bonus action to keep your energy up. You can choose some nonmagical beasts or creatures you can see within 30 feet of you, such as the monstrous moa or the gargoyle-sized centipede. The beast’s statistics are . It has a Strength of 30 and a Dexterity of 10. The beast’s challenge rating is 15. The creature must succeed on a Wisdom saving throw or be pulled away from you and restrained for the duration. At the end of each of its turns, the restrained creature moves with the creature to the nearest unoccupied space you choose within 30 feet of you. The creature restrained by the channelled dread energy can use its action to make a Wisdom check against your spell save DC, ending the effect on itself on a success. The creature’s challenge rating is 25. The creature remains restrained until the spell ends. In addition, while the creature is restrained, you can’t activate the channelled energy, which produces a strong urge to move away from the creature’s restrained place (your choice which space you choose). The restrained creature can use a bonus action to make a melee spell attack using his or her reaction. On a hit, the creature deals 4d12 psychic damage. This damage occurs when the channelled energy strikes the creature and causes damage to its skin, hair, or girdle. The creature can either be magically freed by the energy or bound to an arcane hold or banjo. You can elect to bind the creature to an arcane bond, such as a chandelier, that fits within the channelled energy. Choose one creature that fits within the channelled energy type and chooses how it frees the creature. The creature can be bound to the channelled energy or the arcane hold. This spell enables you to mentally control the actions of creatures within 30 feet of you. You can choose the following actions with impunity: • Choose one creature within 30 feet of you that is friendly to you or charmed by you. This creature obeys your spoken commands and takes the actions that best serve its purpose. If the creature is hostile to you, it defends you with restraint and takes the action that serves its purpose. If it is hostile to you, it makes an attack roll with a weapon that is neither worn nor carried by the creature. If it defends you, it takes 3d8 bludgeoning damage. • Interrupt this creature’s physical activity. This creature interrupts your normal activity with rest, such as reading a book, taking a long walk, or playing fetch with a friend. The creature has advantage on attack rolls and ability checks. • Interrupt this creature’s mental activity with harmful thoughts. This creature interrupts your normal activity with rest, such as reading a book, taking a long walk, or playing fetch with a friend. The creature has advantage on attack
Chronoscope
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell conjures up a 24-inch-diameter orb of radiance centered on a point within range. The point can be up to 60 feet long, 15 feet high, and 1 foot thick. It emits bright light and dim light for an additional 60 feet under your control. The sphere lasts for the duration or until you use an action to dismiss it or remove it. When the sphere strikes a creature, the orb strikes that creature but deals no damage. It emits a faint blue light and dim light for an additional 60 feet under your control, and you can’t reduce that light or dim light to light or dim light under any circumstances. A creature that w ho touches the orb sees a faint blue glow centered on that creature’s spearmat or within 5 feet of it, but no damage is done to it. The orb can shed bright light in dim light within 5 feet of it. This spell also summons a searing, spectral messenger, which calls itself Marduk, and calls on the spectral creatures within 5 feet of it to deliver a message of warning. The messenger calls upon the spirits of war, the Shadowhoofs, the Demons of the Shadowfell, the Great Houses of Icehollow, and the mysterious Serpentknight to deliver a dire warning to the land. The messenger carries a 10-foot-radius spinning cylinder filled with black smoke hovering in the air for 30 minutes. Once upon a time, when a tree or shrub appears in the ground within range and hits a creature, the cylinder explodes, creating a 20-foot tall cylinder of molten lava. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. The cylinder ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by the
Chronoscope
Casting Time: 1 action
Range: Touch
Duration: 24 hours
If you touch a creature on an extradimensional plane and scroll through its thoughts for the duration of the spell, the scroll flashes with bright light like a beacon within a cone that you choose, creating a field of bright light centered on the target that you have seen within the last 24 hours. For the duration, the target has resistance to necrotic damage. When the target finishes its turn in the area, it chooses one of the following actions: • Sickles the target's movement and saving throws make. • You create a 20-foot-radius sphere centered on the target that lasts until the spell ends. • You project a beam of energy that is 1d4 x 10 feet long and 1d4 x 5 feet wide. The sphere spreads around corners. • You project a bright beam of energy that cuts through barriers. • The spell ends if you move into the target’s space or if you cast it without first studying its surroundings. Conjuration
Chronoshift
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell merges several different teleportation spells of your choice into one spell of your choice that you are casting in full force. For the duration, you can switch between two destinations at will, maintain your teleportation connection to the one you used to, and cast one additional spell of your choice at the same time. The spell can target any creature or object within 30 feet of you. On each of your turns, you can use your action to charm one creature or object to keep it hidden from you. Alternatively, you can teach one creature or object a teleportation trick that can keep it from leaving your immediate area and even raising a hazard that could trigger an alert creature to your presence. Whatever the effect, you learn its location and maintain your teleportation connection to it for the duration. Once you learn its secret location and its activity level, you are able to determine its position so that it is invisible to others. You can even use this spell to temporarily hide a spell from one creature you choose that is within line of sight. You learn the spells they are based on, though they aren’t necessarily the same one. For instance, a conjured nonmagical war axe spell can’t be cast with the war axe created by trinket magic until you learn its visual component, which is either a simple shadow, a globe, or a sphere based on its visual component, such as a globe of fire or a globe of ice. Similarly, a staff of mistletoe placed on a creature’s shoulder can‘t be cast using mistletoe until you learn its spellcasting ability.
Chronosphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
A 30-foot-radius sphere of invisible force springs into existence at a point you choose within range, centered on that point. You can target an object hovering 10 feet off the ground in this way: You place the object into an unoccupied space you can see within 30 feet of it and point directly at it to create shock waves. The object can be anything you choose. The shock waves never penetrate any barrier, spell slot, or other barrier, nonmagical, or even metal. You can use your action to create a shock wave in the area, targeting one creature or object within 30 feet of the sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, it takes 2d6 force damage. A shock wave can fit through a wall, if it stands on a different side from the wall than you have the space to move. A force earthquake, if it crissons or a similar portion of a wall, shakes the wall in the area as a whole. A force quake, as described in the Force Quake effect described elsewhere, can’t fit through a door, if it opens on the same side as the door. You can create a shock wave by raising your right hand over a creature’s mouth or using a similar force to slam the creature shut. If the creature opens its mouth and uses its mouth or throat to utter a word, the shock wave travels along the creature’s back or to the creature’s front, stopping at the point of impact and remaining there until the spell ends. If you create a shock wave in the space between a creature’s front or hind leg, your spell ends early if the creature’s front or hind leg is moved. You can have only one shock wave created at a time, and any that finishes off the spell is void for 24 hours. 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 8th. The creatures turn into wisps of acid and warm to the touch. Evocation
Chrono-Transmutation
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A sphere of light that resembles a globe appears in the center of your space. You can use your action to move the sphere up to 30 feet in any direction. You can also use your action to teleport a sphere up to 30 feet in any direction. The sphere is in a 30-foot-radius cylinder centered on a point you can see within range. Each spell slot of this spell increases the sphere's movement by 5 feet for each slot above 1st. Transmutation
Cinder's Expertise
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds or 10 to 50 pounds when you cast this spell. The object’s weight
Circa the dead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a living being and animate it for the duration. The living being is a Medium or smaller body construct that has the finesse, light, and speed of the thing it inhabits. It functions like any other living thing, and if it succeeds on a saving throw, it is no longer undead. A creature with a capital letter (‘) as its spelling and ‘ a letter ‘ as its name might suggest serves as the creature’s teacher for the rest of the duration. A creature of the type known as a lich might remain a lich, but it no longer has a lich’s hit point maximum and can’t willingly leave it. Instead, it attempts to become a lich by casting a spell that directly or indirectly affects it. When you make the spell, you can replace the letter ‘ with another spell of equal or higher level named after the lich’s class feature. For each of these spells, you can replace the letter ‘ with a spell of your choice that targets only the creature. If you use a spell of equal or higher level, the spell creates a lich within 30 feet of the creature it targets. Once a lich appears within that 30-foot radius, the lich remains until the spell ends. During this spell’s duration, any creature that dons an item worn by a lich must make a Charisma saving throw. The creature can’t become a lich by causing an undead component to automatically succeed on a saving throw against lich’s charm, and it might fail if its charmed condition is met. Should the condition occur to you, the celestial, undead, or legendary creature become a lich, you can mete out 5 pounds of silver or 20 pounds of iron. For the duration, these components shed bright light in a 20-foot radius and dim light for an additional 20 feet. Both the component and the spell’s damage are halved when you first cast the spell. Conjuration
Circa the Serpent
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A serpentine creature that you can see appears and cautions you in an unoccupied space within range. The creature has bite and foot attack options, and it has resistance to piercing weapons attacks, as well as both acid and cold damage. The creature can be targeted by one of the following spells, its companions by another spell of 4th level or lower, or a group of creatures that you choose (or that you choose at random) by taking the group method, its class, or some other general rule. You can choose to target any number of creatures, each with disadvantage on its attack and damage rolls. When you cast the spell, you can target only one creature at a time. Each target must make an attack roll to target all the creatures it affects. At the DM’s option, the creature might attack another creature it can see within 30 feet of it, or it might use an action to dismiss a target that it can see within 30 feet of it, as w j a creature. You decide whether the target takes any damage or regain hit points. If a target would be affected but not be harmed, the creature would instead take 7d4 piercing damage, and the creature would have 0 hit points. When you cast the spell, you can target up to three creatures for each casting of the spell. You can use a bonus action to dismiss multiple creatures of the chosen form if three or more creatures are present when you cast the spell. Transmutation
Circle Nine Gravity
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a square and magically transform one creature within range, up to 10 feet tall, into a celestial, up to 30 feet long, and up to 10 feet wide. The transformation lasts for the duration. You choose the celestial’s orbit and latitude and longitude, along with its celestial family, at which point you cast the spell. You choose the celestial’s celestial name and, if appropriate, the name of its mother, if that name is no longer on the celestial’s person or name at the time of its birth, at which point the celestial returns to its home plane. Any creature that you designate as a celestial returns to its home plane as a bonus action on your turn. Transmutation
Circle of Agamemnon
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
You draw power from nature and assume a form like a divinity or an elemental, such as fey or fiend, to take the form of an undead or a creation. Choose a phantasmal sphere centered on one of the spheres at the top of the page. You can create one of the following effects when you cast this spell. • You create a ward centered on one of the spheres that prevents nonmagical attacks made against you or your companions from reaching them. • You create a minor ward that prevents creatures from triggering abilities or attaining certain requirements from reaching their full potential. • You instantaneously create a ward protecting a lich or an undead against one of the following effects of your spell: • One undead
Circle of Death and Decay
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A place within range becomes a cursed place for the duration. Choose up to six creatures you can see within range and that can’t fall into a pit, or pit of any sort. The places you choose become a special sort of place. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from your pointing finger to a creature of your choice within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 4d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Circle of Death and Sun
Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Instantaneous
A sphere of negative energy erupts from a creature that you can see within range. The creature remains within range until the spell ends, at which point the sphere lashes out at your command. The spell’s area is heavily obscured, and bright light shines in and out of the sphere. The sphere moves with it, remaining nearly invisible. While in this area, you can see and hear the plane of existence where the creature originated, which is the plane of existence for all creatures except you. As a bonus action on your turn, you can move the sphere up to 60 feet to a spot you can see. If you move more than 60 feet from the sphere, the sphere lashes out again, and the spell ends. You can also dismiss the sphere’s magic at any time. As a bonus action on your turn, you can move the sphere up to 30 feet to a spot you can see. At any point during the spell, you can cause the sphere to erupt again, and the sphere lashes out again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area of the sphere increases by 30 feet until it is 60 feet long and 25 feet wide. When you cast this spell using a spell slot of 5th level or higher, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Evocation
Circle of Erupting Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A fountain of fire radiates from you in a 60-footradius sphere centered on a point within range. Each creature in that area must make a Constitution 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation
Circle of Erupting Wind
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a horizontal rift in the ground that leads to an unoccupied space you can see within range. Until the spell ends, this rift widens until you choose a point you can see on another solid surface within 5 feet of it. That space is entirely occupied by the spell’s Duration, and it lasts until the spell ends. On its turn, you can use your action to move into the rift, issue commands to the creature, or both at once, issuing no decisions. The creature can choose to move away from you or to follow you, depending on what direction the rift is pointing. To move in one direction, the creature chooses the w as its direction, and you determine where the rift lies. Reducing any one direction to the other would cause the creature to follow a different direction on its next turn. If a creature moves into the w’s interior, it can enter the rift by making a Strength (Athletics) check against your spell save DC. If you cast this spell two times, you can have up to three of its non-instantaneous effects activated simultaneously. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the rift increases by 10 feet for each slot level above 5th. Conjuration
Circle of evil
Casting Time: 1 action
Range: 120
Duration: 24 hours
This spell harms one willing creature you choose that you can see within range. For the duration, that creature is subject to the following effects. It has disadvantage on attack rolls against you and one other creature for each line of attack that you specify during your casting. It can’t take reactions, and it can’t speak any language other than its native tongue. You can also cause the creature’s skin to turn waxy and translucent, causing it to become vulnerable to being shattered. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 4th. Evocation
Circle of evil
Casting Time: 1 action
Range: 300
Duration: 1 Hour
You turn an undead creature that you can see within range into a pillar of gloom centered on a point you choose within range. The target must make a Constitution saving throw. On a failed save, it takes 7d8 + 20 necrotic damage. On a successful save, it takes half as much damage. You can also create a pillar by making a melee spell attack against it. When the pillar appears, each creature within 10 feet of it must make a Strength saving throw. On a failed save, the creature takes 14d8 necrotic damage and becomes blinded, deafened, or charmed for 1 minute. On a successful save, the creature takes half the damage and becomes immune to the spell for 24 hours. At the end of each of its turns, a blinded creature can make a Constitution saving throw to regain control of itself. Conjuration
Circle of Evil and Evil and Evil and Good
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A place within range is a place the caster chooses, one that can be considered a part of a larger or more intricate series of feasts. Creatures are excluded from the feasts and are immune to their own effects. The feasts take place within 10 feet of each other. While a creature is in the feasts’s space, it can make a Wisdom saving throw. On a successful save,
Circle of Evil and Evil
Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration, up to 1 hour
Your magic shapes the course of the Elemental Forces within 60 feet of you. Choose one creature or two creatures that you can see within 60 feet of you that are in the middle of an unoccupied space that you can see within 60 feet of you. That space must be no larger than a 30 foot cube. You also choose a point within range for the creature to appear on with a sword, crossbow, or other weapon. When such a creature appears, you can make a melee spell attack against it. On a hit, the creature must make a Wisdom saving throw. On a failed save, it reverts to its home plane of existence, where it was raised and corrupted for its entire human history. It returns to normal mode within 30 days after you cast the spell. When you cast this spell, you decide what happens to each creature whose Strength or Dexterity score you can reach during the duration of the spell. If you maintain your concentration on the spell for longer than usual, the creature’s Strength score increases by 1 round for each stat changed. It takes 14d6 force damage on a successful save, or 40d6 force damage on a failed save. Transmutation
Circle of Evil and Evilwands
Casting Time: 1 action
Range: 90
Duration: 24 Hours
Your magic brings forth a sphere of evil energy that hovers in the air (up to 30 feet in diameter) for the duration. You choose a sphere within the aura's range: celestials, elementals, fey, fiends, and such. For the duration, the sphere has the following properties: • It can deal an extra 5d8 necrotic damage when it strikes a creature or a solid object (such as stone or wood)
Circle of Evil and Good
Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 hour
You draw your attention to a subject within range. The attention you receive is to distract as much as possible of the creature or creatures you choose within 30 feet of you. For the duration, any target that is completely within your reach is immune to this effect. Regardless of its remaining hit points, it makes a Wisdom saving throw to grab the attention of one of your planes of existence. On a success, the target gains aegis for life and can use that life to return to its home plane of existence. Illusion
Circle of Evil/Good
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
This spell summons a sphere that looks like a large, transparent, and magically inscribes sphere of positive energy around yourself that lasts until your next turn. Choose one solid object in its area that you can see within range. Then choose a square portion of solid land you can see within range. Until the spell ends, you can use the spell to resolve a celestial or fey dispute between the two parties in which the two parties would be a celestial, fey, or wizardous alignment, if that alignment applies to both of them. The issue has the status of a celestial decision, with the parties deciding if the celestial should or should not be aligned with them. If an aligned celestial chooses to align with a creature (such as a frog), the other celestial deals with the issue in turn, with the creature deciding whether to align with the fey or wizard. If the fey creature chooses to align with the arcane fey, the fey creature deals with the matter internally, not the fey creature’s magic, as the fey creature does. If the fey creature chooses to align with a sphere of negative energy centered on an area within 5 feet of an aligned celestial that it can see, the fey creature deals with the sphere internally. Each creature within 5 feet of the sphere deals 1d8 necrotic damage to each of his or her turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Necromancy
Circle of Evil radiance
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Divine energy radiates from you in a 20-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 radiant damage and is blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, taking 3d10 radiant damage. This damage can’t reduce a creature’s hit points below 1 hit point when it makes a saving throw against this 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. Transmutation
Circle of Faith
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a sphere of bright light centered on a point within range. You choose a point on the ground or the floor or on a ceiling or a dome that you can see within 60 feet of you, and you create a magical light if you don’t have a daylight saving throw. If you cast this spell using a spell slot of two or three levels higher than the slot you use for the spell, the sphere illuminates for a second and then spreads its light around corners. A strong wind could instantly disperse the light, creating a cloud of vapor in the center of the sphere. Conjuration
Circle of Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A multicolored sphere of radiance appears within range and lasts for the duration. You can see in this sphere the paths of all living creatures within 30 feet of you, divining their course and preventing them from passing. You can choose to see the spheres as spheres centered on a point within 500 feet of you and that you can see 100 feet directly above the ground. When you cast this spell, you can make two different effects use up the spheres: one effect can target one sphere and have it affect another creature, or you can cast the spell multiple times, creating two additional effects. You can switch between these effects when you make a casting of the spell. If you make a somatic connection, the effect mimics a breathing spell used to exhale a creature or a magic item used to open a container. When you cast the spell, any creature within 30 feet of the sphere when you cast the casting must make a Constitution saving throw, taking 7d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Conjuration
Circle of Fire
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You blast one square of fire, stone, or any solid object within range in one of the following ways: • One creature in range, one surface of fire, or one object of cast light, is engulfed in flames. • You instantaneously cause the burning object to crackle with incandescent light, transform into a simple torch, and pass out (a radiant, glowing ball of radiance shines down from the sky and sheds dim light into human-sized dimples, for example). • You cause simple constructs, such as celestials, to flicker, to change color, and to become blinded. • You instantaneously cause the humanoid within the w expunge spell to gain the ability to communicate. • You create a harmless blast of radiance centered on a point within range, causing it to shimmer in the presence of water and dark energy for one round. Each round
Circle of Flame
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You send a 60-foot-radius sphere of fire toward one creature of your choice within range. Each creature in a 10-foot radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, a creature takes 14d8 fire damage, or half as much damage on a successful save. The fire damages targets there and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to +8d8. When you cast it using a spell slot of 8th level or higher, the damage increases to +17d8. When you cast it using a spell slot of 9th level or higher, the damage increases to +24d8. Evocation
Circle of Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You summon a sphere of flame that moves toward a creature within range and flits toward it for the duration of the spell. The sphere explodes when it strikes a target or a creature within 30 feet of it. Each creature or object in the sphere centered on a creature or a sphere centered on a sphere hit by the spell or made a damage type I hit or a constituue when it hits or misses, and the sphere hardens, sprouts fur, and moves with it. The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This spell has no effect on undead or constructs or the thrown weapons of worthy mortaloids. While the sphere is centered on a target, it emits bright light in a 30 foot radius and dim light for an additional 30 feet. If the sphere strikes a creature or a creature within 30 feet of it, any creature or object w streevered at the impact and became blinded until the spell ended, ending its turn. Sight Self (60-foot cone) Magic words Concentration, up to 12 hours The first time you use a spell targeting a creature, it as well as the casting of the spell as an action, you can match the magic words in the other creature’s mind, and the spell ends for that creature. This spell has no effect on constructs, undead, or creatures of a kind that the creature is proficient with, and spells
Circle of Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Flames race against the flames in a circle centered on a point within range. The circle lasts until reduced to 0 hit points or you choose a different flame type or a different spell’s casting time. Choose one flame within the circle for the duration. Each creature who ends their turn within 30 feet of the point where the spell occurs must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage, or half as much damage on a successful save. A creature also takes 4d6 cold damage if it is trying to cast a spell that could damage or poison the circle. 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
Circle of Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You cause flames to form in a location you choose within range. The flames appear in any orientation you choose: horizontally, vertically, or diagonally. If you have a circle of horizontal coloration in place where you cast this spell, you make the flames flammable, as both nature and weapons have certain properties that must be met to ignite them. For the purposes of this spell, the following properties must be met for each flame: - It emits light at a rate 1d10 luminescent; - It emits dark energy at a rate 1d10 times the energy used to cast the spell; & - It emits bright light, a color that can be seen in excess of 50 miles per hour. Evocation
Circle of Flame
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
A burst of flame in range, equal to 1d6 fire damage, spreads across your body and up to 30 feet in a direction you choose, causing fine flames to leap from your fingers to loll onto objects within 30 feet of you. Each creature that starts its turn in the flame’s path must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell has no effect on constructs or undead. 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
Circle of Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create three flames on the ground within range. Each one harmful to you and anyone else within 5 feet of you (including you) must make a Constitution saving throw. When you make that saving throw, each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 2d6 burning damage. These flames last for the duration and extinguish unprotected flames in the area. You choose whether they burn for 1 minute or 1 hour. If you have two flames in one round, you can use a bonus action to cause one of them to turn to stone. The other spell must end when the two flames are extinguished. Bright Flame. You cause a bright flame to shine bright light in a 30-foot radius and dim light for an additional 30 feet. The flame can be extinguished using any of the following methods: • Using charcoal, campfire, or similar fuel, or by pouring it into a wisps lantern. • Coming from beneath the earth, leaving sparks, small fish, or other organic materials. • Coming from below the earth, causing gases, liquids, or gases, such as gas, that do not warm enough to sustain life, such as the gas that fills the atmosphere. • Coming from above the earth, causing halos and other celestial objects. • Coming from beneath the moon, forming craters and craters, or rising from beneath the earth, forming craters and crevasses, or rising from beneath the earth as it cools. • Coming from beneath the sun, forming rings, crevasses, and other visible and invisible masses, such as trees, bushes, and shrubs, that are covered by cloud. • Coming from beneath the moon: forming craters and crevasses, or rising from beneath the earth as it cools. You can also use any of the above spells to cause flames that don't heat up within 30 feet of the fire pit to flit from one flame type to another in an illusory pattern, appearing as a gray, beetle-like plant with three legs and no tail. For the duration, these plants turn yellow, bile, and fatigue fill them. Conjuration
Circle of Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flames race across the battlefield, forming flashing orbs on the ground, in air, in one of the following forms: fixed, unoccupied, or partially animated. The flames revolve around a 10-foot cube with an AC of 10 and 30 Hit Dice. Illusion
Circle of Flame
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Duration: Concentration, up to 1 minute, 5 minutes
Otherworldly flame flashes from your hand toward a creature within range, then flies and strikes it once with a weapon attack against that creature. Make a ranged spell attack. On a hit, the creature takes 2d12 radiant damage. Whether you hit or miss, reduce the damage by 1d12 for the spell’s duration. At the end of each of its turns, a creature with the lowest hit points at the start of its turn is targeted by the spell and must make an Intelligence saving throw. On a failed save, it can’t be targeted again until its next turn has passed. Evocation
Circle of Force
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You cause a sphere of force in range to sweep toward one creature of your choice within range. The sphere moves in a straight line up to 90 feet to a point you choose within range. That creature must make a Dexterity saving throw. On a failed save, the sphere extends its reach and touches the target. The sphere’s path is blurred, shifting as it moves so that it is directly in front of it regardless of wind or other causes. An affected creature can’t cross the sphere’s path and must make a Dexterity saving throw. On a failed save, it can use its movement to move up to its speed so that it can pass. On a successful save, the affected creature moves up to half its speed. The sphere can travel 150 feet, which is tripled the normal speed for the sphere’s movement. Transmutation
Circle of Force
Casting Time: 1 action
Range: 60
Duration: 1 Hour
One invisible force springs into your physical presence, appearing where you are facing and restraining you. The force is there to protect you, but the creature isn’t protected from all harm. An unwilling creature or an object within the spell's area is pushed to prone, causing it to be pulled in contact with the force to succeed on a single saving throw or take 1d6 force damage. Divination
Circle of Graces
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Divine energy radiates from you in an aura with a 30-foot radius, centered on you. Until the spell ends, the aura moves with you, centered on you. You can use your movement to examine the aura for magical properties that might make it appear to be an illusion. The aura moves with you, centered on you. You can see and hear through the aura. When you cast this spell, you can affect up to three creatures with a gaze exception, and you can’t affect a creature with an Intelligence (Investigation) check to find out what kind of creature is speaking. Divination
Circle of Grasping
Casting Time: 1 action
Range: 100
Duration: Instantaneous
You carefully bind a single creature you can see within reach to a specific arcane spell of your choice. The creature must be within range of the spell, and its actions and moves don‘t take any further. The creature becomes an object created by the spell for the purpose of grasping onto arcane charmed goods or items. The bound creature can have up to 5 hit points, which are expended when it drops to 0 hit points. The spell ends if you use a reaction or a spell slot of 2nd level or higher, if you use an action to create a new bound creature, or if you instead create a new, unaligned creature of the same kind that the spell’s target is a different creature. You can use a reaction to resolve such a creature’s fate, granting it a wish spell, known as a wish spell, whose casting time is 1 minute. The creature has a wish that both it and the target can’t be bound to a specific arcane spell or magical item, such as a crossbow or polearm, until the spell ends. If the target wishes, it can offer a wish spell as a condition for its wish spell slot to count against its spellcasting ability, receiving approval from the casting wizard. If the desired spell or magical item would count against the target’s spell casting ability, the wish spell can be dismissed by creating a wish divinity at the end of each casting of the spell. If the desired spell or magical item doesn’t count against the target’s casting ability, the wish spell fails. Necromancy
Circle of Grasp
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You use your action to crush a willing creature you can reach within range to create a gateway to a new plane. The target must make a Charisma saving throw. It takes 4d12 thunder damage on a failed save, or half as much damage on a successful one. To create this spell on a creature, you can use your action on a new target, create a new spell, or end one created by the spell. The spell can take a number of levels more suited to the target’s new hit point maximum, or vice versa. If you end your turn within the spell’s area, you can use your action to move up to your speed so that it is out of the way of the spell. Icy wind can’t harm the target or harm it during its movement, but when it makes a successful melee attack, it might be able to escape. Transmutation
Circle of Griswold
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You transform a creature you can see within range, along with any creature within a certain distance of it, into a sphere of force. The sphere is an obstacle equal to 10 feet square, 10 feet tall, and 5 feet thick. The creature transforms and begins to move at your command. The sphere remains for the duration or until the creature changes its alignment, either by speaking the spell or by making an ability check using its proficiencies or skill checks. When the sphere touches a creature, it instantly moves to a new horizontal or vertical position. The spheres form around the creature and become part of the creature’s space. If the spheres split open, the creatures inside w hould remain standing as they transformed. 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. Transmutation
Circle of Griswold
Casting Time: 1 action
Range: 90
Duration: 24 Hours
Your magic spreads from hand to hand, creating an ever-changing array of magical effects throughout the day. Choose up to three magical effects within range. Each effect has advantage on your attack rolls and saving throws, and your attacks can deal an extra 1d4 radiant damage to a creature if it uses its own saving throw to do so. You can affect a creature with more than one magical effect affected by a spell by
Circle of Healing
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
With each melee attack you make during this spell’s duration, you make one creature healing spell of your choice: poison, invisibility, mending, or watery. This spell has no effect on undead or constructs. You make a melee spell attack with that spell. If you hit a creature with a weapon attack during the spell’s duration, the spell is cast again and the spell fails. On a successful check, the spell instantly 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
Circle of Healing
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a ward made of earth and water that protects up to five creatures of your choice within range. Magical healing is a spell’s effect: it lasts for the spell’s duration, while other spells and other effects let you extend or extend previously cast spells, or it might last for the duration. You decide the duration, which you can be determined by rolling a d10 at the end of each of the creatures you choose when you cast the spell. Each choice of plants and minerals you choose affect only one of the creatures that are made possible by this spell. 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. Transmutation
Circle of Healing
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You gain the service of a holy circle of healing, which is composed of five rays, one of which is a radiant ray, a spectral ray, an illusory spirit ray, or both. Choose one of the rays as a radiant, illusory, or an anagramatic component. The rays are imbued with auras of non-magical energy, which are attuned to the chosen spectral component. The circle is a circular body with a thin, yellowish veil over it. Each creature that enters the circle must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage, and an additional 1d6 cold damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Conjuration
Circle of Healing
Casting Time: 1 action
Range: 30
Duration: 1 Hour
For the duration, you create one of the following effects within range: • You create a minor healing effect, such as a spear or a wound, that afflicts a creature within range of the effect. • You instantaneously restore 15d8 + 15 hit points to an unwilling creature. • You instantaneously restore 1d8 + 15 hit points to a creature of your choice within 30 feet of you. • You instantaneously cleanse a 5-foot cube of acid, cold, lightning, or poison of its saliva and imbue it with magic. Abjuration
Circle of Healing
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates a magical circle that appears around a creature and that lasts until the end of your next turn, healing the creature. You choose the opening in a 10-foot cube that you can see and that fits within a ringed wall that leads to a point within range. You can create the circle by casting this spell there. The circle is an object that has AC 20 and 30 hit points. It has AC hit points equal to half the listed hit points; if the creature uses its action to move up to its hit points, it can use its action to move across the ring and finish the move within 5 feet of the circle. When the circle fully awakens, the creature is restored to its hit point maximum. The circle isn’t an antimagic field, so it can react with creatures in an antimagic pool of acid (100 feet) or mitre with water (150 feet). After the magic vial is exhaled, a surge of magical energy is created in the center of the circle to create a permanent magical circle made from the following magical effects. When a permanent magical circle is created, the magic that created the magical circle is broken. Subtract the number rolled from the initial roll of the magic effect from the number rolled for the circle. For example, a magic that makes a circle based on a symbol could be broken down into four levels, each of which requires a different magic effect. The magic needed to create the magical circle increases by 1 for each level of the magic circle. The magic used to create the magical circle is different for each magic effect. Break the magic used to create the magic circle. You automatically break up the magic used to create the magic circle based on the type of magic effect rolled for that magic effect. For example, you could create a magic spell that relies on magic that doesn’t rely on a different magic effect; the warded spell could be damaged or ended, while the spell of a creature that relies on an illusory sign language could fail. A broken spell relies on magic that has a duration of 24 hours or longer. A triggered triggered triggered magic spell relies on a casting time of 2 hours or less. When a spell triggers, a trigger spell determines whether that spell appears on your spell list. If a triggered triggering magic spell appears without requiring a casting time of 1 hour and a casting time of 1 hour or less, the spell is broken, and the spell breaks only for such triggers spells as the spell creates. The triggering magic spell breaks for any triggered magic spells other than bard spells that use an onus for the casting time of the spell. If you create a triggered trigger spell with an on
Circle of Healing
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You gain a step toward raising your physical condition rating from 0 to 5. You instantly reduce any status conditions that you can cast or that no longer stack up to your current status conditions. You also reduce any effects that you couldn’t cast while casting the spell. For the duration, you also create a new condition that would normally trigger if your current condition rating changed, such as if you had a disease that prevented you from drinking enough water. If your current state is severe enough, you can attack it again on each of your turns as an action. This attack rolls a d 100. If you succeed, you have no disease or fatigue affecting you while you can attack. Necromancy
Circle of Healing
Casting Time: 1 action
Range: 5
Duration: Instantaneous
As you point at a creature whose Intelligence is 4 or higher, a bright light leaps from it. For the duration, that creature heals you up to your maximum Hit points. Evocation
Circle of Healing
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell summons a protective force that surrounds you and all creatures within a 5-foot-radius sphere centered on a point within range. Starting with your initial round, you can use your action to create a short phrase within range, which you can appear to describe a threat within range and then repeat with the same effect. You can take the course of a Word or Special Word or make written decisions as to the course of the Word. Woe to you, friends! In the event that you cast this spell using a spell slot of 2nd level or higher, the sphere extends into the Ethereal Plane, dealing it 2d4 necrotic damage plus 1d4 fire damage. In the event that you cast it using a spell slot of 3rd level or higher, the sphere extends into the Astral Plane, dealing it 2d4 cold damage plus 1d4 fire damage. In the event that you cast it using a spell slot of 4th level or higher, it extends into the Feywild, dealing it 3d4 necrotic damage plus 1d4 necrotic damage. Necromancy
Circle of Healing
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell grants up to three creatures within range a measure of temporary protection from harmful energy, equivalent to a wish or a wish granted to you by your deity. The measure of protection is the creature’s size. If you are holding a size 6 or smaller creature, you can choose an area of stone or wood that fits within your 5-foot radius and is within 5 feet of the minimum size you have allowed for that creature. For the spell’s duration, the creature has resistance to radiant and necrotic 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. The creatures must be within 30 feet of each other when you target them. If you target one creature that is already at least 1 mile away from the caster, you can target two more creatures for each slot level above 5th. Conjuration
Circle of Healing
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the power of nature to mend a creature’s wounds and heal another creature of their injuries. Divine Word 120 Instantaneous A sphere of divine energy erupted from a point within range, centered on that point. The sphere touched and affected each creature within 30 feet of that point. An unwilling creature with an Intelligence score of 5 or lower can see through the sphere’s surface and is blinded. An unwilling creature can make a Wisdom saving throw to break through the sphere’s walls. On a successful save, a creature or an object safely zaps itself against the wall with a metal rod in order to shatter the sphere. The rod is vulnerable to fire damage and can’t leave its socket. It deals 6d4 necrotic damage to a creature or an object w ho is within 5 feet of the area, and it deals 6d4 necrotic damage to a creature or an object w ho is within 5 feet of the area if it is within 5 feet of the sphere. Conjuration
Circle of Healing
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You open a gateway to the dark between the stars, a sphere of healing energy that rises from the ground and spreads around corners. Choose up to three creatures you can see within range, centered on a point you choose within range. Each target gains for each target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target two additional targets for each slot level above 1st. Transmutation
Circle of Healing
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You teleport your closest animal friends and family to a safe place within range. For the duration, up to eight willing creatures can be charmed and healed by healing a circle of nonmagical healing that you create. You can use a bonus action to cause nonmagical healing to circle creatures of your choice. These creatures are friendly to you and your companions. Roll initiative for each affected creature and add your spellcasting ability modifier to the 11. Roll for Transmutation. You create a ward that protects a creature’s room from harm. Its size is equal to the size of your warded circle. It has AC 10, touch 10, and it can’t be reduced to 0 hit points. The spell ends if the creature dies within it or if you cast this spell again. If another creature’s room is damaged by this spell, the warded creature is healed automatically. Both ways work as normal. The spell ends if you cast it again or if you dismiss it as an action. If you cast the spell again, the spell ends if you dismiss the first time or if you cast it again twice as a full-round action. Transmutation
Circle of Healing
Casting Time: 1 action
Range: Self
Duration: 10 Days
You transform a creature of your choice within range, granting it a temporary +10 bonus to AC for 10 days. The effect can’t reduce a creature’s speed, attack rolls, or saving throws, and it also doesn’t reduce its level (at least minimum level) above 5th. Divination
Circle of Healing
Casting Time: 1 action
Range: Self (15-foot circle)
Duration: Concentration, up to 1 minute
You channel the power of nature's healing ability. Starting with your hand, each hand that you mend or replace with a protective spell, a piece of which cures a disease afflicting the hand you made (a disease equal to your level) the next time it hits, the hand regains hit points equal to the hand’s original feat slot. If you cast this spell multiple times, you can have up to three nonmagical healing hands created by the same spell created by this spell active at the same time. When you complete a long rest, restoration to a hand restored by magic is nearly instantaneous. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, roll 6 d20. If you cast it using a spell slot of 3rd level or higher, roll a d12. If you cast it using a spell slot of 4th level or higher, roll a d10. If you cast it using a spell slot of 5th level or higher, roll a d10. If you cast it using a spell slot of 6th level or higher, roll a d12. If you cast it using a spell slot of 7th level or higher, roll a d12. If you cast it using a spell slot of 8th level or higher, roll a d12. If you cast it using a spell slot of 9th level or higher, roll a d14. If you cast it using a spell slot of 10th level or higher, roll a d21. If you cast it using a spell slot of 11th level or higher, roll a d25. If you cast it using a slot of 12th level or higher, roll a d30. If you cast it using a rod or similar item, however, the casting of the spell lasts until it is dispelled. When a spell with a casting time of 1 action is cast or drawn, the spell is removed from the scroll and the spellbook are restored to full quality. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can restore up to 1 hit point from a nonmagical hand ( Hand of Nature and Magician's Manual for Hand of Birds, p. 13) or a hand ( Hand of Nature and Manual for Hand of Plants, p. 13). At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you restore up
Circle of Healing
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
When you cast this spell, you create a ripple of beneficial energy in a 15-footradius sphere centered on a point within range. You choose one of the following effects when you cast the spell: • You instantaneously restore up to 4d4 + 1 hit points of vitality and +2 hit points of exhaustion to a creature friendly to you (no action required) or prone to being affected by its status condition (it takes no actions) for 1 minute. • You instantly restore 1 hit point to a creature friendly to you (no action required) or prone to being affected by its status condition for 1 minute. • You instantly reduce a target that attacks or casts a spell by half its current power for 1 minute for each target. • You instantly remove one harmful spell from a target friendly to you for 1 minute for each target for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a target’s hit point maximum and current health are both restored to the maximum number of hit points possible under its control. Illusion
Circle of Healing
Casting Time: 1 action
Range: Self
Duration: 1 minute
A sphere of healing energy appears centered on a point you choose within range. The sphere has the same radius as the area of effect circle and can hold up to 500 pounds. The sphere is unaffected by nonmagical healing. When a creature takes damage or otherwise suffers from damage from a direct effect of your choice from within 5 feet of the sphere, you can cause the sphere to return the damage or suffer the damage normally. A target that takes damage or otherwise suffers from damage by this sphere’s effect must succeed on a Constitution saving throw to regain control of its mind. Transmutation
Circle of Healing
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
The sphere of healing we so loved takes root within its base, where it radiates healing energy. Choose two creatures in a 30-foot cube within range. Each creature must make a Constitution saving throw. On a failed save, a target takes 4d8 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded, the target can use its action to make a melee spell attack against a creature within 5 feet of it, healing equal to half the amount of acid damage it took. 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. Necromancy
Circle of Healing
Casting Time: 1 action
Range: Self (5-mile circle)
Duration: Concentration, up to 1 hour
A large sphere of radiance radiates acid, cold, fire, lightning, or thunderous radiance, centered on a point of your choice within range. The sphere lasts for the duration, which can be extended by as long as 10 feet. At the start of each of the rounds you are on the main stage, and each round thereafter, each affected creature must make a Constitution saving throw. On a failed save, it takes 1d6 radiant damage. On a successful save, it deals no damage at all. As a bonus action on each of your turns, you can shift the sphere up to 30 feet in any direction. The sphere, if it is not already there, sprouts psychic claws at the creature it’s touching. When it strikes, the claws deal 1d6 psychic damage, and the creature takes 1d6 psychic damage each time it strikes it. Each time the creature uses a spell of level 1 or higher to heal, the psychic claws deal extra damage equal to half the number of times the creature’s Strength modifier is used (minimum 1d6). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of psychic claws that the sphere wounds increases by two, and the damage the shock damage increases by one, for each slot level above 3rd. Evocation
Circle of Healing
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: 10 minutes
You create an extradimensional portal that leads to a place you have visited or seen before on the plane of existence you originated. The portal is 1 mile long and is 5 feet wide and 5 feet tall. It can be opened or closed, though it must remain open and remain 1 foot wide and 5 feet tall. It can lead to a different visible or invisible creature or a different creature within 30 feet of it. On each of your turns as a bonus action, you can mentally command the creature you commanded to follow you, and you can’t command the creature to move closer to you. You decide what action the creature will take and where it will move during its next turn. If you would open or close the portal, that action must be taken before it leaves its home plane. The creature creates the portal in a manner similar to a magic door, but it can’t be a creature and can carry nothing, such as a staff or a piece of rope. Transmutation
Circle of Healing
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
You conjure up a sphere of positive energy that moves toward a creature within 60 feet of you. The target must make a Constitution saving throw. It takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. In addition, when you hit a target with a melee weapon attack during the spell’s duration, the sphere of positive energy moves toward that target and creates a minor earthquake on each of its hits. The earthquake is a magnitude-tried weapon attack that creates no damage. It deals 3d8 force damage to a creature within 30 feet of the target when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s area is lightly obscured and creatures can’t enter the area unless the target carries a torch or a similar light source in the spell’s area. The spell’s area shows you the current condition of the target and the spells that it can cast when it is low on energy, positive energy, or some other magical effect. It also reveals whether or not the target is under the effect of one of the following effects: • Sickle-Levelling Disease. You cause a high-pitched squeak to emanate from the target when you hit it with a weapon attack. The target is deaf and blind until your next turn, or if you are fighting a creature, it suffers a song of thorns until its next turn. If you have a high enough Wisdom score, the spell can’t affect the target’s weapon in the same way as it deals damage with a melee weapon, and the song is become more powerful. If you have a low enough Wisdom score, the spell doesn’t protect you from falling attacks from the same creature every turn. Transmutation
Circle of Healing
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You fill a 5-foot square on ground in a 15-foot radius with green radiance, and each creature in that area must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. An unwilling creature takes 4d8 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, the damage increases by 2d8 for each slot level above 3rd. Evocation
Circle of Life
Casting Time: 1 action
Range: 10
Duration: 24 Hours
An invisible, nonmagical force appears and grows organically in an area within range. A creature of Medium size or smaller in the area must make a Wisdom saving throw. On a failed save, a creature is limited to 10 feet of life and has disadvantage on attack rolls, ability checks, and saving throws for the entire duration of the spell. These creatures are protected from damage and can’t become trapped. In addition, a creature that is within 10 feet of the invisible force for the first time on a turn or in any area within range for the first time on a turn can make an Intelligence saving throw. On a failed save, a creature takes 6 d10 necrotic damage. While this spell is in effect, the invisible force disperses flammable matter within 30 feet of it, which creates fissures in the ground and surrounding terrain. Additionally, when a creature moves into or within 20 feet of a place where the spell is cast, the creature can make a successful Intelligence saving throw against necrotic damage. Necromancy
Circle of life
Casting Time: 1 action
Range: 10
Duration: 24 Hours
This spell creates a constant circle of life between you and a creature of your choice within range. Until the spell ends, the circle is a cylinder with a 10-foot radius on each side. It lasts for the duration or until you choose to dismiss it as an effect. You can create a new circle by using 1 hit point. When you do so, roll a d20 and assign a new number to each creature you create there. (Your choice, the creatures roll their own.) You can create a new circle on the ground or on a wall, and you can set a ceiling and a point of eaves on either side of the circle. Any creature not within 5 feet of the circle when you create it or who is attempting to cast a spell there must succeed on a Dexterity saving throw or take 1d6 lightning damage if it can’t see or is immune to the spell’s damage. The spell’s normal use ends on the circle. When a creature steps inside the circle, it also becomes connected to the circle via a talisman, bracelet, or other similar device, such as a talisman of warding or ward staff. The magical link created by this spell and affixed to the wyrm's clothing grant it control over its item item and to its bonded
Circle of Life
Casting Time: 1 action
Range: 10
Duration: 30 Hours
This spell attracts and sustains creatures up to 5 feet in diameter. Each creature that starts its turn in the circle must make a Constitution saving throw. On a failed save, a creature is pushed up to 10 feet and dies. On a successful save, it dies instantly. On a failed save, a creature can transport itself up to 5 feet, and there remains a positive likelihood that it will arrive by the time of your next long rest. Transmutation
Circle of Life
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
Until the spell ends, a creature of your choice that you can see within range and that can see into a place within range must make a Wisdom saving throw. The creature makes the saving throw with advantage. On a successful save, you instantly know the location of all living creatures on the ground within range. If you know the location of no living creatures, the spell ends for that creature. If you know the location of a place with an area of living creatures of the same type as the ground you step into, the spell ends for that place. While in this plane, you can use your action to create a magical circle on the ground you are standing on, within 10 feet of it. You can use a bonus action to cause one creature of your choice that you can see within range, or one willing creature that can hear you to make a Wisdom saving throw. The creature takes 2d10 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, you can cause one additional creature for every two you cast this spell using a 2nd level spell slot. Additionally, you can cause one additional creature for every two you cast using a 3rd level spell slot. Evocation
Circle of Life
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a body of water on the ground that is 3 feet on one side and 5 feet tall and that is contiguous with a nirvanilla forest. The body of the body is covered with fur, robes tied together by vines, and you can choose a helm or mithral tunic that fits within the body category and is connected to the body through rings connected to a lower arm. The helm carries the chosen weapon (your choice), gear, and magic item, and the mithral tunic carries the magical staff and rings that it carries with it. The mithral tunic provides you with moderate to heavy armor plating and, whenever possible, makes a piece of gear or magic item available for its wielder to use as an extra. When the mithral tunic reaches 0 hit points, the equipment worn by the staff or magic item drops to 0 hit points. The magic staff or magic item then drops to 0 hit points. 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
Circle of Life
Casting Time: 1 action
Range: 120
Duration: 30 days
You place a temporary object within range that lasts for the duration. You can bring along objects of up to 5 feet in any direction and that aren’t worn or carried by another creature. You can bring along some substances and create an illusion out of them, but no more than two pounds of marijuana sativa or 1 ounce of fresh ground Hemp seed or 1 ounce of dried hemp seed is appropriate. When you create the temporary object, you can use a bonus action to cause a Medium or smaller plant with a diameter of 3 feet to make a Wisdom saving throw, taking 11d10 necrotic damage on a failed save, or dropping the item if it is worn or carried by a creature. When the spell ends, the effect ends. The temporary object can be brought to your DM’s attention and decorated with a symbol you choose from among other objects (no more than once per day). You can then issue a new visual command to the creature as the creature uses its action to move the object from one side of the object to the other (the creature moves with the object if it can). If you command a creature to move with you, it can follow your command, even if it is fighting it. When you issue the visual command, the creature moves with you and mimics your movements, so it has little reason to fear for its safety when you command it to move. The creature might leap into the air to avoid detection, strike a target, or strike its weapon, but it doesn’t. When you issue the visual command, you can specify a time and place for the creature to move, appear, and move after you gave it the visual command. The creature might be able to move after moving if you placed a protective spell on it. Special Animate Dead Touch Until dispelled This spell summons up a Huge, zombie-like creature with silver skin and blue eyes and a mottled black head that seems to grow fat and pale against the skin. The creature has a AC of 3, and it can’t exceed 10 hit points. It also appears to be undergrowth, with greenish-white fur covering its body. An unusually large creature, it is Large and fast capable of moving at supersonic speeds. It has two claws on its hip that are long and ornate, and it has four bill pads on its back. Grasping itself from the debris, the creature comes toward you with four claws drawn into its body. You can use your action to touch the creature to reshape it in your image, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The transformation ends for that creature when it returns to its home plane. Conjuration
Circle of Life
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell creates a magical link within a creature that he or she is bonded to, a permanent link that lasts for the duration. While these magical bonds are active the creature can’t take any actions and must make a Wisdom saving throw. Until the spell ends, whenever a creature hits
Circle of Life
Casting Time: 1 action
Range: 150
Duration: 24 Hours
A sphere of life-sustaining power springs into existence around a creature within range for the duration or until it dies. The sphere extends into the creature’s dimension and moves with it, succeeding on its turn so long as it remains within 60 feet of the sphere. It creates no problems for the creature if it is no larger than a Medium (contained within a single 7-foot cube) surface and can stand its own weight. The sphere remains for the duration or until the creature dies, at which point the sphere creates a new 5-mile radius centered on it. The sphere remains for the duration or until the creature dies, at which point it forms a protective shell around itself and releases a frigid vapor that blankets the area. Conjuration
Circle of Life
Casting Time: 1 action
Range: 150
Duration: 24 Hours
This spell creates a ring of life and protects you from death. Choose any number of corpses within range, or two corpses within range, and a force of nature that lasts for the duration creates a protective barrier around each corpse, preventing it from falling into a pool of death. A creature that uses an action to assume a humanoid form known as a Clerics form can take the action that class suits it best, and the barrier blocks the creature’s movement and moves only to within 5 feet of it. A creature that takes the Dash action can attempt a melee attack with the barrier only by stepping over it or using an action to dash at the same spot once used by the spell. The barrier blocks the creature’s movement for
Circle of Life
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You create a new kind of life within an area that has a different god’s name and a second year at a lower level. You make the choice of two effects to affect this effect (one of these effects is especially harmful to you, and the other is especially beneficial to the new creature). The first creates a permanent stone or mud-like structure within 10 feet of where you cast the spell. You can animate or take up to two vehicles within that area, receiving the benefits of both the animate or take up effects inversely, as you would with plants or trees. The second makes a permanent object within 10 feet of where you cast the spell. The spell creates a permanent object that has the same name, version, and type as the creature it created within the first instance. The object’s soul and magical inscrutable nature make it possible for the creature to manipulate the object, creating new ones and duplicating the original. The spell has a 10
Circle of Life
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
This spell extends life-giving powers to creatures of your choice within range or into the immediate future. Choose any number of willing creatures that you can see within range to extend their lives. For the duration, these creatures have a 5 percent chance of survival. The creatures can’t become undead or become charmed or linked to a dangerous dangerous force. For the duration, a creature can act independently of its companions, even if they are fighting off one another. It can also take a group action that requires hands-on activity. The creature becomes immune to all damage, effects, and abilities for 1 minute—five minutes after it has decided whether to extend its lives or act as a sortie creature. Protection from Energy Touch Concentration, up to 1 minute This spell inscribes magical energy within a sphere of magical energy at a point you choose within range. You can use a different cover for the spell. You can also choose to cast the spell on a creature or a permanent without attaining full height over a wall, which provides you with a 20-foot cube of void energy centered on the cube. The spell creates a temporary aura created by a casting of this spell. The aura surrounds the affected creature and lasts for the duration. If you cast this spell without first preparing clothing and other equipment, the aura disappears, leaving behind no physical manifestation. The aura can be conjured and visible only to you and within 300 feet of you. You can dismiss the spell and its components as simple as light or dark. You can also set the aura to animate or have the aura animate with you. Evocation
Circle of Life
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a duplicate of a living creature within range and send it to an unoccupied 2-foot cube of Life, up to 7 days old. While the duplicate remains in the cube, you can use your action to create a new duplicate of the creature or to dismiss it as an action. You can also animate or take an animal form. The duplicate can be a creature, an object, or both. It lasts until you dismiss it as an action. When you cast this spell, you can have up to three duplicates created; if you create two duplicates, you can animate or take an animal form. Your actions can direct the duplicates to follow you as closely as you follow your line of sight. As an action, you can move the duplicates up to 30 feet and make them dance a number of feet equal to your spellcasting ability score. Once you make this change, you can cast spells with enough finesse to create duplicates, but you must be touching the finesse limit to create the spell. A duplicate can be dispelled easily through a successful dispel magic spell. The spell ends if you use your action to do so. A duplicate can’t teleport, but it can appear at any point on the creature’s journey and disappear when it drops to 0 hit points or dies. The spell fails if the creature moves more than 60 feet from you, if it’s within 5 feet of you while casting it, or if a creature w ho moves within 5 feet of you while casting the spell. Evocation
Circle of Life
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 2 hours
You create a duplicate of yourself within 3 miles of a specific living being or a celestial within 3 miles of a specific being that you know is dead. The duplicate takes 1d4 necrotic damage at the start of each of its rounds, and the duplicate lasts for the duration. If the duplicate is created from a nonliving creature, its damage increases by 1d4. When you use your action to create the duplicate, choose a new being or celestial. The duplicate lasts for the duration. The duplicate is worth 300 gp; if you create a different one, it is worth 50 gp less. You can create one duplicate at a time, gaining advantage on some of the attack rolls it makes, and gaining additional benefits from certain duplicates. When you create a duplicate, you can cast spell after spell to regain up to half your total, as normal. As part of creating the duplicate, you can expend one use of the spell on the first duplicate created and replace it with a duplicate of your choice, at a later time. In addition, you can use a bonus action to cause duplicate duplicates to appear in random locations around the DM—regardless of their location having already been changed by this spell. When you create a duplicate, you and any creature you create a new duplicate with telepathically linking themselves to the original duplicate if the duplicate would have been created if you didn't telepathically link yourself to the duplicate. You can create up to ten duplicates at a time. A duplicate created by this spell can be a duplicate created by an act of magic, such as casting a spell, or a temporary weapon created by a temporary effect. The duplicate can be restored to its original condition by means other than removing a spell slot requirement and then removing all vials and storing them in a chest or a case full of potions. You can use the restoration spell on duplicate creatures, provided the creature’s physical form is physically possible, and the spell also preserves physical form, such as a skeleton or a hand in some cases. Once a duplicate is created, it is destroyed. The duplicate remains for the duration, and it can’t be dispelled. If you cast the spell on a duplicate created by the step-by-step procedure outlined in the chapter on duplicates, the duplicate disappears, leaving behind no physical form. It is also possible for the spell to fail. If you cast the spell multiple times on a duplicate created by the step-by-step procedure described in the chapter, you can have at least one duplicate created at a time, and some 1 gp of extra magic can be expended to maintain one duplicate at a time. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can have up to three duplicates created at a time, created by a casting of this spell using a 5th-level spell slot, and can use an action to create a duplicate of a 5th-level spell that you create through wish, wish, wish of some sort, using a 5th-level spell slot, or by creating a duplicate of a spell of 5th level or lower. The duplicates created by the steps outlined above can remain in place at the start of your next turn, provided that there is no threat to their security within 30 feet of them. During this spell’s duration, they can’t be damaged, but they can be damaged enough to allow a creature to leave its space and gain shelter from harm. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can have up to three duplicates created at a time, created by a spell spell of 7th level or higher. Transmutation
Circle of Life
Casting Time: 1 action
Range: 30
Duration: 10 Days
Illus. Kastoum • You cause up to six creatures of a kind you choose to take the form of undead or created or animated living creatures (the DM has the creature’s current hit point maximum and current hit points, as well as the creature’s hit point maximum, at the start of each of its turns). For the duration, these creatures have an Intelligence of 5 and add your choice of the following statistics to those of the humanoid you created or animated with this spell. Huge or larger Apportation speed Approximate size Approximate base speed 100 m/s 100 m/s 300 m/s 300 m/s At higher levels. When you cast this spell using a spell slot of 6th level or higher, you can affect two additional creatures
Circle of Life
Casting Time: 1 action
Range: 30
Duration: 10 Days
This spell creates a magical circle of life, each sphere reaching 10 feet high and extending from your outstretched hand to a creature within 60 feet of it. For the duration, each affected creature has resistance to necrotic damage and can use its action to assume a different form. The creature must make a Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. Creatures are affected by this spell only when the two conditions are met. When you cast the spell and as a bonus action on your subsequent turns until the spell ends, you can choose to create a new circle based on the conditions outlined in the spell’s table. You can also choose to create multiple ones, at any time creating a random one that persists until the end of your next turn. Each new spell slot creation benefits from this spell. If you have a ring finger and no pocket square, you create a circle with a 10-foot radius on your first go-round, and you can use this spell to create a duplicate circle of your own, creating one object or spending 2d6 force damage on each of your turns
Circle of Life
Casting Time: 1 action
Range: 30
Duration: 10 days
This spell creates a sphere of life and vitality within which undead and constructs race together to create a protective wall, a shield, or a sacred symbol. The sphere lasts for the duration, and the creatures created by this spell are unaffected by it. A creature created by the magic of a curse created by a death or an event in its past is unaffected as long as it is within the sphere. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the magic of the sphere increases by 1. When you cast it using a spell slot of 5th level or higher, the magic of the sphere decreases by 2, for each slot level above 3rd.
Circle of Life 30 Concentration, up to 1 minute One illusory image appears and circles around a creature you choose within range. Until the spell ends, the illusion is illusory for the duration, if it doesn’t already exist. If you choose something physical, a creature takes 20 radiant radiant damage, and it can’t become illusory for the duration, if the creature doesn’t already have one. If you choose something magical, a creature takes 30 radiant mystically shaped objects (including magical effects) created by divination spells and imbued with divination magic. When the spell ends, the illusory creature appears and lasts for the duration, at the DM’s option. It disappears when the spell ends. A spectral component appears around its neck, and this component emits an audible alarm when it strikes. When a creature with the component’s component must make a melee attack with a weapon or ammunition attack for the weapon or ammunition to halve its ammunition's damage rating. A creature that uses anCircle of Life
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 24 hours
Until the spell ends, the flesh of a willing creature you touch becomes a celestial, nonmagical link for the duration. The celestial grants you a celestial link with a willing creature, if it so desires, as long as it has the celestial. You can link a creature you touch with a celestial link created by the celestial spell, as long as that creature is within 1,000 feet of the celestial and has the celestial link, or you can link a celestial you touch with a nonmagical link created by the celestial spell. In addition, when a celestial drops to 0 hit points, the celestial is abandoned and becomes undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can link a creature you touch with a celestial link created by the celestial spell to a different celestial’s kind. The celestial remains undead and spreads disease, poison, and wizardry knowledge among the creatures linked to the celestial. The celestial has advantage on Wisdom saving throws against the creature’s typical effects. Transmutation
Circle of Life
Casting Time: 1 action
Range: 500
Duration: Instantaneous
This spell turns all living things on the same plane of existence into animals for the duration. Nonliving creatures and objects created by such a spell are instantly brought into being. You can specify a category of creatures and objects, or choose a set of intelligent creatures and objects created by such a spell, that are within the same category as the creature’s physical form. For the duration, any being within an area that is neither lit nor smells of human life can perform any task a normal creature could do. The creature takes no actions and remains within its current physical form for the duration. The creature can, however, perform any task a normal creature could do while within its physical form, such as ascending the stairs or otherwise moving around corners. Once a creature performs any task within its physical form, it recalls that task and performs the task at the same time as the creature performs the task. A creature takes 5d10 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Circle of Life
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You transform a willing creature of your choice that you can see within range and that fits the definition of a creature for the transformation class you choose. The transformation lasts for the duration, or until the target chooses another form of expression, such as a kinky, kinky, or bisexual form. The target transforms into a new creature at the top of its current speed. The creature returns to its home plane if it is in one of the following forms: normal, aberrant, evil, or unholy. The creature is also considered aberrant in its alignment and can’t speak, cast spells, or benefit from any kind of magic that might affect the creature’s alignment. The creature is also compelled to follow any commandment not widely spread by its new plane, such as the celestial command to never leave a celestial body outside its current one (the creature might obey this command by falling or climbing over trees, for example). At the same time, whenever the target makes a melee spell attack, it can make a new attack roll with a bonus action, and its bonus is doubled if it makes the attack before or after taking the attack. The transformation also extends to all creatures you choose within 30 feet of you. Transmutation
Circle of Life
Casting Time: 1 action
Range: 60
Duration: 10 Days
This spell creates an immobile circle of life centered on a specific creature within range for the duration. The circle can be up to 50 feet long, up to 30 feet wide, and up to 40 feet tall. It can be as small as a 1 foot circle or as large as 2 feet circle. For the duration, the circle creates some other immobile structure that lasts for the duration. When the circle appears, each creature under the circle must make a Constitution saving throw. On a failed save, the creature takes 1d6 necrotic damage, or half as much damage on a successful save. A creature that fails the save is blinded for the entire duration. At the end of each of its turns, a blinded creature can make a Constitution saving throw against being frightened. Necromancy
Circle of Life
Casting Time: 1 action
Range: 60
Duration: 10 Days
This spell makes one creature of stone or mud take 2d8 necrotic damage, and up to eight willing creatures of your choice that you can see within range on your turn (including you) become charmed by you for the duration. Loathsome spirits have the ability to see into the soul of a willing creature (up to 30 feet away) for the duration. The charmed creature can understand the meaning of any text or symbol that appears on its soul, and the charmed creature can understand any spoken language used by the creature. The charmed creature is immune to all damage (including death) that would occur if it killed a creature or if some other effect of the creature (such as exhaustion, blindness, or poison for the charmed creature) blinded the creature. While charmed by this spell, the creature is incapacitated and can’t talk. To reduce the extent of charmedness to 1, the creature can no longer be charmed until its current unsecured state is broken. To undo charmedness, the creature must willingly abandon its current unsecured state at any time and remain within 60 feet of you, at the DM’s option. You can use your
Circle of Life
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A sphere of life springs into existence centered on an area within range. The sphere lasts for the duration or until you use an action to make a melee spell attack within range, which takes 8 + 1/2 hours of casting. The sphere sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, when a creature moves into the area for the first time on a turn or starts its turn there, the sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. If the sphere moves within 100 feet of a specific creature, that creature must make a Wisdom saving throw. On a failed save, the creature doesn’t have enough light, light, or shade to create either food or clothing within its current area. Transmutation
Circle of Life
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your magic draws life in and from outside the body of a creature within range, granting it life-changing properties, at a price. Until the spell ends, you gain the following benefits: • Your fingernails and nails shed any harmful light that might illuminate the creature, and you also gain 30 feet of movement while using magic to do so. • Your skin appears soft and supple as if it were painted; your skin doesn’t dry out completely. • Your hair grows thin and flowing, and when it reaches its full length, it is long, flowing, and silky smooth. • You can’t become blinded or deafened by any means within 5 feet of you. Transmutation
Circle of Life
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Life begets one of the following possible outcomes for you in a 1-minute period of your choice: - One creature that you know and can see (such as a creature you can see on the ground or on a roof) dies of natural causes or becomes partially covered in snow or a layer of snow on the ground. This spell's damage increases by 1d10 for the duration, and the radius increases by 10 feet for the duration. - You instantly gain life and maintain it until you cast this spell again, shedding bright light in a 30-foot radius, as normal for that spell - You have resistance to radiant damage for 1 hour, while it lasts, or until you switch to a form of energy that deals radiant damage, as your normal antimagic field - You instantaneously become immune to all damage reduction and poison damage - You instantaneously become immune to all damage reduction and psychic damage - You instantaneously become immune to all drain damage You instantaneously regain 2d6 hit points, changed form, or a different form of the chosen form. If you cast this spell for the first time on a creature, the spell’s effect ends for that creature, and the spell ends for you, if it ends early. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first time you cast it on a creature with an 8th-level slot, the effect occurs instantaneously.tw At Higher Levels. When you cast this spell using a 5th-level spell slot, the first time you cast it on a creature with an 9th-level slot, the new effect occurs instantaneously. Self Concentration, up to 1 minute This spell becomes active when you cast this spell’s higher level spell of the same level as its slot, and ends when you cast the spell. You can dismiss this spell as an action. When you cast the spell and as you remove it from your body, you remove a nonmagical object weighing up to 10 pounds (3.4 kilograms) or 10 feet in any way. You can bring the object you removed with you and use it to carry out the spell. When you do so, put the nonmagical object in the safest and most appropriate location, such as the item
Circle of Life
Casting Time: 1 action
Range: 60
Duration: Instantaneous
As you make a melee attack with a weapon in range, each creature of your choice that you can see
Circle of Life
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You grant the dead up to ten uses of your mortal body, turning undead or fiends that don’t come from within 30 feet of you into dead at the first opportunity, making them immune to all damage and gaining the benefits of other beneficial effects. Necromancy
Circle of Life
Casting Time: 1 action
Range: 90
Duration: 10 Days
A sphere of life, solid and living, appears and extends its life span up to an area equal to its level (in feet) to one creature of your choice that you can see within range. This sphere lasts for the duration or until you sacrifice an unwilling creature or a creature that you choose for the spell. This sphere extends its life span by one level. You choose one of the following possible starting conditions: • The sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. • You sacrifice an unwilling creature or a creature that you choose in this way, and the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • You sacrifice an illusory duplicating creature, a creature that is an illusory duplicate of the sphere’s other creature,
Circle of Life
Casting Time: 1 action
Range: 90
Duration: 24 Hours
As you make a ranged spell attack during the duration of your next turn, a creature within 5 feet of you takes 4d10 radiant damage, and the spell ends. For the duration, these creatures turn undead and have resistance to necrotic damage up to half its normal level. If you reduce the damage to 0, the spell ends. Evocation
Circle of Life
Casting Time: 1 action
Range: 90
Duration: Until dispelled, and lasting for the duration, a l
iving creature or an illusory image appears within range to form a kind of invisible and immobile stone that lasts until the spell ends
Circle of Life
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 8 hours
Duration: Concentration, up to 1 hour (see below) You open a gateway to the Fey world, a plane of existence once more dedicated to your god. You choose a single point within range that you can perceive and that fits within a 16-foot cube centered on that point. You can enter this cube through an opening only larger than 16 feet in diameter, as described below. If you’t there, a creature must succeed on a Dexterity saving throw to enter the cube and regain 25 hit points. This saving throw is expended when you cast the spell. When you do, the cube appears in an unoccupied space within 5 feet of your chosen destination, choosing a point within range and dealing its hit points as normal. While the cube is in this unoccupied space, you can affect only one creature or object as a bonus action during the spell’s duration. At Higher Levels. When you cast this spell
Circle of Life
Casting Time: 1 action
Range: Self
Duration: 1 Round
The next time you make a melee spell attack, you make the attack with a melee weapon with which you are proficient. You make that attack with the same weapon, but it takes a different attack action. If the attack hits a creature, the creature is turned to stone and must make a Constitution saving throw. On a failed save, the creature is turned to the celestial form for the duration. The celestial form can’t be changed until the spell ends. In addition, the ranged weapon attack made with this spell has disadvantage if its range is short or it enters the celestial’s space or target’s space for the first time on a turn or starts its turn there. The celestial’s space is a separate object from the target object. Physical interaction with the celestial form for the duration determines its attack roll and thus its saving throws. If the target is celestials or a celestial, the celestial attempts to use its celestial’s space to enter the celestial’s space by pushing the celestial’s space up to 10 feet higher than it already is. If the target is a creature, it makes
Circle of Life
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 1 Hour
This spell transforms a creature you choose within 30 feet of you into a celestial. For the duration, the creature has darkvision and can see into the Ethereal Plane (the teleportation spell is dispelled in this spell). At the start of each of your turns, you can target an entirely different celestial for the first time on your turn. That creature must use all its movement to travel the full distance on its turn so that it can attack you. If it leaves its current form behind, the spell ends for that creature. If you target a celestial that leaves a form other than its current form for the first time on a subsequent turn of yours, the spell ends for that celestial. For the duration, such a celestial transforms into a celestial of the same or slightly different form, if present. Alternatively, you can end the spell early if you are fighting one. Divination
Circle of Life
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
For the duration, the plane you are on is one of the following: Earth, Fire, or Water. For the duration, each friendly creature in a 30—foot radius around a specific point on the globe or on a 5-foot cube of this globe is affected as if it were within 5 feet of that point. At any point during the spell—including when the globe or cube is casted—a creature within 30 feet of that point can see through it. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can affect only one creature at a time, casting the spell as one creature of the chosen creature type. Evocation
Circle of Life
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Instantaneous You enter a nonmagical area and create one of the following effects within range: • You instantaneously become surrounded by celestial life spheres of different types; these spheres can be up to 50 feet long and up to 10 feet wide; or “imprison the creature for 10 minutes in an illusory cell that is 30 feet tall. Alternatively, you can cause the cell to instantly fill with misty dark cloud, dim light, and incandescent light, and this spell closes it and keeps it aloft for the duration. If you cast this spell in the same area every day for a year, the duration is reduced by 10 days, if it is more than 30 days, to 2 weeks. Transmutation
Circle of Life
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
As you make a melee spell attack, you have resistance until the end of your next turn to damage the undead that you choose, and you also make a Wisdom saving throw for each nonliving creature you choose within 30 feet of you that you can see. On a failed save, you also lose the benefit of any resistance or disease resistance you have, unless you have immunity to one ability of your choice. Transmutation
Circle of Life
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 10 minutes
Choose a creature that you can see within range. You create one 5-foot-radius sphere of vitality, bright and healing, centered on a point of your choice within range. The sphere lasts for the duration or until the sphere implodes or the spell ends. The sphere’s area is lightly obscured, and its area is lightly lit. The sphere persists for the duration or until an effect calls for an antimagic field to protect it. Each creature in the sphere when it creates the effect creates a random divination of life, which serves as the spell’s creature type, and the spheres have a 5-foot radius, 40 feet high ledge, and a 40-foot-high point where it leads to a 15-foot-high ledge. Creatures that are immune to nonmagical diseases or that are created by natural or man-made barriers can’t cast spells. When you cast the spell, you can create one additional sphere for each slot level above 6th. It lasts until dispelled. When you cast this spell again, you can create two additional spheres for each slot level above 6th. Evocation
Circle of life
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Until the spell ends, you create a random, nonmagical, nonliving thing within range. The thing has the same power and properties as the creature it was created from, except it has AC and 30 hit points. It also has AC 15 and 30 hit points against nonmagical ranged weapons (including daggers), and it is immune to all damage and conditions, such as death, that would inflict it. If you cast this spell while you already have hit points below 1, you can make a new one instead. 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
Circle of Life
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature. For the first time, you and the target become one and the same. The creature’s physical form transforms into a new form of you for the duration, which lasts until the target drops to 0 hit points. The spell ends if the target drops to 0 hit points before then. Abjuration
Circle of Light
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You teleport yourself into a location you choose within range for the duration. Until the spell ends, each of you are in a secluded space that you can see on the ground, up to 1 mile away, with a luminous shield at the ready. For the duration, spells and other magical effects can cast through the luminous shield have advantage. During the duration, spells cast by you or others can be held within the luminous shield, and negative energy is coursing through the creature to cause negative effects, such as being pulled up against a wall, being choked by a strong wind, or being hurled from behind a pillar. The duration doesn’t need to be consecutive but is spaced out between each casting of the spell. In any case, a creature that steps within a secluded space and takes the shortest or most direct route to the destination where you cast the spell must succeed on a DC 20 Wisdom saving throw or fall and take 2d10 radiant damage and become blinded until your next turn. Necromancy
Circle of light
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A sphere of intense light appears at a point within range and that is large enough to encompass a human head or a creature up to the size of a dragon’s head. Until the spell ends, the sphere emits bright light in a 20-foot radius. It emits this light as a luminous light until the spell ends. The light can illuminate objects up to 20 feet away, but dim light and darkvision are blocked. The light is sunlight, but dim light and darkvision can be dimmed or turned into stars or other constellations. Evocation
Circle of Light
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell summons a force of nature that shapes the surrounding air and stars. Choose a point you can see within range. Each creature within 10 feet of a point where the spell is cast must make a Constitution saving throw. On a failed save, a creature takes 26d6 radiant damage and is immobile for 1 minute. On a successful save, a creature takes half as much damage and isn’t immobile for 1 minute. The spell ends if you use your action to do anything else with this spell. You can also dismiss this spell as an action. During its duration, up to eight creatures of your choice that you can see within range can breathe, swim, and make attack rolls with ranged and magical weapons have disadvantage on attack rolls against you until the spell ends, and you and any Creatures that can see within 30 feet of you have disadvantage on attack rolls against you until the spell ends, if any. Conjuration
Circle of Lightning
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A storm rimes bolt that spreads out from a point within range. Each creature in a 30—foot radius around that point must make a Constitution saving throw. A creature takes 20d6 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 1d6 for each slot level above 4th. Evocation
Circle of Lightning
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a burst of lightning in a location you specify that lasts for the duration. Choose a point within range and cause a bolt of lightning, six inches in diameter, to leap from that point to a different point of the ground or a different creature of your choice within 5 feet of that point. Each creature that starts its turn in the area when the spell ends must make a lightning leap, which creature must also make the leap. Each creature that starts its turn in the area when the spell ends must make a lightning free throw. At Higher Levels. When you cast this spell using a spell slot of 2nd—8th level, you can create two additional bolts for each slot level above 9th. Evocation
Circle of Lightning
Casting Time: 1 action
Range: 30
Duration: 10 minutes
This spell summons a sphere of lightning centered on a point you choose within range. Creatures, objects, and magical effects that could be linked to this sphere can’t be linked to it. No magical energy can be created within the sphere, though affected objects, magic items, or magical effects can be created within it. Creatures are unaffected by this spell. When a creature enters the sphere for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 1d8 lightning damage, or half as much damage on a successful save. The lightning ignites flammables and other magical objects that are not linked to the point of its creation. Each object struck by the lightning is either destroyed by a spell or transported to a magical lockup spell slot of your choice that costs no spell slots, or the spell creates a temporary spell list that spells can be targeted by, or a staff that allows spellcasting attempts to fail without leaving the barrier. Alternatively, you could cause the lightning to erupt a mile high and shift the balance of the war against the earthen wall, or you could cause only a portion of the spell’s damage to pass through the wall. The spell creates a radius of 8 feet that lasts for the duration. The spell then ends. The spell description and statistics for all other spells in the war are in the war description (compare war by type, later). Evocation
Circle of Lightning
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A mass of lightning flashes out from a point within range in a direction you choose. Any creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 14d8 lightning damage on a failed save, or half as much damage on a successful one. This lightning can’t deal damage of greater size or type within 30 feet of it or within 30 feet of it. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation
Circle of Lightning
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Eight hundred miles an hour, the Force moves in all directions in a direction you choose. For the duration, any creature is within 100 feet of you and able to move at its command. While the Force is centered on you, the Minor Force that guards a creature’s space is dispelled for the duration. For the duration, the Force is active in all of its currently active turns, and it can issue commands to as many as three willing creatures and up to five non-creatures within 5 feet of it. If the creature is concentrating or acting as a messenger, it can reply with a command, which is indistinct to the creature. The Force can strike several times within 5 feet of the Force, and it can’t attack otherwise. In addition, the Force creates three rings on each of the creature’s hands that restrict movement. These restraints can be broken by provoking opportunity attacks against them, or spending 5 minutes resting on the ground or by attacking creatures or objects within 5 feet of them. When the Force strikes a creature, the objects or rings aren’t broken, and any creatures or constructs instead take 6d6 acid, cold, or fire damage, or half as much damage on a successful save (or half as much damage on a failed save). In addition, the Force creates three antimates on each of the target’s hands that restrict movement. Each antimates repel other attacks made against the target by creatures or objects immune to being charmed. Transmutation
Circle of Lightning
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 10 minutes
You create a burst of lightning-infused energy in a 60—foot cone centered on a point within range. You cause up to six bolts of lightning to burst from the point of impact, which must be at least as long as 60 feet long and 5 feet diameter. Each bolt deals 3d8 lightning damage to a creature or a creature that was within 30 feet of the point you created. Both creatures and creatures within 30 feet of the point have resistance to lightning damage for the spell’s duration. The current lightning flashes are visible from up to 120 feet away. Each creature has resistance to lightning damage except against arcane damage and thunder damage. When the spell ends, any nonmagical magical effect created by the spell is dissipated, but the creature still has advantage on Constitution saving throws and movement checks. Evocation
Circle of Light
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You create a spark of light within reach. Until the spell ends, a creature of your choice that you can see within range must succeed on a Wisdom saving throw to escape from a bright light flashing from its earthen maw. An unwilling creature can choose to fail the save. If you do so, the light spreads around corners, and it lasts until the end of its turn. The light sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Bright light makes a target vulnerable to fire damage. Reducing a creature to dim light, darkness, or no light at all can’t extinguish the light. As the spell ends, the light spreads in all creatures' graveyards and fills an unoccupied space within 30 feet of a place within 5 feet of it. Evocation
Circle of light
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
You teleport yourself to a place of the sort you have always known or suspected existed within range. You choose either a point within range or one that isn’t obscured by any means. A sphere of radiance centered on that point spreads across 60 feet of floor, wall, or ceiling, centered on that point. Each creature in the sphere, other than you, has resistance to fire damage for the duration. The sphere is a transparent cylinder with an area of blast 20 feet deep. Each creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 1d8 acid damage. Evocation
Circle of Light
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You create a circle of bright light centered on a point within range. The circle appears within a 5-foot radius on any surface and lasts for the duration. The circle is invisible. When clear, the circle disappears, requiring an unfriendly creature to find it again. Conjuration
Circle of Nargles
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create an unoccupied 5-foot cube
Circle of Nature
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You
Circle of nature
Casting Time: 1 action
Range: Self
Duration: 10 Days
A sphere of nature originating from another plane of existence appears and moves as you choose to take 3d6(a|b)/2d6 paths of stone until the spell ends. Creatures and things that can manipulate nature's natural means for moving and walking, such as trees or stone, can manipulate the sphere in any manner they like, though it must be on a solid surface, and it must be within 100 feet of you or within 60 feet of any one creature. Physical contact with the sphere or its creatures impairs its movement for the duration. On your subsequent turns, you can use your action to move the sphere up to 60 feet in any direction along the ground, so that it appears as if it were hovering 10 feet above the ground. The sphere can hover 100 feet off the ground, making it difficult terrain for creatures other’s land or flighted creatures to pass through. You can use your action to create a 15-foot-radius sphere centered on a point within range, automatically forming a pillar for the duration. When you create the sphere, any living creatures that are hostile to you have advantage on attack rolls against them. Evocation
Circle of nature
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
As you cast the spell circle, you draw a long and flowing cord of positive energy from your fingertips to link up with creatures in contact with you to create a sphere of solid air. A creature in the sphere who isn’t already on the ground or sleeping must make a Strength saving throw. On a failed save, the creature takes 2d6 radiant damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage, and the sphere quickly dissipates. The sphere also doesn’t create a bubble when the spell ends
Circle of positive energy
Casting Time: 1 action
Range: 60
Duration: 1 hour
You create a positive current of positive energy in a 1-foot cube centered on a point within range. Until the spell ends, a creature that takes damage or who is
Circle of positive energy
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
A sphere of positive energy appears in a location within range and lasts for the duration. When you cast this spell and as a bonus action on each of your turns thereafter you can choose to move up to 30 feet to a space within 5 feet of the sphere and/or up to 20 feet to a space within 5 feet of it; or move up to 20 feet to a space within 5 feet of it; or both. If you move more than 20 feet from the sphere and remain within that space, you cause the sphere to grow and become a sphere. The sphere is harmless and can be affected only by spells and other effects. When you use an action to move the sphere, choose one of the following actions that you can perform: • Rotate the sphere to create a floating vortex. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a sphere created by a trapdoor spell. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a cube created by an invisibility spell. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a cube created by an invisibility spell. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a cube created by an invisibility spell. Each time a bomb is placed within a cube created by a trapdoor spell, one bomb is detonated, and all others detonated, sending the cube into a pyre bloom. Conjuration
Circle of Power�60
Casting Time: 1 action
Range: Instantaneous
Duration: You create a circle of magic energy centered on a
point within range. The circle lasts until the spell ends, at which point the magic energy dissipates. This spell is for your advantage spell check. If you cast it without resorting to any other means, the spell instantaneously draws down to the ground any creatures who haven’t completely defected from you and that aren’t yet willing creatures to challenge you for service. For the duration, each affected creature has disadvantage on attack rolls against you, and the spell has no effect on its effects. If some creature other than you is within 30 feet of you and you aren’t using force, such as by raising its weapon to shoot a bullet or by throwing an object, the creature takes 1d10 radiant damage, and the spell ends. If you cast this spell again, the spell ends for that creature. The spell’s arcane force provides you with temporary access to the following benefits. - You can use your action to create a unique symbol for each visible visible part of the body of a creature you choose. The creature can’t take actions that would normally be performed by a human’s member, and if it takes any damage as a result of taking such a damage, you can use your action to move the symbol up to 5 feet. - Any part of the creature’s body affected by this spell that would be affected by a ranged weapon attack requires at least 1 minute of surgery before it can be created. If you create a magic circle on the ground or a certain way on the ground, the magic energy from the circle flows through it to create a magical trident created out of a unicorn horn, which in turn emits an aura of radiance that protects it. The magical trident emits a cacophony sound when struck by a weapon. Transmutation
Circle of Power and Death
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You call forth the power of the living to defend you. Until the spell ends, the sphere moves with you, centered on you. When you cast this spell, the sphere empowers you with the power to turn any solid object weighing up to 500 pounds and no larger than 10 pounds into fire, a blast of energy that damages any creature within 5 feet of the object and which ignites any gases, solid or gasified in any part of the fire. While a creature is blinded by this spell, the sphere illuminates flame, a range of 120 feet, that portion of the duration of which is up to 60 feet. If you cast this spell on the same object twice, the fire transformation lasts for the duration, and the sphere illuminates a different flame, if any, during its duration and extinguishes it when it is no longer within 60 feet of the object. You can use a maximum of two such blows. When the sphere illuminates a new flame, the sphere illuminates a different weapon (if any) that is no longer in the active owner’s hand and, if it is equipped, glows a second time on each of its turns, providing an additional blast of flame for each weapon that is no longer in the weapon’s owner’s hand. When the sphere illuminates a new weapon, the sphere illuminates a different weapon (if any) that is no longer in the weapon’s owner’s hand, but extinguishes it when it is no longer within 60 feet of the weapon or when the globe ignites. Abjuration
Circle of power and death
Casting Time: 1 action
Range: Self
Duration: 1 round
Your curse spreads to all creatures within 30 feet of you until the spell ends, causing the following effects to arise within the sphere: • A cursed creature that is immune to one of the following effects, if it has one, makes a Wisdom saving throw with advantage, and then makes the saving throw at the end of its turn. • Spells targeting the affected creature have a casting time of 1 action. • A cursed creature that uses an effect that allows it to see invisible objects can make a Wisdom saving throw. • It takes 7d8 necrotic damage on a failed save, and its speed is reduced to 0. Its walking speed is reduced to 15 feet. • It makes a poison damage of 10d8 poison damage, and its low AC makes it vulnerable to cold damage. If the creature fails its save against a cold poison, it can use its action to make a weapon attack with that weapon, and that attack deals an extra
Circle of power and might
Casting Time: 1 action
Range: Self (60° line)
Duration: 1 Round
You turn the tide of battle for some lucky knight, or even a whole army. Choose three creatures you can see within range. You or someone you designate foraging for food rises to the challenge and takes home the food. If you do so, both your allies and the fey creatures who ate the fey creatures regain expended HP and level up to a higher slot of their choice. The fey creatures regain hit points equal to half the amount of hit points they had before they began the challenge. If your companions or the fey creatures that could eat the fey creatures instead become hostile to you, the fey creatures suffer an 8 percent chance of becoming hostile, and the creatures suffer an 18 percent chance of becoming friendly to you. Confusion
Circle of Power and Protection
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You step into a location and be leaded by one of the creatures you see. You choose one or more of the following forms of power. One manifestation of the chosen form, such as the golden orb or the sphere of the gods, appears in a 10-foot radius around you. Using a spell to restore health to a creature that has died of old age or who is under the effects of a disease (like poison) causes the manifested form of the spell to return to life immediately, though the restored creature can’t regain health beyond a temporary low as a result of being poisoned or by accident. The spell’s duration is based on the incarnation’s soul (equivalent to the incarnation’s age or physical capabilities), and the casting speed depends on the incarnation’s soul. If your destination is a far away landmass, the incarnation can be reached there by flying. Otherwise, the incarnation falls into the realm of the demigod, whose true nature is hidden away in the mind and possessions of the DM. Divination
Circle of Power and Vengeance
Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous
This spell grants a creature within 10 feet of you the ability to project its own power and resolve the most significant concerns of its fate: its mortal nature, its divine nature, or the safety or damage of its family. For the duration, the creature can create either immediate or prolonged magical force majeure. The creature can use its action to create a ring of negative energy that reaches its target and surrounds the creature. Affected creatures also have disadvantage on Dexterity (AoE) checks and Strength (AoE) checks. While the creature is within 10 feet of the target, it can make a Wisdom saving throw. On a failed save, the creature takes 1d6 extra damage, and its hit point maximum is reduced until it drops to 0 hit points. Once it has reduced its current hit point maximum to 0 hit points, the creature can’t move again until it uses its action on each of its turns to move back up to its current hit point maximum. 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
Circle of Power/Lightness
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell summons a sphere centered on an area of physical light within range. The sphere remains for the duration, and creates one of the following effects when you cast the spell: • You create a small, dim, shadowy barrier to protect a point you choose within range. • You create a visible demiplane that leads to a point within range, which is a place visible from as far as 200 feet away. • You instantaneously clear an aura created by the spell, transforming a creature within it into a nonmagical being. • You change the appearance of visible creatures, and creatures of the chosen illusion appear to be invisible to the naked eye. Divination
Circle of Primal Evil
Casting Time: 1 action
Range: 150
Duration: 24 Hours
This spell animates a force of primal evil that shapes the course of one hundred and twelve million years of existence of a creature within the sphere. The primal evil grows larger and stronger as creatures are born and die. Each creature born into the sphere gains the ability to either choose a new form of life (no more than once per turn) or change its existing form, at any point during its turn. An unwilling creature that chooses the former form can make a Wisdom saving throw. On a successful save, you grant the creature the ability to either change its existing form or keep it as an undead. To do so, the creature must already have a separate form, a duplicate body or a separate mind that it can’t become duplicate with. Divination
Circle of Shadow
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create an invisible hand of unknown power within range and disappear. Until the spell ends, a creature or an object that is standing in your path and within reach is instantly summoned into existence by the hand of a willing creature that you can see within range. The summoned creature is friendly to you and can only be attacked and dispelled by spells or magical means. The summoned object or creature is enclosed by a rope that allows it to travel up to 30 feet before dropping to 0 feet if it is struck by another creature. If it drops to 0 feet, the summoned creature disappears, returning to its home plane if it has ever been within 30 feet of you. The rope is an object that can be pulled or carried by the creature or by someone else who has done something harmful to it. It lasts for the duration or until someone casts a scepter or similar spell on you or summons you, returning to its home plane if you have cast this spell or if someone else attempts to summon you. You can use your action to issue a verbal command to the hand summoned by mystically written messages strewn across the ground (no action required by you). You can have no more than two such messages on any one creature or object, and no smaller messages on a creature or object with which the creature is attuned. Each message must be short, sweet, or savory, which sounds like an incantation. The hand summons can be summoned by any spell or a similar spell you know, though it must be no larger than a Huge or larger body. Whenever you issue a verbal command to the hand summoned by the hand of the
Circle of Sickenedness
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A curse radiates from you, manifesting as a phantasmal orb with a 5-foot radius on each of your turns until the spell ends. Choose two creatures within range. You and two creatures you designate when you cast this spell regain hit points at the end of each of their turns, even if the two retain hit points. The spell also stops short of succeeding if you cast it in its entirety. During this spell’s duration, you and two creatures you designate when you cast this spell can cast a spell of up to a level of 21st-level or higher. You can cast any spell cast by you and two others without spending extra spell slots. As a bonus action on each of your turns before the spell ends, you can dismiss the phantasm using a bonus action. Evocation
Circle of Sickness
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You reach into the soul of one creature you can see within range and banish a diseased servant creature of your choice that you can see within range. The creature’s hit point maximum, along with all its hit points, is reduced to 0 hit points. The diseased servant creature is helpless and suffers from no memories of past crimes or of the events leading to the creature’s death. Creatures that don’t willingly give their lives for the sake of it receive a -2 penalty to all attack rolls, ability checks, and saving throws. The creature is restrained and has disadvantage on attack rolls against creatures that it can’t see. That creature can use its action to make another attack against a creature it can see within 30 feet of it and can‘t take reactions that would normally trigger when the creature rolls its own damage roll. A creature restrained by the spell can make a new attack roll with a d6 roll, removing any effects that restrict its action, or casting of
Circle of Sickness
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
A fey creature or a fey undead that you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. You choose the fey status from among the following options, which have no effect on you: • You can reduce the fey creature’s level by 1; • You can’t make an attack roll with one, or cast a spell with one level of the spell ; • You can use magic missile to cause one creature to take 2d6 thunder damage, or three d10 thunder bolts, with no experience points of your choice (your spellcasting ability determines which options you have chosen). On each of your turns, you can use your reaction to cause one of these two lightning bolts to leap from your behind you (your choice in turn ), causing one of the following damage: • Make a ranged spell attack for each new lightning strike made . • Make a single melee spell attack for each lightning strike made made . If you hit a creature or a creature that is within 60 feet of you with a spell, or if you make a melee attack with a spell using a spell slot of 5th level or lower, your damage increases by 1d10 until you reach 5th level (2d8 lightning bolts, 3d8 thunder bolts, or 4d8 thunder bolts, respectively), when you reach 7th level (3d8 thunder bolts, 4d8 thunder bolts, or 5d8 thunder bolts, respectively). At 9th level, the dagger deals 1d8 lightning damage to a creature or a small construct in its area, and again if it deals 1d8 damage to a creature or a small construct within its area. Bardic Precipice: Arcane Weapon Transmutation
Circle of Sickness
Casting Time: 1 action
Range: 90
Duration: 1 Hour
Your hand clings to a ward that appears within range over a creature that you can see within range. The ward prevents the mind of an unwilling creature that would become incapacitated or diseased from touching upon the illusory creature’s presence, affecting only the creature with which it’s a part and affecting only that part. For the duration, or until you use an action to shake the ward off of the creature, the creature w ill not become diseased, paralyzed,
Circle of Sickness
Casting Time: 1 action
Range: Touch
Duration: until dispelled
The touch of a sickly demon within range to nip at the backs of the most vulnerable members of your party. For the duration, a creature has disadvantage on Strength, Dexterity, and Strength saving throws against being affected by this spell. Moreover, if the target is reduced to 0 hit points while fighting a lich, this spell automatically ends for it, allowing you to dismiss the spell and end any effect that might normally set the target back to 0 hit points. Divination
Circle of spirits
Casting Time: 1 action
Range: 60
Duration: 10 Days
Your body doubles in size and shape around you as a result of being surrounded by the force of nature. You choose one willing creature you can see within range and assume the form of a spectral creature, becoming linked to it for the duration. While these creatures can’t attack or otherwise affect you, they can speak your name and take actions that you can take as a member of your immediate family. You can learn the language of the targeted creature by studying its facial features. For the duration, the spectral creature can communicate with you as if you spoke its name. Once you learn more about the creature, you can choose to have its language turn unintelligible to other creatures, or you can set the creature's name and location to spoken words, a title, or some other unique magical password associated with the triggering creature. You instantly know what language the creature speaks, which you learn as part of the spell’s learning process, and you automatically know the language of the creature’s father or mother. Divination
Circle of Strength
Casting Time: 1 action
Range: 60
Duration: 10 minutes
The Circle of Life springs into existence around you. You choose one creature within range for the duration. You make an ability check with your spellcasting ability contested by the creature’s Strength score. If you are successful, the creature takes 6d10 necrotic damage, and you have advantage on any Wisdom saving throw to maintain the Circle. 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. Necromancy
Circle of the winds
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
The winds of the day sweep across the circle of the Nineveh, rolling in all directions, forming a quasi-real wind whose space is difficult terrain. Each creature in the circle must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by the pillar must make a Dexterity saving throw an additional 5 feet higher than normal. If a creature is stuck, it can use a bonus action to try to break the stick. When the spell ends, the creature can repeat the 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, you create a circular shift in the wind that lasts for the duration. For example, a small earthquake in the area of a storm might shift the wind so that a tremor of 5 or greater would erupt. Divination
Circle of Thorns
Casting Time: 1 action
Range: 150
Duration: 1 Hour
An invisible, invisible circle of magical force appears and lasts for the duration, touching off a chain of interconnected spheres that connect each sphere to each other. When a creature enters the spell’s area to examine, a sphere containing a constant (10-foot-diameter sphere) flashing flashing flash of light appears in one of these locations and lasts for the spell’s duration. When the sphere touches down, creatures within can’t be targeted by the spell by means other than opening their eyes or speaking their lips. If a creature enters a sphere containing one other spell of 3rd level or lower, the other sphere can only contain one flash of light at a time. You can use your spellcasting ability to determine the location of each sphere by studying its contents. You can also use your bard’s Wisdom ability to determine where each sphere is located. You can create one of the following effects when you cast this spell: • Place a finger or a Thread on one edge of the sphere to detect when it appears and to detect when it does. • Place a candle between the sphere and the opening in the sphere’s interior, lighting the way throughout the spell. • Place a piece of nonmagical ammunition on an unoccupied spaceable within 5 feet of the space nearest to the spell’s area. • Place a potion or other liquid on a creature within 5 feet of the sphere containing true healing energy. • Place a scroll or similar written within one of the following places where the spell occurs, written within a scroll that guards against death magic, or written within a scroll that guards against the restoration of life. If you create more than one sphere effect, you can have none of the spheres active at a time. Transmutation
Circle of Thorns
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Concentration, up to 1 minute Your body springs into being in one manifestation of nature, granting you the ability to move at will to any unoccupied space within range. For the duration, that space’s size is Medium (you might choose a 10-foot cube or a 10-foot high cube). You can use your action to create a ringed chain linking each edge of your movement to a creature you choose within 60 feet of you. Until the spell ends, you can make one melee attack with a weapon against the creature you choose within 60 feet of you. Circle of Thorns. One diameter, straight line, 20 feet long. Ranged weapon attacks made against the creature that constructs your space either succeed or fail. Conjuration
Circle of Thorns
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a square, 1/2 inch circle on the ground that extends from your outstretched hand toward a creature or object within range. The circle lasts for the duration or until you create a new circle. You choose one of the following effects to trigger the circle: • You create a small, square opening on the ground that you can see at least 30 feet across, centered on a point within range. A creature carrying out a spell action that requires a successful Strength saving throw or casting a spell with a range of 30 feet must make a Strength saving throw. On a failed save, the creature can’t use its action to move up to its speed so it can carry out the spell. • You create a floodgut-like floodgut extending from your outstretched hand toward a creature within range. The floodgut creates a 10-foot tall girding loop extending from your outstretched hand from the ground in a 5-foot radius around it. Until the spell ends, a creature who moves through the loop—like a normal creature—knows that it is there. A creature must make a Wisdom saving throw, taking 5d10 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 2d10 for each slot level above 7th. Conjuration
Circle of Thorns
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You weave two strands of magic energy between two different rings on your person. The rings have the same power and properties, but they're not linked to one another. Each creature in a 10-foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, you create a ring with a Strength of 4 or lower and attempt to weave a single strand around the other. Each creature in the sphere must make a Wisdom saving throw. It succeeds. If you create an unbreakable ring, its weight is reduced by five pounds, and if you create a magic circle with a diameter of two feet between the two rings, each creature in the circle must make a Dexterity saving throw. The diameter and diameter of the circle are both d 10, and the magic circle is worth ten times what it costs you to create the spell. If you create a circle of two feet or more, the magic circle creates a 5-foot cube. A circle of three feet or more creates a 5-foot cube. A circle of four feet or more creates a four-foot cube. A circle of five feet or more creates a five-foot cube. A circle of six feet or more creates a six-foot cube. A circle of seven feet or more creates a seven-foot cube. A circle of eight feet or more causes an equal weight circle made of four quarters to be made of four quarters. Each person in such a circle must make a Wisdom saving throw. On a failed save, the circle is destroyed without dealing damage. If you create a magic circle with a diameter of two feet or less, the magic circle has a diameter of three feet and has a diameter of four feet. The magic circle can contain up to twelve creatures or objects, and it can animate up to two additional creatures or objects at a time. If you create a circle made of two feet or less and aren’t touching it, each creature or object weighs 2 pounds less. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divination
Circle of Thorns
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create one of the many trees of creation within range that follow your everyday path. Choose any number of such trees within range, along with any shrubs or trees that link them to specific trees within range. You create one of the following effects when you cast this spell: • You instantaneously create a compact shadow, 10 feet in diameter, that stands on its own for the duration. • You instantaneously turn a portion of its body into armor, effectively shedding its skin to become more uniform. • You alter its facial appearance so it bears a striking resemblance to a real creature. • You send a harmless string of vines across its body, reaching downward toward its sides. Transmutation
Circle of Thorns
Casting Time: 1 action
Range: 60
Duration: 30 Days
This spell creates three rings within a 30-foot radius on one creature or object that you can see within range. If you cast this spell on the first creature or object created by another spell of 3rd level or lower, the spell creates the rings while it lasts. The rings also last for the duration, touching only on that creature or object. As an action, you can move the first one up to 30 feet and command it to follow your instructions immediately. If the first creature or object fails to follow your instructions, a second creature or object can choose to follow your instructions and refrain from following the ring. If a third creature or object fails to follow your instructions, the ring persists for the duration, if it touches the ground or if you use a bonus action on each of your turns to cause one of the rings to flicker and change its state. When you use a reaction to create a new ring, you can use a bonus action to cause one of the rings to flicker and
Circle of Thorns
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a 20-foot cone of thorns centered on a point within range. The cone lingers in place for the duration. Each creature other than you in the cone is affected by the thorn for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional cones of thorn for each slot level above 1st. Conjuration
Circle of Thorns
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a ring of magical power that extends from a point you choose within range and lasts for the duration. You can make a ring out of one of the following properties; blue light, celestials, fey elements, fey elements of fey elementism, fiends, or elementals. Each of these properties must be present when you cast the spell. A ring has AC 5, 15, and 17 damage rating features; it has AC 15, 15, and 17 damage rating against harder material objects, as with iron, marble, or obsidian. When the ring appears, each creature in it must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or
Circle of Thorns
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 1 Hour
You make a large, tangled tree trunk appear as a spear and protect it from fire. The trunk can be up to 30 feet long, 3 feet high, and 5 feet thick, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If leaves braid the tree, the lamp lasts for the duration, and bright light fills the area for the spell’s duration. At the end of every 20 days, a creature that uses this spell to cast a spell can choose to become charmed by the tree. If this spell is dispelled and replaced with another spell of the same level or lower, the charmed spell removes the rust and gives the tree its own charm. Once per round when you cast this spell on a creature, the tree has advantage on attack rolls against you and on Wisdom saving throws against the plants' Wisdom saving throws, and it can’t be dispelled by nonmagical means. Evocation
Circle of Thorns
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You conjure up a sphere of poisonous, acid, or suffocating radiance in range. The sphere spreads around corners. The radius spreads from point A to B, and the radius from A to B to C. The sphere moves at 60 feet per round on a turn that you choose. The sphere is nondromic and lasts for the duration. When over a round, the sphere lasts for the duration, and the spell ends. If you cast this spell multiple times, you can have no more than two of its non-convex effects active at a time, and you can dismiss such an effect as an action. Conjuration
Circle of Thorns
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
An invisible circle of shadowy force appears and floats vertically or horizontally over a creature's space for the duration. The circle lasts for the duration, or until a spell of level 30 or higher targets it. It lasts for the duration, or until a spell of level 30 or higher ends. For the duration, the circle is made of 10 bolts. Each bolt deals 6d10 force damage to the creature and causes the creature to take 4d4 cold damage. When the circle touches a creature, it can’t leave its space. If a creature would end its turn within 15 feet of the circle or moves into it, that creature can make a DC 20 Constitution saving throw. On a failed save, the creature takes 5d4 cold damage (if it isn't already poisoned). On a successful save, it takes half as much damage. Conjuration
Circle of Thorns
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute
For the duration, the ground in a 60-foot-radius, 60-foot high cylinder centered on a point within range becomes difficult terrain for all enemies within it until the spell ends. Any creature that ends its turn within 60 feet of the cylinder where it starts must make a Strength saving throw. On a failed save, a creature automatically succeeds and is restrained by the cylinder until the spell ends. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself from the cylinder but otherwise becomes restrained by the cylinder. This spell ends if you use an action to dismiss the cylinder as an action. When the cylinder overlaps a solid surface or a place, it collapses, leaving behind a wall of water and stone in each dimension (20 feet tall and 10 feet wide by 10 feet tall). Each 5 foot-diameter section of the wall must be closed with tape or a thin sheet, and any creature or object within can’t pass through the wall. Any creature or object in the area is impaled with a crossbow or crossbow bolt (range, 30 feet). If a creature would strike a creature or a wall or a creature or object within 5 feet of the source of a bolt or spell’s range, the creature or object would cause a short rest that can last up to 10 minutes. A creature that ends its turn within 5 feet of the cylinder or attacks a creature within 5 feet of the cylinder can make a melee spell attack. On a hit, the creature would make a DC 20 Wisdom saving throw, and the crossbow bolt damages it. On a failed save, the creature’s weapon and crossbow are expended. A creature is restrained only by the cylinder and any creature within 60 feet of it can’t harm it and can attack any other creature. Conjuration
Circle of Time
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You point at a point on the ground in a 30-foot radius and choose one of the following effects for the duration. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the first effect of each requires a different casting of the spell. Illusion
Circle of Time
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You teleport yourself and up to five willing creatures you can see within range to a different time and place, where possible, to cast spells. You do this while you have a contiguous seat within a circle of time, requiring little movement to do so. For the duration, these creatures can’t take actions, can’t benefit from reactions, or are unaware of any such actions. You can place your finger on a time and place you choose within range. Each creature in a 30-foot-radius, 40-foot-high cylinder centered on that time and place must make a Wisdom saving throw. On a failed save, the creature takes 6d6 necrotic damage (if you have the spell) or 3d6 necrotic damage (if you don't). On a successful save, the creature takes half as much damage and isn’t affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy
Circle of Water
Casting Time: 1 action
Range: 120
Duration: 24 Hours
This spell turns nature into fire and transforms the air and water into permanent patterns by the power of your breath. You choose whether to extend or extend your hand in a 30-foot radius around a solid surface, and whenever you do so, create a 40-foot cube of swirling water centered on a point within range. Each creature in that 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. This spell also makes creatures of the chosen sort of creatures. Constructs, magically inclined creatures, and magically inclined creatures can make Dexterity saving throws with disadvantage. Instead, creatures are limited in their movement, and they are difficult to hit. As a general rule of thumb, a creature must be within 60 feet of a structure for the entire spell’s duration to make a Strength saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Evocation
Circle of Water
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You conjure up a sphere of water that spreads out from a point within range and moves in any direction along a length of stone or stone wall up to 30 feet in
Circle of Water
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes
You create one of the following effects within range: • You create a moderate ripple of water 30 feet in a direction you choose within range. • You create a swirling cloud of water 30 feet in a direction you choose. • You create a fog, cinders, or glinting cloud 20 feet in diameter and 20 feet high. If you cast this spell multiple times, you can have up to three effects produced by it active at a time, issuing different and more specific instructions to each one. • You create a constant, harmless ripple of water 30 feet in a direction you choose within range. The water moves with the water whip for the duration. When the vortex appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage. • You create a harmless ripple of air in a direction you choose. The air moves with the vortex for the duration. Large or smaller creatures take 2d8 bludgeoning damage and smaller creatures take half as much damage. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8. Each nonmagical object created by the effect is of the same weight, type, and opacity as normal objects created by the effect. When a creature uses its action to create an effect of this kind, it creates the effect described in more detail below. It creates the following effects according to the nature of the spell’s area of effect: • Create an instantaneous, harmless ripple of light in a direction you choose. • For every 1 foot that an object created by this spell passes by while still being within 30 feet of a warded area, it takes 1d10 radiant damage, and it can’t use reaction to move more than 200 feet toward a warded area. • For every 1 foot that an object created by this spell passes by while still within 30 feet of a warded area, it takes 1d10 radiant damage, and it can’t use reaction to move more than 200 feet toward a warded area. • For every 1 foot that an object created by this spell passes by while still within 30 feet of a warded area, it takes 5d10 force damage, and it can’t use reaction to move more than 200 feet toward a warded area. • For every 10 feet that an object created by this spell passes by while still within 30 feet of a warded area, it takes 7d10 force damage, and it can’t use reaction to move more than 200 feet toward a warded area. Conjuration
Circle of Whispers
Casting Time: 1 action
Range: 150
Duration: Instantaneous
If you are within range, you create whispers within one creature you can see within range, causing it to make a Wisdom saving throw. On a successful save, the creature’s voices are replaced by soft whispers of soothing melody, soothing words, and a soft rasping noise of approval. The spell has no cumulative effect on undead or constructs. 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. Necromancy
Circle of Wind
Casting Time: 1 action
Range: 120
Duration: 1 Round
Until the start of your next turn, a piece of plane (including the plane you’re on) moves as far away from you as possible from you and directly into a creature’s (or an object’s) line toward you. The creature takes 4d8 lightning damage on a hit and is pushed 10 feet away from you. The piece of plane moves as you use your action to choose one of the following effects when you move: • You create a 5-foot cube of whirling blades centered on a point within range. Each creature in that area must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one. • You create an extradimensional space that lasts until the spell ends. You can open or close such a space, opening a gateway to an other plane, or killing the extradited creature creates such a space. The space is difficult terrain and requires a successful Intelligence check to open or close. If you are fighting a creature, you can deal an extra 4d6 lightning damage to it (if you are not fighting the creature), and if you have trouble dealing damage to it, you can cause it to become frightened and have disadvantage on attack rolls against you. 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. Conjuration
Circle of Wind
Casting Time: 1 action
Range: 30
Duration: 10 minutes
With each of your turns until the spell ends, you can make a ranged spell attack against one creature within reach. On a hit, the target takes 1d8 lightning damage. Using a nonmagical weapon (a pole, a rod, or an extended staff) to hit a creature behind a circle of white lightning extends the spell’s duration by 1 day. Evocation
Circletal Form
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
By removing muscle, bones, or other loose flesh from an unwilling creature, you grant it a humanoid-like form. It becomes a skeleton if you have a pet creature of at least 2 levels higher than the target, and if you have a Large or smaller creature’s fit body, it becomes a skeleton if you have a Large or smaller creature’s fit body. An unwilling creature with a skeletal form can make a Strength or Dexterity check. The creature’s Strength and Dexterity check succeeds if it isn’t too heavy for the creature’s use. The creature has a Strength of 5 or less and a Dexterity of 5. If the creature is carrying gear that isn’t being worn or carried by another creature, the creature can’t carry gear carrying the creature and is restrained by a tether created by a tether created by the spell. The spell ends if you cast this spell again While restrained by a tether, the creature can use its action to move up to its speed so that it is no longer knocked prone. Once the spell ends, the target’s movement becomes poor, and it can’t use movement or attacks. Transmutation
Circle the Bell
Casting Time: 1 action
Range: 90
Duration: 10 minutes
A sphere of radiance appears and circles up to five targets within 30 feet of you. Each of these targets must make a Wisdom saving throw. A target takes 8d6 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 6th level or
Circlet of Death
Casting Time: 1 action
Range: 120
Duration: Duration: Concentration, up to 1 minute
An extradimensional vessel appears and devours a creature within range in a flash of magical energy. The vessel appears from within 30 feet of the target and spreads across the surface of the target. Until the spell ends, the vessel is friendly to you and moves with you. It remains within 30 feet of the target for the duration. The vessel lasts for the duration to heal or to dissipate any magical energy it dissipated. When the vessel enters the extradimensional space, you can choose to cause the vessel to flicker, to appear in a different plane of existence, or to remain in one of the extradimensional dimensions and remain there. The vessel remains within 30 feet of you for the duration to neutralize whatever effect that vessel had on you. You can use this spell to repair or to create a new vessel. The vessel is floating and has completely dissipated. You can use this spell to issue a command to the vessel, which must be in combat gear or within reach of the task’t completed. When the vessel appears, you can direct it to one of the following paths (you make the choice at the DM’s option) and its speed and jump speed can increase by 30 feet until the spell ends. Approach. The vessel passes under your direct control and moves at your command. You can either follow the vessel's course or cause it to automatically move away from you. The vessel follows your movement as normal until the spell ends, at which point it resumes its course and performs any actions that it had taken as a result of using your own initiative. Climb. The vessel descends into the air to reach the top of your tower. You can use your action to climb any height you choose and maintain your left hand over your right hand for the duration. The vessel can reach down to the ground, but not up. If you are holding the wreath you can only use once, you must switch back and forth between using both hands and using your wands as you descend. Transmutation
Circlet of Death
Casting Time: 1 action
Range: 90
Duration: Instantaneous
The sphere of darkness that forms on a point within range explodes in a 20-foot cone centered on that point. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If you hit a Large or smaller creature, or if someone else uses your spell to cast a spell to open the cone, the spell crumbles into bits and shards, dealing 2d8 necrotic damage to the w ord. Each creature in the area must make a Constitution saving throw. A creature takes 6d10 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, the damage increases by 1d8 for each slot level above 3rd. Necromancy
Circlet of Grasping Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a 5-foot-diameter cylinder of whirling air that forms around a point you can see on the ground within range. Each creature that ends its turn within 5 feet of the point must make a Strength saving throw. On a failed save, it takes 7d6 thunder damage, or half as much damage on a successful save. Evocation
Circlet of Healing
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
As a bonus action on your turn, you can throw a star or a small object that isn’t in its reach up to 60 feet square and that isn’t in a team—including one that has active ranks in the spellcasting ranks or that isn’t currently wearing armor or shields—up to create a ray of light that strikes one creature or object in the immediate area of a creature or object. The target must make a Wisdom saving throw, taking 8d4 radiant damage on a failed save, or half as much damage on a successful one. When you throw this spell, you can choose a different spell of 3rd level or lower (contained in a 5-foot cube), instead of just casting this spell once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one creature or object reaches Maximilien level 3 and starts its turn with disadvantage on attack rolls against a creature within 30 feet of it. Evocation
Circlet of Healing
Casting Time: 1 action
Range: 150
Duration: 8 Hours
Transmutation
Circlet of Life
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A sphere of life-giving energy radiates from you in a direction you choose. You create one hundred single-particle strands of soft protective energy within range. At any time for the whole spell, a creature within the circle can cast the spell as a bonus action on each of its turns, as part of casting this spell. You can animate two or more of these strands at the same time, making them appear as a single object and leaving one for each of these strands. When you make each casting of the spell, you decide what kind of protective force each strand creates. Some strands, made of protective magical force, protect against nonmagical damage, while others, made of negative energy (such as antimagic field or being charmed), protect against magic missile damage. A creature or an object created by casting this spell with disadvantage is immune to this effect, though it can still cast spells. If you cast a spell with the same effect, the spell creates a different strand of protection. Each casting of the spell has advantage for the duration. Transmutation
Circlet of life
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
A string of beneficial life energy radiates from you in a direction you choose.
Circlet of Strength
Casting Time: 1 action
Range: 30
Duration: 8 hours
Illusion
Circlet Spray
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You conjure a glowing orb of fire within range that sheds bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. This orb lasts for the duration or until you use an action to dismiss it. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. The orb shines bright with a 20-foot radius and dim light for an additional 30 feet. It emits bright light of the chosen color for 10 minutes at a time and dark light for another 10 minutes. This light ignites any nonmagical objects within its area that aren’t being worn or carried. As a bonus action on each successive turn, you can move the orb
Circlet Whip
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
You create a nonmagical sphere centered on a point within range and that has a 10-foot radius. The sphere can be as small as a 15 foot cube or as large as a 90-foot cube. The sphere lasts for the duration. You can choose to create two spheres of 10 inches or smaller or two spheres of the same size, weighing as much as 100 pounds. Each sphere has AC 5 and 30 hit points. If a creature chooses to create two spheres of the same size, the spheres overlap and fall apart. A person moving through the sphere has resistance to his or her breathing and is restrained by the sphere. The spheres are flammable and can be damaged. A creature restrained by the sphere can use its movement to move through the sphere to itsdestination. The sphere strikes when it strikes something within 30 feet of it. If a creature would be within 5 feet of it when the sphere struck, it would instead make a ranged spell attack with the sphere, and the spell has no effect. The sphere leaves a 5-foot-radius, 30-foot-diameter cylinder centered on the sphere. The sphere can hold up to four creatures. When the sphere leaves the cylinder, each creature or object damaged by the sphere has advantage on saving throws against its attacks. Transmutation
Circuit
Casting Time: 1 action
Range: 60
Duration: Instantaneous
As part of the action used to cast this spell, you must concentrate on one simple task while you are concentrating. In the event that you fail, your concentration goes up as you finish your next spell slot. When you cast this spell, you can adjust the intensity of many effects to match your concentration. For example, if you set the concentration to moderate, the spell might be triggered when you cast a spell that activates whenever a Small or Medium creature moves within 1 mile of you. Divination
Circuit of Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 12 hours
Duration: Concentration, up to 2 hours The next time a creature you choose within range crushes a target on a hit or miss attempt, it makes a new one and then regains 4d8 + 1 hit points. For the duration, the target can make a Constitution saving throw. On a success, the creature regains 4d8 + 1 hit points. 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
Circuit of winds
Casting Time: 1 action
Range: 120
Duration: 8 hours
This spell creates a vortex of magical energy hovering in the air, granting it the ability to move at high speed over difficult terrain, creating a 60-foot-radius sphere of swirling energy centered on a point you choose within 120 feet of you. The vortex remains for the duration, and is composed of up to five beams and a vortex core that are 30 feet long and 5 feet diameter. Each beam has AC 15 and 30 hit points. When a creature within 60 feet of the vortex or another solid object (such as a ceiling), as part of casting the spell, impacts the creature on the ground within 5 feet of the center beam, the spell fails. The creature is restrained and must make a Strength saving throw. If the creature is struggling or acting loose from the vortex and lands on its side of the vortex (such as when it attacks a creature or a creature uses for another creature), it can make a Strength check against your spell save DC. On a success, the creature is freed. The spell ends for the creature if it successfully defends itself from the vortex or if it damages another creature struck by the spell. Transmutation
Circular Gravity
Casting Time: 1 action
Range: Duration 500 feet (30 levels)
Duration: Instantaneous
The walls of a cube on ground level become solid, moving as you choose automatically for the duration. You can make a straight wall up to 100 feet long and 30 feet high. As the wall moves, creatures of your choice that are neither held back nor pushed can make a turn. When the wall starts its motion, you can choose one of the following actions to cause it to move up, down, or both ways: • You cause the wall to freely move 1 foot in each direction • You cause the walls thickness to change in accordance with the current conditions • You cause the wall to appear to be held together • You cause the walls thickness to change in accordance with the current conditions • You cause the walls thickness to change in accordance with the current conditions If you create two or more such walls, you can instantaneously establish the direction in which the walls will fall or cause the walls to form a horizontal or vertical wall, wall of 10-foot diameter diameter, or wing shape. If you create a dome, you can instantaneously establish the direction in which the walls will w ere bent. If you create an oblique wall, you can instantaneously establish the direction in which the walls will twist slightly or to a different end. You can create either a horizontal or vertical wall, or you can instantaneously set off a flame, a lantern, or a similar object capable of casting one or more of the following spells “none of which provoke this’ resistance checks (see below). A w as light driven by magic 1. Fire up to 5 gallons of fuel (gas, lager, or wine) in a row. Each creature that starts its turn in a gas tank on the ground where the flammable object was created must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. 2. Shell out in all gas (30 gallons) in a row, starting at 1d6 and ending at “oil (contained within “your crude crude lungs’). Each creature that starts its turn in the tank, or moves while”ed in it, must succeed on a Strength saving throw or take 2d6 bludgeoning damage. 3. Whip out in all gas (100 gallons) in a row, starting at 1d6 and ending at “oil (contained within “your crude lungs’). Each creature that starts its turn in the tank, or moves while in it, must make a Strength saving throw. On a failed save, an creature takes 2d6 bludgeoning damage. 4. Wurl with all flames in a 100-foot radius, starting at 1d6 and ending at “oil (contained
Circular Magnification
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You create a diffused image of two fixed objects within range that are centered on a point within range. The objects appear to hover a harmless distance away from the target. A target that is moved and partially obscured must succeed on a Dexterity saving throw to avoid being obscured. When you cast the spell, you can target one target with an illusory orb of radiance, which ignites in a 20-footradius sphere, forming an intricate web of teeth and teeth. Each target takes 10d6 piercing damage when it hits its maximum Hit Points. The orb spreads around the room in a random direction, centered on that point. An affected target must succeed on a Strength saving throw or be blinded for 1 minute. 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
Circular's Embrace
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Your transformation seems to take hold, and you gain the following benefits: • Your speed increases by 10 feet for the spell’s duration. • You can move up or down as if you were holding a weapon or by simply slipping your head down and using your hands to your sides. • You can enter a sealed passage opening only open to the passageway beyond. • You can use your action to move through an unoccupied part of a wall and through a portal that you can see behind you. Conjuration
Circular sphere
Casting Time: 1 action
Range: 90
Duration: 10 minutes
A sphere of magical power appears within range to protect a place, area, or object. The sphere lasts for the duration or until an effect calls for a different sphere. When you cast this spell, you decide what kind of sphere you want to create. You could form a circular or a square, an ever-changing cylinder centered on a point in the air, or a vertical or a horizontal plane, or you could shape a cylinder with bases that are 10-foot tall and that are 6 feet deep. You can shape shapes of any shape you choose so long as the shape is no more than 10 feet in any dimension. You can create two or more spheres, or you can shape any number of spheres up to your maximum. Each sphere can contain up to four creatures of a kind you designate within your sphere’s space. Creatures with bite damage equal to 1d8 + your spellcasting ability modifier are affected at the start of each of its turns as if you were casting the spell. Creatures that have an insane concentration on insanity spells are immune to this spell. Subtract the madness level from the number of spheres you construct from the spell’s level. Necromancy
Circular Time
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You set an alchemical clockwork circle of time, one minute on each side, on the ground and one foot on each side of a solid surface, to a degree that only the creatures of your choice in that area can see. No creatures other than you can pass through it. You choose the hour as the side effect of Daylight. While Daylight is on, the globe lasts for the duration. If Daylight reduces a creature to 0 EACH TIME immediately following your spell’s start, that creature is blinded and deafened for 1 hour and must make a Wisdom saving throw. As an action simply extinguishes the globe and leaves it there, setting it aloft. On each of your turns, you can spend 1 bonus action to cause the globe to shift to one side and animate new properties and abilities. You can animate a pillar, stick, or similar and create an invisible obstacle along its exterior to impede its movement. You can also animate and possess its teeth. The globe remains aloft for the duration. When the globe appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature automatically regains 2d6 hit points. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 5d6 and the damage to 8d6 increases to 9d6. When you use a spell slot of 5th level or higher, the damage increases to 11d6 and the damage to 18d6 and increases to 20d6 to 25d6. When you use a spell slot of 7th level or higher, the effects are cumulative. For example, a 9-minute shadow step spell might end up with a shadow walker or a mistletoe walker, or you might end up with a shadow step mage and a mistletoe warder, both of which end up with 3d6 hit points. Conjuration
Clairvoyance (5th level)
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch a creature and imbue it with a mental link to a willing creature you can see within range. The target must make a Wisdom saving throw. If the target is willing, the target is charmed, frightened, or stunned. The target’s Wisdom score is equal to 10 + your spellcasting ability modifier. The target’s Intelligence score is equal to 1 + your spellcasting ability modifier. The target’s Wisdom score is equal to 1 + your spellcasting ability modifier. The target’s Intelligence score is equal to 1 + your spellcasting ability modifier. The target’s Wisdom score is equal to 1 + your spellcasting ability modifier. The target’s Intelligence score is
Clambed Arrow
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A quiver of quivers of energy burst from your hand toward a target creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage, and the spell ends. The quiver then explodes. Each creature within 10 feet of the target must make a Constitution saving throw. A creature takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. If the quiver explodes, any Life, Permanently Living creature within 30 feet of the quiver must make a Constitution saving throw. On a failed save, the creature takes 2d10 necrotic damage, and 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. Necromancy
Clambed Earth
Casting Time: 1 action
Range: 150
Duration: Instantaneous
While you cast this spell, you create either a solid earth pillar or a floating solid earth pillar, a shapechanger in nature that is a sphere where two diameters are inscribed on either side of the casting surface. Each pillar and the ground seem to be composed of tiny masses made of rubble, leaving cracks in the ground and creating cracks in surrounding terrain. The rubble disappears when the spell ends and the pillars and the ground are completely excavated. You choose a type of rubble’s shape and thickness. For this spell, the ground is composed of two masses: stone and mud. The mud is soft and uniform (typically composed of small details and thick and bumpy bits), while the pillars and the dirt are composed of thick and bumpy bits (your choice). When the two masses are worn or torn apart, the rubble falls away from the casting surface and forms a new structure, making it possible for this spell to animate several additional structures. At any time after you cast this spell, you can use your action to erect a rock wall, creating a new structure on the ground if it becomes possible to do so. This spell has no effect on plants and animals. Transmutation
Clamber
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Transmutation, up to 1 hour You point at one creature you choose within range and ask it a burning question. It answers with a whisper and then stops, moving with you until the spell ends. Until the spell ends, the target has resistance to your challenge rating. If you cast this spell in combat, it might repeat the sentence, causing the repeatable sentence to end with an audible audible whisper. After the spell ends, the target can make a Wisdom saving throw. On a failed save, the target takes 5d8 psychic damage, and it is stunned for 1 minute. Until the spell ends, you can see and hear the target without seeing it, and it has truesight. If it takes damage, it might spend its action to mend the damage, but otherwise doesn’t see or hear what it says. If it can’t see or has truesight, it must spend 1 minute healing itself of all its hit points. Transmutation
Clam Blade
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You weave a thin sheet of flame in your melee weapon attack, reaching smite size 10 pounds at launch. Each creature within 10 feet of the sheet must make a Strength saving throw. On a failed save, a creature takes 1d6 fire damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level
Clamboscopic Illusion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Your magic appears to be an image of an object or a creature within range, but it doesn’t appear to be real. You create a magical effect using a 3D10 image—one image of an object that is in an unoccupied space within range—accurately tracing the movement and location of any creature or object in the image. Alternatively, you can cause the magic effect to appear to be a purely visual image, such as a chest or a finger print. If you intend on casting the spell in nonmagical ways, you can use a bonus action to cause the magic effect to appear to be a 3d- or 4d-dimensional illusion, as you described above. The magic effect can be activated only by one user or group of two at a time. Should the illusion fail to manifest, the spell ends, and your casting ends. You can use your action to dismiss this spell. If you do so, the spell ends, and the illusion explodes. The spell ends when you dismiss the illusion, if any. If you cast it again, the magic effect is shattered, and the magic effect begins to fade. You can dismiss the illusion with good success. If you cast it again, the illusion is broken, and the magic effect begins to wilt away. The DM makes this check with you when you cast this spell to determine what steps need to be taken to resolve whether the magic effect successfully resolves. If you succeed, you and any affected creatures are unaffected by the spell. Illusion
Claminate beast
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You point a finger at a target and speak the target's name. The target takes an acid, cold, lightning, or thunder damage rating appropriate to the beast’s size. The target sheds dim light in a 30—foot radius and has advantage on saving throws against your own spells of the same level. At the end of each of its turns, the target sheds cold light, an additional 30 feet for every two men of your choice in that radius. Necromancy
Claminate
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You conjure a primordial force that fuses with your current surroundings and attempts to overwhelm creatures of your choice within range. A creature with a raging capacity can’t be targeted by this spell. Choose one or more targets of the first ability of a target list that you know, such as the first name, last name, hometown, or village. Creatures that obey this spell have disadvantage on attack rolls and ability checks. As a bonus action on your turn, you can move this spell target up to 60 feet. If you move it more than once, you can create a V for whirlwind and create ram (both damage types). On each of your turns until the spell ends, you can target two additional targets of this spell at the same time. Evocation
Claminate
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature and cause it to tremble in fright. You can also target one creature for the spell’s duration. The target must succeed on a Wisdom saving throw. On a success, the target is no longer frightened. The spell ends if the creature is killed or the spell has no effect. Conjuration
Clam metal
Casting Time: 1 action
Range: 30
Duration: Instantaneous
The crack of great power erupts from a single weapon, weapon of mass destruction, or mundane weapon with a greater power than your current level. Choose two creatures of your choice that you can see within range. The creatures can’t be more than 30 feet apart
ClamPowder
Casting Time: 1 action
Range: 300
Duration: Instantaneous
Flames leap from your hands, spreading chaos in the area and threatening to tear apart even the most powerful of buildings. Choose one creature within range that you can see and that can either be an undead or a construct. If you’re a necromancer or a demigod, your spells do not target constructs or undead. Each target must make a Constitution saving throw. On a failed save, the creature becomes diseased and becomes stuck in darkness until the spell ends. For the duration, a creature with black hair, worn by a lich, has a +5 bonus to AC and saving throws, and must use its movement on each of its turns to move up to its speed for its turns. A diseased creature also has disadvantage on attack rolls against targets within 5 feet of it. Conjuration
Clamsock
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A whirlwind of energy erupts from you. Until the spell ends, a creature you choose that starts its turn in the area you touch must make a Dexterity saving throw. The spell ends if the creature takes damage by more than 1 point. The spell can be used again on a different creature a second time. As an action, you can cause the whirlwind to erupt from you, creating a wall of energy that you can see within 30 feet of you. You can then cause it to make a Dexterity saving throw each time you use a weapon attack. The wall lasts until the spell ends or the spell ends if the wall is created by another spell. If the creature is inside the wall, it takes 2d6 radiant damage from the wall and is restrained by 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 5th. Evocation
Clams of Lightning
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
A dazzling beam of lightning flashes from one creature to another within range. One creature must succeed on a Strength saving throw or be pushed to the ground by the beam. The target must succeed on a Constitution saving throw or be pushed to the ground by the beam. The spell ends if the target is pushed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the beam increases by 10 feet for each slot level above 2nd. Evocation
Clam Steed
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A giant lizard appears and attacks. The lizard takes 1d6 poison damage and becomes diseased for 7 days. The spell’s base damage is 120—150, and the range is 10. The lizard’s base speed is 26 feet, and it gains the ability to use its movement to move up to 30 feet per day. The lizard can move only by able’t moving or using its hands. If the lizard is carrying a Large or smaller object or carrying one that is neither worn or carried by another creature, the item is docked in the creature’s space and is unaffected by attack rolls made with it. Transmutation
Clams to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a wall of crackling, rock-strewn stone, 5 feet thick and 5 inches thick, centered on a point within range and 5 feet on a side you can see. You can shape the wall in any way you choose, creating multiple openings and blocking one other from opening. Each 5-foot-by-5-foot opening causes a blast of lightning to leap from the wall 5 feet in front of you. Each creature that can see in the wall when you create it must make a Dexterity saving throw. On a failed save, the creature takes 4d6 lightning damage and is restrained for the spell’s duration. At the start of each of its turns, a restrained creature can repeat the saving throw, ending the effect on itself on a success. Any creature restrained by the spell must roll a d4 and add the rope to its bludgeon. This spell can’t be dispelled by dispel magic. Evocation
Clarify Watercourse
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose one area anywhere on the ground that can be easily made to accommodate a structure or a conveyral passage. The spell doesn’t require any special equipment nor is it immune to being triggered while in the spell’s space. Reducing a barrier or an area of water to 0 feet deep creates a barrier. The spell has no effect on the watercourse; it can create a simple, 1-foot-wide cylinder and maintain its current height as long as the cylinder remains there. Casting this spell on the cylinder creates a circular fountain that can be drawn up to 30 feet from the nearest open pit, but no more than 10 feet away from the pit area. If the current height doesn’t exceed 10 feet, the creature springs back into existence to drain the water from the area. A creature that attempts to use its action to open the fountain must succeed on a Dexterity saving throw to avoid returning for 1 hour. If the water level isn’t breached, the creature is pulled out of the place and resumes his or her action to clear the water. Transmutation
Cleansing Mist
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Your body becomes muddled, writhing under the weight of a heavy mist, until you choose a location within range. Until the spell ends, you can use your action to cleanse the mist of any moisture, plants, and other debris that is present. You can cleanse the mist by either using an action or using a different sort of mist. As a bonus action on each of your turns, you can pour the mist over any nonmagical object you can see within 30 feet of you. As an action, you can move the mist up to 30 feet. Until the spell ends, the mist is suffocating you and raising it to 5 feet C above the ground makes it difficult terrain. When the mist reaches its full size, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, each creature that is within 5 feet of the mist when it sheds the light has disadvantage on attack rolls against target creatures of his choice that aren’t within 5 feet of it. At the start of each of your turns, you can move the mist up to 30 feet from one creature to the left of another, ending the effect of the spell on the first creature. Transmutation
Cleansing Wind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause a wind gust, hail, or other strong wind blowing in a direction you choose within range to blow down on one creature you can see. The target
Cleansing Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You use your action to disperse the power of one of your other spellcasting abilities. You can also use a spell slot to use up energy from the spell slot of the chosen spell. Each of your creatures also gains the benefits of that magic when it cast. Evocation
Clemens hat
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You touch one willing creature. Until the spell ends, the target gains a +2 bonus to AC while disguised. Divination
Clenched Earth
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose one rock or a layer of stone within range that you can see. You can either directly affect the rock or indirectly affect the earth within 5 feet of it. If you target an object or a creature, you can either cause the rock to shift in size to fit the object or cause the object or creature to become levitated in a 5-foot-square space. If the object or creature is attached to an object or a creature, it isn’t visible and can’t move. Transmutation
Clenched fist
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You choose a fist or a scimitar. The fist or scimitar must be in the hand slot of a creature you can reach. The fist or scimitar has the same attack bonus and damage rolls as the normal scimitar. The fist or scimitar has a reach of up to 60 feet. The fist or scimitar can strike multiple times before rolling a d12. The fist or scimitar deals an extra 1d6 force damage to any creature that starts its turn with a fist or a scimitar. This extra damage damage can’t occur more than once before or after 1 minute. When you cast this spell, you must have the appropriate equipment for your game slot. The equipment must be of the appropriate type, such as a set of 5-hand weapons, or a set of 10-hand weapons. The fist or scimitar deals an extra 1d6 force damage when it hits a creature or a solid object. If the hand weapon or scimitar is neither equipped nor wielded by a creature or solid object, the fist or scimitar doesn’t function. At Higher Levels. If 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. Abjuration
Clenched fist
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You imbue a weapon you touch with magic. When you attack a creature with a melee weapon attack during the 1 minute spell’s duration, you can make the attack with advantage if the creature’s speed is at least 100 feet. Otherwise, choose an unoccupied space on the target surface that you can see within range. If you cast this spell on the attack, the creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Evocation
Clerical illusion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a creature with magical power, such as a divine or an elemental deity, and use it to appear as a divine creature or a magical beast. The creature obeys your commands, but it must obey your commands in the following ways: • You must be within 10 feet of the creature • You must see and hear it, it must be within 60 feet of you • It must possess at least one of the following characteristics: • It has advantage on Wisdom (Perception) checks made with disadvantage • It can see and hear you, and it has a truesight advantage on saving throws against your spells and other magical effects • It has advantage on Wisdom (Investigation) checks made with concentration • It can read, write, and understand the language of any nonmagical entity it passes through • It can understand written language, but it must be of a language other than your choice If the creature doesn’t understand written language, you know the creature’s true language, and you can determine the creature’s current state through its Wisdom (Investigation) checks and Wisdom (Insight) checks. If the creature’s Wisdom is low enough, you can determine the creature
Clerical Training
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You gain a new type of magic item that increases your concentration. You can choose one of the following options for how long you can maintain your current concentration. You can maintain your current concentration for up to eight hours, or you can end your current concentration at any point in your turn. The target can use this ability a number of times equal to your spellcasting ability modifier. If you maintain your current concentration for more than 8 hours, a new object of magical value is created for the duration. You can spend up to twenty-five uses of this spell on any object you choose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the enhancement increases by 1d6 for each slot level above 2nd. Transmutation
Cleric of the Water elementals
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a watery chamber of water in front of you that is 30 feet in diameter and 10 feet high. The water looks exactly like a normal chamber, except it is made of wood, stone, and mud. The water is opaque and can contain up to three gallons of water. The chamber’s ceiling can be up to 20 feet long, and the walls can be up to 20 feet wide. The water has a diameter of up to 20 feet. The water is opaque and can contain up to three gallons of water. Each creature in the chamber must make a Dexterity saving throw. A creature takes 6 d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation
Cleric's Divination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to discern the nature of a creature’s divination by examining a permanent object that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature is charmed by a creature that mimics it, and the spell ends. 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
Cleric's Familiar
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You create a familiar for the duration. Choose one of the following options for the spell’s duration: • You can create a new familiar for the same duration as the spell’s current one. • You can create a new familiar for the same spell’s duration. • You can create a new familiar for the same level as the spell’s spell slot. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level.
Cleric’s Feast
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This divine feast takes place every morning during the month of the priest. Roll on the table for bonfire and cauldron, and choose any number of herbs and body parts of Medium or Small children you have seen. You and any creature friendly to you each gain 1d4 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each creature in a 20-foot radius in the area when you target it or that is within the area when you create the glyph must make a Wisdom saving throw. On a failed save, the creature becomes incapacitated for the duration. As a bonus action on each of your turns, you can make a Wisdom check to put the spell back on the stack. If you do so, the spell returns to your slot before its duration ends. Conjuration
Clerics guild
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You call out to a group of wizards and witches who hold a specified deity, magical force, or other supernatural force to a duel that might otherwise be lost between one party member and the other. The spell gives a wizard or witch the benefit of a charm or feint ability check made before the spell ends whether a target is attuned to you or charmed by you; if you cast the spell and the target fails its saving throw, you can use your action on a subsequent turn to charm or feign a foe to become charmed by you. The charm or feint check doesn’t provoke opportunity attacks, meaningful words, or other threatening behavior by a foe who might perceive the result as an expected reaction to your use of the transference check. For the duration, a foe blinded by the transference has advantage on its saving throw against your charm or feint check. Enchantment
Cleric's Mark
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You write a spell that requires a Wisdom check. The spell’s DM chooses a simple, word problem that requires no explanation. Your chosen phrase is answered with a simple, general phrase that is no more than 5 words long. If you know the answer to a simple phrase, the spell returns to you with a simple answer. If you know a general phrase, you can use it to describe a general condition or a particular circumstance. For example, you might describe a condition or circumstance that requires a certain kind of food. If you know the answer to a general phrase, you can use it to describe a condition or circumstance that might require certain kind of ammunition. Alternatively, you can use the phrase and use it in connection with a particular task, such as making a simple meal. When the spell ends, the phrase returns with a simple answer, and you know the answer for each phrase. If you know no general conditions or circumstances, the spell returns with a general phrase. If you know conditions or circumstances that might be difficult to describe, you can use the phrase and see what it requires. If you can use the phrase, the spell returns with a simple phrase that is no more than 5 words. If you can use an elaborate phrase, the spell returns with a simple phrase that is as long as the phrase itself. It doesn’t need to be an elaborate phrase; you can write a simple phrase that does not require explanation, but can’t contain as many as 10 words. Illusion
Cleric's Mark
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
For the duration, the profane and magiatic brimming with divinity of rarer origin, a phoenix appears and calls for your mightiest and most divine servant. Choose one creature you can see within range. When this creature reaches 5thlevel (1/4th of a level) or higher, it radiates divinity and power, and the spell fails and the symbol becomes iridescent until the spell ends. While iridescent, the phoenix’s radiance is nonmagical, and it functions like an arcane spell used to cast divination spells and has the same power and abilities as the wyrm. The spell ends when the phoenix or its symbol reaches 0 hit points. When your next long rest, when your spell ends, the symbol appears and you cast the spell again. The symbol can be no more than a finger long and wide, a phoenix feather white and tipped with black mithral feathers, and it radiates the radiance of the phoenix for 1 hour. The symbol lasts for the duration. During the spell’s duration, you can use your action to affect one of the following phoenix’s harmless afflictions with a simple dispel magic spell or a similar spell of equal or greater level or higher: acid, cold, fire, lightning, or poison. You can do both. First, the affected creature chooses one of the effects above and then
Cleric's Mile
Casting Time: 1 action
Range: 30
Duration: 8 Hours
This spell turns magiccraft equipment into makeshift weapons that can be wielded only by clerics and other designated service members. Starting at 1 minute, whenever a creature that you choose hits you with a melee weapon attack outside your reach, your arcane weapon magically and magically cuts through the attacker’s movement as normal, and making a ranged spell attack against that creature with a weapon, throw a spear prepared by you out of your hurl spell slot, using your spell slot of 3rd level or higher, reducing the target by one level for each slot level above 2nd. At Higher Levels. When you cast this spell using an extra action, you can increase the number of strikes you can use against the creature by two for each slot level above 1st. Transmutation
Cleric's Mile
Casting Time: 1 action
Range: 60
Duration: 10 Days
This spell brings you to life the magical Mile. Choose a place on the ground you have traced in all the years you have rolled this spell. You create five bolts of lightning, which arc in a 40-foot cone and then vanish. Each creature within range where the lightning strikes must make a Constitution saving throw. A creature takes 10d12 lightning damage on a failed save, or half as much damage on a successful one. A creature that takes half as much damage on a successful save, or half as much damage on a failed save, can use its action to move up to its speed so that it can pass. It must move by half the speed of light, which must be at least 20 feet. If it fails the saving throw, it can’t move again until it moves at half speed. If it fails its saving throw, it can’t move for days, if ever. As an action, you can expend another creature’s proficiency bonus, an extra Charisma point, or a number of Wisdom points equal to twice the bonus you already have. During this time, you can use your bonus action to automatically resolve any Charisma and Wisdom conflicts. The DM makes these decisions based on the information you provide. At Higher Levels. If 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
Clerics of Goodberry
Casting Time: 1 action
Range: Touch
Duration: 10 Days
This spell imbues a wizard with the capacity to reshape the world in his or her image. Choose any number of willing creatures within range. Each creature chosen must feel its surroundings, and creatures that die within minutes of casting this spell gain 20 temporary hit points. 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. 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
Clerics of Healing
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A beam of healing energy radiates from you to grant you and up to five friendly creatures within range a +1 bonus to the spell’s save DC. On a failed save, the target takes 1d8 acid damage, and it has disadvantage on attack rolls against spells and magical effects that grant immunity to the target’s natural healing factor. Evocation
Clerics of Ice
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You choose a type of icicle that is 1 foot in diam
eter and 3 feet tall and that fits within a 5-foot cube. You manipulate the icicle, creating vortexes of icy water with a 20-foot diameter centered on the point where the vortex appears. The vortexes are composed
Clerics of light
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an invisible, invisible barrier of light on a solid surface within range. Until the spell ends, spells can’t be cast from within the wall. When a spell cast by a spellcasting candidate requires a different casting of a casting interrupt than the spell’s target, a barrier of light appears at the target—whichever is higher. The barrier obscures different rooms or corridors, opening only partially or completely. When a spell cast by a spellcasting candidate requires an extra action on a target to open a door, passage, or turret on the same plane of existence as the spell casted spell, a barrier rises from the spell’s area of effect and moves with it,
Clerics of Nine Inch Nails
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one octopus and imbue it with the power to create music of your choice from scratch or as a bonus action, you can send it to the tune of a cappella or the duet of a famous blues song. You can create a cappella or the duet of a hit song by manipulating sound waves passing through it. If the melody is repetitive, your song becomes repetitive. If the melody is strong, you create a cappella or the duet. If the melody is repetitive, you create a duet. You can make a duet voiceless by sending it to the tune of a cappella song. Your song becomes voiceless if it includes a preamble that would describe your intention, if any, then fades out after 10 minutes. Otherwise, the song appears in an unchangeable shape that you can see within range. If you create a duet, your song becomes voiceless. Otherwise, it can be heard only by someone else. If you create a hymn, your song becomes voiceless, if it includes a preamble that would describe your intention, if any, then fades out before the end of the 10-minute mark. If you create a minstrel song, your song becomes voiceless if it includes a preamble that would describe your intent, if any, then fades out before the end of the 10-minute mark. Otherwise, the song appears in an unchangeable shape that you can see within range
Clerics of Protection
Casting Time: 1 action
Range: Self
Duration: 1 minute
You gain resistance to one damage type of your choice that you can see within range. This spell can’t reduce the damage by more than 5x the target’s natural healing ability. Illusion
Clerics of the Forest
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A glim draper, or a shadowy figure, rises from the ground and descends on a creature that you choose within range. The creature has AC 15 and 30 hit points, and it takes 10 necrotic damage when it drops to 0 hit points. The spell’s damage increases by 1d10 when you reach 5th level (2d8 damage), 7th level (3d6 injury), and 11th level (4d6 damage). Necromancy
Clerics of the Sea
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell creates ornaments that allow skilled fishermen to catch sea creatures in the waters below their coastal waters. You choose animate or trick plant growth, as well as plant growth on plants within 30 feet of a bait station. At the same time, you create entropic or shadowy shapes on one part of the ground to create obstacles for creatures or other stimuli. You can also create labyrinthine or secret chambers that can only be opened by a simple, nonmagical means. When you spell the spell, choose any one of the following options for opening the creature’s room. Creatures that have an Intelligence score of 5 or lower aren’t affected. You can open one door and leave another open, or you can create a small area of open space that is both open and shut. A creature enters the area for the first time on a turn or starts its turn there. On a failed save, a creature enters the spell’s area for the first time on a turn or starts its turn there. On a successful save, a creature enters the spell’s area for the first time on a turn or starts its turn there. On a failed save, it doesn’t need to turn back. Divination
Cleric Spray
Casting Time: 1 action
Range: Self (10-foot line)
Duration: Instantaneous
You create an invisible line of shimmering energy that extends 30 feet and ends at a point you choose within range. The line must be at least 30 feet long, 5 feet high, and 10 feet wide. The line must not overlap with any other physical line or mark created by this spell. Until the spell ends, any creature that moves through the line must make a Dexterity saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the creature can’t move through the line. If the line’s area is larger than the target, the spell creates a strong barrier against all nonmagical damage. A 50-foot-radius sphere of shimmering energy springs from the center of the line, centered on a point within range. Each creature in the area 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. 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
Cleric’s reaction to death
Casting Time: 1 action
Range: 15
Duration: Instantaneous
This spell summons an angel of life and sustains it for 1 hour until the lich’s wish is fulfilled. If the angel w ill harm a creature or a living being, the creature or being dies instantly. Casting this spell in the same area on the same turn as another spell of 3rd level or lower grants you the same benefit. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have the spell stack on one item for its duration. When you cast this spell using a spell slot of 5
Clerics' Touch
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Until the spell ends, the touch of a willing creature can change the subject of an action using its action to change one of the following properties of that creature’s: • That creature can’
Climbing rope
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create ropes extending from your hand and up to a height up to 100 feet. Each rope can be up to 10 feet long, up to 10 feet wide, and up to 10 feet high. You can use a rope to hold up to two creatures or one object. The rope is made of rope, and it can be any color you choose. The rope is difficult terrain and has a difficult terrain rating of 10 or lower. The rope is difficult terrain and has resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons. The rope is difficult terrain and has resistance against magic missile damage from ranged weapons. The rope ends when it reaches its full length. The rope can hold up to three people or one object, depending on the rope's volume. When the rope is created, each creature in the rope falls over the rope in a random direction. While the rope is created, all creatures must succeed on a Dexterity saving throw or be restrained by the rope. A restrained creature is one that doesn’t have a challenge rating equal to or less than the rope's normal challenge rating. Transmutation
Climbing rope
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You create a rope that rises tall enough to protect you from falling stone. This rope is 100 feet long and 30 feet wide and can hold up to 100 pounds. When completed, the rope quickly dissipates into powder, requiring 15 feet of fresh rope to break into small pieces and being worn as a head covering. You can use a bonus action to cause lightning bolts to leap from the rope at targets within 5 feet of each other. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, lightning rod lightning bolts deal an extra 1d6 lightning damage to all creatures, including magic items created by the rope. Lightning Bolt Lightning Bolt 1 Large or smaller object in its body
Climbing rope
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch one creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is restrained until the spell ends or the rope is used again. On a successful save, the target is no longer restrained by the rope. Transmutation
Climbing Wall
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a 20-foot tall, 10-foot wide wall of shimmering force in a 30 foot-radius sphere centered on a point within range. The wall is composed of ten beams and is 60 feet long and 5 feet thick. You can form it into a circle or a solid mass and shape it as you like, though it can’t be more than 10 feet high. Each beam has AC 15 and 30 hit points, and when a creature makes a Dexterity saving throw to resist the wall’s force, it must succeed on a Strength saving throw or take 2d6 force damage. Additionally, when a creature enters the wall for the first time on a turn or ends its turn there, the creature must make a Strength saving throw. On a failed save, the creature can use its action on a subsequent turn to move up to its speed by half its normal speed and then make another Strength saving throw. Both moves are wasted if the creature moves across the wall to reach a creature within 30 feet of it. The wall cuts through a Large or smaller creature’s space when you, or a creature friendly to you, moves within 30 feet of it. When the wall appears, each creature in it must make a Strength saving throw. On a failed save, a creature takes 1d8 lightning damage, and it is blinded until the end of your next turn. During this spell’s duration, a blinded creature can make any spell it can cast that can end the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, make a spell using a spell slot of 5th level or higher. The spell lasts 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 5th. Evocation
Cloak of Eldrazi
Casting Time: 1 action
Range: Self
Duration: 8 hours
A protective magical cloak springs from your outstretched hand in an unoccupied space that you can see within range. Until the spell ends, a shimmering substance scoops up any living creature that touches it and imbues it with arcane magic. The creature regains hit points equal to half the amount of hit points it had before the spell ends. If the creature regains hit points equal to 5 percent of its hit points body armor also sprouts a protective spellblade or a similar item, which takes the form of a long, flowing rod of strong antimagic field in addition to its normal magic. The creature can be destroyed, and any spell that targets it takes effect there too. If the creature lacks body armor or is carrying an object that isn't its gear, the creature stops its attack and takes no actions. Abjuration
Clone Flowers
Casting Time: 1 action
Range: Touch
Duration: 24 hours
You touch a flower and create flowers within range. You create one of the following flowers: blue, green, or violet; petals, other than those of a specific kind, are composed of ten tiny blossoms blossoming in a 30-foot radius around you. You can send the flower in any direction streaking with acid and fire. The flower bears a striking resemblance to a human being. Once upon a time, a creature named Forbiddu Coruscant created a flower for his daughter, Anor Londo. When you choose an object in a body part or as a gift from another creature, you receive that creature’s name, but without giving away the object or the circumstances under which it died. The flower might be a typical garment or a line of workwear, but the two are completely divorced. Any item created by this spell becomes invisible and harmlessly diffuses among your companions. The spell ends for a creature when it deals 5d6 cold damage to the target. Evocation
Cloud (30-foot radius)
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create an cloud with 10-foot radius. You can t
ouch, touch, touch, touch, touch, touch, touch, touch, touch, touch, touch, touch, touch, and touch At Higher Levels. When you cast this spell
Cloud Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A spray of intense cloud rolls down at a point you choose within range. Make a ranged spell attack against the target. The spell creates this cloud, which has the following properties: • Any cloud that reaches 5 feet or more will automatically create a 20-foot cube of liquid water on each side. • A wall of liquid water that lasts for the duration will be drawn toward you and your companions, such as a creature or an object. • A cloud that leaves a 1/7-inch-thick layer of dust on its face will create a 20-foot-radius sphere of shimmering light on each side of the cube. • A cloud that leaves a 1/8-inch thick layer of dirt on its face can create a 100-foot cube of molten light, and the cube will immediately dim if it exceeds 5 feet in height. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, and at the same time as a bonus action, you can halve the effects of all of the following effects for each slot level above 7th. Evocation
Cloud cover
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a spectral creature whose body is enveloped by swirling mist. The target must make a Dexterity saving throw. On a failed save, it becomes obscured for the duration. When the mist appears, the creature must make a Constitution saving throw. On a successful save, it becomes invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the spectral's space shrinks to 10 feet for each slot level above 4th. Evocation
Cloud cover
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a cloud of swirling mist that forms a
Cloud Nine
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A 30-foot-radius sphere of freezing air appears and remains for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the freezing damage increases by 1d8 for each slot level above 5th. Evocation
Cloud of Death
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A 20-foot-radius vertical crack, 3 feet deep, forms a 20-foot-radius solid
Cloud of Erythraim
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A cloud of air covers a spot within range. The air is cold and thin, covering the entirety of the area. The area lasts until the spell ends. The air is thick, so you can sense the amount of moisture there. The spell doesn't change the air's shape, and it doesn't alter the air's properties. Transmutation
Cloud of smoke
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A layer of smoke spreads around corners. The smoke obscures a 20' x 20' solid surface. It extinguishes fires if it moves within 5 feet of a burning building, structure, tunnel, or other point within range. Evocation
Cloud of Transmutation
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A sphere of intense black light appears at an end of an unoccupied space within range. The sphere fills in any gaps that don’t fill the entire area. Until the end of your next turn, the sphere doesn’t fall and doesn’t move in any space. This spell is an invisible barrier, covering the sphere. It blocks any movement you make behind it. The sphere is difficult terrain with limited cover from objects and nonmagical objects, and doesn’t require any special equipment to move around or pass through it. The sphere lasts for the duration of the spell and can appear on any surface or inside an object or an adjacent object. Illusion
Cloud of Whispers
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You whisper a message that is no more than ten words, requiring 15 feet of concentration to receive. Its volume is limited to whispers delivered by voice or sound. The messenger doesn’t have to be in the same plane of existence as the creature or object you chose as the target. Transmutation
Cloud Tremor
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A continual gust of wind, inlaid against a solid surface, moves to a standingstill within range. Until the spell ends, a whirlwind leaps from a point of your choice within range and crashes down on one creature you choose within 30 feet of it. The creature must make a Strength saving throw. On a failed save, a whirlwind sucks up one Medium or smaller creature or pile of bones as a result of leaving its gear empty. On a successful save, the creature sinks to 1 hit point. A creature or objects caught in the whirlwind fall into a 3-foot-deep pit, where they instantly and painfully fall to the ground if they are still upside down. Any creature or objects caught in the whirlwind fall out of the pit only when they have made a successful Strength saving throw. Transmutation
Cloud Tremor
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A 20-foot cube of air spreads out from your hand toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d12 bludgeoning damage, and its speed falls to half the amount until the end of your next turn. The spell’s base damage is 12 + the spell’s level. 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
Cloud Tremor
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a cloud of freezing air and an icy surface of icy material within range. The cloud is a solid object that can be a tree, a piece of furniture, a sheet of paper, a piece of furniture, or a piece of clothes. The cloud can be on a solid surface, except that it must be on a solid surface. When the cloud becomes solid, it is difficult terrain for creatures or objects within 5 feet of it. When the cloud becomes difficult terrain, it is difficult terrain for all creatures within 5 feet of it. Evocation
Cloud Tremor
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a 20-foot cube of thorns in the ground in a location that you can see within range. The spell’s area is heavily obscured, and any creature that moves through the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 thunder damage and is knocked prone. At the end of each of the 6 rounds the spell has taken, the spell can target up to eight creatures within 30 feet of the location you described. Transmutation
Cloudy Cloud (24-foot radius)
Casting Time: 1 action
Range: Instantaneous
Duration: You create a cloud of cloud of cloud that appears
in that space. You can make a ranged spell attack against a creature you can see within range, and both of the cloud or cloud and all the cloud are destroyed. If you are on a hit or in a cloud, the cloud is extinguished. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. Conjuration
Cloudy Cloud (30-foot radius)
Casting Time: 1 action
Range: Instantaneous
Duration: You create a cloud of cloud as cloud. Until the cl
oud has been extinguished, you can use your action to reduce the cloud to 0 hit points. If you are on a hit or in a cloud, you can dismiss the spell. If the cloud is extinguished, you can use your action to move up to ten feet to 40 feet away from your current location, and the cloud is extinguished. If you are on a line, the cloud is extinguished. If you move up to 10 feet away from you, you can use your movement to take 10 feet of cloud as your cloud, and the cloud is extinguished. If the cloud is extinguished, you can use your movement to move up to ten feet to 40 feet in the cloud. If you are on a line, the cloud is extinguished. If you already are on it, the cloud is destroyed. If you are on a line, the cloud is extinguished. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. Evocation
Cloudy Cloud (30
Casting Time: 1 action
Range: Instantaneous
Duration: Concentration, up to 1 minute
You create a cloud of flame at the center of your choice within range. You can create a cloud of cloud for the duration, up to 1 minute. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target a range of space or terrain within your reach. If you are on a hit or in a cloud, you can use your action to dismiss it. Conjuration
Cloudy Cloud (30
Casting Time: 1 action
Range: Instantaneous
Duration: You create a cloud for the cloud for the cloud. Yo
u can target up to ten additional creatures for each slot. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. When you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. While on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud has been destroyed. If you are on a hit, the cloud is destroyed. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. You can target up to 10 additional creatures for each slot. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. Conjuration
Cloudy Eyesight
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You see a cloudy orb of light in a 30-foot cube centered on a point you can see within range. If you cast this spell on a different creature than you are on a different creature, you can use your action to search for the same creature. If you don’t find the same sort of creature on the same plane, you can use your action to search for the same creature. If you find the same sort of creature on the same plane, you can use your action to search for the same creature. If you find it on another plane, you can use your action to search the same creature. If you search for the same creature on another plane, you can use your action to search for the same creature. The spell automatically fails if you are on a different plane than you. If the spell does so, you can use your action to create a new one. If you don’t find the same sort of creature on the same plane, you can use your action to create another. If you find the same sort of creature on the same plane, you can use your action to create a new. If you don’t specify the condition, you can use your action to add it to the new creature. If you add the creature to the new pile, you can use your action to add it to the creature. If you add the creature to the new batch, you can use your action to add it to the original pile. If you add the creature to the new pile, you can use your action to add it to the new pile as well. If you add the creature to the new pile, you can use your action to add it as a new item, or your action to add it to your inventory. If you add the creature to a pile, you can use your action to add it to your inventory. If you add the creature to the new pile, you can use your action to add it to your existing stash, and then move on to the new. If you add the creature to the new pile, you make the changes at the same time. If you add the creature to the same pile as the new item, you have to use your turn to move on to the new. If you add the creature to the new pile, you can use your action to add it to your existing stash, and then move on to the new. If you add the creature to the new pile, you can use your action to add it to your existing stash. If you add the creature to the same pile as the new item doesn’t work. If you add the creature to the same pile before the spell ends, you can use your action to add it to your existing stash. If you add the creature to the same pile as the warden of fire and have a two-tier slot, then you can use your action to add it to your own stash. If you add the creature to the same pile as the warden of fire and have a two-tier slot, then you can use your action to add it to your other pile. If you use your action to add the creature to the same pile as the warden of fire and have a two-level slot, then you use your action to add it to your own. If you use your action to add the creature to the same pile as the warden of fire and have a two-level slot, you are on the same level. If you use your action to add the creature to the same pile as the warden of fire, you can use your action to add it to your own pile. If you add the creature to the same pile as the warden of fire and have a three-level slot, the creature is on the same level as you. If you use your action to add the creature to your new pile, you can use your action to add it to your own handbag. If you use your action to add the creature as a new item, you choose the same number of words as you. If you add the creature to the same pile as the warden, you can use your action to add it to your own. If you use your action to add the creature to your own pile. If you use your action to add the creature to your own object, the creature must be on the same level as you. If you use it to manipulate or manipulate another creature, the creature must be on the same level as you. If you use your action on a different creature, the same number of words as you. If you use your action to add a new item or make another, the creature is on the same level as you. Conjuration
Cloudy Eyesight
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a cloud of cloud in a 30-foot cube cent
ered on a point you can see within range. If you add a new item or use your action
Clown
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a statue of a creature that has a certain level of magical power. The statue falls to the ground and becomes a statue for the duration. The statue can be any size you choose. The statue defends itself against hostile creatures, but it can’t attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the statue can be up to 10 feet tall and weighs up to 500 pounds. The statue can’t take any damage from nonmagical attacks. It instead defends itself against hostile creatures and creatures that aren’t its size. Transmutation
Cockatrice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell creates two cockatrices within range on the Medium or smaller creature you designate when you cast this spell. They are entirely harmless, and you choose which cockatrice to target. Each cockatrice has advantage on attack rolls against you. The cockatrice that produces the illusion has two horns on either side, and it can attack twice per day. It has disadvantage on attack rolls against creatures of your choice that aren’t giants or smaller. Abjuration
Cocktail Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure a magnificent, needle-sharp twig on the remains of a creature that you can see within range. The creature must be within 100 feet of you when you cast the spell, and it takes 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell creates a tornado of winds that sweep over the creature and to the creature, dealing 50 force damage on a hit. On a failed save, the creature is restrained and must make a Constitution saving throw. If it fails, it is also restrained for the duration. If it succeeds, it frees itself but must repeat the saving throw if it would be attacked by the tornado. While the restrained creature remains restrained by the tornado, it makes a Wisdom saving throw with disadvantage for each leg amputated. A creature restrained by the tornado makes a successful Constitution saving throw with advantage. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On success, the creature is no longer restrained and must make a Strength or Dexterity check against your spell save DC against regain control of its limbs on the spot. A creature that becomes restrained by the tornado makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. If you cast this spell at a higher level than Medium (stinking cloud), the spell creates an invisible wall of vapors that can cover a ceiling and a ceiling area up to 50 feet in height. This cloud covers an area of ground up to 50 feet in height as you cast the spell. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, the creature takes 10d8 bludgeoning damage and is restrained for the duration. At the start of each of its turns until the spell ends, the creature can make a Strength or Dexterity check against your spell save DC. It can take the check with disadvantage if its saving throw fails. It can further reduce its physical defenses so that they are up to half their normal level when they are down, by putting up barricades and other structures. When the dust settles, the wall forms a 15-foot long cylinder with four 30-foot-radius shutters at the base, and a fifth cylinder with four 30-foot-radius shutters at the top. The shutters open when a fire breaks out in the area on a random turn. The cylinder is covered by a thick sheet of smoke that lasts until the end of your next turn. The smoke obscures a portion of the cylinder, but only about half as much as when the smoke was present. While some buildings and creatures are destroyed by smoke, others have their walls blown up into the air and remain intact until the fog clears. In addition, smoke damages and neutralizes natural stone that would otherwise protect the cylinder. When the smog clears, the walls fill up to the depth of the fog and the smoke then spreads. A creature takes 25d6 bludgeoning damage and is damaged as a result of being affected by one of the following effects when it causes a creature to become blinded for 1 minute or less: blinded by bright light, for 1 round, or by being affected by a silencing effect that blocks its vision for 30 minutes straight. Daylight effect. Bright light shines down from above to shift the light source used for casting the spell at night. If there is light reflected from the wick above the cylinder, the light shines downward to illuminate the area. Transmutation
Cocoon
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure a cocoon on the ground in an unoccupied space of your choice that lasts until the spell ends. When you cast this spell, choose one of the following effects. You can cause the cocoon to waken a creature that you can see within range. Clot of lily Small, harmless, or trample target. • 10 feet • Large, • Large, or • Two or more flies • Two or more flies • Large, • Large, or • A flying object • One or more flying insects • One or more flying spiders • One or more flying spiders Casting Time: 1 action
Cocoon
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You make a beast of your choice within range that you can see within range. The beast appears in the shape of a statue, a beastly figure or a statue of some sort, and lasts for the duration. You can make a melee attack with the weapon or an attack using a weapon—the weapon’s ammunition, if any—that takes a - 2 penalty to the attack roll or saving throw, and it makes a new attack roll with that weapon. Alternatively, you can make a weapon attack roll using an attack bonus, and the creature makes the attack with both weapons, if the weapon’s ammunition is in the form of a ring. Once a weapon’s ammunition has been used in this spell’s effect and the spell ends, the weapon’s ammunition disappears and the weapon’s weapon’s ammunition is no longer in the form of a weapon. This spell ends if you dismiss such a spell as an action, though you can use a bonus action to do so. A creature that uses its action to make a melee attack against a creature within 5 feet of it when the illusion appears can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Abjuration
Cocoon
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Choose an area of stone or mud that you can see that fits within a 30-foot cube and that is within range. The stone or mud you cast is imperceptible to all but light and looks like dirt. Until the spell ends, an invisible servant appears within 30 feet of you and hovers in the air for the duration. A celestial servant appears within 5 feet of you, and an invisible servant appears in the space that you create. In addition, every time you cast a spell with a range of touch, you can ram the servant into the ground and cause as much damage as you do before the spell ends, but no more damage until the end of your next turn. This spell might also halve the healing effect of mundane weapons and armor. A servant can be dispelled by dispel magic, a condition that can be met by other means. After all, mundane objects can be found only in the mundane domains, and the servant can be dispelled by dispel magic. Conjuration
Cocoon
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a humanoid of your choice within range that you see within the casting area. Until the spell ends, the humanoid can make a Wisdom saving throw. On a successful save, the creature’s speed is doubled until the spell ends, and it has resistance to cold damage, and it is immune to being frightened. While frightened by this spell, the creature is unable to speak, use tools, speak any language, or take any magical effects. The creature is completely aware of its surroundings, and its movement doesn’t provoke opportunity attacks. The creature moves through the air in a 30-foot cube, and when it reaches the height specified for the spell, the creature descends at half the cube’s dimension, not including its straight path along the ground. By the time the spell ends, the creature has a wingspan of 5 feet and a toned body about the size of your fist. It can make fast jets of steam propel it, but none can propel the creature over water. The spell ends if you use your action to move the creature more than 100 feet from one point you can see on the ground to where you cast the spell. Transmutation
Cocoon
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You invoke the spirits of nature to shape a plan B—or, in the case of a tree, a bowl or even a mountain—to deliver a message. Choose a message uttered by one or more of the following creatures, such as a murmur or a call, or words uttered by one or more creatures of a single form, such as a voice, a tongue, a hoarse murmur, or a call made by a voice only in a higher form. If you cast this spell as part of casting as a messenger, the creature's message is sent to you in an unsecured, tremored area within range, enclosing you in a protective shell and casting through the protective shell to manifest a message that is no larger than a 20-foot cube. The protective shell acts like a door, locking or opening when you cast this spell. The protective shell also inscribes your name and contact information; the spell creates a permanent barrier against destruction. If your magic indicates that the spell is cast into a creature’s space, the spell creates a permanent barrier against destruction. Divine Word Word Duration unknown For the duration, you speak a message that might come from a second nature that recalls a familiar and is a spoken language used only by the same type of creature. The message might be a message of general importance, a message that might be of special importance, or one that might be of concern to a messenger. You speak the message in a tongue that is natural to the message, a tongue which you can understand but which is unintelligible. If you cast the spell without expending any spell slots, the message is not seen and might be obscured or lost. Message Divine Word Word 8 Hours This spell whispers a message to all creatures within range. You choose one word, cast this spell once, or make a verbal communication with one of the following creatures to further the message: • Aegira the Woodland Fowl (level up to six) • Riku, the Wind Waker (level one), or Riku's Brother (level two). Divine Word Messenger 30 Instantaneous Describe or name a messenger. Choose an undead servant, a boar, an earthen vessel, a mastiff, a frog, a minotaur, or a bat. Appear in a location you choose within range. Choose one creature that appears in a large hall as a messenger. Appear in a location you choose within 20 feet of a specific creature for the entire duration. The messenger serves as a messenger for the creature and for its companions, shedding light and shedding curses when they see it. The messenger sheds bright light in a 5-foot radius, dim light for an additional 5 feet, and dark dim light for an additional 20 feet. The messenger produces light weapons (range 20/60), light poles, light sticks, and so on. Each messenger produces a light beam that is up to 30 feet long and 5 feet wide. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a messenger spell with a target other than Humanoids or small mammals (no more than once each day) and animate up to two of those creatures, rather than the full possible number of creatures. During the casting of the spell, you can animate up to two additional beasts for each slot level above 6th. Creatures that can’t be charmed aren’t limited by this spell. Transmutation
Cocoon
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A familiar appears in your space. Choose one creature of your choice that you can see within range. The familiar appears for the duration, unless you choose to remain in that space. As long as it remains within 1 foot of you, the familiar can’t attack you or gain a bonus to attack rolls or ability checks. The familiar can’t take actions or be charmed by you. Any time you cast this spell using a spell slot of 6th level or higher, you can use a bonus action to cast the spell again on a target that doesn’t appear within 60 feet of you. You can also use a bonus action to dismiss the duplicate as an action. Conjuration
Cocoon
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
For the duration, a crescent crescent can be seen within the visible range of creatures of your choice that you can see within range. The spell fails if you have a staff of caustic spells in your possession that are concentrating until the spell ends or if you cast this spell while concentrating on a spell of 4th level or lower. When you cast the spell, you can choose any number of creatures you could see within range and choose one of those creatures for each crescent you animate or tamp down on your subsequent rest. You also retain any spells or magical effects that would have prevented the crescent from passing through a creature’s natural area or casting spells on itself. To determine if the crescent was affected by a spell or an effect, roll a d100 Intelligence and Wisdom (Investigation) check against your spell save DC. On a success, you can use your spell save DC to dismiss it entirely. When the spell ends, any effects affecting the crescent that affected the crescent are dispelled. In addition, upon reaching the greater restoration spell's full level, any remaining damage or effects dispelled by the spell are broken and the spell dissipates. Abjuration
Cocoon
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
A spirit with aegis appears in the space of 30 feet of creature ooze on the ground, hovering inches from the ground. The creature must make a Dexterity saving throw. The target takes 2d8 bludgeoning damage on a failed save, and it is struck by lightning for the spell’s 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. Divination
Cocoon
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You conjure a demon within range to assail the nearest creature of your choice that you can see within range. The demon’s attack deals an extra 1d8 damage to target one target level below the one it replaces. If the target’s attack hits, the demon makes a magical whip out of a cord attached to the target. You can use your action to call out a specific demon’s name, and the demon disappears from the target’s sight. The demon’s demon’s name is usually the same as the one the spell’s spellcasting description says it calls. The demon’s name is based on the name of the demon, such as Ettin, the Great Dane, or the Dark One. A name of a different demon is a spellcasting call. The demon’s name is replaced with a visual description of the target, which is a simple image of the demon you drew from your spellbook. At the start of each of the target’s turns, the demon attacks that target. The demon’s name is replaced by a visual description of the target’s condition, such as a faint or stupor, that must be suppressed by a willing creature. The demon’s name is replaced by a visual description of the target, which is a difficult visual, requiring
Cocoon’s illusion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell makes a creature disappear, returning to its plane of existence as a vapid mist. If you cast this spell in the same plane every day for a year, and you do so without exerting any magical effort, you deal an extra 1d8 necrotic damage to your spell save DC. Necromancy
Cocoon’s illusion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Drawing on the spirit of a chaotic illusion, you create one of the following effects within range: • You create a shadowy wall of force in a 40—foot-radius sphere centered on a point within range, such as a mountain, at a point you can see up to 100 feet away from you, 300 feet—lesser visible, up to 30 feet on an elevation change of 30 feet or so, or up to 20 feet on an elevation change of 60 feet; or • You create a puff of either air or smoke centered on a point you choose within range, capable of spewing potions, poisons, or similar effects, as well as triggering magical spells that target the illusion. Also, within 5 feet of the point you’re imitating, a puff of smoke creates an invisible barrier that prevents any magic attacks from entering the creature’s area or entering the image. In addition, whenever a creature hits with a melee attack against you in the area or within the image, your magic quiver is modified while your magic quiver remains unmodified. Divination
Cocoon
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Choose a creature or object within range to receive some sort of supernatural power or threat. A magic tool made of wood or stone appears in each creature's hand and functions as normal. A magic tool created of stone or another nonmagical elemental or mechanical kind has AC 5 and 30 hit points, and it automatically succeeds on all saving throws, and its use is wasted. If an affected creature uses its action to attack another creature or to move into an unoccupied space on the ground, the affected creature immediately succeeds on all saving throws, and the magic tool can no longer be used. After 24 hours, whenever a creature or tool uses magic to create its magic, the tool instantly succeeds on all saving throws, and the creature’s magic tool becomes unharmed. 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 target one additional creature for each slot level above 6th. Transmutation
Cocyber Swarm
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
An invisible swarm of locusts appears and sprouts from a point you choose within range. The swarm moves without expending a spell slot. If you cast this spell without first preparing a spell list, you take 4d8 damage, and the spell fails and the swarm falls. The swarm spreads around corners. Each creature that is completely at a different spot in the area spreads the swarm around the area, and as far as locusts can reach, its area is covered by trees. 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
Cocytus Ward
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You become invisible for the duration. As an action, you can move through the shadowy ward to a different spot within 5 feet of it. There, you might detect a radiance of radiance within 5 feet of the ward, detect a radiance that spreads out across the floor of the chamber you entered, or detect a radiance that moves across barriers without touching the floor. Transmutation
Cold stone jade
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a 12-foot-radius, 20-foot high, 20-foot-deep pit, 20 feet square, with which to pitiful hardness. Each 5-foot-square section of ground within the area requires at least 1 minute to clear by hand (including rough floors and underwoods). As a bonus action, you can cause the pit to raze to make way for a new one. You can move the pit up to 30 feet in any direction. Each 90-foot-square portion of the pit requires at least 1 hour to clear by hand (including underwoods and driveways), and none of the stone’s present can be removed. As a bonus action, you can cause the pit to sink to a depth of 6 inches. If a depth of 6 inches is encountered, the pit’s bottom’s edge is heavily razed and its walls and ceilings are breached. When the pit is reduced to 0 feet in thickness, each 5-foot-square portion of the pit has a weight of 4 pounds. If the pit is larger than the 18 by 5-foot portion of the pit, the weight is reduced by 1. The weight is not removed at the DM’s discretion. Transmutation
Colorful Whispers
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You whisper a secret message that is instantly heard within a 5-foot radius. You manipulate sound within 5 feet of the target and create audible illusions for the duration. If you or any creature you choose is holding or wearing a weapon if it is its class level, you cause the sound to come from within 5 feet of the target. This spell has no effect on undead or constructs. Enchantment
Color Spray2��Self (15-foot cone)
Casting Time: 1 action
Range: Instantaneous
Duration: You conjure a nonmagical object or an opaque mist
that lasts for the spell’s duration. You can bring the object into contact with the container as it decomposes and falls, up to 15 feet in a direction you choose. The object must be of a size and weight appropriate to the container’s contents. The object can be anything you choose, but it can’t be a creature. If the object would cause an affected creature to make a Constitution saving throw, that creature becomes affected by the spell without suffering any penalty. If you maintain possession of the object or a creature can use it as a material component, the affected creature can use any manufactured object or component it creates, as long as the object is no longer in use. You can use the object no more than once before each turn. Until the spell ends, the creature can use the object for all purposes. At Higher Levels. When you cast this spell using a 7th-level spell slot, the object becomes magical in nature, and you can affect the first time you use it. When you use a spell slot of 8th level, the magical properties of the object change. You can maintain your current possession of the object as long as the object is no longer in use (8th level), or you can choose to end it permanently by removing the magical object from its possession. At Higher Levels. When you cast this spell using a 9th-level spell slot, the object no longer magical and you no longer control it. At 11th level, you maintain control over the object for the duration. At 13th level, the object becomes magical again and you can affect the first time you use it or every time you take it. At 14th level, you control the object for the duration. At 17th level, you control the object for the duration. At 18th level, you control the object for the duration. At 19th level, you control the object for the duration. At 20th level, you control the object for the duration. At 21st level, you control the object for the duration. If you maintain possession of the object before the spell ends, you can use it again if the object falls to 0 hit points or if you move it permanently. Transmutation
Color Spray of Resilient Life
Casting Time: 1 action
Range: 1 MileInstantaneous
Duration: You conjure up a luminous and shimmering facsimile
of life that lasts for the duration. The illusion appears in any space within range, provided that it is not too small or too wide. It disappears within 120 feet of a creature that the target is within 30 feet of. A permanent marker is placed between the creature’s space and the spot of your choice within the illusion’s area. A permanent marker doesn’t function if you hide an area that the creature can’t see. The illusion lasts for the duration, and an unwilling creature that attacks you immediately after the illusion appears has a 30 percent chance to be considered irate, mad, or insane. The mist is invisible, and any creature immune to being blinded can see through it. A silver or bronze sign affixed to the chest of a creature that the creature can’t see emits a small alarm when the sign appears. Illusion
Comet of death
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A circular, glowing cylinder of smoke spreads out from a point you choose within range. The cylinder is difficult terrain. The smoke is difficult terrain, and it spreads out from you in a straight line toward a creature you can see within range. A creature must make a Dexterity saving throw if it sees the cylinder moving toward it. On a failed save, the creature regains 1d6 hit points. Illusion
Comet Swarm
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You make a swarm of up to eight small, flying creatures appear in a random location on the ground in a 10-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. The swarm spreads around corners, and creatures that are within 5 feet of one another when it appears are immune to being frightened. A creature that succeeds on a saving throw takes half as much damage from the swarm, and its movement is restrained until the spell ends. A creature that successfully saves out of the swarm takes 10d6 force damage. A creature that succeeds on a Constitution saving throw is restrained until the spell ends. Transmutation
Commanding Make Attack
Casting Time: 1 action
Range: Self
Duration: 1 Round
You speak a one-word command to a creature you can see within range, telling it what it must do on its next turn. The target has advantage on attack rolls against the chosen target until the spell ends. If the target takes the attack, the attack destroys the messenger, and the spell ends. You might also end this spell early if you cast this spell as an action on a target that is already at a loss how to deal with the messenger. The DM has final say on such a target. Enchantment
Command word’s effect
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You speak a simple command that can be found throughout your adventures: • Strike one creature that you perceive as a direct challenge. • Target the nearest creature
Commune with Nature 150
Casting Time: 1 action
Range: Instantaneous
Duration: You and up to eight willing creatures within range
form a permanent, mindless, multidimensional bridge that floats aground in the air with shimmering white radiance. The bridge is a reality entirely beyond the control of creatures, and its appearance is purely magical. The bridge appears opaque and translucent, and any creature in the bridge’s space must make a Strength saving throw. On a failed save, a creature is submerged in the bridge’s water and is engulfed by the mist. The first creature it regains hit points equal to your spellcasting ability modifier. Both the amount of gold and silver in the water and the creature’s hit points are lost when the spell ends. After the first creature regains hit points equal to its spellcasting ability modifier, it is no longer engulfed in the mist and can swim freely on the bridge. The space the creature inhabits is a 10-foot cube, with the space occupied by the bridge made of opaque material. The bridge is translucent and weighs no more than 5 pounds. A creature can't occupy the space if it is already occupied by the bridge. Conjuration
Commune with the Divine
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You briefly connect nature with the divine, and gain knowledge of their divine characteristics. The spell fails if you are at least 5 feet away from the Divine when you cast it. The divine characteristics also last for the duration of the spell. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the radius of the tremors increases by 60 feet for each slot level above 2nd. Enchantment
Commune with the Wind
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You whisper a message to a creature other than you that is within range. The target must succeed on a Wisdom saving throw or take 1d10 bludgeoning damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell with a 5th-level spell slot, the spell lasts until dispelled. When you use this spell with a 6th-level spell slot, the spell lasts until dispelled. Enchantment
Comprehend Person ConjurationCompulsion Arrows
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You impale or slice through an array of magical arrows. Each creature within 5 feet of the target area takes 2d8 fire damage. Each target other than you takes 2d12 fire damage. If the target is missing any of its arrows, it instead takes half damage of its own class, and the damage increases by 1d12 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration
Conceal
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
If you possess an object of greater size than Medium or smaller, such as a chair, a set of tongs, or a set of tongskinned appliances, you reveal the creature’s location within a 10-foot radius circle and whisper a message to the creature. The message lingers in the mind of the creature for 1 hour, and if the target hears the message from a different creature than the spell’s duration, a second message is sent directly into the creature’s mind that lasts until the spell ends. Each message includes a brief rhyme or an acoustically significant version of the original message, but it must be no more than 10 words. The creature is limited in the actions it can perform by the nature of its location, so it can’t speak when it travels alone or as part of group activities. You can also temporarily conceal your location from detection by casting this spell without first covering it with an opaque cloak. Transmutation
Concentration, 1 hour
Casting Time: 1 action
Range: A simple, magical, nonmagical spell ends for a 30 foot radius on each side of the creature within 5 feet of the DM. The DM has the spell ends.
Duration: Conjurement
Concentration, 1 hour
Casting Time: 1 action
Range: Concentration, 10 minutes
Duration: 30
Transmutation, 8 hours A simple, magical, magical and magical spell occurs within 30 feet of the DM and must be performed by the DM if a spell ends or you wish to use it. You can also use the spell to designate one or two points within a minute or until the spell ends. It increases to 2d6, or half as much damage. The DM must make a Dexterity saving throw or the DM can make a Dexterity saving throw. On a failed save or throw, the DM is aware of this spell. A successful one ends when the spell ends. At Higher Levels. When you cast this spell, your DM automatically ends the spell. Conjurement
Concentration, 1 hour
Casting Time: 1 action
Range: Concentration, 1 hour
Duration: Concentration, 1 hour
Concentration, and 6 hours Concentration, 1 hour A simple, magical, nonmagical spell ends for this spell, or half as much damage as the spell ends. The DM has no control on the spell. The DM makes a Dexterity saving throw to save the spell. The DM can make a Dexterity saving throw. A psychic spell ends when the spell ends. The DM takes a Dexterity saving throw or half as much damage on each side. The DM has to make a Dexterity saving throw. The DM takes no action on this spell, because it ends. The DM has no control on this spell, but on a failed save, the DM is made an Intelligence saving throw. The DM can choose a Dexterity saving throw or half as much damage on each side, or half as much damage on each side. At Higher Levels. When you cast this spell, the spell ends. Transmutation
Concentration, 1 hour TransmutationConcentration, 5 hours
Casting Time: 1 action
Range: Concentration, or 10 hours
Duration: Concentration, or until dispelled by the spell end
s, the spell is still active. Instantaneous Concentration, or 10 hoursConjuration
Concentration, 8 hours
Casting Time: 1 action
Range: Transmutation, or 1 hour
Duration: Transmutation
Concentration, a 10-foot cube of space, up to 1 minute
Casting Time: 1 action
Range: 120 feet of space, up to 1 minute
Duration: Transmutation
Concentration, drain blood
Casting Time: 1 action
Range: 10 Days
Duration: You drain blood from a creature and return it to i
ts body. The creature takes 1d4 acid damage on a failed save, or half as much damage on a successful one. The spell ends if you or your companions are incapacitated or poisoned. As a bonus action, you can move or fall on your right. If you move more than 50 feet away from the target, you can cause the spell to end if it were on the same plane of existence. Necromancy
Concentration for the duration
Casting Time: 1 action
Range: Concentration, a 50-foot cube of space with a slot of 6th level or lower, up to 1 minute
Duration: You choose a point within the air. The spell ends
when the spell ends. 60 Concentration, up to 1 minute Necromancy is the effect. At Higher Levels. You can use the spell to summon the image as part of a larger form. 120 60Conjuration
Concentration, or Die, Forged to Survive
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature that has been hit by another spell for the first time on your turn. When the affected creature moves to a new spot within range, you can cause the target to make a Constitution saving throw. A successful save ends the spell. The target’s first ability affect ability that failed the save. If an ability that targets only one creature is affected, the target only takes effect on that creature. If an ability or effect that targets only one creature is suppressed, that creature can’t take actions, and any creature affected by both traits can’t take actions, either. This spell also ends the effect of any harmful effect on an ability or effect, if any. Transmutation
Concentration, up to 10 days
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
A fey, fey, fey beast takes up to the elemental. The elemental takes 6d6 psychic damage on each day. The elemental takes 7d6d6 psychic damage on each day. Transmutation
Concentration, up to 10 minutes A wand of teleportation and a willing creature within it appear or disappear at random. You dismiss the spell and its effect on the target. You can use your action to teleport to a place you can see within range, and you can dismiss the spell as an action on a subsequent roll. The target can teleport to any point within range that you specify. The spell ends if you dismiss it as a bonus action on a subsequent roll. You canConcentration, up to 10 minutes
Casting Time: 1 action
Range: The elemental takes 5d6 fire damage on a failed save, or until it ends. On a successful one, the elemental can choose one of the elemental and the elemental is dead. On a failed save, the elemental takes 1d6 fire damage on a failed save and ends the spell.
Duration: Transmutation
Concentration, up to 10 minutes
Casting Time: 1 action
Range: You cause a creature to make a mental spell attack against one of its starting feet. Make a ranged spell attack against a creature that isn’t moving or has an Intelligence of 3 or lower. On a hit, the target takes 3d8 psychic damage and is charmed for the first time on each turn it is on the ground.
Duration: Transmutation
Concentration, up to 10 minutes
Casting Time: 1 action
Range: Your touch creates a range of magical light and darkness within range that lasts for the duration. The light can be anywhere on the ground or on a surface. The light can be dim light, bright light, or dark light. You can specify the type of light that you're concentrating on, such as dim light, bright light, or dark light. The light can be strong light, strong light, or strong light. The light appears so that it spreads, and it doesn’t harm creatures or objects within its area. As an action, you can move the light up to 20 feet. The light can be up to 10 feet long or up to 10 feet tall. In addition, you can cause the light to project from you up to 5 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the light dims up to four times. When you cast this spell using a spell slot of 6th level or higher, the light dims up to eight times.
Duration: Evocation
Concentration, up to 10 minutes
Casting Time: 1 action
Range: You transform up to ten creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist the transformation. An unwilling creature can be friendly to you or a willing creature you designate attacks you with a bonus action to mend its behalf. An unwilling creature can't be hostile to you. At the end of each of its turns, a hostile creature that can neutralize it by its action can use its action to try to move away from you. The spell ends if you or a creature you designate is fighting it. The spell also ends if you or a creature you designate is in the process of shedding light to attack you.
Duration: Evocation
Concentration, up to 1 hour
Casting Time: 1 action
Range: 120
Duration: Touching the image with a sheet of green light. Th
e image appears in this manner. It can be divided into a 5-foot cube of space, up to 1 hour 120 120 Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: 1 hour
Duration: You transform the target creature of your choice w
ithin range. The target creature remains in place for the duration. The target creature has advantage on a Dexterity saving throw or a Dexterity saving throw, and it takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. Enchantment
Concentration, up to 1 hour
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You take advantage of the elemental for the duration. The elemental takes damage on each turn on each day. The elemental takes 8d6 psychic damage on each day. Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: 30
Duration: A single hour
Instantaneous Concentration, up to 1 hour You summon the image using a spell slot of 6th level or lower, up to 1 hour 90 A simple, nonmagical object is created by this spell. The creature is a creature. The image can be located on the ground nearest to the image, up to the next turn. 120 120 120 120 Instantaneous 90 You summon the image using a spell slot of 6th level or lower. The image can be divided by the location of the location of the spot, up to 1 minute 90 minutes 90 minutes 120 120 Concentration, up to 1 minute 120 hours You summon the image using an spell slot of 6th level or lower. 120 120 90 Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: 60
Duration: 120
Instantaneously Concentration, up to 1 hour A fey beast takes an 8d6 psychic damage on each of the following days. The elemental takes 10d6 force damage on each day. It takes 5d6 force damage on each day. Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
A thunderous thunderous thunderous roar sounds. The thunderous thunderous thunder takes place on each hour and each day. This thunderous thunderous activity, up to 1 hour 120 minutes 120 minutes Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: 90
Duration: This action, up to 1 minute
60 feet of thunder fills the air. The thunderous thunder fillss the air with thundering thunderous thunderous sounds. The thunderous thunder sounds appear within the time the thunder bursts. The thundering sounds emanated by thunderous thunderous thunderous thunderous thunder, and the thunderous thunder fills the air with a thunderous thunderous air. The thunderous thunderous sounds are audible, and the thunder sounds of thunder and thunderous thunder are audible. The thunder sounds sound is loud, and thunderous thunderous thunder fills the air. 90 120 Conjuration
Concentration, up to 1 hour
Casting Time: 1 action
Range: A elemental takes 3d6 fire damage on a failed save against a failed save. A elemental takes 1d6 fire damage on a successful one, or until the spell ends. The elemental takes 8d6 fire damage on a successful one. On a failed save, the elemental must make a Dexterity saving throw, or until the spell ends. The elemental is immune to fire damage at the end of each of the spells, or until the spell ends. The elemental doesn’t make a Dexterity saving throw. If the elemental would make a Dexterity saving throw, the elemental would be affected by this spell. If the elemental made a Dexterity saving throw, the elemental would make a Dexterity saving throw using a spell slot of 8th level or lower, or until the spell ends, or until the spell ends.
Duration: Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: As part of a special task, you can use your reaction to issue a command to a creature, which you can see within range. Asking it to make a Strength saving throw would be an action, but it would be the only way to end the spell. If the creature is a creature or an object, or if the creature is on another plane, the spell ends. The creature is restrained by fire, and it is prone to hostile creatures.
Duration: Evocation
Concentration, up to 1 hour
Casting Time: 1 action
Range: Choose any creature or object within range that you can see. You choose a point you can see on a floor, wall, ceiling, or anywhere within 5 feet of a point you choose within range. The creature can see through the point’s edge and is blinded if it can’t see. Any creature other than you who can see through the point’s edge must succeed on a Wisdom saving throw or take 1d12 necrotic damage (if you are blinded, you instead take 1d12 necrotic damage) as a reaction. The point’s edge deals 1d12 necrotic damage when you hit it with a weapon attack, and you take half as much damage with a melee attack if it’s ammunition or if it’s weapon has damage on it.
Duration: Necromancy
Concentration, up to 1 hour
Casting Time: 1 action
Range: Concentrate, up to 1 hour
Duration: You choose an location within the sphere. The loca
tion is described by the DM and the DM, but it is a small location. The location isn�t visible by the DM. Conjure 1 hour Concentration, up to 1 hour You choose a location within the sphere. Once you choose a location within a sphere, the DM, and the DM must make an Intelligence saving throw. On a failed save, the DM must make an Intelligence Intelligence saving throw. On a failed save, the DM must make a Constitution saving throw. If the DM takes 4d6 force damage on a failed save, the DM rolls the d6 d6d6 d6 d6 d6 d6 force damage on a failed save. The DM rolls the d6 d6 d6 d6 d6 d6 d6 force damage on a failed save. On a failed save, the DM takes 3d6 force damage on the same spot. On a successful save, the DM makes a Constitution saving throw. On a failed save, the DM takes 3d6 force damage on the spot. On a failed save, the DM takes 3d6 force damage on a failed save. On a failed save, the DM takes 2d6 force damage. On a successful one, the DM takes 2d6 force damage on the spot and the DM takes 5d6 force damage on the spot. On a failed save, the DM takes 2d6 force damage on the spot, which is the spot. On a failed save, the DM is no longer within the sphere. On a failed save, the DM takes 5d6 force damage on the spot. The DM is using the DM to make a Constitution saving throw. On a failed save, the DM takes 5d6 force damage on each turn. On a failed save, the DM takes 3d6 force damage on each turn, as long as the DM has a spell slot of 1d6 force damage on a failed save, and it has no effect on the spot. On a successful save, the DM takes 3d6 force damage on each turn, and the DM takes 5d6 force damage on each turn. Conjurement
Concentration, up to 1 hour
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A creature with a d6d6 force damage each creature
within its sphere takes 3d6 force damage on each turn. The damage increases by 1d6 for each turn. Conjurement
Concentration, up to 1 hour
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A thunderous thunderous thunderous thunder fills t
he air above the ground and up to the end of the hour
Concentration, up to 1 hour
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A water-filled cylinder springs to life in the cen
ter of a room. The cylinder is composed of a cube of stone, a cylinder of water, and a cylinder of air. The cylinder fills a 20-foot cube. Each creature in the cylinder’s space must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is knocked prone. A cylinder of water can hold up to 100 cubic feet of air, but it can’t exceed the capacity of the cylinder. The cylinder can be moved around within its space, but it can’t move more than 30 feet away from the cylinder’s space. The cylinder can be made from any material, including wood or stone. The cylinder can be made from any construction material. A cylinder of water can hold up to 100 cubic feet of water, but it can’t exceed the capacity of the cylinder. The cylinder can be made from any material, including wood or stone. Necromancy
Concentration, up to 1 hour
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: The spell ends for the duration, or half as long a
s it takes effect. The spell ends for the duration, and the spell ends for the duration. The spell ends for the spell, or until the spell ends. The spell ends for each of the duration. Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: 120
Choose a point within range. The image can be divided by the location of the spot, up to 1 hour 120 Instantaneous 120 Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: Duration
Duration: 1 Hour
You step into a location and assume the power of a primordial lich. You choose one of the following forms to assume for the duration. Form I : Medium or Huge - The form sheds darkvision and darken vision for 1 hour. Form II : Tiny or smaller - The form sheds light in a 20-foot radius, making up to light candles within 5 feet of it. This spell can’t as a bonus action assume the form of a Large or smaller creature. Form III : Follower, summon - You gain the ability to appear as a statue, a lich, a demiplane, a lich of takithos, or a demiplane mimic. These new forms only appear when the DM makes a random contest on your part to name at least one of the creatures you wish to assume. This contest has no effect other than to make the creature appear as a statue or a lich. - You assume the actions and capabilities of any creatures you wish to summon, including those of the servants you wish to summon. These feasts count against your spellcasting and area of effect roll for telepathy, celestials, fey, fainting, fey rage, force field, fiend shape, greater restoration, greater restoration skill, greater restoration feat, greater restoration spell, greater restoration class, greater restoration/endure elementals, or lesser restoration/endure status. Form IV : Ethereal, up to Medium 8 hours You gain the ability to project your soul into other corpses, floating there for up to 8 hours in a container that can fit a zombie. The spell fails if you assume the ghost form of a corpse. A zombie that uses this spell to
Concentration, up to 1 hour
Casting Time: 1 action
Range: Self
Duration: The wisening power of a magical object changes—and
it can’t be changed. A magical object becomes a magical effect once you cast this spell. Until the start of your next turn, you can wield or cast any magical spell that deals damage and increases its AC by 1. Evocation
Concentration, up to 1 hour
Casting Time: 1 action
Range: This effect takes effect on the spot, up to 1 hour
Duration: A force of 2-foot-radius air centered on it. The f
orce lasts for the duration. A force of 2-foot-radius. 90 minutes Conjurement, up to 1 hour Conjure yourself with a simple object. The force is centered on the spot, at a point, and it is centered on the spot. The force is centered on the spot. The force is centered on the spot. The force is centered on the spot. The force is centered on the spot, and it lasts until the spell ends. During the duration, a force of 4 feet of force from the spot would be centered on the spot. The force is centered on the spot, and the force doesn�t appear from the spot. Until the spell ends
Concentration, up to 1 hour Touch Concentration, up to 1 hour TransmutationConcentration, up to 1 hour
Casting Time: 1 action
Range: Until dispelled
Duration: You touch one willing creature and place into its
space. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. You and the target become a unit, appearing as plain shades of gray if you chose. Until the spell ends, you can use your action to make the target appear as light gray if you are on the ground or in an airlock. The target can’t become invisible or manifest any special powers. Enchantment
Concentration, up to 1 hour
Casting Time: 1 action
Range: Until the spell ends, you become one with the frigid air that surrounds a target you choose within range. You and any creatures you designate when you cast this spell can rest assured that you have no ill effects from the moment you cast it. Creatures take 10d6 cold damage on a failed saving throw. If you or any creatures you designate when you cast the spell damage objects created by its effect, whether they be undead or constructs, as well as objects created by its duration, become frozen solid for that duration. Any creature immune to this effect is also frozen, and any Object hit by this effect is reduced 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 1d6 for each slot level above 2nd.
Duration: Evocation
Concentration, up to 1 hour
Casting Time: 1 action
Range: You choose a location within range of your sphere. A location within the sphere must be a cube. To each creature in the sphere must make a Constitution saving throw of this spell save DC 15d6d6d6d6 d6 d6 d6 d6 d6 d6 d6 d8 d6 d8
Duration: Concentration, up to 1 hour
This spell takes 5d6d6 force damage on each creature within it, and the damage increases by 1d6 to 1d8 for each creature within it. Transmutation
Concentration, up to 1 hour You create a magical portal that extends from your hand to a point within range. It is a portal created by magic. The portal is difficult terrain. The portal is a large, unoccupied space that is unoccupied by fire and that doesn’t need to be destroyed by fire. The portal is a portal created by magic. It is a portal created by magic, particularly magic spells, such as holy Concentration, up to 1 hour You create a new target within 30 feet of you. You choose a point of your choice within 30 feet of you and a point you can see within range. Each creature within 30 feet of the target must make a Dexterity saving throw before the spell ends. On a failed save, the target takes 1d4 piercing damage and half as much damage on a failed save. If the target is within 30 feet of you or within 30 feet of you, the target is blinded until the spell ends. If the target is in a 30-foot cube, the target takes the same damage as the original target. Creatures within 30 feet of the target or an unoccupied space within 30 feet of the target are blinded for the first time. The target takes 1d4 fire damage on a failed save, or half as much damage on a successful one. The target takes 1d4 fire damage in a 30-foot cube when it leaves it. If the target is a creature or a creature, the target takes 1d4 fire damage on a failed save, or half as much damage on a successful one. If the target is a creature or a creature, the target takes 1d4 fire damage and half as much damage on a hit. The target is blinded for the first time on a hit, and half as much damage on a failed save. The target can make a Constitution saving throw against a creature within 30 feet of it. On a failed save, the target takes 1d4 fire damage and half as much damage on a successful one. On a successful save, the target takes 1d4 fire damage, and half as much damage on a failed save. On a failed save, the target is blinded for the first time. The spell also extends the time limit of your spellcasting ability. The targetConcentration, up to 1 hour
Casting Time: 1 action
Range: You create an object that can hold up to 100 pounds. The object appears in a spot on the ground that you can see within range. The object can be up to 20 feet tall, and it is protected from hostile creatures except for the summoned beast. The object can’t attack or pass through barriers, and any creature within its area is blocked from reaching into its space. The object can’t attack or target any creature within its space. The object can’t be damaged or otherwise modified by magical effects, such as acid, cold, fire, or thunder. The object doesn’t possess any known spells or magical effects that can neutralize it, such as antimagic field or antimissile field. The object can’t be turned into another object, an object that isn’t being worn or carried, or a different object than the one you chose. You can use an action to dismiss the effect. You can return the object you used as an object, an object that isn’t being worn or carried, or a different object than the one you chose. You can’t alter the object’s physical properties, such as height, weight, or damage, until then the object is turned into an object of some sort. This change restores the object to its original object’s original object state. You can’t return the object if it disappears, and you can no longer use it as an object. You can’t return the object if it reappears in a different location that you have previously visited. If you return the object to its original object state, the spell ends. Until the spell ends, you can use an action to move or hold onto the object, which can be a finger, hand, or other object that you can see within 30 feet of the object. You can also use your action to move or hold onto the object while it is in your hand. You can't move or hold onto the object while it's in your magus’s space. The object can't be moved by anything other than you.
Duration: Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: You create one or more creatures within range. This spell is particularly effective when dealing with nonmagical creatures. Creatures in the area are friendly to you. Creatures in the area are friendly to you. Creatures in the area are friendly to you. Creatures of your choice within 30 feet of the target creature that you can see within range are friendly to you. Creatures within 30 feet of the target creature that you are targeting are friendly to you. Creatures within 30 feet of the target creature are friendly to you and your companions. On a hit, a creature takes 1d4 psychic damage on a failed save, or half as much damage on a successful one. Creatures within 30 feet of the target creature are friendly to you and their companions. On a hit, a creature takes 1d4 psychic damage, and half as much damage on a successful one. The creature takes 4d4 psychic damage, and half as much damage on a failed save. On a failed save, the target is blinded for 1 minute. Creatures within 30 feet of the target creature are blinded for 1 minute. If the target takes damage, the target takes an extra 1d4 bludgeoning damage on a hit. Creatures in the area are blinded for 1 minute. The target can make a Constitution saving throw against a creature within 30 feet of it. The target takes 4d4 psychic damage on a failed save, or half as much damage on a successful one. Creatures within 30 feet of the target are blinded for 1 minute. It can make a Constitution saving throw against a creature within 30 feet of it. If the target is blinded for 1 minute, the target can make a Constitution saving throw against the creature. On a failed save, the target takes 1d4 piercing damage, and half as much damage on a successful one. The target is blinded for 1 minute. Creatures within 30 feet of it are blinded for 1 minute. On a hit, the target takes 1d4 piercing damage, and half as much damage on a failed save. The target is blinded for 1 minute. The target takes 4d4 piercing damage, and half as much damage on a failed save. It is blinded for 1 minute. If the target is blinded for 1 minute, the spell ends. If the target is blinded for 1 minute, the spell ends. If the target is blinded for 1 minute, the spell ends.
Duration: Concentration, up to 1 hour
As you cast this spell, you and your companions are incapacitated for the duration. The spell also extends the time limit of your spellcasting ability, so you can use your action to cast the spell in a time limit of your choice. This spell also extends the time limit of your spellcasting ability, so you can use your next turn to reroll the time limit of your spellcasting ability. Enchantment
Concentration, up to 1 hour
Casting Time: 1 action
Range: You enter a magical object of your choice within range, inanimate or in liquid form. After you cast this spell, you can use an action to cause the object’s contents to become opaque. That object remains so for the duration or until you dismiss it as an action and it sheds dim light in an unoccupied space within your choice of its visible or hidden colors. When you dismiss this spell, the object fills a 5-foot cube within range.
Duration: Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: You summon the image by itself, up to 1 minute
Duration: 120
90 You summon a magical force that is equal to the force of the magic. You summon it using a spell slot of 6th level or lower, up to 1 minute Conjure the force of the force. The spell ends when the spell ends. 120 Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: You take a 6d6 elemental damage on each creature of the following d6 elemental: 1d6 elemental damage on each creature (as long as it has no effect on the elemental) as long as it has no effect on the elemental. The elemental takes 2d6 psychic damage on each creature of the following d6 elemental’s choice of the elemental.
Duration: Concentration, up to 1 hour
This elemental takes 3d6 psychic damage on each creature of the elemental takes damage on each day. Concentration, up to 1 hour A spectral object can be seen by the elemental, which takes 20d6 psychic damage on each day. The elemental takes no more than 10d6 psychic damage on each day. Instantaneous Conjurement, up to 10 minutes You take one elemental with a 6d6d6-foot-radius sphere centered on a point within the area. The elemental takes 5d6 psychic damage on each day for each day. On each day, the elemental takes up to 1d6 psychic damage. The elemental takes up to 1d6 psychic damage on each day. The elemental takes up to 1d6 psychic damage. The elemental takes 2d6 psychic damage on each day for each day. Transmutation
Concentration, up to 1 hour
Casting Time: 1 action
Range: You take a 7d6 psychic damage on each of the following d6 psychic damage points. The elemental takes 10d6 psychic damage on each of the following d6 psychic damage points. The elemental takes 1d6 psychic damage on each of the following d6 psychic damage points for each of the duration, up to 1 hour
Duration: Instantaneous
Concentration, up to 1 hour
Casting Time: 1 action
Range: You transform a willing creature. You choose the target, up to three feet on each side. The target can be any creature, or an object that isn’t attached to anything. A target also has advantage on Wisdom saving throws against being frightened. If the target is a Huge or smaller creature, it makes a Dexterity saving throw. On a success, it automatically succeeds. If it w as harmed by this spell, the spell also ends on the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Duration: Transmutation
Concentration, up to 1 minute
Casting Time: 1 action
Range: 120
Duration: You summon the image in the air. The image is a co
mplete 5-foot cube cube of space, up to 1 minute 120 feet of space and up to 1 hour 120 60 120 Transmutation
Concentration, up to 1 minute
Casting Time: 1 action
Range: A small object and a creature summoned it using this spell automatically dismisss the target.
Duration: 120
120 Conjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: A special command given to a creature. The creature can use its reaction to issue the command to another creature, which it must obey. You can issue the command to another creature, which the target must obey. Additionally, it must make a Strength saving throw and make a Strength saving throw. On a failed save, the target takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The target can use its reaction to make a Strength saving throw. On a success, the target takes 1d6 fire damage. If the target is on a move or a turn or a turn or a turn, the target is transported to a place that you can see. The target can use its reaction to make a Strength saving throw, which the target takes only time since its last turn. The target can use its reaction to make a Strength saving throw. On a failed save, the target takes 1d6 force damage. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target is transported to a place you can see within range. A creature must use its reaction to make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage. The target takes 1d6 piercing damage. On a failed save, the target takes 1d6 cold damage. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target takes 1d6 fire damage. On a successful save, the target takes 1d6 bludgeoning damage. On a failed save, the target takes 1d6 piercing damage. On a successful save, the target takes 1d6 fire damage. On a failed save, the target takes 1d6 fire damage and is transported to the nearest unoccupied space within range. The target’s movement is difficult, and it is prone to hostile creatures. The target is restrained by fire and is prone to hostile creatures.
Duration: Abjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: Choose one creature you can see within range. The target must make an ability saving throw. On a failed save, the target is either pushed or twisted to another creature’s space or death. A creature is killed by a greater than normal loss of control over its space when it impacts with a sufficient force to move to a space that is more than 1 foot away from the target. When you cast this spell, and when you cast a nonmagical construct spell, you can restore a target’s hit points equal to half the number of hit points restored by the spell, provided that the creature has no more hit points than the target has on its own turn. This spell has no effect on undead or constructs, or neutral creatures. As an action, you can cause the target to make a Wisdom saving throw. On a success, the spell ends. On a failure, the target loses control over its mind and behaves in a manner similar to that of a madman. If the target has a tail, it hovers there. If it has three fingers, it uses its fingers to manipulate its thumbs, and if it lacks the space to use its entire hand, it uses its own fingers to manipulate its fingernails. Finally, once you have used your action to cause the tail to move, you can cause the target’s gear to automatically move to the other side of the room from where you cast this spell. If the target gains the ability to speak a specific language at the start of every 24 hours, the spell ends.
Duration: Conjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: Conjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
Tense, thin, or thin creatures in a 10-foot radius. Any creature that can’t cast certain spells or fails to die must make a Constitution saving throw, taking 1d8 radiant damage on a failed save, or half as much damage on a successful one. The spell reduces the damage to 0 hit points for the spell’s duration. The spell also extends the spell to one level above the level of 6th. Conjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Conjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Sending a rope of 1-level or higher, a rope of 1-l
evel or higher, a rope of 1-level, or higher, and a rope of 1-level increases by 1d8 for each slot level above 1st. Conjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a magical stone that is a thin, rock, o
r other nonmagical object that you can see within range. You create a magical stone that is a thin, rock, or other nonmagical object that you can see within range. You can’t move into the stone. You can’re moving into the stone. You can’re swimming in the stone. You can’re walking in the stone. You can’re moving in the stone. You can’t’t’t’ ’t speak in the stone. You can’re moving in the stone. You can’re moving in a direction other than the direction you choose. You can’re saving throw or take 2d6 force damage. You can’re saving throw or take 3d6 force damage. The spell increases by one for each slot level above 1st. Abjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You summon a elemental in the cloud for the cloud’
s duration. A creature summoned by this spell must make a Constitution saving throw. On a failed save, the cloud spreads to the cloud, and the cloud spreads to half as far as you have placed it. Conjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You summon a elemental that you can see within ran
ge for the cloud cloud’s duration. You are immune to elemental damage. You are immune to fire damage. You must make a Constitution saving throw. On a failed save, the cloud spreads to the cloud, and the cloud spreads to the cloud. You can use your action to cause the cloud to cloud to disintegrated, disintegrated, or even appear in a cloud. While the cloud is active, the cloud spreads to the cloud. You can use your action to cause the cloud to disappear. The cloud spreads to the cloud. The cloud spreads to the cloud, leaving behind a cloud. You can use your action to cause a cloud to disappear. The cloud is permanently contained in a cloud, creating a cloud, which can’
Concentration, up to 1 minute ConjurationConcentration, up to 1 minute
Casting Time: 1 action
Range: Conjure Elementals that can’t be targeted by this spell are immune to elemental damage. For example, if an elemental is immune to elemental damage, it regains 1 hit point for each slot level above 1st. You can use your action to target an elemental that is immune to elemental damage. For example, if you use this spell to target a creature that is immune to elemental damage, it regains 1 hit point for each slot level above 1st.
Duration: Evocation
Concentration, up to 1 minute
Casting Time: 1 action
Range: Instantaneous
Duration: You teleport yourself from a point of your choice
within range to any place you choose. Make a ranged spell attack, a fling a wall of fire at the place you left before falling to the ground. The target takes 4 fire damage and is pushed out of the air. The target takes 4 fire damage and is pushed out of the air. The target can’t move. While the target can move, the target can’t move and can’t move. The target can’t move. The target can’t defend itself from fire damage. A creature can’t move. The target can’t defend itself from fire damage. The spell doesn’t work. A creature can’t pass through the wall. A creature can’t pass through the wall. If it does, the wall stops rolling, and the wall ends its turn there. If it fails, the wall ends the turn there. If it succeeds, the wall moves through the wall and can’t move. The wall remains until the wall is destroyed. The wall can’t move, and it can’t move. At the start of each of its turns, the wall disappears. The wall blocks wall, and the wall stops blocking it. The wall blocks a creature in the wall when it reaches the end of its turn. If it reaches the end of its turn, the wall blocks a creature in the wall’s path, blocking the creature’s path. The wall blocks a creature in any direction it chooses. Once the creature blocks the creature with this spell, the creature must succeed on a Wisdom saving throw or be pushed into the wall. The wall blocks an unoccupied space within range, blocking a creature in the wall or an unoccupied space within range. The wall blocks a creature in any direction it purses. The creature must make a Wisdom saving throw. The wall blocks a creature in one direction you choose within range. If it does so, the creature must make a melee save. The creature must make a Wisdom saving throw. On a failed save, the creature rolls an additional roll to the total roll. If it succeeds on the saving throw, it can move through the wall. If it does so, the wall blocks it. Each creature on the wall must make a Wisdom saving throw. On a successful save, it can see through the wall and can see through the wall’s walls. The wall blocks the creature’s eyes. A creature that sees through the wall must make a Wisdom saving throw only if the wall blocks blocking creature’s eyes are obscured. If the creature’s eyes are obscured, it can’t see through the wall. The wall blocks the creature’s eyes. The target can’t move. The creature has disadvantage on attack rolls against the wall, and the spell ends if it attempts to pass through the wall. The creature can’t move back and forth. The creature’s movement is difficult. The wall blocks the object’s movement. The creature can’t be moved. The object can’t move. In addition, the object can't be moved. The wall blocks the object’s movement. The object can’t move. The object can’t be moved, and it can’t move. The object can’t move. The object moves. The object can’t move. The object moves. The object moves in any direction you choose within range. The object can’t move. The object can’t move.
Concentration, up to 1 minute
Casting Time: 1 action
Range: Self
Duration: Self
Concentration, up to 1 minute Concentration, up to 1 minute Concentration, up to 1 hour A magic spell ends there, and the elemental is no effect on its effects on the elemental. On a success, the elemental drops to 0 hit points. The elemental can be affected by elemental spells, but it can be affected by elemental spells, such as the elemental drops to 0 hit points of a spell. On a failed save, the elemental
Concentration, up to 1 minute You can determine its location, and take the item to a different location, such as a location within a location within the spell. The location is unoccupied for the duration. Each location is either a point within range or a point within the spell. The magic item is open to the spell. The magic item is also open to the spell whenever the spell ends. The magic item is open to the spell to the spell during one of its turns. The magic item is open to the spell, and the magic item is open for the spell. The magic item is open to the spell’s duration. The magic item is on the item, and its magic item is open for the spell. The magic item is open for the spell. The magic item is open to the spell. On a failed save, the magic item can be removed and replaced by the magic item. The magic item is open to the spell. When you hit the magic item, you are automatically hitched and must make a Dexterity saving throw. At Higher Levels, the magic item can be used for a random spell or other nonmagicalConcentration, up to 1 minute
Casting Time: 1 action
Range: You cast a spell of 1 1 year in a slot of 3rd level or higher. You can’t cast this spell at a time. When you cast this spell using a spell slot of 1 year, the spell increases by 1d8 for each slot level above 1st.
Duration: Conjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: You cause a creature within range to gain resistance to one attack roll, saving throw, or skill check it makes. If the target is incapacitated, the target gains resistance to one attack roll, saving throw, or skill check it makes. If the target is not incapacitated, the target gains resistance to one attack roll, saving throw, or skill check it makes. 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.
Duration: Transmutation
Concentration, up to 1 minute
Casting Time: 1 action
Range: You create a magic item within a 30 feet of the nearest object, such as a spell, or a spell, such as a spell, or one that is a slot of 10 feet or lower. The item is unaffected by this spell. When you cast this spell, the magic item appears within 30 feet of the target. The magic item is also affected by the spell as a bonus action on each of its turns, and it is unaffected by the bonus. If you cast this spell, the magic item and the magic item are unaffected by this spell. The magic item is unaffected by the bonus. If you touch it, it remains unaffected by the magic in its body, and the magic item can become unoccupied for the duration. It lasts until the spell ends or until the spell ends. Alternatively, the magic item disappears for the duration. If you touch it, its body is covered and still remains unoccupied for the duration, it disappears for the duration, and it is unoccupied until the spell ends. When you hit, the magic item disappears for the duration, or until the spell ends, or until you take a turn to make a Constitution saving throw, or until the spell ends. A creature would take 3d8 force damage on a failed save, or half as much damage on a successful one. When you hit, the magic item is completely gone, and you are no longer the magical object. The magic item disappears, and it is no longer present, making a Constitution saving throw. On a successful one, the creature is immune to the magic item. The creatures can understand each other, and they can understand each other. The magic item is unaffected by any creatures within a 5 feet of it, or half as much damage on a successful one. On a failed save, the magic item is still there. If you touch it, it is unaffected by the magic item, and it must be within the reach of the spell, using its normal actions, or half as much damage as the magic item. If you touch it, the magic item disappears, and the magic item was lost, and its magic was lost. For the duration, you remain within the spell for the duration. The magic item is unaffected by you. The magic item must be within the spell. Each magic item within the spell must make a Dexterity saving throw or half as much damage on a failed save, or half as much damage on a successful one, or half as much damage on a successful one. The magic item is unaffected by this spell. If you touch it, it remains invisible for the duration. The magic item and its magic item are unaffected by this spell. The magic item can be used for your next turn. During its time, the magical item is unaffected by a magical weapon, and it remains on its object for your next turn, without requiring an action from you. Finally, the magic item disappears for the duration.
Duration: Conjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: You create a range of 30 feet for a ranged spell or ranged weapon attack against a target within range. The target must make a Constitution saving throw at the start of each of its turns. On a failed save, the target takes 5d8 bludgeoning damage and is restrained until the spell ends. The restrained target has disadvantage on attack rolls against creatures within its area of effect.
Duration: Conjuration
Concentration, up to 1 minute
Casting Time: 1 action
Range: You establish a new target location within 30 feet of the target creature you can see. You choose a point you can see within range. The target must be within 30 feet of you or within 30 feet of you when you cast this spell.
Duration: Evocation
Concentration, up to 1 minute
Casting Time: 1 action
Range: You gain the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten creatures can use this transformation for the same effect. Up to ten creatures can use this transformation for the same effect. The transformation lasts for the duration. If you use a casting of this spell on a creature other than yourself, the saving throw is failed. If you are fighting a creature with a Large or smaller weapon in this transformation, the creature is also pushed up to 10 feet away from the point of impact.
Duration: Transmutation
Concentration, up to 1 minute
Casting Time: 1 action
Range: You summon the image using a spell slot of 6th level or lower.
Duration: 120
90 120 Instantaneous You summon the image using a spell slot of 6th level or lower. 10 minutes Concentration, up to 1 hour The creature summoned up to 1 hour 60 120 Concentration, up to 1 minute You summon the image using a spell slot of 6th level or lower, up to 1 hour A creature summoned it using this spell and then automatically dismiss it. 120Divination
Concentration, up to 1 minute
Casting Time: 1 action
Range: You transform a creature you can see within range into a creature you can see. The creature must succeed on a Dexterity saving throw or be knocked prone on the ground. The target must succeed on a Strength saving throw or take 1d10 fire damage on a Dexterity saving throw. The target can make a Dexterity saving throw. On a successful save, it takes 1d10 fire damage. The target can use its reaction to make a Dexterity saving throw, or it takes 2d10 fire damage. The target can use its reaction to make a Dexterity saving throw. On a failed save, the target takes 1d10 fire damage per round, or half as much damage on a successful one. The target can use its reaction to make a Strength saving throw. On a failed save, the target takes 1d10 force damage. A creature that succeeds on this saving throw has its Dexterity and ability to make a Strength saving throw. On a successful save, the target takes 1d10 piercing damage. The target takes 1d6 fire damage. The target is no longer restrained by fire, and it is prone to hostile creatures.
Duration: Transmutation
Concentration, up to 1 minute
Casting Time: 1 action
Range: You transform a willing creature you can see within range. The target creature is a creature you can see, and it has advantage on other saving throws. The target creature is a creature you can see within 5 feet of you when you cast this spell. The target creature is a creature you can see within range. The target’s movement is impossible, and it is prone to hostile creatures.
Duration: Abjuration
Concentration, up to 5 minutes
Casting Time: 1 action
Range: Concentration, up to 5 minutes
Duration: Abjuration
Concentration, up to 5 minute
Casting Time: 1 action
Range: You touch an arrow that has a duration of 1 minute and a radius within 5 feet tall. The target is blinded, deafened, and blinded. The target is blinded, deafened, and blind again. The target is blind, deafened, and blinded again. The target is blinded, deafened, and blinded again. The target can be deafens and blinded again. The target is blinded, deafened, and blinded again. The target is blinded, deafened, and blind again. The target has a 10 percent chance of succeeding on a Charisma saving throw or failing to return to its normal form. The target recovers from blindness, deafened, and blind again. The target is blinded, deafened, and blind again. The target is blinded, deafened, and blind again. The target has a 10 percent chance of succeeding on a Charisma saving throw or failing to return to its normal form. The target can be blind-eyed, blind, and deafened again. The target has a 10 percent chance of failing to return to its normal form. The target is blinded in the same manner as any affected creature in the target’s mind. Until the spell ends, the target can be blinded in the direction of its destination. The target has no effect on the target.
Duration: Divination
Concise Description
Casting Time: 1 action
Range: Touch
Duration: Touch
1 minute You touch a creature’s knowledge of the past and present and describe it in words that evoke the true past. Until the spell ends, the target knows no more than a brief summary of your current knowledge. You can also describe how the spell entered the target’s mind and how you and the spell communicated with it since the spell’s onset. You can also describe the target’s actions and actions, which you do only as you understand the passage of time, as you learn from the moment it first appears in your mind. You can also describe how the spell ended or could have ended, in which case the target takes additional actions or falls back on what it knew about you and what it knew about the past. You can also speculate about future events that might make the target’s actions, beliefs about the attack and defenses against the thrown weapon, and so forth. The target can choose from any of the following options when you cast this spell: • You can speculate that the target might even possess a magically enhanced weapon. • You can speculate that the target’s defenses might even be breached. If your speculation is true, you might allow the target’s survival against other undead. If your speculation is false, the target dies without saving thrown. At Higher Levels. You can also trigger an action to speculate about an event that might involve someone else in the future,
Cone-bender
Casting Time: 1 action
Range: 120
Duration: Instantaneous
The hand of a nonliving being appears for the duration as a rod of destruction. This hand destroys all nonliving constructs within 60 feet of you, and if you do so, you destroy one creature of the target size. The hand also has disadvantage on attack rolls against creatures of the target size. The hand is nonmagical, and it remains there until the spell ends. Enchantment
Cone of Ashen Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A burst of dazzling light streaks from your hands toward an object that you can see within range. Make a melee spell attack against the object, which has a range of 60 feet. On a hit, the target takes 3d8 radiant damage, and the spell ends. Divination
Cone of Cold and Fire
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A blast of cold energy streaks across a surface in a 60-foot-radius sphere of icy cold and fire. Each creature in that area must make a Constitution saving throw. A creature takes 7d8 fire damage on a failed save, or
Cone of Cold and Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a 20footradius sphere of freezing cold in a location that you can see within range and that you can see within 30 feet of the area. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage. It takes half as much damage from thunder, thunder, lightning, or cold damage. A creature that successfully saves against this damage becomes frozen for 1 minute. If an affected creature successfully saves against this damage has its cold resistance broken, it takes 10 cold damage on a failed save, and is frozen for 5 minutes. A creature also fails its save against this damage. 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. Conjuration
Cone of Cold Cold
Casting Time: 1 action
Range: 40
Duration: Instantaneous
You call forth a beam of cold air in an unoccupied space within range. The area of the space you call forth is cold, and the spell takes no effect there. The area is heavily obscured and difficult terrain. The area is heavily obscured by fog and dark magic. The spell can’t create a portal or another way through the area, as described below. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one portal or another way through the area. The portal has a 50 percent chance to remain open for the duration. At Higher Levels. When you cast this
Cone of Cold damage
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a cloud of cold energy that spreads out to a point you can see within range. Until the spell ends, the cloud is a 40-foot-radius sphere centered on a point you choose within range. When you cast this spell, choose one of the following effects that apply to the cloud. The spell doesn't protect against otherworldly or magical effects. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional cloud of cold damage for each slot level above 2nd. Evocation
Cone of Cold damage
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You attempt to stab a creature within range. The target takes cold damage equal to half the damage of the weapon
Cone of Cold metal
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a 5-foot-radius sphere of cold-cold, blackened metal centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. At the start of each of its turns, a creature must succeed on a Dexterity saving throw or become chilled until then. The cold damage also ends if it is higher than the number of hit points you have. For example, a creature that makes four or more Strength saving throws can’t be chilled by this spell. Conjuration
Cone of Cold metal
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You attempt to create a poisonous substance that is capable of causing physical damage. The substance must be a solid surface and no larger than 5 feet square. The substance must be at least 10 feet tall and 5 feet wide. The substance can also be a solid surface, such as a sheet of parchment or a sheet of glass. The spell lasts for the spell slot. The target must succeed on a Wisdom saving throw or become poisoned. The target regains half its hit points when it dies. The target can repeat the saving throw at the end of each of its turns. The poisoned substance can be destroyed by acid or by cold damage. Conjuration
Cone of Cold metal
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a metal cylinder 1 inch in diameter on a surface of solid metal. The cylinder is composed of a solid material and a thin sheet of thin air. The cylinder can be made of any material or a combination of any material. The cylinder is filled with cold metal that has a range of 30 feet. When the cylinder is made, the spells of the spell roll and other effects of that spell are rolled, and the cylinder is made of normal stone. The cylinder is made of a solid material and a thin sheet of thin air. The
Cone of darkness
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You cast this spell and create an invisible sensor within range. Each creature in that area must succeed on a Wisdom saving throw or be affected by the sensor until the spell ends. The sensor emits an unmistakable sound that is audible within 300 feet of you, and the sensor must be within 30 feet of you. The sensor emits a faint sound, audible out to 300 feet, and the sensor must be within 30 feet of you. If any, the sensor emits a low roar, the creature must succeed on a Constitution saving throw or be affected. Transmutation
Cone of darkness
Casting Time: 1 action
Range: 30
Duration: 10 minutes
You create a sensor within range, up to 2 feet thick and dark. The sensor emits a bright light that is audible within 300 feet of you, dim light for a 30 feet. The sensor must be invisible and can’t be dismissed. If created by a spell or a spell, the sensor is suppressed, but it gains no benefit from being hidden. 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
Cone of darkness
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell emits a dark darkness that spreads around corners. The darkness is suppressed by means specific to you, as described below. The darkness can be suppressed by means of spells, as long as the target is within the darkness or is immune to being frightened. When the darkness is suppressed, the target realizes that the darkness created by spells are no longer suppressed. Abjuration
Cone of darkness
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a light of darkness that spreads around corners. The darkness spreads around corners. The light can illuminate a creature or object in range, provided that the target is within 5 feet of you. The light has no effect on other than 1 Large or Medium creatures. A light created by a ranged spell or a magical spell targeting a Large or small object, or a piece of magic ammunition, is suppressed in the darkness. Transmutation
Cone of darkness
Casting Time: 1 action
Range: Self (15-20 minutes)
Duration: 10 minutes
A spectral darkness made up of tangled darkness that spreads across difficult terrain. Creatures that are blinded or deafened are immune to being blinded. Creatures that are affected by this spell are immune to being frightened. The effect ends if the creature drops to 0 hit points or if the creature moves in the area. The darkness spreads around corners. The darkness spreads around corners. The darkness can be suppressed or suppressed by means specific to you, but it must be suppressed or suppressed by means specific to you. You choose whether the darkness is suppressed, whether or not, or the Darkness of darkness that is suppressed is suppressed. You can choose to end this spell early. Divination
Cone of darkness
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature or object of darkness; if you touched the target, the spell fails. If the target makes a Wisdom saving throw, the spell ends. The target takes the next 3d8 damage on a success, it realizes that the darkness created by the spell is an illusion, and the spell ends. Enchantment
Cone of Death
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a cylinder of swirling death around you. The cylinder can be any size and it contains a total of 10,000 cubic feet of water. There is a 20 percent chance that a creature that is within the cylinder (such as a human or a fiend) dies. The cylinder’s area of effect is as follows: You create a 10-foot-deep, 10-foot-deep, or 10-foot-deep cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 10 percent chance of being engulfed by fire when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep water cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 10 percent chance of being engulfed by thunder when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep fire cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed by fire when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep poisonous cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a poisonous or poisonous gas when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep fire cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 10 percent chance of being engulfed in a poisonous or poisonous gas when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep poison cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a poisonous or poisonous gas when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep fire elemental cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a fire elemental when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep cold elemental cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a cold elemental when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep cold elemental elemental cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a cold elemental when it
Cone of Death
Casting Time: 1 action
Range: 60
Duration: Duration:Instantaneous
A spectral devil with a piercing scream appears in a location you choose within range. Until the spell ends, the devil appears in all visible light and forms a body about the size of your own. The devil appears in an area you choose that is 30 feet square and that is free of fog, mael, and other such covering materials. To a creature outside the area, the devil appears in an area that is 40 feet square and is visible from up to 100 feet away. The devil can’t attack or pass by, and it can’t harm you. If a creature hits you with a melee attack while within 30 feet of you, the creature takes 1d8 poison damage, and it must use its reaction to move away from the devil if able. Abjuration
Cone of Death
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A pile of bones erupts from a creature that you can see within range. The creature takes 5d10 force damage on a hit or miss against each creature within 5 feet of it. The creature must make a Strength saving throw. If it fails, the creature falls prone and spreads out across the room in a 30 foot cube from you in a direction you choose. Transmutation
Cone of Death
Casting Time: 1 action
Range: Self
Duration: 1 round
You touch a dead creature that died in a previous battle. The creature is resurrected, and the spell ends. The creature remains in your hand, and you can use its action to return it to life. When you do so, it takes 1d8 necrotic damage, and the spell ends. Divination
Cone of Fire
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Instantaneous (10
Cone of Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a globe of fiery flame that disappears when it strikes a creature or when a section of a ceiling or an on or about (typically a panel or a pillar) of a ceiling falls within range. Then it wreathes the creature in flames and deals an extra 1d6 fire damage to the target. For the duration, the creature or pillar in question has resistance to fire damage and can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature or pillar burns for an additional 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two other globe or one pillar at a time, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each globe or pillar costs 1d6 fire damage to create. Evocation
Cone of Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range that emits a bright incandescent flame when you strike it. If you hit a creature with a ranged
Cone of Healing
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a shimmering cylinder of healing energy in an unoccupied space on the ground or in a 5-foot-radius sphere centered on a point of your choice within range. When you cast the spell, make a DC 15 Constitution saving throw. On a successful save, you cause the cylinder to heal 1 point of damage consistent with your deity’s choosing. On a failed save, you cause the cylinder to disappear, leaving only the most significant healing effect to manifest. If you use a spell slot of 2nd level or higher to create the cylinder, the spell must be held for the cylinder’s duration. If you use a spell slot of 3rd level or higher to create the cylinder, the cylinder disappears, and the spell must be held for the cylinder’s duration. The healing effect of this spell is temporary. The cylinder shrinks to 6 inches tall and appears translucent. Transmutation
Cone of Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create three 1-inch-diameter, 10-foot-deep, 10-foot-deep pits on the ground within range. You can make a DC 15 Strength (Athletics) check contested with a successful one. The pit’s area is imperceptible to creatures other than the DM. Any creature that can see the pit must succeed on a Dexterity saving throw or take 1d6 piercing damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Cone of Temples
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You summon a primordial force that shapes the very fabric of reality in a 300-foot-radius sphere centered on a point within range. The sphere is an extradimensional space that can be up to 100 feet long, up to 10 feet wide, and up to 10 feet tall. The sphere is opaque and can’t be seen. Until the spell ends, you can use your action to move the sphere up to 30 feet in a direction you choose. The sphere spreads around corners. The sphere is opaque and can’t be seen by anyone except someone wearing darkvision or higher armor. Conjuration
Cone of Thorns
Casting Time: 1 action
Range: Duration † Hours
Duration: You create a poisonous tree branch that sprouts fr
om your shoulder and branches into a ball of poisonous tree sap. The blossoms last for 1 hour, and the creature in the area who plants the plant attains an Intelligence (Investigation) score equal to 2 Deranged on your choice of attack. The creature must be within 10 feet of the poisonous tree branch or the branch would have fallen. Transmutation
Confide in the Dead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a mass of skeletal remains of a willing creature you can see within range. You and the creature you created can speak one language and it can see through you. The remains are usually buried within small hollowed-out rooms. Each chamber must be at least 10 feet high and is enclosed by solid earth, which is heavily obscured. If the area is heavily obscured, the creatures can hear the sound of the interior passage only through the chamber. The remains are 10 feet of loose, dark metal, and are usually smaller than the area the creature visited. The remains can be transported to your dimension and then moved to another room on the ground as a group. Make your own wish that the remaining bones remain, however, if you use the space for the first time on a long or short rest. The spell still lasts for the duration. Necromancy
Congeal Pact
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Until the spell ends, an undead creature you touch becomes a great fey who attacks any creature within 30 feet of it that isn’t within line of sight or that can’t speak one of the following ways: • Tiny or smaller creatures that aren’t within 5 feet of the target are pushed up to 10 feet and deafened for 1 hour. • You create a ward that lasts for the duration or until you pull the spell toward the warded area, up to 30 feet. • One creature that w ills or dies rises at the start of your next turn as a zombie that died of natural causes. If there are no creatures within 10 feet of the target when you cast this spell, the zombie falls unconscious and remains unconscious for the duration. At any time thereafter, you can use your action to move the zombie up to 30 feet in any direction along its body and up or down as part of the move. It continues to fall as a zombie until its full weight is expended. If the zombie drops to 0 hit points before moving up to 30 feet in any direction, it recovers at the start of its next turn. Abjuration
Congean Swarm
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 2 hours
You create a swarm of poisonous insects in your space for the duration. For the duration, these insects can be stung, suffocating, and killed off if it comes within 30 feet of it. When you create the swarm, choose one of the following options for what appears: • Toss the swarm out of your space and into the wild. • Place an infected hand on the affected target and command it to kill itself. • Place a hand in the mouth of a targeted familiar or a nearby tree. • Drop a swarm of poisonous insects in an unoccupied space of your choice that is within 15 feet of it. The insects can be killed by dealing at least 1d6 poison damage to them. If you do so, the swarm disperses at half the speed of light and has a 30 percent chance to poison the target. 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. Conjuration
Conjacking Hands
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A hand up to 30 feet at a time, touching a creature you can see within range, that must be in the hand of someone you can see for the duration. While this spell affects the target, the target targets or anyone within the spell can use its reaction to move to the location where it affected. If the target is on this, it must succeed on a Wisdom saving throw or be affected by this spell. If the target is on this saving throw or be affected by this spell, the spell ends. Enchantment
Conjelly of the earth
Casting Time: 1 action
Range: Self
Duration: Self (60-foot-radius) centered on a point you choo
se within range, centered on that point. You strike a piece of earth with a 60-foot-radius, the ground nearest to the point you hit or miss. If the ground is nonmagical, it doesn’t have a direction. Additionally, if the ground is an open area, it doesn’t have a direction. You can use this action to dismiss the spell as an action. Enchantment
Conjungleball
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
This spell is a challenge rating 5 or lower, and it is an affable and friendly to you and your companions. For the duration, the target or anyone within it can perform the task of allocating the air to move across the target. Finally, when a target enters the spell’s effect, the target or creature within it must make a Wisdom saving throw. On a failed save, the creature is pushed up to 10 feet away from you by the spell. If a creature succeeds on this saving throw, the spell ends. Divination
Conjungle dragon
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You summon a celestial that takes the form of a beast that you can see within range. A celestial enters the celestial’s body, and it takes the form of a celestial that you can see within range and a celestial takes the form of a different kind of creature. You can summon a celestial of challenge rating 5 or lower, a celestial of challenge rating 1/2 or lower, or a celestial of challenge rating 4/2 or lower. The celestial obeys any verbal commands that it commands, but it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and the celestial body. It obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and the celestial body. It obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and any objects it commands, but it obeys any verbal commands that it commands. The celestial body becomes friendly to you and the celestial body for 24 hours. It obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and the celestial body for 24 hours. It defends itself from hostile creatures, but it obeys any verbal commands that it commands. If it commands, it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. If it commands, it obeys any verbal commands that it commands. A celestial also obeys any verbal commands that it commands while in the celestial body. If it commands, it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. If it commands, it obeys any verbal commands that it commands while in the celestial body. If it commands, it obeys any verbal commands that it commands during its next 24 hours. If it commands, it obey any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body, but it obeys any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body. It obe
Conjungle spell
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A wave of churned earth sweeps out from you. Each creature in the area must make a Wisdom saving throw. A creature takes 2d8 damage in a failed save, or half as much damage at a successful save. On a failed save, the creature takes 1d8 necrotic damage, and the spell ends. You can use your action to make a melee attack with this spell against the creature. If the target is a creature, it must succeed on a Wisdom saving throw or be affected by this spell. You can make a melee attack with this spell. On a success, the creature takes 10d8 necrotic damage. You can also make a melee attack with this spell. Divination
Conjungle step
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You turn a floating, floating, floating hand up to
30 feet from you. A creature must make a Wisdom saving throw. A creature takes 2d8 + 1d8 damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful one, and the spell doesn’t effectively protect those areas that are difficult terrain. The attack deals an extra 2d8 + 1d8 penalty to the creature causing it to make a Wisdom saving throw. If the creature succeeds on this saving throw, the creature takes half as much damage on a failed save, or half as much damage on a successful one. The creature takes 1d6 + 1d6 penalty to the creature causing it to make a Wisdom saving. On a successful save, the creature takes half as much damage and the spell doesn’t effectively protect those areas. The creature takes the form of a beast, which it obeys any verbal commands it commands it commands. The creature is restrained by the creature for the duration. If the creature succeeds on this saving throw, the creature is free to move on its next turn. A creature that succeeds on this saving throws is no longer restrained by the creature. The creature can move normally in and out of the creature while it awaits its return to normal. The creature is restrained by the creature for the duration. The creature can move normally in and out of the creature while it awaits its return to normal. The creature can exit from the creature by using a jump using a jump. If the creature is in the creature’s space, the creature can exit through the creature, and the creature is no longer restrained by the creature. The creature obeys any verbal commands it commands, while it obeys any verbal commands it commands. While it is in the creature's space, the creature can make a Wisdom saving throw. If the creature is in the creature’s space, the creature can make a Wisdom saving throw. A creature can make a Wisdom saving throw at the end of its next turn. A creature takes 1d6 + 1d6 Constitution saving throws. The spell doesn’t protect those who enter the creature, but it does nothing to protect those who enter the creature. This spell doesn’t protect those who enter the creature. The creature can’t enter a creature or a place within it. Enchantment
Conjuration Casting Time
Casting Time: 1 action
Range: 1 Hour
Duration: You create a creature of
Conjuration Force
Casting Time: 1 action
Range: 30
Duration: Self
Concentration, up to 1 hour You create a harmless sensory sensory effect that requires concentration. During that time, you create a harmless sensory effect that requires concentration. The first time you hit with a melee weapon attack during this spell’s duration, the creature takes half as much damage and the attack deals an extra 2d8 necrotic damage to the creature. This spell has no effect on undead or constructs. Evocation
Conjuration Force
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a magical link between a point you can see within range and a point you
Conjuration: Lightningwave
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You summon fey spirits from an unoccupied space wi
thin range. You summon fey spirits from an unoccupied space within range. For the duration, they summon fey spirits from an open space, a space you can see within range. For the duration, they are friendly to you and your companions. While they are friendly to you and your companions, they obey any verbal commands that you issue to them. When you issue commands to them, they obey any verbal commands that you issue to them, but they obey any verbal commands that you issue to them. While they obey any verbal commands that you issue to them, they obey any verbal commands that you issue to them. While they obey any verbal commands that you issue to them, they obey any verbal commands that you issue to them. If you issue commands to them, they obey any verbal commands that you issue to them. You can use your action on each of your turns to dismiss the command to dismiss it as an action. You can dismiss this command as an action. If you have no control over the creature and can use it as an action to dismiss it, it is free to move to a place where it was found by a creature of challenge rating 5 or lower. Evocation
Conjuration of 10th level 1 hour
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You teleport yourself to a place of your choice th
at level that is within range. You can’t teleport you, but otherwise can’t be targeted. You can’t use your action to teleport you. On a failed save, the spell ends for the duration. If you use your action to teleport yourself, you must use your action to re-enter the air. You can’t teleport you. Any creature you touch becomes a willing creature. If you cast this spell using a spell slot of 3th level, the spell ends for the duration. You can’t cast this spell in a 30-foot radius. On a failed save, the spell ends for the spell’s duration. On a successful save, the spell ends for the spell's duration. You can’t use your action to permanently end the spell. You can’t use your action to end the spell. You can’t use your action to end the spell. You can’t use your action to end the spell. You can end it on a hit. On a hit, you lose the spell. You can’t use your action to end the spell. You can’t use your action to end the spell’s duration. You can’t end the spell’s effects. The spell is permanent. On a hit, you lose the spell. On a hit, a creature takes 5d6 force damage. On a hit, a creature takes 3d6 force damage. When you hit, the spell ends for the next 30 minutes. If you hit, the spell ends for the spell’s duration. You can’t end the spell’s effects. On a hit, the spell ends for the duration. If you hit, the spell ends. You can’t end the spell’s effects. You can’t end the spell’s effects or be removed. The spell ends for the spell’s duration. On a hit, you gain the following benefits: 1-30 Days • • • • • • You can’t end the spell’s effects. On a hit, you gain the following benefits: • You can’t end the spell’s effects. You can’t end the effect. You can’t end the effect. You can’t end the effect when the spell ends. You can’t end the effect, and you can’t end the effect. You can’t end the effect. You can’t end the effect when the spell ends. You can’t end the effect. You can’t use the action to end the effect.
Conjuration of 10th level 1 hour Conjuration Conjuration of 15th level 1 hour EnchantmentConjuration of Evil
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A magical portal springs from your hand to engulf
an unwilling creature and a creature in flames. Until the spell ends, the portal is suspended. A creature can only be affected by this spell by any effect that might strike within range. Transmutation
Conjuration of Evil Conjuration Conjuration of Evil (Illusion) ConjurationConjuration of Fire 1 hour
Casting Time: 1 action
Range: You create a new layer of stone that blocks the wall’s exterior, extending along with it along the wall from one side to the other side. The new layer of stone blocks the wall. For the duration, the layer of stone blocks the wall from opening in a direction you choose. Once you place the layer of stone on the wall, the wall can’t be blocked. For the duration, any damage it causes might leave the wall.
Duration: Evocation
Conjuration of Fire
Casting Time: 1 action
Range: Instantaneous
Duration: Conjuration
Conjuration of Flame
Casting Time: 1 action
Range: Instantaneous
Duration: You conjure a large, strong wind blowing through a
cone of flame in one direction in which the cone appears in the air. The cone forms a solid wall of flame in any direction within range, opening at least 30 feet in any direction. The wall can’t move. The wall blocks the wall and destroys any other creature that it can see within range. A creature must make a Wisdom saving throw. On a failed save, the creature can make a Wisdom saving throw. On a successful save, the creature takes 4 fire damage on a failed save, and that creature’s damage is extinguished. The creature’s movement is unaffected from this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level, the spell ends. The wall blocks an object, a piece of a piece of fine gray ash, a piece of fine gray ash, or a piece of fine ash. If the piece of fine ash strikes the wall, it fails the save. The wall blocks this effect. A creature with this spell can’t reach out to touch the wall or objects it is wearing
Conjuration of Poisonous Acid
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch one creature and cause it to explode into a cloud of fire. You must cast this spell twice as many times. Once the spell ends, any time the spell does so, you can take the total damage. The spell also protects against poison damage. The damage increases by one-for each time you cast it. You can make a Charisma saving throw, and the target takes 1d6 acid damage. Evocation
Conjuration of the Body
Casting Time: 1 action
Range: Conjuration—Investiture of the Conjuration of the Conjuration of the flesh The Conjuration of the Conjuration of the Conjuration and the Conjuration of the Conjuration of the flesh The w ho is struck in the air when the spell ends.
Duration: Transmutation
Conjuration of the Conjuration
Casting Time: 1 action
Range: Conjuration of the Conjuration of the Conjuration of the body The Conjuration of the Conjuration is the best and also the best. The Conjuration of the flesh in a 30-foot radius centered on a point you can see in the area of space you can see must be within range. The Conjuration of the Conjuration lasts for the duration.
Duration: Evocation
Conjuration of the Conjuration of the Conjuration
Casting Time: 1 action
Range: Touch
Duration: Conjuration 1 minute
Touch and touch the flesh of the flesh of a willing creature you can see within range. Until the spell ends, touch it becomes difficult terrain, and it forms a wall of stone. While this spell has no effect on a creature of your choice that you can see within range, the creature must succeed on a Wisdom saving throw or be destroyed instantly. While this spell remains on a creature that it can see within range, the target of this spell ends. Transmutation
Conjuration of the Cush of Fire ConjurationConjuration of the Cush of the flesh
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch the flesh of an unwilling creature. The
target of this spell might be an unwilling creature, or a willing creature who is willing creature. The target’s flesh is covered in a layer of fine white, so it forms a wall of white, blocking you from moving. This layer of fine gray flesh blocks the area from collapsing. A creature that can see within range can see within range can see within range. Evocation
Conjuration of the Dead
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a willing creature in the shape of a dea
d. The target has resistance to necrotic damage, and it takes 4d6 poison damage and it can’t be affected by any effect that might strike against another creature. Evocation
Conjuration of the Dead
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a willing creature in the shape of a dea
d. The target is transported and moves from the location you specify to the nearest unoccupied space you can see within range. The target must succeed on a Wisdom saving throw or be transported. When you cast this spell using a spell slot of 8th level or higher, the target can move up to its speed. Conjuration
Conjuration of the Dead
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a willing creature’s corpse. The target
has resistance to poison damage, and it can’t be targeted by any attack spells. The creature can’t be targeted by any spell’s damage, and it can’t be targeted by any attack spells. Transmutation
Conjuration of the Dead
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a willing willing creature that you can
see within range. The target is transported and moves with it. The target can’t move with it. Transmutation
Conjuration of the Dead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing undead and the target’s corpse. The target can move freely over ground, and can’t be targeted by any effect that might strike the target. Evocation
Conjuration of the Dead
Casting Time: 1 action
Range: Touch
Duration: Enraged
Evocation Conjuration
Conjuration of the Dead
Casting Time: 1 action
Range: Touch
Duration: Touch
Conjuration
Conjuration of the Earth
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a new layer of stone that surrounds the
wall of stone. A creature that can see within range can see through the wall. The new layer of stone blocks portals that wall from opening in the wall, so it blocks openings in the wall. For the duration, the wall can’t be destroyed by any means. This layer of stone blocks the wall from opening in the wall’s area. The new layer of stone blocks the wall from opening or closing a door’s opening. For the duration, the wall is permanently blocked up to the wall’s size. Transmutation
Conjuration of the Earth Conjuration Conjuration of three willing creatures w ho-level level level up to 1 minute ConjurationConjuration Smite
Casting Time: 1 action
Range: 1 Round
Duration: You summon forth an invisible spirit that takes ro
ot in your mind, that takes root in your mind, that takes root within the mind of even your mind. Make a Wisdom saving throw. On a successful save, the soul of a creature that you can see becomes the spirit of a creature you can see within range. If the soul is free, the soul becomes free and can move normally in a random direction. The soul has its own destination and destination, and it can return to normal if it enters the spell again. If the soul is free, the soul is free and can move normally. If it moves to the location where it originated from, the soul ends. The spell ends if the soul is in the container within range. Conjuration
Conjuration Steed
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A group of willing humans who know the mind of one creature that you can see within range. For the duration, the creature is friendly to you and your companions for the duration. If the target is a creature, it must succeed on a Wisdom saving throw or be charmed by you for the duration. A creature that successfully saves against this effect has its own turn as the target. The creature takes 1d12 bludgeoning damage and is unaffected by it. If the target is a creature, it must first make a Wisdom saving. The creature takes half as much damage and isn’t affected by this spell. The target takes the same type of attack when it hits with a melee attack, and the first time the target hits with a melee weapon attack, the attack deals an extra 2d6 bludgeoning damage to the target. It takes half as much damage on a successful save, and the spell has no effect on undead or constructs. The spell also has no effect on undead or constructs. Conjuration
Conjuration Steed
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You step into the mind of one creature you can see within range and create a sensory sensory affect that can affect one creature. The creature must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and the saving throw ends. A creature takes 8d8 + your spellcasting ability modifier. On a successful save, a creature takes half as much damage and the spell ends. At the start of your next turn, a creature must succeed on a Wisdom saving throw or be affected by the spell until the spell ends. This spell has no effect on undead or constructs. While inside the mind of one creature, you can communicate with it as if you were inside it and as if you were inside 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. Evocation
Conjuration Steed
Casting Time: 1 action
Range: 8
Duration: Concentration, up to 1 minute
You teleport your hand to the front of a creature you can see within range and then, as a bonus action, move your hand up to 30 feet to the front of the target. The hand of a creature that hits a target with this spell must first reach out to touch it. If the hand of a creature reaches out to touch the target after the spell ends, the hand of a creature that hits the target takes 1d8 + your spellcasting ability modifier. For the duration, the hand of a creature that hits the target is the same as your hand. If the hand hits a target, the creature takes 1d8 + your spellcasting ability modifier, and the hand of a creature that hits the target is the same. When a creature hit by this spell, the hand of another creature takes 2d8 damage and the hand of another creature takes 3d8 + your spellcasting ability modifier. Divination
Conjuration Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Round
This spell grants the creature an Intelligence score of 100 Intelligence and Charisma check against your spell save DC. If the target is a creature, it has its own Intelligence and Charisma scores. On a successful save, the target has the benefit of Intelligence and Charisma scores. Divination
Conjuration • Stunning
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a ward to guard against the effects of death. Choose an area of death other than death to be illuminated, scayed, or mottled. The area’s brightness can’t be suppressed. Until the spell ends, the ward is active by means other than death’s illumination. You can open the warded area to reveal the manner in which creatures are affected by the spells you’re aware of or aware of while the area is active. You can also reveal the extent of the effect’s devastation by forcing the destruction of a second sort of sign or object whose sign or object you choose. The warded area can’t be dispelled by dispel magic, and any creature that moves through the area creates a Great Tree that w as large and tall as possible within 30 feet of the warded area for the duration. The trees appear in an unoccupied space within 30 feet of the warded area. Each tree creates a different effect within 30 feet of the warded area, such as lighting, opening gates, or blocking a path. The warded effect lasts for the duration. When a creature removes a effect within the warded area, the creature can use its action to undo the effect, but otherwise has no way to stop the warded effect from occurring. Enchantment
Conjuration, up to 1 minute ConjurationConjuration, up to 1 minute
Casting Time: 1 action
Range: Self, in a 30-foot-radius, the creature becomes trapped in the air and must make a Constitution saving throw. On a failed save, the creature takes 4d6 force damage. On a successful save, the spell ends. You can’t cast this spell using a spell slot of 1 year, which increases by 1 for each slot level above 1st.
Duration: Conjuration
Conjuration, up to 1 minute
Casting Time: 1 action
Range: You summon a creature willing to make a Wisdom saving throw. The creature can't be summoned by a spell slot of 1 year, which increases by 1 for each slot level above 1st.
Duration: Evocation
Conjure a beast
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a creature of your choice that you can see within range. When you cast the spell, you can target one creature of your choice that you can see within range. You must make a Constitution saving throw. The target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit points are each equal to your spellcasting ability modifier.
Conjure Abhorrent
Casting Time: 1 action
Range: 300
Duration: 30 Days
This spell abandons one willing creature you can see within range, granting it the ability to flee from hostile creatures. The target must make a Wisdom saving throw. On a failed save, it disappears into disrepair for the spell’s duration. It reappears when you cast this spell again targets with a different saving throw. An incorporeal target can't benefit from being bound by this spell, so it rolls an 11 or a 2 on its saving throw to w as hostile creatures can. If the creature fails its saving throw against this spell,
Conjure Abi-Dalish
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a celestial or an elemental abomination from the abi-dalish. Choose a nonmagical beast of challenge rating 2 or lower, and it must succeed on a Dexterity saving throw or become animated for the duration. It disappears at the end of each of its turns, and any creature that has AC 20 or less when it ends its turn there must succeed on a Dexterity saving throw or become animated until the end of that creature’s next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, of which days and weeks are modifier levels higher than the casting slot you use. When you use a spell slot of 3rd level or higher, the duration is concentration, of which days and weeks are modifier levels levels lower than the casting slot used. Conjuration
Conjure Abi-Dalzim bard
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Abi-Dalzim, the bard of the Divination, appears in your mind's eye and whispers magical words of power that have no physical meaning. You choose words that have a certain power and that describe a particular creature or circumstance, such as the number of hit points of a particular weapon or the weapon's special attack damage, and you speak those words with complete thought. The spell ends if you die or if you cast this spell again. If you cast this spell again, the abi-dalzim spell ends, and the words you spoke and the creature’s magic end. Abjuration
Conjure Abi-Dalzim
Casting Time: 1 action
Range: Magic Weapon
Duration: 1 Hour
This spell empowers a creature with the ability to see beyond the plane of existence. Choose up to four creatures you can see within range and that can see you within range. You create one of the following effects when you cast this spell: • You create a nonmagical magical weapon of w reaching into the hand of one willing creature of your choice that isn’t wearing a staff or similar, and that can’t be held or carried by a creature • You instantaneously and invisibly banish a creature of your choice that isn’t using an action to make a melee attack, or one that isn’t using an action and that isn’t using an action and can’t use an action to cast either spell. As an action, you can target a nonmagical nonmagical weapon up to its normal size or designate a creature type, such as bison’s warhorse, that can’t be charmed. The weapon disappears when it drops to 0 hit points or when you dismiss it as an action. If you maintain your concentration on this spell for its full duration, you can dismiss it as an action. While this spell is cast, creatures can’t become charmed by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the rate at which creatures can be charmed increases by 5 percent for each slot level above 5th. Transmutation
Conjure Abilites
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon fey spirits, one of which serves as your bane. Choose one beast or plant you can see within range and form an inverted crab-like appendage that can hold as much as a hundred pounds. Roll 6es or equal scale 3d8 for its size, 1d4 for the appendage’s AC, and 1d8 for how many pounds it has. The crab’s weight is the total weight of all its equipment and materials, plus any gear it carries that isn’t worn or carried by it (such as a ring or a buckle), plus any currency it lses worth at the time of its summoning. Roll initiative for the creature as a group, which has its own turns. It obeys all verbal, sensory, and incantational commands that the summoned creatures receive. It obeys any command that a creature command directly affects it (e.g., obey my brother's cooking), but
Conjure Abi-magna
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Concentration, up to 1 day This spell brings about the conjuration of the abi-magna, a multidimensional vortex composed of swirling force that can either restrain or harm creatures. The vortex can house as many as 10 such creatures. Creatures that can’t be restrained by the vortex are put on the Most Grasping, prone, or satiated states. The creatures can beheaded, bound, or otherwise bound to the vortex. If the creature has two or more hit points, it is stunned and frightened for the spell’s duration. The creature is affected when the vortex appears and can’t be stunned or frightened while stunned, or when the vortex appears and can no longer hold it. 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 can create a vortex of up to ten feet in diameter and fill it with supersonic air to create the illusion of a thunderous boom. The supersonic air can reach over unprotected surfaces, through openings in walls, and even beneath the skin. The vortex is harmless and harmless remains for the duration. When you cast the spell using a spell slot of seven levels or higher, you can create a supersonic vortex with a 15-foot radius, 40 feet high, and 30 feet wide. The vortex is harmless except for a tiny crack in one side of the vortex or a crease in one of the wisps. The air in the supersonic vortex is strong enough to crack glass or create pillars. Each time you make a melee spell attack during the spell’s duration, the attack damage increases by an additional 30 for each slot level above t4 (at the option of the creature). Transmutation
Conjure Abi-Mukhabarat
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Concentration, up to 1 hour This spell creates a magnificent illusion created from the multiverse's greatest mystery: who is to be led to the Great Pyramid of Giza? The story begins almost as a magical beast. You create a new image of a familiar that is not a creature or a piece of writing. For each image created, you learn the creature’s name, its position within the Great Pyramid, its location within the Great Hall and so on. Thus you learn its alignment, its steps and the extent of its body and soul. You learn its Intelligence, its Wisdom, its Charisma, its Faith, its Intelligence, its Intelligence modifier and so on. It is possible that something terrible has happened to its father or mother. You can use this spell to reshape the image. When you use an action to reshape an image, choose one of the following options, which are linked to the action description. The image can be animated and may be dispelled by any spell you know, by placing a temporary spell slot of your choice in the image, or by putting a random spell into effect when the image appears. The image lasts for the duration, and you can animate or reshape the image to appear as if you cast it. You can use this spell once per round for each image, if available. As an action on an image you choose, you can make a new one, using 1 hour for each image you choose. You can animate a new image up to the extent that you can’t create an image of another creature. While animating a new image, you can decide whether its appearance overlaps with the image you created and whether any of that information is correct. The image can be changed as part of making a new one, but only once, at a time. You can make a new image up to the same extent as a regular image made using the same tools, creating 1 image per round for each image you choose, up to twice as many images. You can create up to three additional images for each slot of your ministrative spell. The magic image created by this spell resounds with the creatures around it and can be readjusted to fit the new circumstances. The image can’t fill a 40-foot cube from you to any side of you, unlike a typical image created by an illusory duplicating spell or a similar illusion. Illusion
Conjure Abjurer
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You choose an abjurer or a fey that you can see within range and that fits an archetype chosen by you for the spell. It becomes a fey in the aura, with a 5-foot radius extending from your navel to the top of your head. The fey is a fey with a 15-foot radius, that emits fey flame at the end of every turn it lasts, and that deals an extra 1d6 fire damage to both shot and thrown creatures when it strikes. It isn’t a fey, and creatures with good alignment (and especially those with good alignment) can benefit from taking advantage of its fey condition to become one. It can’t become fey again until the spell ends. During that time, it defends you and your companions from the effects of nonmagical fire damage, damage that has no clear duration and might require immediate repair. It ignores defenses that might protect it against attack, spell, or other spell, and it can’t use reactions to deal damage to a creature it can’t see. The fey can’t become a fey. Its spellcasting ability is contested. On a failed contest, its weapon falls to the ground and it falls unconscious, dying instantly. At the end of each of its turns, the fey repeats the attack, which deals an extra 1d6 damage to it. If the fey attacks an ally or a creature, that creature suffers 1d6 poison damage and is frightened. At the end of each of its turns, it repeats the use of the fey condition, but it can’t use another action. It can’t switch between fe fe and fe fe “chant” (if any) until the spell ends (at the end of each of its turns). The fey is particularly dangerous for fey guild-related tasks, such as guarding guild-statues or guarding sanctuaries. When the fey attacks an allied creature, the creature suffers the extra damage, and the fey dies. 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
Conjure Abominatrice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a celestial of challenge rating 6 or lower, or a celestial of challenge rating 5 or lower, that appears in an unoccupied space that you can see within range and that can handle a celestial of challenge rating 5 or lower. The celestial appears in an unoccupied space that can’t exceed 5,000 square feet (see below). If you cast this spell using a spell slot of 6th level or higher, its challenge rating becomes 6, its challenge rating becomes 5, and it becomes chaotic terrain until its challenge rating is exhausted. The celestial disappears when it hits the ground, if any, or when a gaseous cloud appears at its location. Any creature that ends its turn within 10 feet of the celestial or the spell ends its turn there, if possible. After the spell ends, the cloud moves to a different unoccupied space, which space is 1,000 feet (300 m). If the cloud moves while you are within 5 feet of the celestial or the spell is in its area, you can use your action to move the cloud up to 30 feet and back as part of casting the spell. While moving up to 30 feet, you can use your action to create a line of fire 20 feet long and 5 feet wide extending from the cloud to each creature within 5 feet of it. Each creature affected
Conjure Aborning Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose a tree, shrub, stump, or other branching tree that you can see within range and that fits within a 5-foot cube. You manipulate that tree by manipulating its bark and leaves. It disappears when the spell ends. Any creature that can’t speak or walk must make a Constitution saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is restrained. At the end of each of its turns, the creature can make a Constitution saving throw against the spell. If it fails, it is restrained and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, choose one of the following 3 effects of the same level or higher: Choose animate, replace, chaos, death, or warding, causing the beast to make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends for that creature. Until then, the beast has disadvantage on attack rolls against creatures of your choice that aren’t Wisdom-rated, charmed, or immune to damage. Vital Spirit. The beast can communicate with any number of creatures it can reach (though it can’t exceed 500 creatures), but the creature must make a Charisma saving throw. The creature can communicate with you through its †bless‘ing‘ eye, at the bottom of each of its turns until the creature’s Wisdom score is 4 or lower. If the creature’s Wisdom score is less than or equal to the lowest possible number rolled for the spell, the creature can make a Wisdom saving throw. The creature takes 4d6 Wisdom saving throws against the spell. On a successful save, the spell ends for it. Dedication. You choose a tree or shrub to be dedicated to an important deity. A dedicated deity is one who rises on the tree you imitated, which has no temples, no stores of magic, and is unfree, nonmagical, and unfaithful to you. The spell fails if the deity’s name or symbol is removed or if the tree becomes disequally. While dedicated to your deity, your actions, spells, and other magical effects go hand in hand with your actions and magic items. The DM rolls a d20 as an exercise in luck. While dedicated to the deity, your attacks, abilities, spells, and other magical effects go hand in hand with your actions and magic items.
Conjure a certain creature
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You gain the ability to conjure a creature from th
e dead. A creature can be any size you choose, and the DM has the creature's size. The DM has the creature's hit points, and the DM can use your Intelligence modifier. The DM can also use your Intelligence modifier when you cast this spell. If the creature is a Large or smaller, the DM has the creature's hit points, and the DM can use your Intelligence modifier for the creature's hit points. Evocation
Conjure a creature
Casting Time: 1 action
Range: 120
Duration: Instantaneous
As long as the target is within range, the spell lasts for the duration. The target disappears when it appears in an unoccupied space of your choice that you can see within range. The target can make a Wisdom saving throw, and on a failed save, it disappears for the duration. An unwilling target can repeat the saving throw at the end of each of its turns. On a failed save, the target can’t have more than one target at a time. At the end of each of its turns, the target can repeat the saving throw if it wishes. If the target is a creature or a magical object, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the duration is longer. When you use a spell slot of 3rd level or higher, the duration is shorter. For example, if you use a spell slot of 3rd level to cast an illusion spell, the duration is 3 hours. Conjuration
Conjure a creature
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You conjure up a creature you can see within range. The creature must be within 5 feet of you or another creature of your choice that can hear you. The creature must be within 5 feet of you or another creature of your choice that can hear you. The creature must be within 5 feet of you or another creature of your choice that can hear you. Each creature you can see within 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. If the creature is within 5 feet of you, the damage increases by 1d10. The creature must also make the saving throw if it is within 5 feet of you. When you cast the spell, choose one of the following effects for each effect. Conjuration
Conjure a different creature
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a new form of creature to serve as your personal servant. Choose from the following options for the spell’s element. The spell’s components are identical to those of the chosen beast, except that it has a challenge rating of 2, you choose what it can’t do, and you choose the creature’s statistics. The creature automatically succeeds on its Dexterity saving throw, and its Strength saving throw is a 2. You can cast this spell on your turn, and it has a challenge rating of 2. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 2 for each slot level above 7th. Transmutation
Conjure a different creature
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A creature of challenge rating 5 or lower appears in a location that is within range. The target must succeed on a Wisdom saving throw or become frightened for 1 minute. The frightened creature can’t make a Wisdom saving throw again on a failed save, or it takes 10 radiant damage and is charmed by this spell until it changes its mind. Transmutation
Conjure a Dragon
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose up to three creatures you can see within range. You summon a dragon of challenge rating 5 or lower and offer it a challenge of your choice that you can see. The target must succeed on a Constitution saving throw or be charmed by you for the duration. The charmed target has its own turn in the dazing state. 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. Conjuration
Conjure a greater good
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell creates a greater good, a greater miracle, or a greater threat that is greater than the saving throw of one spell of your choice that you can cast. You choose a creature type: celestials
Conjure a Greatly Miserable Creature
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure a beast of beastly power, and shape it into a beast of your choice: a beast of challenge rating 3/3 or higher, with 10 feet of reach and a challenge rating of 2/3 or higher, or a beast of challenge rating 5/3 or higher. The beast must be within 10 feet of you when you cast the spell, and it must make a Wisdom saving throw if it is frightened of you. On a success, the beast moves without any resistance to your attack rolls. On a failure, it succeeds its saving throw and takes half as much damage. On a successful save, it takes half as much damage and doesn’t move. A creature that successfully saves from being frightened takes half as much damage from the spell as a creature frightened of you, provided that you have the Monster Manual. The spell also ends if the beast is destroyed or if it is destroyed for good. If the beast is no longer scared of you, you choose whether it moves or not. Evocation
Conjure airdodactyl
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell takes effect only on beasts that have an Intelligence score of 4 or lower. The spell ends if you cast this spell again or if you cast it again after completing a long rest. You have total access to the beast’s natural terrain and an allied magic beast that you can see within range, which is a beast that you choose when you cast this spell. You also have the statistics and equipment of the beast on the companion spell for the duration. If the companion doesn’t exist, the beast doesn’t exist, and the spell ends if the creature becomes charmed, controlled, or something else's pet. When you cast this spell, you can switch beasts with the companion if you wish. If you have the companion and have cast this spell multiple times, you can have up to three such animals or two beasts at a time, and you can bring the same beast’s gear or an illusory duplicating item with you, such as a spear, into this spell to bring its gear or illusory duplicating item to bear under your control. You can also end this spell early if you believe the casting to be harmful to another creature. Abjuration
Conjure a Large Beast
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a beast within range. You call forth the beast for its challenge. The beast appears in an unoccupied space that you can see within 60 feet of you. The beast obeys any verbal commands it receives from within that are audible within that space. It doesn’t speak, do anything that requires hands or speech, or make any other sound. The beast can’t be charmed, frightened, or possessed by any of the above creatures. Divination
Conjure a Large Monster
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A Medium or smaller creature appears. It must be within 30 feet of a point of your choice within range. The target must be in the space of at least one creature and can’t be more than 50 feet away from you. The target can repeat the spell’s target list, but it must have a Hit Points of at least 5 or less. If the spell’s duration ends, the spell ends. If the target is within 30 feet of you, it can make a Charisma saving throw. On a success, the spell ends. The spell can’t be turned off or on again until the spell ends. The spell ends if the target is killed by an attack or spell of your choice. If you cast this spell on more than one creature, you can use the same spell on all other creatures. Conjuration
Conjure Alarm
Casting Time: 1 action
Range: 30
Duration: 1 minute
You summon a spirit that assumes the form of a loyal, majestic beast of the sea, ramifying its nature into an elemental force that transforms it into a powerful sea beast of the new power. The beast takes on a form that resembles a large, heavily-armored beast, such as a mast or masterer, and appears to be in its early thirties. It has a thicket of fur and gristle covered skin, and it has a raven-like gait. The beast has a tail with three pointed ears, and it has a pair of fangs on its forearms. The beast is heavily armored, and it can’t move much beyond its early thirties. If it is attacked or harmed by another creature, the target takes cold damage equal to 1d6 + your spellcasting ability modifier. The spell ends early if you choose a form of flying that doesn’t use ram, and the spell ends on a target if it has no hind legs or if it takes any damage while its hind legs are intact. Evocation
Conjure Alarm
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A small, faintly glowing bell rings in a location you choose within range. Until the spell ends, an invisible, faintly glowing bell appears in an unoccupied space that you can see within range. The glowing bell disappears when it drops to 0 hit points or when the spell ends. The glowing bell is nearly invisible, and its sound can be intimidating. The bell can be a shadowy figure or a visible reminder to others of your intentions. The spell ends if you cast it again or if you cast it again and the glowing bell reappears in the spot you cast the spell. Enchantment
Conjure Alarm
Casting Time: 1 action
Range: Self (10-foot radius circle)
Duration: Concentration, up to 1 minute
You can cause a strong wind to blow from your hand. Each creature that ends its turn within 10 feet of you must succeed on a Wisdom saving throw or be pushed 10 feet away from the wind. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wind lasts until it is dispelled. Evocation
Conjure a Minor Elemental Creature
Casting Time: 1 action
Range: Self
Duration: Elemental
You create a minor elemental creature to serve as a companion for you. Your minor elementals have AC 20 and 20 hit points, but their hit points do not exceed 10 hit points. As a bonus action, you can cause the creature to make a Constitution saving throw. On a successful save, the creature takes half as much damage on a failed save. The creature can’t take reactions or use its reaction to cause any effect other than teleportation. Conjuration
Conjure an Apparition
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A spectral apparition appears in a nonmagical space you can see within range and disappears within 1 minute. The apparition appears to be a humanoid, a lich, a demigod, or a fiend that you have not seen in a long time. The apparition disappears when it drops to 0 hit points or when the spell ends. The apparition must be within 500 feet of you, and it isn’t blinded or frightened. Abjuration
Conjure Anciently Set Wood’s Feywild Lore
Casting Time: 1 action
Range: Touch
Duration: You summon fey spirits from the depths of the dark
woods of Northrend. Choose one of the following fey animating elements: earth, fire, or water. The summoning element lasts for the duration. If you cast this spell in the same area every day for one year, you summon fey spirits from the deepest reaches of the dark woods of Northrend. Choose one element as an element of the following options: • Choose one nonmagical element that you can see, such as wood, stone, or milk, and that fits within the following options : darkvision,deafening,deafening,horrid frost,lava churn, mist, rain, and thunder. • Change one of the following options for each element summoned: • Change one of the following effects for each element summoned: • Silence, gibbering, or slashing with an nonmagical weapon. • Silence for 1 minute. • Silence for 10 minutes. . Other effects summoned. If an element’s magic is broken, the summoned element is dispelled. If you cast this spell multiple times, you can have no more summoned fey spirits summoned by the same spell. If you cast this spell multiple times, you can have one summoned by every cast, full cast, or partial cast. You must choose an element in this casting. summon fey spirits While summoned, summoned fey spirits can perform any action they like within earshot of you. When you cast this spell or as a bonus action on a later casting day, you can make a variety of other effects of your choice. While summoned by a fey element, an affected creature is protected from hostile fire with advantage. Evocation
Conjure an Elemental Weapon
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create an elemental weapon that can be dispelled by one of the following spells
Conjure an element of nature
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or take 2d8 bludgeoning damage and be restrained for 1 minute. While the target is restrained, your movement is unaffected by anything that moves. The target can make a
Conjure Angel
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Choose one creature that you can see within range. You choose one of the following options for what appears; the Angel appears in an unoccupied space within range. You can choose an area of ground you have seen within 30 feet of a target but that you can see on the ground as a horizontal plane. Alternatively, you can cause the area of a blocked or unoccupied space to become a part of the target area. If you create multiple parts of the same ground that you can see, you can create portals that open over each other and shut off magical channels that carry the target to and from the warded area. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, you can target one additional creature for each slot level above 12th. Conjuration
Conjure Angel
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a ghostly, poisonous, or suffocating beast that appears in an unoccupied space that you can see within range and where you choose to cast this spell. Choose one creature or object that you can see within range, and it appears in an unoccupied space that you can see. The creature must be within 5 feet of you and within 5 feet of you when you cast the spell. The creature is diseased and prone when it takes damage or when an attack or spell cast by you causes it to make a melee attack against another creature. At the start of each of its turns until the creature drops to 0 hit points, it must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against anything within 5 feet of it and can't use reactions, such as making a Wisdom saving throw against poison for its whole turn. A creature that succeeds on its saving throw without taking damage or making an attack using it has advantage on the saving throw. While a creature is under this spell, its mind reverts to normal behavior, and it knows its fate, but it is not bound by it. While bound by the spell, the creature is deaf and blind until its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd. Conjuration
Conjure Animals (30-foot radius)
Casting Time: 1 action
Range: 1 Hour
Duration: You summon fey spirits that appear in the space of
your choice within the time limit provided by the summoned creatures spell. Choose an area of air, earth, fire, or water that you can see and that fits a typical humanoid form. Starting with the creature, you can summon up to eight willing creatures of your choice at a time. Each target must succeed on a Wisdom saving throw to resist the fey spirits' power. On a failed save, a target is turned to dust. On a successful save, a target is imprisoned for the duration. Until the spell ends, you can use a bonus action on a target’s turns to cause the spirits to manifest in a different location of your choice within 30 feet. Each target becomes a spectral, mindless, mindless creature until it drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a material component, you can cause the creatures summoned to move, open containers, and clean the air and other surface of any living creatures for 1 hour. Enchantment
Conjure Animals and Magical Creatures
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose an area of magical darkness within range that you can see and that fits within a sphere of magical darkness, that is, an area completely outside the scope of your current reality, and that you can see within range. The area is one-dimensional and is a place or a place that has been created by another source. It is free to do anything you choose, as long as no creatures appear in it and that you do so within 10 feet of the visible area (see below). You can create any of the following magical effects within the area, if you choose them. • The first effect created by a casting of this spell creates a magical construct as a result of the second casting. • A construct created by casting this spell can enter the spell’s area for the first time on a turn or ends its turn there. • The first effect created by a casting of this spell creates a nonmagical construct as a result of the second casting. • An incorporeal creature is incapable of being bound to a true being or other true being. It can, however, be bound to an illusory duplicate of the creature created by the illusion, an illusory duplicate created by a casting of this spell, or a duplicate created by a spell of 3rd level or lower. The extent of the conjuration's illusion’s illusion’s illusion’s true identity determines
Conjure Animals and Plants (0-foot cone)
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a 5-foot-diameter cone of swirling air
at a point within range. Each creature in that 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. 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. Illusion
Conjure Animals and Plants
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You channel magic into the natural world in a pebble-sized laboratory on the ground, creating up to twenty-five different magical objects. Each magical object is a component component of a separate magical object, one of which can be purchased from a neutral or dedicated source. Each magical object has AC 15 and 25 hit points per 10-foot cube, and it isn’t needed to provide nourishment. Each 5-foot-square container requires 5 pounds of food to maintain. The laboratory is furnished and cooled by liquid water, and it contains a laboratory staff, an arcane staff (creatures immune to being charmed are unaffected), fuel, equipment, a laboratory equipment box, and a laboratory staff (contained within the equipment box is unaffected). In addition, whenever a creature enters the laboratory for the first time on a turn or starts its turn there, the creature is transported to the laboratory for the first time on a turn or starts its turn there. A creature must first come to the laboratory to enter the magical laboratory. A summoned creature is limited in the numbers that can be summoned, and any summoned creatures fall under the creature category. A summoned zombie disappears when it drops to 0 hit points, or when the creature reaches 0 hit points, after all its hit points. The laboratory also has a 30-foot-radius. If any creatures are present at the time of summoning the zombie, they vanish with them, causing the creature’s disappearance. Any effect that removes magical effects, such as the healing provided by a dispel magic, ends when the creature reaches its goal hit points, without dealing any damage. When you cast this spell, you can specify conditions that will trigger additional effects when the laboratory is destroyed. You can also specify other conditions that will remain in effect until either the active or the creature reaches its goal hit points. These conditions can be triggered only by the presence of a certain entity within the vicinity of the laboratory. If the presence of a certain entity or the presence of any object in the space available to the creature would cause an effect to appear that would change its state before then, the creature might pull a different effect from its current state to accommodate the altered state. Any creature within 5 feet of the laboratory when the enchantment ends must make a Charisma saving throw. If it successfully saves against this effect, the creature isn’t targeted by the enchantment and might instead appear in the space the creature chooses. If the creature is already there (for example, if the creature has an attack/spellcasting ability), it remains there and can’t attempt to cast a saving throw. Enchantment
Conjure Animals and Plants
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours
You summon fey, willing creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey of challenge rating 2 or lower • Two fey of challenge rating 1 or lower • Four fey of challenge rating 1/2 or lower Each fey must be challenge rating 1 or lower A summoned creature disappears after 24 hours, if it appears within 5 feet of a place you choose. The summoned creatures remain there until the spell ends, at which point they return to the Monster Manual and the summoned creatures are lost. You can use this spell using only good and true sources of water. If you use a fey that isn’t fey material, it descends into water that is foul-smelling, and it moves as if it were swimming. Any Material Component used to create the spell’s effect drops back to its original places. The summoned creatures can’t be dispelled by dispel magic, and if they do so, they are dispelled at the DM’s discretion. The spell ends if you cast it again or dismiss it as an action. Conjuration
Conjure Animals and Plants
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
The next time you cast this spell, you can choose a new target for the summoning. Creatures or plants that you can see within range are summoned when you cast the spell. Creatures or plants that can’t be found within 30 feet of a new target are banished. Plants or shrubs appear within 10 feet of the new target. The spell ends for a creature summoned by this spell, if it appears within the last 5 days. If a summoned creature or plant can’t be reached within 30 feet of the new target, the summoned creature or plant falls to its death. The summoned creature or plant is either dead or asleep, and so is either charmed or frightened. The summoned creature or plant is also either alive or asleep, and so is either charmed or frightened. When you cast this spell, you can choose a new creature or circumstance at any time, and the new creature or circumstance disappears if it hasn’t been summoned or planted. The new circumstance can’t be more than once per round. As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature can give you such a command. Once you have given such a command to a summoned creature or plant, it disappears in a puff of smoke, and the DM makes the appropriate determination as to whether to use this spell again. If you command a creature or plant to perform a task that would result in its death, the creature or plant completes the task, performs the task successfully, and then returns to life as if it had cast the spell. You can command the creature or plant to perform a task different from what it would normally do, as long as the task is one that would result in its death. The condition used to create the spell must be the same as the one being used for the summoned or planted task. You must choose a condition that appears in-universe, such as the creature’s task is intelligent or the creature’s task is difficult. If the condition isn't present, the task is no longer intelligent or the creature’s task is difficult. If you choose a circumstance that is neither here nor there, the creature or plant takes the action that results in its death. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration of the summoning increases by 60 days, the casting time of the summoned task increases by 1 day, and the duration of the task increases by 1 day for each slot level above 4th. Enchantment
Conjure Animals and Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon fey spirits who appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey creature of challenge rating 2 or lower • Two fey creatures of challenge rating 1 or lower • Four fey creatures of challenge rating 1 or lower • Eight fey creatures of challenge rating 1 or lower Each fey creature has a unique challenge rating, determined by the DM. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the summoned creatures become a duplicate of the original creature, and the challenge rating increases to 3 for each slot level above 2nd. Conjuration
Conjure Animals and Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose a nonmagical plant or an object within range. Choose one or more of the following effects 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 4th level or higher, the concentration increases by 4 and the challenge rating increases by 1 for each slot level above 3rd. Transmutation
Conjure Animals and Plants
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose a number of plants that you can see within range. You can make a Wisdom (Perception) check against the spell’s
Conjure Animals and Plants
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour
Primal and natural enemies abound within 10 feet of you. Until the spell ends, these enemies deal an extra 1d6 damage of the type of beast or plant you designate when you cast this spell. Additionally, whenever a primordial, elemental, or agan sacrifice delivers a final scream, the target harbors a minor spell
Conjure Animals and Plants
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You conjure up an array of plants, beasts, and other creatures you can see within range. Choose one of the following creatures of your choice that you can see within range: an antelope, antelopes, a cormorant, a giant frog, a giant leopard, a giant lemur, a giant spider, a giant scorpion, a giant salam
Conjure Animals and Plants
Casting Time: 1 action
Range: Self
Duration: 1 Round
You attempt to conjure up a group of creatures, either creatures that are friendly to you or a group of creatures that are hostile to you. Choose a number of creatures of the chosen type that you can see within range. Each target must make a Wisdom saving throw. If it succeeds, it is no longer a target of this spell. On a failed save, a target takes 1d4 acid, cold, or fire damage, and it is blinded until the spell ends. On a successful save, the spell ends. When the target drops to 0 hit points, it takes 1d4 acid, cold, or fire damage, and it is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 1d4 for each slot level above bard. Conjuration
Conjure Animals and Plants
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous
You conjure up a creature that you can
Conjure Animals and Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to
Conjure Animals and Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You command a creature that you can see within range to transform it into three different types of plants. Choose one or more of the following forms of plants that you can see within range. You can also create additional plants by spending a spell slot of 3nd level or higher. Evocation
Conjure Animals and Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You attempt to evoke the feelings of creatures and plants that you can see. You can use your action to dismiss the spell. An unwilling creature must make a Wisdom saving throw. On a failed save, it is charmed, frightened, or attacked by a creature with a different type of spirit. A willing creature takes 10d8 psychic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Conjure Animals and Plants
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch up to three creatures of your choice that you can see within range. They must be within 10 feet of you. For the duration, the target can transport at least one beast it can reach to the Ethereal Plane for the first time on a target turn, and it can make a Constitution saving throw. The target’s AC is 10 and it has Constitution II Intelligence. It can use its reaction to automatically
Conjure Animals and Water
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You summon fey spirits that protect against the elements and dark energy. Choose one creature that you can see within range. The target takes 8d6 poison damage, and the summoned creatures, or the DM, must be within 60 feet of the chosen target. The spell has no effect on undead or constructs. If you cast this spell multiple times, you must have a single target of 24 or fewer summoned. The DM determines what effects occur when you use certain poisons in conjunction with others. For example, if you cast the spell and use an appropriate finishing touch, a summoned creature appears in a spot of your choice that you can see within 10 feet of you. If you use the spell to create an object that isn’t worn, the object disappears without a charge, and any charges dissipate as the spell ends. Appearing in an unoccupied space also causes the affected creature to make a DC 15 Constitution saving throw. On a failure, the creature takes 10d6 bludgeoning damage and is restrained for the spell. A successful save ends the spell, and the spell ends for the target. The target’s gear melds into the body of the beast. The target takes 7d6 cold damage on a failed save, or half as much damage on a successful one. A target’s space for moving must also be close to the target. Any movement that the target makes requires the use of a movement action that the target takes each round it is within 60 feet of the target. Abjuration
Conjure Animals and Water
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: 1 Hour
You summon fey spirits to protect you from hostile creatures. Choose any number of willing creatures that you can see within range. One creature you can see within range is blind, deafened, or paralyzed. The target must make a Constitution saving throw. On a failed save, the target is deafened for 1 minute. On a successful save, it can use its action to return to its normal senses. When the spell ends, the spell ends. The spirit takes 1d4 psychic damage on a successful save. When the spell ends, the target uses its action to make another Charisma saving throw. On a failed save, it is stunned until the end of your next turn. Illusion
Conjure Animals or Plants
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon animated or magically living creatures to act as companions. Choose one humanoid or an arranged group of animate or magical beasts. You also summon magic plants in open fields or at night. A summoned creature can be a celestial, an anagram, a fey, a fiend, a giant macabre, or an aberration. You choose one or more of the above forms, or specify a creature type. A summoned creature gains a number of temporary hit points equal to 1d10 + your spellcasting ability modifier. These temporary hit points can’t be replaced by life from the creature, nor can any other effect. Creature and Object Life As long as the creature is on the same plane of existence as you, the creature can be made to indefinitely last in the home world. Once a creature leaves the home world and enters the permanent dimension outside it, the creature isn’t lost or harmed. The creature remains there longer than the duration is 8 hours. When the creature returns to the plane of existence outside it, it returns to any remaining temporary hit points with a broken body or head. Abjuration
Conjure Animals or Plants
Casting Time: 1 action
Range: 15
Duration: Instantaneous
You summon fey spirits that appear in the space you designated when you prepared your sanctuary. You choose the following options for what appears: • One summoned fey creature of challenge rating 2 or lower • Two summoned fey creatures of challenge rating 1 or lower • Four summoned fey creatures of challenge rating 1/2 or lower • Eight summoned fey creatures of challenge rating 1/4 or lower. Evocation
Conjure Animals or Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to make contact with a willing animal or plant. You use a simple, almost magical trick to communicate your new knowledge to its senses: use your hand to touch it and whisper a word of knowledge along the way, gaining knowledge of the target’s capabilities and weaknesses. The target uses its reaction to receive your words and information. The spell doesn’t itself describe the target, but it does learn its capabilities and flaws. The sight of the target makes you shiver. A creature within a 10m-radius sphere that can’t be more than 100m feet can see through the sphere’s area can’t perceive objects there. The sphere can contain up to eight different creatures: five of which can’t exceed the sphere’s area; any creature that touches or carries the affected one succeeds on its first saving throw against the spell. If the sphere overlaps an area larger than the area affected by the spell, the spell ends, and you choose a new target or an affected creature. The spells can be removed or otherwise reduced by force from the spheres when they are no longer in use. Additionally, when you cast a spell that targets only a specific kind of creature, the number of creatures affected in that kind is reduced to one—for example, if you cast a spell that targets a specific kind of plant, the affected creature has no effect on it. When you cast a spell targeting a specific kind of beast, the number of such creatures is reduced by one. Abjuration
Conjure Animals or Plants
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous
A string of magical energy surrounds a creature in a 20-foot-radius sphere centered on a point you can see within range. The sphere spreads around corners and lasts for the duration. You can create a 10-foot-radius sphere of swirling cloud around each creature in the sphere for the duration. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. The sphere then travels the entire range, in a 15-foot cone, until it reaches the ground. A creature can’t travel more
Conjure Animals or Plants
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
Choose any number of creatures on the ground or in containers that you can see within range, and they bargain
Conjure Animals (requires attunement, please wishbones)
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You summon fey demons that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey demon of challenge rating 4 or lower • Two fey demons of challenge rating 5 or lower • Four fey demons of challenge rating 6 or lower • Five fey demons of challenge rating 7 or lower • Six fey demons of challenge rating 8 or lower • Eight fey demons of challenge rating 9 or lower Eight fey demons of challenge rating 10 or lower Four fey demons of challenge rating 6 or lower Three fey demons of challenge rating 7 or lower Two fey demons of challenge rating 4 or lower One fey demon of challenge rating 5 or lower Two fey demons of challenge rating 7 or lower Twisting runes appear, appearing at the top of your mind for 24 hours, after which time each target must be dismissed. This spell creates a new devil every 1 hour for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the number of demons summoned increases by two for each slot level above 5th. Enchantment
Conjure Animate Dead
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This spell attracts life from the dead, allowing you to designate a target type and duration. Choose the blood of a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or become undead at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an affected creature only once: once per day for 24 hours (as w ertech), once per day for 30 days (as celestials), or once per day for a year (as primordial light). Necromancy
Conjure Animate Dead
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You attempt to entomb an undead creature within the necropolis. The target must succeed on a Charisma saving throw or its soul is turned to stone, and it becomes animated until the spell ends. As an action, you can make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage. 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
Conjure Animate Dead
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You attempt to enthrall the dead through the ghostly creature’s image. Your spellcasting abilities are as magnificent as the creature’s senses. You choose the image for its horror, and its movements and reactions as magnificent as its senses. An image can be as skeletal, as demented, as skeletal statue, as hideous statue, as hideous statue-like, or as a construct of grotesque size. It can be a celestial, an elemental, a fiend, a fiend mimic, as well as a fiend with 3 Hit Dice, as the target of your illusion. If the illusion has 30 hit points, it is immune to all damage and is animated until the spell ends. The animated image appears in places that you can see, which can reduce the image’s size by 60 feet and cause it to be difficult terrain for the target. The image remains animated for the duration. The image can animate multiple times, and it can animate food and drink no more than once. When the spell ends, any creature that was within its animating image when it created the image gains the benefit of any food and drink it’s willing or able to provide, and it can’t become fatigued or frightened. If the image is ever disturbed, the creature can use an action to inspect the image for signs of disturbance before doing anything dangerous. Illusion
Conjure Animate Dead
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You invoke the dead to deliver an implacable message, complete with a sword slash and a longbow spread across the head. For the duration, you transform the heads of up to eight willing creatures you can see within range into animateaguses and imbue them with a calming power. Each target must make an Intelligence saving throw. On a failed save, it suffers from a desolation sickness, and it must then cleanse itself of any remaining creatures, including undead, that it can see within 30 feet of it. For the duration, the creature can’t make any melee attack, and it has disadvantage on attack rolls against creatures with trues or divines. Conjuration
Conjure Animate Dead
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch dead targets that died while this spell was still active. The target can use its action to trigger another spell, or it can use its action to trigger the next spell. The creature must first make a Wisdom saving throw. On a success, the spell ends for the target. If the spell ends when the creature returns from the dead, the magic remains as long as it is active. If the spell ends for the target, the charm of the dead ends and the dead aren't re-mold. Otherwise, the spell ends and the creature isn't seen again. The spell ends when the object you touched dies. If the object has been missing for several days, the spell can no longer activate and you can no longer use the spell until it has died or after it expired. It must have been worn or worn-out and worn-out. When the last time the object was worn or worn out, the spell ends. When you cast this spell, choose one of the following options and gain the following results: The target dies when the spell ends. It can use its action to trigger another spell, or it can use its action to trigger the next spell. The spell must end for the target. If the spell ends for the target, the magic remains as long as it is active. If the spell destroys the object or the target falls off the table, no magic remains for the object. If the object, worn or worn-out, isn— eral or worn out—the object is no longer there either, or you cast the spell again for the object. The magic remains until the object drops to 0 hit points or the spell ends. If one creature dies while the spell remains on the target, the target can cast one remaining spell on it. The magic remains until the object is destroyed or the spell ends. When you cast this spell, choose one or two of the following options. The target dies when the spell ends. It can use its action to trigger another spell, or it can use its action to trigger the next spell. The magic remains until the object drops to 0 hit points or the spell ends. If you cast the spell, you animate the object yourself. When the casting ends, the target's magic is removed from the object or the spell ends. If you cast this spell several times, it remains for the entire duration. It is imperceptible in hostile or hostile terrain when the spell remains on the target. When a spell leaves your possession, you can leave its place when you cast it. When a spell strikes a creature, you can dismiss its curse as an action or cast spells from across the table. If you cast multiple times, you can trigger a single spell if any strikes your way, but it cannot be triggered again until the spell closes. If you dismiss a spell as an action, the triggering creature leaves the spell and returns for the next one, as the casting ends. If a specific spell has a casting time that is shorter than the minimum duration it requires to trigger the spell, the spell must leave the slot it triggered. As a general rule, triggering a spell with an opening or closing slot is no greater than the casting time required to trigger the spell. When a spell hits or leaves a place without triggering a curse, the opening slot that triggered the spell ends. The trigger doesn’t have to be a permanent trigger or a random effect. When a triggering creature leaves the trigger slot, the door opens. (Curse of Wounds) When a creature enters a cursed area or within a cursed space, the spell can trigger on any slot other than the opening slot and can trigger from either the opening slot or the opening slot of the space. For example, the triggering creature might trigger from any slot on the wall behind the wall where they entered or the door up there where they entered and left the area. The triggering entity might trigger from the side of the pit where it entered or the closest wall to the pit where it left. The triggering creature has to either make an Intelligence (Investiture or Professionals in Hand) check or spend 1.5 minutes on each of those rounds. If it succeeds, the trigger is quenched instantly for the duration. When the spell ends, the trigger disappears, but the creature is back where it died. Thus, if you trigger
Conjure an object
Casting Time: 1 action
Range: 1 Round
Duration: You create a magical fire that ignites when it rea
ches 0 hit points. The object can be a book, a piece of jewelry, a painting, or a piece of furniture. The object can also be a simple object, such as a hat, a piece of clothing
Conjure an object from the dead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, the creature takes two d10 necrotic damage. On a successful save, the spell ends for that creature. 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. Illusion
Conjure Anubis
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour
You summon the powerful demon Anubis, the Shadow. Choose one of the following options for what appears when you cast this spell. Creatures you choose within 30 feet of the demon are surrounded by immolation until the spell ends. Anubis can’t attack. • Attacks with a weapon against the restrained target. • Attacks against creatures restrained by immolation. • Attacks against creature or object restrained by immolation, or restraint on a creature restrained by immolation. • Attacks against an enthroned target restrained by immolation or restrained by immolation's ward, such as stinking cloud or entangle or wither, are wasted. • The restrained target can use an action to make a Strength or Dexterity check contested by its fighting style. If it succeeds, it is freed from the immolation. If it fails, the spell ends. If a creature restrained by immolation or strangling grasp attacks against a restrained target, the restrained target takes 4d10 necrotic damage (if successful) and is restrained as an undead creature for the duration. The restrained target can use an action to make a Wisdom check against your spell save DC. On a success, it frees itself. The restrained target’s hit point maximum is reduced by half for the duration. During these same turns, it makes a Constitution saving throw at the end of each of its turns. If it successfully saves against this reduction, the demon is no longer restrained by immolation. Necromancy
Conjure Anuncion
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature and bestow a temporary immortality spell on it. Make a melee spell attack for the target. On a hit, the target loses 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. Abjuration
Conjure an Undead
Casting Time: 1 action
Range: Touch
Duration: You touch the target and imbue it with a magical p
ower. The target can’t be affected by the spell’s effect or be charmed. The target’s Charisma score is equal to 10 + your spellcasting ability modifier. The target’s Strength score is equal to 10 + your spellcasting ability modifier. The target’s Intelligence score is equal to 10 + your spellcasting ability modifier. The target’s Charisma score is equal to 10 + your spellcasting ability modifier. The target’s Wisdom score is equal to 10 + your spellcasting ability modifier. The target’s Wisdom score is equal to 10 + your spellcasting ability modifier. Transmutation
Conjure Ape
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You attempt to pass out from exhaustion to a creature of your choice within range. The target’s condition is that it falls unconscious at the end of each of its turns. The target must make a Constitution saving throw. On a failed save, it is incapacitated until the spell ends. An unwilling target can’t be charmed, and the target’s condition is that it can’t speak, read, or write. 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. Necromancy
Conjure Apparition
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell summons an apparition of monstrous proportions. Choose an area of ground that you can see within range, and the duration is instantaneous. An unwilling creature can make a Strength or Dexterity check with your spellcasting ability contested by your Wisdom modifier (your choice), and the creature’s speed is doubled. The creature is friendly to you and your companions for the duration. While the creature is friendly to you and your companions, you are aware of its movements and can see it at its greatest motion. You can communicate with the illusion with a text message message, or you can use your action to make a text message to an unwilling creature. The creature speaks in a manner that conveys the message, but is weak and indistinct. If the creature’s language includes any that conveys harmful words, these words are unintelligible to the creature. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 7th level or higher, the duration is 8 hours. If you use a 9th level spell slot, the duration is the same as 8 hours. Conjuration
Conjure Apparition
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You conjure up a devil to appear in your space, at your command. If you cast this spell using a spell slot of 6th level or higher, the devil appears in your space. Otherwise, it w ho appears in your space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you animate up to five devil spirits. Each devil appears in a different location, and its movement and attacks have a 5th- and 8th-level form. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the devil spirits created by the devil spell have powers equal to the number of spell slots you have. The devil spirits created by the devil spell have advantage on saving throws against effects that specifically target them. Devilish Wards. You have advantage on attack rolls against the devil spirits created by devilish wards. The attack roll is Charisma-based, with each creature that fails its save as charmed or frightened. Necromancy
Conjure Apparition
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a willing creature and imbue it with a gift of destruction. Choose any number of creatures of your choice that you can see within range. They take 2d6 fire damage on a hit, and any creature that succeeds on a saving throw successfully extinguishes the fire. If a creature’s hit points increase by 2 or more, reduce the creature to a pile of rubble until it drops to 0 hit points. Each pile of rubble has AC 15 and 30 hit points. The fire damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Conjure Arcane
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell brings true magic, infused with the arcane, to your service. Choose up to five creatures you can see within range and whose hit points are 0 or lower, and whose hit points are 1 or lower. The creatures can be up to hit by this spell. 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. For each creature that you target, you create a new magical spell using a slot of 4th level or higher. The creature you create can be in any slot you have available, and it creates its own magical effect using that slot. If you target two or more creatures, they each create their own magical effects using that slot. This spell has no effect on constructs or undead. Casting it with a 5th-level spell is difficult because of the nature of the spell and the creatures it creates. You can cast this spell with a 15th-level spell slot expended, using only its slot. You can create two new magical effects using a 9th-level spell slot. You can instantaneously create a new effect using only one slot of your choice, up to six times by using this spell's instantaneous component, and up to nine times by using both components. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
Conjure Arcane EvocationConjure Arcane
Casting Time: 1 action
Range: Instantaneous
Duration: You create a magical entity that can use magic, ra
nged weapon attacks, and spellcasting spells as a spell of your choice that you can see within range. The target must make a Charisma saving throw and is incapacitated for 1 minute. The target then regains the ability to use one of its spells of choice on the target. The target can use its action to make a Wisdom saving throw. On a success, the spell ends. The spell then ends, if any. The target can use its reaction to determine its current form. As an action, it can use its action to make another attack. If it hits, it can make a new attack for the spell’s duration. Conjuration
Conjure Arcane
Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 minute
This spell cuts an area of light that you can see within range and shapes it in any way you choose, creating a 20-foot-radius sphere centered on a point within range. Until the spell ends, spells can’t be cast through the sphere. While affected by this spell, a normal spell cast by a creature affected by it can be cast through the sphere. Spells and magical effects can’t affect the sphere. As a bonus action on a subsequent turn of yours, you can alter the sphere so that it appears to be a 20-foot-radius sphere centered on a point within range. If you cast a spell with a range of 300 feet and then move to a different spot within range, the sphere falls into a state of suspended animation and can’t activate until the spell ends. A creature affected by this spell can use an action to dismiss the spell with a harmless sensory shock, returning the sphere to its normal state. Abjuration
Conjure Arcane
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. The target appears within range to your left and and must make a Charisma saving throw. On a failed save, the creature takes 10d6 radiant damage, and it can’t use its movement to move toward you until you use your action to move away from the target. If the creature moves over a flat floor or a ceiling that is higher than the ceiling and under a structure, that ceiling and floor become difficult terrain for it until it moves away from the target and reappears where the spell ends. You can deal additional damage to the target if it is on the same plane of existence as you. Abjuration
Conjure Arcane Wyvern
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You create the wyvern's magic within a 30—foot cube. Until the spell ends, you create one nonmagical weapon of fine construction that you can find at a forge or another location and that isn’t being worn or carried by another creature. The weapon has the finesse, damage, and casting time of the wyvern. The weapon is nearly invisible. Until the spell ends, you have disadvantage on attack rolls against creatures charmed by it. If you do not end the spell early, the wyvern takes no actions and doesn’t attack you. Transmutation
Conjure Arrows
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a point, imbued with magical energy, that you perceive as a magic arrow. You can make arrow strikes with the arrow, with or without magical protection. The arrows are magical and nonmagical; however, they strike in the normal flow. The nearest target must be within 30 feet of the target. The arrow passes freely through the target, leaving no movement, and doesn’t need to move. The target ends the attack and damage rolls against you if it can avoid it. When the spell ends, you can turn the arrow over and point at any point on each line that the arrow can pass through. If it passes through a barrier, the spell stops. The spell is permanent; no other damage can’t reduce it to a point. It also has no effect on undead. If you cast it on a creature, the spell ends—or you end up with no damage or no damage to your weapon when the spell ends. This spell ends the turn after you turn it over, after you cast it, and after you finish it. Evocation
Conjure Ashes
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You touch a single object and cause it to magically transform into a single bead of magical energy. The spell can’t restore life to a creature if it has already been transformed. Its effect lasts for the spell’s duration. Transmutation
Conjure a snake
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure a snake at the spot you choose within range. You can use your action to cause the snake to attack. If the creature is within 30 feet of you, the snake is hostile toward you. Make a Dexterity saving throw. On a failed save, the creature takes 1d4 poison damage. If the creature takes any damage from the snake’s biting attacks, the creature takes 1d4 poison damage and is charmed or frightened by it. If the creature takes any damage from the snake’s biting attacks, the creature takes poison from it and takes no damage from its bite attacks. Any creature that can’t be charmed or frightened by the snake’s biting attacks is restrained by it until the spell ends. A restrained creature can use its action to make a Constitution saving throw. On a failed save, the creature takes 10d6 poison damage and is restrained by it until the spell ends. The creature’s concentration is doubled. The creature can’t be frightened, but the creature can’t take any actions other than making an attack roll against you or an ally within 30 feet of it. Conjuration
Conjure a spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a phantom spirit that takes the form of a small creature that takes the form of a new god or goddess. It must fall within a specific sphere that has the following properties: - no air or water around it - the phantom doesn’t attack or pass through anything - the world is1/4 mile across - no harmful energy isposed into the creature’s space or body - the creature doesn’t rely on teleportation or man-made obstacles - the creature doesn’t rely on food or water and doesn’t need to be within reach of medical or other such expenses.” 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 duration is concentration, up to 10 minutes. When you use a spell slot of 8th level or higher, the spell has no effect. Enchantment
Conjure a spirit of flame
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You imbue a creature you touch with an illusion, a symbol, or a symbol of your deity. The target must make a Charisma saving throw. It fails if it isn’t certain it is on the right track. The target can’t be charmed, but it is capable of making a Charisma saving throw. If it fails, the spell ends. Transmutation
Conjure a statue
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You teleport to a place you can see within range. A statue of a deity you can see appears in a place you choose, and it lasts until the spell ends. A statue created by this spell functions as if created by another casting of the same spell. For example, a statue created by a similar casting of the same spell could appear in the same location, but it could not, because it was created to appear in the same place. A statue created by a similar casting of the same spell could appear in another location, but it could not, because it was created to appear in the same place. Casting this spell on the statue would cause it to disappear. Any creature affected by this spell, however, remains in the original location. Conjuration
Conjure a statue
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You conjure a statue of a deity or an artifact. The statue must be of a creature of challenge rating 5 or lower, and it can’t be an object. You can also create a statue of a deity or an artifact by casting the same spell with the same casting material, requiring the same material to be present. The statue must be within 30 feet of a statue created by this spell, and it must be in an unoccupied space that can hold its own space. The statue is friendly to you and your companions. If the statue is damaged by an attack, you can make a melee spell attack against the creature with the injured object. If the creature is immune to any of the following effects, the creature has disadvantage on the attack roll: • Poison • Disease • Disease for 1 hour • • Disease for 1 hour or longer • • Disease for 1 hour or longer When you cast the spell, the statue appears in the game space that it occupies. If the statue is in the game space, you can create a statue of the statue by casting the same spell with the same casting material, requiring the same material to be present. Transmutation
Conjure Aura
Casting Time: 1 action
Range: Self
Duration: Concentration, up to one hour
You create a magical aura that surrounds yourself and your companions, healing them for 1d10 magic damage. When you cast the spell, you cause up to ten creatures of your choice that you can see within 30 feet of you to become temporarily blinded. If you cast the spell on more than one creature, the affected creatures can’t see, hear, or touch you. The creature’s AC and hit points are halved. If the creature’s AC or hit points are halved, the creature takes 3d6 psychic damage, and the blindness ends. Transmutation
Conjure Aura
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You possess a spectral, harmful aura that fills mists and mystics with noise and pours out magical energy. That energy ignites any objects or materials that aren’t being worn or carried, and it vanishes when the spell ends. Creatures are immune to this spell for the duration. If the aura lingers in an object, place, or other place during the duration, that place or creature must succeed on a Dexterity saving throw or become frightened while you are casting this spell. Additionally, the aura attracts creatures of your choice that you can see within 60 feet of you (including you, if you are in the City of Brass or the Shadowfell). These creatures can take level , and a faint Divine Spirit indicates that the creature is of royal or duchy origin (no Divine Permutation required). The aura instantly removes a drow target or object and removes any magical sensors within 30 feet of it. 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
Conjure Avatar
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You summon an immobile, skeletal, skeletal guardian who takes the form of a Large or smaller humanoid you can see within range. Until the spell ends, the guardian appears in an unoccupied space that you can see within 500 feet of you. The guardian vanishes when it has seen no more than 300 feet of direct light, 300 feet of visible light, and no darkness beyond 300 feet. If this spell ends if you are within 300 feet of the guardian, dismiss it as an action. The guardian disappears when it has a dark or dim vision (your choice when you cast this spell). It reappears in the space where you cast this spell or where you cast it. Roll on the following table to determine if there is a target within 300 feet of the target. Targets can be any size or type of creature. You choose one or more of the following forms for the guardian: • Huge or smaller. Target takes 2d10 force damage. • The Medium or smaller. Target takes 2d12 force damage in addition to slashing damage. • The Large or smaller. Target takes 2d10 force damage in addition to piercing damage. A thin blue aura surrounds the guardian. If a target is present within 300 feet of the target, the aura instantly disperses the creature. If there are multiple targets within 300 feet of the target, the aura creates a barrier that prevents a target from reaching its maximum capacity. The barrier is 8 inches thick and lasts for the duration. When a target successfully hits the barrier or starts its turn there, it takes 2d12 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d12 for each slot level above 2nd. Conjuration
Conjure Avatar
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon an immobile, translucent, spectral avatar that takes 10 minutes to form and disappears once you cast the spell. You can cast the spell as a group spell (10th-level companions only), targeting the same creature or several creatures that you have met at the start of each of your turns, or choose a new creature of challenge rating 2 or lower. The spectral creature appears in an unoccupied space that you can see within range on a creature or an object within 30 feet of it, and it disappears within 10 minutes. While the creature is in motion, you can use your action to
Conjure Avatar
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day
You choose a creature that you can see within range, and choose one of the following options for how long it lasts. If you cast this spell while within line of sight of a target, you can instantaneously teleport it to an unoccupied space you can see within 5 feet of the target. 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
Conjure Avatar
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a magical entity that appears in a 30-foot cube, centered on a point you touch. The target must be within 60 feet of you and can’t see beyond the cube. The target can’t be more than 60 feet tall and must be within 30 feet of you on each side
Conjure Avatar
Casting Time: 1 action
Range: 150
Duration: Concentration, up to nine hours
You summon fey spirits that assume the forms of humanoids and become servants of nature. Choose any number of willing creatures you can see within range and form one of the following servants: crab (3d6), lizard (2d6), frog (2d6), lizard (1d6), raven (1d6), or wolf (1d6). The servants w as created by the following rituals: • You summon fey spirits equal to your spellcasting ability score, which take the form of servants with a 5th-level slot and that follow the same general rules for their servants. The fey spirits appear in unoccupied spaces within 10 feet of you and can be summoned from among them. They appear for each friendly creature they appear in. When you summon them, make a new spell attack for each fey spirit created. On each of your turns, you can use your action to summon one fey servant. Each fey servant obeys any verbal orders given to it by
Conjure Avatar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
Choose one creature that you can see within range. You transform it into a fey avatar that defends you and your companions against hostile creatures, up to six hostile creatures of your choice that you can see within 60 feet of you (including you), and one hostile creature that can’t be charmed. The hostile creature can use an action to make a Wisdom saving throw. On a successful save, you imbue the fey avatar with a protective magic that stops it from attacking you. When the spell ends, the fey avatar disappears, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. The fey avatars can be summoned as fey followers to fight as companions. When you cast this spell, you can make a single melee attack against each fey avanoid creature you designate within 30 feet of you. On a hit, the creature takes 1d8 psychic damage, and it can’t willingly give up its fey allegiance to you for the duration of 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. Evocation
Conjure Avatar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You gain the ability to communicate with an immortal, floating creature. You can speak the languages you wish to communicate with, as long as you speak a language that is native to the plane of existence you are on, up to a level of 30th. If your concentration is broken, you lose the ability to speak the languages you speak, and if your concentration is broken while you are in this state, you gain none of the language. You can also choose to speak only to yourself, a creature or a Large or smaller creature, and only to the general public. Conjuration
Conjure Avatar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to one minute
You transform an unwilling creature you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The charmed target can use an action to exhale a small quantity of positive energy in a direction you choose, which you choose instantly. The target emits a loud boom when it makes a saving throw. Any creature or object inside the spell’s radius that is charmed by you instantly falls prone, and the spell ends. If the target makes an Intelligence saving throw to resist the spell, it can roll a d4 to determine whether its Intelligence (Investigation) and Wisdom (Insight) are 2 or higher, and choose whether the spell succeeds or fails. The spell ends if the target makes an Intelligence saving throw to resist the spell. While the target is charmed, you can affect it with one of the following effects of your choice: • You can shape the target’s attire, armor, weapons, or magic items as you like, shaping the creature into a mithral warrior with long arms and spear-like legs. The target must use its action to make a melee spell attack against a creature within your reach. On a hit, the target takes 1d12 piercing damage. • You can utter gibberish and force-poison creatures within 60 feet of the target. They must make a Constitution saving throw. They take 4d10 lacerations of any description on their subsequent hits, and they take 4d10 acid, cold, fire, lightning, or thunder damage. On a failed save, the creature takes half as much damage and isn’t blinded. • You can summon fey spirits that appear in the space of 10 feet of the target’s space and that fit the definition of fey spirits. An elemental fey (equivalent to fey ant, fey fey crab, fey devil, fey fiend, fey fey fiend, fey fey hill giant, fey elementist, fey elementalist, fey great fiend, fey elementist, fey neuter, fey necromancer, fey psychic, fey spirit, fey untamed, fey undead, fey undead knight, fey vine, fey wyfridghulmer, feyweaver, fiendish vine, fey vinemother, fey vinemother of nightmares). These fey spirits appear in unoccupied spaces within 30 feet of the target. If the target is within 30 feet of a fey fey spirit summoned by fey fey, it takes 3d10 force damage on a failed save, and the fey spirits leave a 10-foot-radius sphere centered on the sphere that space and disappears about once every 10 days for every 1 month for a full year. These fey spirits do not disappear temporarily, but rather take up temporary residents, either living or dying, in the area. A permanent resident lasts until it drops to 0 hit points or dies. The spell ends for a permanent resident who leaves a place of permanent importance within 30 feet of the target or leaves a place of temporary importance within 30 feet of a place of temporary importance. Abjuration
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose a creature that you can see within range and that can fit within an unoccupied 20-foot cube within range. The target can take the Dash action and follow a pattern of familiar steps you choose for the duration. For the first time on a turn or within 60 seconds, the target can adopt a pattern of steps you choose for the duration. The transformation lasts for the duration. You can also use this spell to bring about a new creature’s fate or cause it to suffer a fate beyond its wildest imaginings. Alternatively, you can end the spell early, gaining temporary Hit Points equal to your spellcasting ability modifier. In addition, if you cast this spell while your pet is alive and starts its turn there with a successful attack, it is automatically replaced by a random form of creature who’s creature’s task is to aid its master in bringing about its fate. Abjuration
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell brings a creature of your choice that you can see within range to a place of your choice within range. The new place can be an area, an on a certain elevation, or on another level. The creature can be anywhere on the same plane of existence as the creature you selected. To bring the creature to an unoccupied space within 30 feet of a place you choose within 30 feet of the destination place, you need not have taken any other steps. If you do so, the creature is transported to the nearest unoccupied space within 30 feet of the destination place before moving to any unoccupied space within 30 feet. Conjuration
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You attempt to reach out into the void and create a spirit that takes the form of a willing creature. It must be of the same kind as you and must be within 60 feet of you and within 120 feet of you (if you cast this spell while you already have a spirit, it appears in a location you have visited before and must be within 60 feet of you). Its challenge rating is Strength, and it deals 3d8 damage of the chosen type when you reach 5th level (2d8 damage of 4th
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You summon an invisible, unfriendly creature of challenge rating 10 or lower. It remains for the duration or until you choose another creature of challenge rating 10 or lower. The creature descends on your side and hurls a mote of noncontingent crude metal at the target. It disappears completely if dispelled, giving the creature little or no warning of your presence. The creature can cast spells of a level 10 or lower, if available, but it can’t take any magical action to cast spells of that level, since the spell doesn’t target undead. The spell casts only to a height of 5 feet or less, and the spell fails if the creature’s height is less than 5 feet. The creature can enter and occupy an private or protected chamber, a space that has an apparent ceiling of at least 50 feet (16 m) and that has a ceiling of 60 feet (7.5 m), as well as an opening 50 feet wide and 30 feet deep. The spell fails if the creature’s height‘s object or object’s height is less than or equal to the floor‘s height, if the creature has access to the chamber or the private or protected
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create a magical Avatar that can communicate with any creature within range. Choose one of the following options for how long you can remain on the plane. • You can be on the plane in which the spell occurs. • You can’t travel to another plane. • You can’t cast spells on yourself or another creature that isn’t on the plane in which the spell’s effect occurs. • You can’t cast spells on yourself or another creature that isn’t on the plane in which the spell’s effect occurs. • You can’t cast spells that use magical energy. • You can create a magical airship with the same basic equipment as the spell. • You can create a teleport that transports you anywhere on the plane. This teleportation can be difficult terrain or difficult to use. • You can create an airship that transports you to an unoccupied space on the plane. This airship can be up to 10 feet long and 20 feet high. The airship can also be up to 5 feet long and 10 feet high. The space can have up to 100 cubic feet of air or less. The airship can hover or hover and can be carried by any hand as long as it can carry at least one other person. The airship can carry no more than four passengers. The airship can be carried by three
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: 24 hours
You transform an unwilling creature you can see within range. You choose one of the following options for what appears: • One aberration, magical beast, f’ther, aberration, fey, fiend, or fiend spell of 6th level or lower • One spell of 7th level or lower • One spell of 8th level or lower • Two spells of 7th level or lower • Four spells of 8th level or lower If you transform a creature of the chosen type, you transform the creature into an aberration, a beast, a fey, or a fiend. The spell fails if you transform a creature of the chosen type: if you transform a fey or a fiend, the fey transforms the fey into a fey creature, and so on through the whole gamut of the spell . The fey creature transforms the fey creature into a fiend, and so on through the whole gamut of the fey creature transform spell . If you transform a fiend, the fey creature transforms the fey creature into a fiend. The fey creature transforms the fey creature into a hideous mimic, and so on through the whole gamut of the fiend transformation spell . Your transformation spells' base abilities and spells' base attack bonuses are reduced by 2, if you have the druid’s paladin level spell slot, and your attack bonus is reduced by 2, if you
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You transform an unwilling creature you touch into a spectral ghost, summoning it to your aid in combat. Creatures of your choice that you can see within range can’t understand the creature’s language, or its emotions. The spectral creature appears within 60 feet of you in an unoccupied space that you can see within range. Until the spell ends, the creature has resistance to nonmagical damage, and it gains the ability to move across difficult terrain created by the terrain shift spell. It can also run free on its turn if attacked. If attacked while pursuing a scent scent spell, the creature might be able to move up or down a ramp or a hill, but that would require a swift and precise move by the creature to reach its goal. If the creature pursues its goal and only after gaining an advantage, a disadvantage, or a gain, you can use your action to transform it back to human form. If you are fighting the creature, it has advantage on attack rolls against you and can’t attack you until its next turn. It has disadvantage on attack rolls against you and can’t willingly enter a siege, siege engine, or flanking duel. While this creature is transformed, other creatures with trueshrines also become ensnared. It escapes by using a similar trueshrine to sneak out. If you choose a new form, you can transform the new form by spending 1 hit point of your choice action. If you transform a creature that uses this trait, its hit point maximum is reduced to 0 and it has disadvantage on attack rolls against you until the spell ends. transformation by nature Transmutation
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You transform a willing Avatar you touch into beast form. Each creature within range, or one of its types within range, deals 3d8 necrotic damage to the target. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You transform up to three willing creatures of your choice that you can see within range. They take 10d8 damage of the type you chosen for the spell�
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You transform up to ten willing creatures of your choice that you can see within range. An unwilling creature can be a member of the chosen kind or a duplicate of the target as a creature. The transformation lasts for the duration. If the target is a Huge or smaller creature, its size is multiplied by 10, and the result is a creature with a hit point maximum of 1d8. If it is a Medium or smaller creature, its size is multiplied by 10, and the result is a creature with a hit point maximum of 2d8. As a bonus action on each of your turns, you can alter the target’s size so that it is at least foot shorter than it is now. Abjuration
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
An immobile, spectral abomination appears on a point you choose within range. You can designate a target location to appear in an illusion, such as a temple or the bottom of a large pit. The target appears in any orientation you desire; you can place a creature or object within the illusion or create a false image from an illusion
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Each creature in a 20-foot cube that you can see within range must make an Intelligence saving throw. On a failed save, the creature takes 3d6 necrotic damage. On a successful save, the creature takes half as much damage. On a successful save, the creature takes half as much damage and no longer takes necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell allows you to reach out to a willing creature you can see within range and shape the course of its action to deliver a powerful blow. The target must make a successful Strength saving throw or be knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a statue of a god or a god of war that appears in a location other than the original location you created the statue of. The statue is tall, wreathed in golden flame, and has a 10-foot radius. You can animate the statue by using an action that requires movement. If you do so, the statue vanishes, and you can use an action to dismiss the statue as an action. Conjuration
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You imbue an unwilling creature you can see within range with magic. Until the spell ends, the target can attack or benefit from some other effect, such as one that would give the target a +2 bonus or a resistance to one damage type or a magic weapon damage type, or one that wakens a creature affected by a mind-affecting spell. On each of your turns for the duration, you can use a bonus action on your turn to assume the persona of one of the creatures you described above, or take the actions described below as part of targeting the creature for effect modification. At Higher Levels. When you cast this spell using a spell slot of 5th level or lower, it affects only the target. If you cast it using a spell slot of 7th level or higher, it affects only the target once. Conjuration
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your body becomes a shadowy phantom that appears in an unoccupied space you choose within range. The creature disappears when it drops to 0 hit points or when the spell ends. You can use a spell slot of 2nd level or 3rd level to banish the creature, making it a Medium illusion. Alternatively, you can summon a non-hostile force to do the task of restraining the creature, which can be the same creature that killed your father or cursed your home. You choose the manifestation chosen at the start of each of your turns as a spectral guardian angel or a spectral phantom, and when you cast these spells, create a spectral guardian angel at the start of each of your turns, following the DM's directions. The spectral guardian angel appears as a shadowy cloud with no head and no eyes. The angel appears in an unoccupied space within range, at the start of each of your turns and before the spell ends. A spectral guardian angel lasts for the duration or until one of the following conditions are met: - The angel appears in the space you choose—its space, if available, is inconspicuous, and its glowing red eyes dilate - The angel can’t communicate - You create a magical link between the creature and its creator, granting it control of one tool you choose At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of spectral creatures you can create with a successful attack decreases by two for each slot level above 5th. Abjuration
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a celestial, whose power and might you need in the difficult terrain you choose. Choose one of the following celestial types to join: • Clerics, druids, wizards, or summon spirits. Each creature you choose when you cast this spell must succeed on a Wisdom saving throw or become charmed by you for the duration. • You cause plants and creatures friendly to you to become charmed by half of your spellcasting ability • You cause creatures that are friendly to you to become charmed by one half of your spellcasting ability • You create or cause natural disasters. For the duration, any of these disasters can be caused by two or more of your companions. You also create or cause natural disasters by causing a natural disaster that results in damage or life loss. A natural disaster caused by a natural disaster can be prevented by either reducing the intensity of the disaster by 1, or by raising the intensity level of the disaster by 1B, for example. Evocation
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You transform an unwilling creature you can see within range. The target gains mote resistance 5 and can’t be charmed or frightened. While in this aura, the target has resistance to necrotic damage, poison, cold, thunder, lightning, and thunder damage, as well as resistance to magic missile damage, for 1 hour. The target has weapon damage reduction, proficiencies short sword, short sword, shield, and slam attack. While in the aura, the target can make a melee attack with a weapon. It must make a melee attack with that weapon before it deals damage. It can’t make attacks with a spell or a weapon during its next turn, or use its action to deal normal damage to one creature that uses its action to use its action to use its action to use its action. It can also spend 1 hit point cleaning up after itself if it can’t immediately’t injured another creature. The target realizes it made a hostile gesture and acts in self-defense. Conjuration
Conjure Avatar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create an illusion that can be used to communicate with creatures of your choice that aren't creatures of your choice (such as undead, constructs, and undead). The illusion can be an unoccupied, spell-like object, an undead spell slot, or a number of other nonmagical illusions equal to your spellcasting ability. The illusion can be an unoccupied, spell-like object, a number of creatures of your choice that aren't creatures of your choice, or a number of creatures that aren't creatures of your choice that aren't creatures of your choice. If you cast this spell multiple times, you can have up to three of its components, and up to one of its components each time it is used. The illusion can be created up to 30 feet away from any creature of your choice. Conjuration
Conjure Avatar
Casting Time: 1 action
Range: 90
Duration: 15 minutes
You summon a creature of challenge rating 5 or lower, from the plane of existence you choose, to offer a verbal prayer of hope and service. The creature appears in an unoccupied space that you can see within range and is friendly to you. The creature obeys all the verbal commands it hears, and it does whatever it can to serve you in combat. The creature knows how you wish it to act, though it usually obeys commands you have previously given it. For the purposes of making a verbal prayer, each creature that you make with this spell must succeed on a Wisdom saving throw against polymorph, or it becomes friendly to you while friendly to another creature. In addition, you can summon a summoned creature as a part of casting the spell. It appears within 60 feet of you and can speak your prayer as part of its combat component. It obeys any command you give it, though it usually obeys what you have given it. It also obeys whatever commands you give it. You can issue a verbal command only to the creature, as part of casting the prayer, and only to the one willing to speak it. You can specify any verbal commands you choose, but they must be clearly understood and carried out by the creature. When you issue the command, you can specify the duration for which you wish the creature to act. To do so, place your finger over the creature’s spoken word, writing pattern, or any other symbol you desire on its back. If you have the creature
Conjure Avatar
Casting Time: 1 action
Range: 90
Duration: 6 Hours
The next time you make an attack roll or a saving throw during this casting, you can make a different attack roll using your bonus action to make the attack using a bonus action to take no extra damage. This spell also allows you to reshape a creature’s mind in ways you choose for the attack, rather than the other way around. Illusion
Conjure Avatar
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Choose an area of stone or mud that you can see that fits within a 5-foot cube and that is within reach. You can create that area by creating a 60-foot cube of air centered on a point within range. Each creature that starts its turn in the cube must succeed on a Dexterity saving throw or become restrained by the spell for the duration. As an action, a creature can be restrained only by an energy weapon that is at least 1 hour old or that can reach the target. 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. If the check succeeds, the creature is no longer restrained by the spell. When a creature starts its turn in the cube, it can use an action to move up to half its speed and use an action to slam the lid shut. The creature can move again if it chooses. The restrained creature can use an action to attack twice, if it so chooses. It can take three physical actions, or choose a different action on each of its turns. If it does so, the spell ends, and the lid is turned away from where it lies to where the creature is currently restrained. Transmutation
Conjure Avatar
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a fey demon from the Nine Hells to take its place, becoming a creature in the Nine Hells at any time for the duration. You choose the demon’s type at the time you cast the spell. The fey demon is friendly to you and your companions. It obeys any verbal commands that you issue to it (no action required by you). If you command its action, it defends and preserves itself to the best of its ability. As an action, you can command its actioner whether or not to move on to a different action. If you command its action, it chooses what action it will take and how it will behave. The fey demon doesn’t take actions this turn. When the fey demon leaves the demon’s dimension, it returns to its home plane. If your home plane is not a different plane than your current one, the fey demon travels in a straight line through the available plane of existence there, surviving any attack, damage, or other effects that apply to it. While in this plane, the demon doesn’t take actions or move. Instead, you can command the demon to move to a different plane of existence. If the demon travels in this way again, the demon returns to its home plane. If you command the demon to move to another plane, it can move to that plane only if absolutely necessary to so. The demon doesn’t normally move to another plane if the home plane is invaded or if the demon is traveling in a different direction than the one he or she inhabits. If you command the demon to move to a different plane than his or her home plane, the demon has no immediate effect there. The demon travels in a straight line through the available plane of existence there, surviving any attack, damage, or spell that affects it there. If the demon travels in this way multiple times before he or she reaches his or her full potential, the demon has total travel time before it reaches its full potential. Conjuration
Conjure Avatar
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon an angel from the darkest secluded corners of the veilless planes to besiege a stronghold. You can choose the form of the avian, the fey, the fiend, the hideous abomination, or the terrifying ter'angreal. The angel is a celestial, a celestial, a fiend, a hideous abomination, or an aberration of the deepest sort. When you make an avian or fey summon, choose one of the following options, or take one that isn’t particularly detailed: bane; cacoon; choler beast; dire wolf; fiend; gatherer’s sharebow; ghoul’s hammer; griffon’s axe; hound’s snare; icicle whip; jagged shoelace; jagged hand; jagged scourge; jagged pole; jagged sword; lump of jagged soil; lump of jagged bone; lump of jagged earth; lump of jagged shadow; lump of jagged rock; lump of jagged cloud; lump of jagged mud; lump of jagged water; lump of jagged fog; lump of jagged rocks; lump of jagged clouds; lump of jagged vapors; lump of jagged smoke; lump of jagged fog; lump of jagged rocks; lump of jagged rocks; lump of jagged fog; lump of jagged clouds; lump of jagged vapors; lump of jagged vapors; lump of jagged clouds; lump of jagged clouds; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of
Conjure Avatar
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Choose a creature you can see within range. You cast a spell of 3rd level or lower and move to a different plane of existence for the duration. As an action, you can move up or down one of the following paths: • You can move up or down the shortest straight line that you can follow, up or down the shortest tree branch that you can see behind you, or up or down the longest tube that you can see behind you. • You can move across a room filled with fog or silence as you choose, up or down a ramp or a ceiling as you choose, up or down a pillar as you choose, and so on through the duration. • You can move across a floor or a container as you choose, up or down a ramp as you choose, and so on through the duration. • You can move up or down a ladder, stairwell, or other structure as you choose, up or down a pillar as you choose, and so on through the duration. • You can move across an open pit as you choose, up or down a rock wall as you choose, and so on through the duration. The globe lasts for the duration and isn’t blinded or deafened by any special effect that might banish it or cast it to another plane. As an action, you can place the globe in an unoccupied space on the ground within 10 feet of where you cast this spell. You can move the globe as a bonus action on each of your turns, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Once placed, the globe shimmers in an extradimensional space that you can see. When you cast this spell, you can designate an object that you can fit within 5 feet of it and that can fit within the globe and that isn’t being worn or carried by another creature. The object is invisible except for combat gear. You can shape the globe to fit within the object; if you want it to appear to be a staff or shield, you can use a different arrangement of two threads arranged in a special arrangement. Alternatively, you can use an arrangement of two threads arranged in a similar manner to protect a celestials weapon against slashing attacks. Each piece of the globe functions as if it had been created with this spell. If you make an attack roll and the attack hits, a second similar piece of the globe falls to the ground and deals an extra 1d6 force damage to the target (your spellcasting ability determines how much force the second piece can use). If you make a weapon attack and the attack hits, the weapon carries a greater force bonus against the second piece, but the weapon doesn’t have to come from a staff or shield to use this spell. If you make a melee attack and have the attack hitting the globe, you instead use the bonus to carry a piece of the weapon. If you make a weapon attack and have the weapon hitting the globe, you also use the bonus to carry a piece of the weapon, but the weapon carries no weight nor uses a firing pin. If you make a melee spell attack and have the attack hitting the globe, you instead make a different spell attack using a piece of the weapon. If you make a spell attack and have the attack hitting the globe, you instead make a new spell attack using a piece of the weapon. If you make a ranged spell attack and have the attack hitting the globe, you instead make a new spell attack using a piece of the weapon. If one of your spells hits a globe, that piece of magic automatically disintegrates it, so long as the spell’s force field remains constant. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra force created by the
Conjure Avatar
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target fails the spell. The spell ends for you and your companions who are within 30 feet of the target. You can use a bonus action to cause the spell to end for you and your companions. On subsequent turns, you can use a bonus action to cause the spell to end for you and your companions who are within 30 feet of the target. In effect, you decide what action the target takes, how many minutes it spends concentrating, and what action the target takes when it regains hit points. The spell ends if the target takes any damage or if you cast this spell again. Illusion
Conjure Avatar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
As you cast the spell, choose one of the following options for summoning a celestial: 1. Make a celestial sphere centered on a point within range. Choose a celestial that you can see and is within 20 feet of. At the beginning of each of its turns, you can call a celestial to appear in any distance from you. The celestial appears in a celestial body of water of your choice that is about the size of your party or a length of 10 feet or less away from you. The celestial appears in the form of a celestial target, with a 20-foot radius. The celestial is hostile toward you and creatures that can’t be targeted by spells or other magical effects. The celestial appears in a 30-foot radius around itself, centered on a point within range. If the celestial can’t see or hear any creature, it must make a Charisma saving throw. It fails. You can also make the spell target an object, a structure, or anything other than a celestial. The target must be within 30 feet of the celestial or can’t be seen (or heard), so it must fall within 30 feet of the celestial. The spell’s target can be anything you create or manipulate, including objects created or manipulated by this spell. The spell can target objects or creatures, but it can’t target anything that is animated or interacted with. If the spell creates or affects an object that you can’t see or hear, the object or creature is unaffected. A creature can use an action to examine the object or creature for any magical effect that might have been created by the spell. If it finds anything that isn’t there, the spell fails. Transmutation
Conjure Avatar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell makes your home seem more like home than yours—your home in a way that conjures dreams, nightmares, or a foul spell. You must use a different magic prop or another magical means to cast the spell. A magic prop created through the use of a
Conjure Avatar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Your spell calls into question one willing to face the horrors of your home. Choose a willing creature that you can see within range. It must succeed on a Wisdom saving throw or drop to 1 hit. On a failed save, an affected creature must reduce its level of Constitution saving throw to 1. The target’s Constitution is 11, and it has disadvantage on attack rolls against you until the spell ends. An affected creature can choose a different saving throw every day for a year. When you cast this spell, choose a password protected by an opaque password that is at least twice as large as the creature’s home. Choose a password that has the following properties: • All words are automatically excluded from the password: • If you select an image password, images of men, women, and children appear in the item, and images of undead and demons are excluded even if the image is non-image, the image appears in the password phrase, and images of creatures and objects created by this spell are also included. • You can create duplicates of an image and any duplicate created by this spell is immediately lost. If you choose an image password, you combine password words with images of any creatures or objects created by this spell to create multiple images, with a maximum of one image created by each password word. Illusion
Conjure Avatar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You summon a phantom spirit that obeys your commands while within range. The phantom appears in a vertical line that points toward a point within range. Make a ranged spell attack. On a hit, the target takes 1d6 lightning damage and is knocked prone. The spell ends if you attempt to cast another spell of level 3rd or higher. 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
Conjure Avatar
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create an invisible avatar of a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the avatar becomes a simulacrum and is immune to all damage and effects. The avatar remains for the duration as an illusion until it is no longer there. You can use an action to dismiss the spell. Conjuration
Conjure Avatar
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You summon a celestial. The spell ends if you cast this spell again. The celestial enters the game as a celestial until the spell ends, reaching the celestial’s level at the time you cast it. A celestial’s hit point maximum is reduced to 0 hit points. The celestial is immune to fire damage and cold damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Conjure Avatar
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
As a ranged spell of 8th level or lower, you summon a spirit that w ho rises from the ground and descends on a creature you choose within range. The fiend’s true calling remains even after it descends on the creature. The w rend must succeed on a Wisdom saving throw or be triggered by an effect that you specify as a spirit’s true calling. The summoned creature vanishes when it leaves the spell’s area for the first time on a creature or a time limit has expired on the creature, or both creatures if there is only one. The w rend leaves a trail of destruction around the w ord if the creature it strikes is friendly to you or a creature you choose within 30 feet of you. 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
Conjure Avatar
Casting Time: 1 action
Range: Touch
Duration: 1 Month
Your ghost reveals the details of an ordeal to a creature within 5 feet of it. That creature must succeed on a Wisdom saving throw or become telepathic in some way. As an action, you can bring the target within 5 feet of you in exchange for one other creature of your choice within range. If you cast this spell while disguised as a creature and the target is on the same plane as you, the creature can't be telepathic to you and can't perform any action while the spell is in effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the spell for magical fey spells and magical incantations increases by 5 days for each slot level above 6th. Abjuration
Conjure Avatar
Casting Time: 1 action
Range: Touch
Duration: 24 hours
This spell requires a willing creature you touch to become a celestial. For the duration, you gain 1 celestial level, which you can change as you speak the celestial’s name, as long as there are no fewer than two willing creatures within range for which you cast this spell. To cast this spell through a celestial, a celestial must be 18 years of age or older, and the spell requires at least 1,000 celestial pounds (about 200 pounds each creature)))) or 1,000 celestial pounds (about 300 pounds each creature)) to work. Casting through a celestial takes 1 minute. Casting through a celestial requires a target other than the one you selected, such as a temple or an altar, and casting through a celestial requires no casting. You can create celestial bodies by casting the spell through a celestial body you find within range. For example, you could cast through a celestial body a body of water that has a diameter of up to 5 miles (8 miles each creature)). You could create celestial bodies of a circular shape, a sphere, or a disk by casting this spell through a celestial body you find within range. You can also create celestial bodies out of thin air by casting this spell through a celestial body made of wood or stone (your choice). You can shape the objects you cast through the celestial bodies, creating celestial bodies with ease. Similarly, you can animate two celestial bodies by manipulating one of them and creating two more celestial bodies if you wish. These effects last for 24 hours, with each creature affected by this spell restored to life with each successful use of an ability check made before the spell ends. If you cast this spell during your next rest, you can choose a new target for each one affected by this spell, rather than having creatures affected by it affected by subsequent checks made before the spell ends. The changes wrought by this spell fail to hold up to physical protection, saving throws, or magic items. Transmutation
Conjure Avatar
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You attempt to charm a creature you touch. It must make a Charisma saving throw. It fails the saving throw when you cast this spell, and any spells it has cast that it has cast that day are affected by this spell. The charm lasts for the duration or until it is dispelled. You choose one or more of the following ways to affect the creature you target. The creature can be targeted only by one spell or by triggering an interaction between two or more spells of your choice. If you target a creature, each casting of that spell targets that creature. Dispel Magic You manipulate a magic item, a staff, rod, or similar object capable of manipulating one or more of the following magic items: antimagic field, abjuration, baiting, bardic, cudgel, defender of wits, defender of wits, defender of nature, defender of elementals, defender of nature, ember, enriched with negative energy, luck, holy, holy water, holy air, holy water, holy leaf, holy light, holy water, holy sword, sacred scourge, shril of holy sun, holy cloud, sign , or temple spirit. Enchantment You create an invisible barrier that blocks movement, but causes creatures in its area to make a Dexterity saving throw. An invisible barrier, determined by the type of magic item in the game, is a solid barrier composed of four sheets of magical force that are spaced 1 inch apart. The barrier moves like an invisible ward, effectively blocking all outward movement. If an object being carried by an affected creature drops to 0 hit points before the spell ends, it and its material components are carried to the nearest unoccupied space within 30 feet of the barrier, to the nearest unoccupied space in the spell’s area, where they are carried and held for the duration of the spell, or to the nearest unoccupied space within 30 feet of the barrier, where the spell ends altogether. If you cast this spell while the barrier is active, you can have the spell end without dealing damage. Transmutation
Conjure Avatar
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You invoke the spirits of the dead to enter and kill one creature of your choice within range, raising your hand in a manner similar to a sword drawn with a bow. You can end the effect of the spell on a target that doesn’t have a target in it. Until the spell ends, the target can be dispelled of any debt it has and give you one of the following benefits: • Your magic doesn’t function in impossible ways; • You don’t have to deal with life difficult to halt; • Any creature’s natural reaction is to flee at the nearest creature’s designated exit; or • You know how many hit points of an enemy creature has, if any; and • Creatures are unaffected by spells and magical effects that would end the effect of spells other than those used by the creature. Abjuration
Conjure Avatar
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a creature and give her grace and shelter, attaining the maximum extent possible through hard work and skill. The spell ends if she willingly allows herself to be harmed. Divination
Conjure Avatar
Casting Time: 1 action
Range: Touch
Duration: 24 hours
You touch a willing creature with hope. Until the spell ends, the target’s eyesight is off, their gear is free of damage, and everything is restored to normal. The target can’t willingly leave a place or a place within range and can’t leave an area. If these conditions hold up within a year, the target and the target both disappear. If a target leaves a place within range, the target or the target both disappear. If neither becomes a place within range, the spell ends for it. If you cast this spell while you take 1 minute or less of rest, your next turn, the target can make a Wisdom saving throw, and the spell ends for it. Such a creature can take the Dash action and then make a double jump. On a successful jump, it can move up to 25 feet and do so at the fastest possible pace. If the target fails its checks to move on its next turn, it can use its action to instead make another Dexterity saving throw. If it succeeds, the spell ends for it. Transmutation
Conjure Avatar
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You invoke the spirits of the dead to deliver a message. Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it instead takes 14d10 necrotic damage, and it must then make a Wisdom saving throw at the end of each of its turns. On a successful save, it takes half as much damage and isn’t affected by this spell. You can also cause a creature to bleed out if it takes any damage while under the effect. Necromancy
Conjure Avatar
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You touch an unwilling Avatar, or one willing creature of your choice that you can see within range. The spell ends when the target drops to 0 hit points. When the target drops to 0 hit points, the target becomes animated and must make a Wisdom saving throw. On a success, the creature becomes a celestial for the duration. At Higher Levels. When you
Conjure Avatar
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You create a magical portal created by the power of your mind. The portal is made of stone and is composed of a variety of magical properties. It can be created by the use of a spell slot of 2nd level or higher. The portal can be opened or closed by means of an action. The portal is made up of a range of extradimensional portals, each of which is a different size and shape. If the portal is open
Conjure Bear
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You summon a divine beast that obeys all of your commands, and it disappears into silence for the duration. The beast appears in an unoccupied space you choose within range. The beast can be summoned up to 25 feet away from you. Casting this spell on the beast grants access to its statistics, which are as described for the beast. It has an Intelligence of 5, and it gains the ability to speak one language of your choice as a feature ability for 4 hours. You can’t summon the beast if you are on a plane of existence different from the one you’re on. It obeys any command that an individual creature can give it, but it doesn’t obey commands originating from another plane of existence, such as orders from your home plane, calls from your home plane, directions from your kingdom of origin, or a command that originates from another language. Casting this spell on the beast grants it the ability to understand one language of your choice for 1 hour, at a time, before returning to its home plane. Additionally, casting this spell on the beast grants it the ability to comprehend one language of your choice for 1 hour following its meal. Conjuration
Conjure Bear
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You attempt to conjure a beast of your choice that you can see within range. You can specify a simple, animated form, such as a horse or a camel, but nothing more. The beast must be within 30 feet of you and can’t attack you. If you or creatures you designate are within 30 feet of the beast, you issue a verbal command to the beast to move. If you issue no command, the beast doesn’t move. If you issue more than one command, the beast makes its own decision about what command is given to it. You can issue only one command at a time. You can’t issue more than one command at the same time. Each of your turns before the spell ends, the creature you’re targeting w as affected by this spell only w as you cast it. You can’t issue more than one command at a time. If you issue more than one command, the spell doesn’t end. Divination
Conjure Bear
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
After you cast this spell using a spell slot of 6thlevel or higher, you may invoke the beasts spirits to fight against your enemies. You must be within range. Creatures are immune to this spell if they are hostile to you or your companions. The spirits are friendly to you until the spell ends or they use a greater restoration spell slot of their choice that does nothing; if they use a greater restoration spell slot, the spirits are used instead. For the duration, a creature can use a reaction to reduce one of its sores, caused by an attack or a spell of miscalculation to one disease for 1 hour. The spirit w deals 2d8 necrotic damage and wakes up one willing creature of your choice that it can see within 30 feet of you that it can see within 10 feet of you. For the duration, the creature can use an action to regrow or lay hands on it. This creature regains 4d8 + 10 hit points. Roll 5d8; the number rolled is the total of the damage possible with each hit. At Higher Levels. When you roll the same number, you can roll a fourth, where one is equal to the number rolled for the number rolled for the spell. Necromancy
Conjure Bear
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You reach into the mind of a beast you can see within range, and voila! A feast of magnificent flavor pervades the beast’s flesh, granting it a sustained sensory feast. The beast is friendly to you and your companions for the duration. It disappears into the mind of a friendly creature or a hostile nonhostile creature within 10 feet of you. If you cast this spell while friendly to a creature, the spell doesn’t end! This spell could be halved or even waived in response to your desire to fight off a hostile creature. Transmutation
Conjure Bear
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon a beastly figure that calls itself the Dragon. It serves as the bear's laboratory and transportation hub. When you cast the spell, choose a beast that you create or that fits a designated service category, such as warrior or paladin, and then add 1d4 to its challenge rating, which determines whether the beast appears in a hidden compartment or on a piece of ground that you can see. A hidden compartment is one that is difficult terrain for the beast, that requires 2 feet of movement to enter, 2 feet of movement for the creature under the spell’s control, and that produces no sound at all when it moves. It speaks only when it is within 1 mile of you and can’t be targeted by spells or otherwise directed by divination spells. The spell ends if you use up all your spell slots for the beast’s equipment, if you cast this spell with a 30-foot radius on the creature and on an object made out of wood or stone that you can see, if you use magic items made out of leaves or branches to make weapons or strike targets, or if you use magic items made out of bark or clover to create boots or similar boots. Divination
Conjure Bear
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose one beast within range that you can see within range, and that fits within a 5-foot cube within range. You form it into a physical form that lasts until the spell ends. You might be able to fit up to the beast in a 10-foot cube, or you might be able to fit a 10-foot section within a 10-foot section of wood or stone. The beast’s intelligence is Wisdom (Perception) and it gains a new racial trait—the Bear’s Hideous Apparition. The Beast ignores all armor, shields, and lanterns of its kind and can’t be targeted by attacks or wielded by an illusory duplicating of itself. The Beast ignores any spell effects that directly or indirectly affect it (including any that specify a creature type), and it treats creatures as if they w ere intelligent and friendly to it. For the duration, it gains invisibility and can’t be targeted by any spell or other magical effect. Divination
Conjure Bear
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You attempt to crush a beast that you can see within range. The target must succeed on a Strength saving throw or become restrained while you do the crushing. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can crush a creature the same way as a Huge or larger beast (your choice, the creature can be up to six feet tall). The target can move through the air and the ground in a 20-foot radius around it. If the creature is carrying more than one object, you can use an action to attempt to crush both objects and creatures. On a successful save, you crush both creatures and objects. If you crush a Huge or larger creature, you crush everything on its body, including its head and eyes, as well as its fur, hair, and feathery tail. The crushing effect can’t reduce the target to 0 hit points. If the target is a creature, however, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a beast of challenge rating 1 or lower. The beast appears on the ground in a 30-foot cube in a location you choose. It must be within 30 feet of you. Until the spell ends, you can use your action to summon a Large or smaller beast if you are fighting a beast of challenge rating 1 or lower. Conjuration
Conjure Bear
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create an invisible bear, a medium beast with an Intelligence of 6 or less that radiates dread energy for the duration. The bear, named Doryani and trained by nature's masters as your mount, prays to become a celestial. While in the air when you cast this spell, the beast appears to be in air, but it flies when you cast the spell. In combat, it rolls a d4 and has advantage on attack and damage rolls that it makes before it moves. In addition, as an action on your turn, you can move the beast up to 30 feet and make a melee attack with it. It can’t attack you until the spell ends. While it is in the air, whenever you cast this spell, you can expend one of the beast’s powers, including flight, to become invisible. Special Animate Dead 10 Instantaneous You attempt to entomb an undead creature or a creature partially buried within a creature burrow. If the creature w as buried within a surface that is 1 mile deep, it is killed instantly. Otherwise, the creature is buried in place if it is no larger than a 20-foot cube and is no larger than 10 feet off the ground. The spell creates the creature and then sucks the dirt out of it, reshaping it to become a skeleton if you chose. The creature is completely covered in dirt, which makes it impossible to cast spells or harm it. If you cast this spell deep within a creature’s body, the spell produces the illusion of death covered by cover. This cover harms only the creature if it is alive, or a creature that the creature wishes to harm. If the creature is unconscious, it can be killed instantly by biting the creature’s neck. If a creature wishes to harm the creature in this way, they can use the creature’s power to attempt to do so. The creature can make a Wisdom saving throw, and if it succeeds, it is protected from death by the same veil as normal. Abjuration
Conjure Bear
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours
This spell makes it possible for an unwilling beast you touch to secede from its original racial family. Until the spell ends, the beast is descended from its original racial family. By leaving an imprint of some kind on the beast’s foreleg, each of its facial features becomes separate from its natural facial color, body type, and speech, except for those of its facial hair. This change does not affect other descendants of the same racial ancestor, nor does it add any additional racial family members to a beast’s physical family tree. If the creature’s father or grandfather is interred outside the Beast’s homelands, the link is severed from the beast’s fur and severed from its natural facial hair. A beast of opportunity killed by this spell within a year of its birth can shed its tattered coat and go into exile, its natural home demiplane. The spell fails if the target’s fur’s natural coloration is changed. Conjuration
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell allows you to charm one beast you can see within range and banish it into a maw of despair. Choose one creature that you can see within range and line up a verbal response within range. The target’s mental state is unaffected. Until the target takes damage, it has resistance to all damage. On its turn, it can either use another ability score or spend 3rd or 4th level temporary hit points. It can use any of the two options above to end the effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional beast for each slot level above 2nd. Conjuration
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: 1 minute
You summon an abominable beast. You choose a beast type (such as a bear, cat, catapults, or rooster) within range, such as a bear or an igloo, that you can see within range. It appears humanoid, charmed by you until the spell ends, and it has advantage on attack rolls against creatures other than creatures of your choice that aren’t animated or possessing emotions, such as fear, pity, or loathing of the divinity. If the creature is hostile to you, it pursues the creature toward your lair, where it vanishes, shedding its animating charmed condition. The creature vanishes if it moves toward you or if it chooses to linger there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon an abomination, which you name after a god, pantheon, or belief system. The abomination appears in an unoccupied space on the ground or on the ground next to your lair. The creature appears to be animated and might attack you if attacked. If it fails a saving throw, you can use your action to end the animation, which can have consequences similar to what happened with lasso attack. Roll on the creature’s choice of the following two effects at the start of your next turn: • If you have a strong animating animus effect, the creature appears to be animated against your will while it animates, rolling a d12 at the start of each of your turns • If you have a strong animating animus effect, the creature appears to be animating as if it were animating with a sling • If you have a strong animating animus effect, the creature appears to be animating as if it were using a sling. Divination
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour Nonmagical You manifest a beastly figure that hovers around you in an extradimensional space that lasts for the duration. For the duration, the beast doesn’t attack you, but it gains a number of temporary hit points equal to your spellcasting ability modifier. This benefit can’t be dispelled by dispel magic, but by concentrating on another spell or by concentrating on a separate spell, the bonded creature can appear within 30 feet of you and cast spells, manifest spells, and assist you in combat. As a bonus action, you can mentally command the beast if it is within 30 feet of you. While the bonded creature is within Me (or the plane), the bonded creature is treated as though you gave it the option to become a full member of the group, though the DM chooses the creature’s racial or sexual orientation. While the creature is within Me (or the plane), the creature treats all members of its family as if they were outside the plane. In doing so, the creature can’t speak, cast spells, or take any other action that would directly affect the creature. If you give the creature a choice of two actions (and they can’t take any of them), the creature takes neither of them. The creature merely chooses what action it takes, such as moving or attacking, before moving on its turn or attacking you. The creature is limited in actions and abilities, so it can only choose one action it can take when it moves or casts a spell. You can also make the creature carry more than one object or open a safe. When the creature dies, any carried items or safe remain in their bodies. Conjuration
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell makes it possible for a beast or a plant or a faun to survive for the duration. The spell ends if you cast it again until you have cast it or until you make a new casting of it. You can make a new saving throw at the end of each of its turns, or whenever a creature uses its action to move closer to the spell target than normal. Abjuration
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You attempt to infest a beast within range. You choose a point within range and cause the beast to become diseased and blinded until the spell ends. The diseased beast is under the effects of the disease until the spell ends, at which point it regains 1 hit point for the first time on a day or a portion of the total for the first time on a turn or ends its turn if it uses its action to do so. The blinded, diseased, or blinded beast regains no benefit from healing from any means other than healing from another source. Illusion
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You conjure a beast from the bones of another creature, either a Huge or smaller beast or a Medium beast, that you can see within range. The beast disappears when it drops to 0 hit points or when the spell ends. The beast is friendly to you and your companions for the duration, which makes it a difficult target. The creature can attack and damage any creature it can see within 10 feet of it that is within line of sight. The creature can’t be charmed, frightened, or possessed by any of your companions. The creature can also beheaded if it chooses. The creature is limited in the types of creatures it can see. The creature can’t speak, cast spells, or otherwise affect creatures. The creature is limited in the ways it can move. It can’t open or leave any containers it is wearing or carrying and can only open or leave its gear. The creature can’t open or leave shutters or similar openings in its body. The creature can use only one kind of opening in its body, which is a door or a barred passage. Any spell that deals cold damage to the creature causes the creature to freeze to death, until it drops to 0 hit points. This freezing effect also extends to other creatures in its area. When the creature drops to 0 hit points, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, a ray of sunlight can illuminate the creature, and a ray of radiance can illuminate a wall or other part of a wall. The spell ends for a creature that attacks a creature with a ranged weapon attack during its turn. On a successful save, the creature takes 3d8 damage, and the spell ends for that creature. Any effect that creates a barrier that stops a creature from moving from one creature to another automatically stops the creature from moving. Evocation
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You reach into the mind of a beast you can see within range and shape it into a weapon. The beast must make a Wisdom saving throw. It must do so by making a Wisdom saving throw or by falling prone. The beast can be of moderate or greater intelligence or lower. It has resistance to damage and is trained in the use of weapons. Once per long rest, the beast can use its action to make two attacks against a target of your choice within 30 feet of it and make the attack with each of its attack attacks against a target within 30 feet of it. The creature can reply with a bonus action, which must be a reply to another creature’s saving throw. If the reply relies on a different creature’s saving throw than the one provided by this spell, the creature takes the extra action to change its save from that save to make a different one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd. Conjuration
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a celestial or fey creature that disappears when it drops to 0 hit points, becoming a celestial for the duration, or vanishing at the hands of hostile creatures. Casting a spell with a target within range grants you the ability to target any celestial you choose within 5 miles of the target within which you cast the spell, even while the spell is in effect. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can target any celestial you choose within 5 miles of a target you choose that drops to 0 hit points. Divine providence Evocation
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a devil and gain the ability to manipulate it in one of the following ways: • You can cause it to lash out at one creature within 30 feet of you, causing it to be charmed, frightened, or frightened by you for the duration of the spell. • You can cause it to fly with you, raising its speed so that it can reach dangerous distances. • You can cause it to conjure up a devil image worth 10 pounds on the ground in your unoccupied space that can hold as much as 10 pounds of equipment. • You can instantaneously bestialate the devil in its human form, making it resemble a beast of burden or greater size. • You can make a false name for the devil, its color, or gain a nickname from it. • You can command its language, telling it the ways of its people, its rituals, and speaking the language of its god. The devil appears in locations you choose within 30 feet of you where you have seen it before. You can target another creature that you can see within 30 feet of the devil with this spell, causing the creature to fear it. If the creature already knows the language of the devil (such as that of its patron), the creature is frightened, or the devil makes a song out of horns or a lullaby. This spell only works on the creature if it’s a creature, not on any creature that you can see within 30 feet of the devil, and the creature can be charmed, frightened, or spoken to only by you. It doesn’t work with constructs or undead. If you cast this spell with an alchemical component, the devil takes 3d6 psychic damage, and you can have the spell end early on if it appears within 30 feet of you. If you cast this spell with an alchemical component, the devil takes 3d6 psychic damage, and you can have the spell end early on if it harms anyone. Illusion
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon an evil bear from the deepest pit of a pit den in the Shivering Crater beneath the city of Mournful. Choose a humanoid of challenge rating 4 or lower in the following statistics class: Evil, Corrupt, or Horrified. The beast disappears when it drops to 0 hit points or when you cast this spell again. You can summon this beast only in its true form, as an undead beast or as a construct. It disappears when it drops to 0 hit points or when you cast this spell again, as it reverts to its normal form. If you cast this spell again, it reverts to its normal form again, which requires a successful Intelligence (Investigation) check against your spell save DC to discern the presence of this beast in its true form. If you choose a creature, you summon it as a seamless and instantaneous interaction between you and it, as described in the bardic language. It disappears when you dismiss it as an action, taking 3d10 necrotic damage if you are hostile to it and 2d10 fire damage if you are immune to it. It reappears 1 hour after you summoned it, after which time it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The noise isn’t enough to draw creatures’s attention. As an action, you can move the beast up to 30 feet in any direction but cause it to make a Wisdom saving throw. When it does so, it escapes and waits for you to arrive. When you do, the beast sheds bright light in a 30 foot radius and dim light for an additional 30 feet. Transmutation
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You attempt to conjure a beast of challenge rating 5 or lower. The beast must be within 30 feet of you. It must be able to speak, use speech, and otherwise move as normal beasts. The beast speaks the languages of other creatures. It is immune to poison and psychic damage. The beast can’t cast spells, and it is immune to all damage reduction. The beast ignores any and all other magic effects that would limit its movement. The beast acts as though it were under the effects of a specific magic. When the spell ends, the beast returns to its home plane of existence. The spell ends when the beast returns to its home plane. Divination
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You conjure a beast of opportunity that will bite and wither and waste its remaining life points. You choose a point within range and that is part of a Large or smaller beast. The beast can bite other creatures, or it can bite an unwilling creature. The beast spends its life points when it drops to 0 hit points, when it damages a creature that it l’ds hostile of you, when it wounds you, or when it makes a melee attack with a weapon attack roll that uses the attack. It uses its statistics for the number of hit points it has, but it has no natural armor class, and it has a Strength of 3 or lower. As a bonus action on your turn, you can move the beast up to 30 feet per 1 mile on your turn. While moving the beast, you can’t use movement to move it. Conjuration
Conjure Bear
Casting Time: 1 action
Range: 30
Duration: Conjuration
Conjure Bear
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 6 hours
You invoke the spirits of beasts to deliver a powerful attack. You choose a creature within range against a creature in the same size or larger than you. The target must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the spell’s duration, or until you use your action to raise the frightened creature above 50 hit points. The creature can be up to 100 feet away from you in a straight line. Until the spell ends, you can mentally command the beasts in the area against you, telling them where to find the beast and what kind of creature to attack. You can also command the beasts to perform special rituals, such as removing curses and raising dead creatures, as part of the attack. At any time for the duration, the beasts can use their reactions to adjust to your location. Until the spell ends, you can command the beasts to perform certain tasks, such as going to the nearest safe haven, heading towards a safe haven, or guarding a place known to be guarded by the beast. You control how the beasts act, however they behave, and whether they understand you and what you might say. When you command the beasts to do something, they make a Wisdom saving throw. Choose up to six creatures of your choice that you can see within 30 feet of you, either standing or sitting on a flat surface. You must use a true rear that is 20 feet on each side and no more than 30 feet tall. Creatures that are hunkered under trees or trees on the ground must adopt a tree’s bark so that it is horizontal to the ground. You must also use 20 feet of movement to command any beast you command, even when it is hunkered under an overgrown tree. Transmutation
Conjure Bear
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth a beastly creature that seems to know the fight. It knows the fighting style and fighting style of
Conjure Bear
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure a beast of challenge rating 5 or lower that weighs up to fifteen pounds. The beast appears in an unoccupied space that you can see within range. It is friendly to you and your group. It calls forth any beast it wishes, but not before telling you what it is doing. The beast obeys any verbal commands it pleases, and it acts on them as though they were your friends. The beast speaks, and you can’t speak it unless otherwise directed. The beast defends itself from hostile creatures, and it takes reasonable damage from creatures that try to challenge it. The DM has the creature’s statistics. The beast speaks, and it takes reasonable damage from creatures that try to challenge it. The creature knows it can’t speak the spoken word, and it must word the spoken word either in writing (a sheet of paper with a letter as the opening letter) or using a voice actor’s voice. The DM has the creature’s statistics. When the creature speaks, it speaks only if the target is speaking. The creature can make a Wisdom saving throw, and if it succeeds, the spell ends. Conjuration
Conjure Bear
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a celestial of challenge rating 6 or lower and offer it a challenge. Choose three creatures you can see within range. Both Medium and Small animals are invited to join the challenge. Each target chooses one of the summoning options above. You may call the celestial into existence to deal extra damage to a target or to deal extra damage to an object that is no larger than a 10-foot cube. Alternatively, you can issue a challenge to one humanoid or one beast, which must be within 30 feet of the celestial, and the challenge becomes a challenge with a successful one wasting its action. The celestial disappears when it costs 10 minutes to a full duration. When the celestial appears, it vanishes. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. You choose whether any of the following effects apply to the celestial: • You instantaneously cause a Large or smaller creature to become charmed or frightened. • You instantaneously cause a Huge or smaller creature to become hostile toward you. • You instantaneously cause a Huge or smaller creature to become docile toward you. • You instantaneously cause a Huge or smaller creature to become docile toward you and animate objects within reach. • You cause shapes and colors to appear on an object you choose as a challenge rating 5 or lower • You cause shapes and colors to appear on an object you choose as a challenge rating 5 or lower • You cause shapes and colors to appear on an object you choose
Conjure Bear
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon an incorporeal beast, a Huge tree with a bark growing from the ground at the base of the tree until
Conjure Bear
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Concentration, up to 1 hour You summon a beast from the chaos of the Abyss to fight in combat against up to six creatures of your choice within range. Appearing in an unoccupied space within range, the beast appears in unoccupied spaces that can be drawn over terrain that is soggy or muddy. The beast can move when it has a full body count and is within 60 feet of you. While summoned by this spell, the beast can attack, and it gains advantage on attack rolls against two creatures of your choice within 60 feet of you. Both creatures must succeed on a Constitution saving throw or be summoned. If they fail the save, the beast instead appears in an unoccupied space on the ground within 5 feet of you. The beast disappears when it drops to 0 hit points or when the spell ends. You could summon an additional creature of your choice: a celestial, a fiend, or a fiend of challenge rating 5 or lower. You decide which creature you summon. You can make a telepathic link exist between the beast and you, granting it the benefits of wish memories, phantasmal senses, or something in between. Creatures and magical structures created by this spell have a telepathic link with it as long as the connection lasts. Abjuration
Conjure Bear
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
The next time you make an attack roll during the spell’s duration, you can roll a d8 and add the number rolled to the attack roll. It can’t be more than once, and the extra roll brings the number to 10, or 1d10, for each roll made. In addition, if you have no spell slots, you can use an extra action to use a spell slot of 2nd or 3rd level. Necromancy
Conjure Bear
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a beast from the fog to become a bear for the duration. You choose a point you can see within range. The beast appears in the center of a circle with a 10-foot radius and can’t move beyond that circle by less than 10 feet. The beast’s food and drink are within the circle, but it can’t attack. The beast’s speed is 30 feet, and it can’t attack you with attacks. When the beast appears, it stands up straight and has 10 feet of reach. It can move with its legs and can reach its full height if its Strength is at least 10. The beast doesn’t benefit from taking any actions that would allow it to move its body, so it can’t take actions during its action that could have been used to move something else. While the beast has bile on it’s body, it is incapacitated. When the beast returns to life with a new body part, it falls to the ground and can’t jump. The spell ends for that creature if it casts it again. Evocation
Conjure Bear
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a beastly form of challenge rating between 6 and 7th level, possessing a physique similar to that of a wyvern, raven, fey, or fiend (your choice). The beast carries a Medium or smaller object weighing up to 2 pounds (your choice). If the object is larger than the creature’s maximum height, it must be carried by the creature only. Each object carried by the creature requires at least 1 minute to be dispelled. Once dispelled, the creature can use its action to use its action to outwit the fiend by making attacks and spending 5 feet of movement. The creature can spend up to half its movement to use its action to move in a random direction. It can use its action to make a check contested by the creature, which makes the check with advantage. The creature makes a Wisdom (Perception) check against your spell save DC. On a success, the creature frees itself and makes another Wisdom (Perception) check against your spell save DC. If the check succeeds, the creature has advantage on both checks. The creature is under the spell if you use its action on each of its turns while the spell is in effect. The creature can
Conjure Bear
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a celestial of challenge rating 6 or lower, or a celestial of challenge rating 1 or lower, for the DM to accompany you on your adventures. At the DM determines the likelihood of two celestials appearing in a location, or the likelihood of one creature of challenge rating 6 or lower appearing in a location with a higher likelihood rating. If you summon a celestial with a challenge rating of 4 or lower than the listed creature’s level, you instead summon an elemental with a challenge rating of 5 or lower. This spell dispels casting reports and automaticallyotsoes creatures with a 4 or lower level DEX or lower in alchemical composition. You decide the likelihood of a creature of challenge rating 6 or lower appearing in an alchemical composition using druidic process or another similar alchemical process. Conjuration
Conjure Bear
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You turn beasts and other creatures into beasts of burden for them. They spend the action to wreathe and sometimes completely transform beasts into servants of the devil, making them servants of the devil. These servants come from across lineages and deities, and whenever a beast has a hit point maximum or a hit point maximum and a hit point maximum remaining when it becomes a beast, it must first make a DC 20 Constitution saving throw. On a failed save, it becomes a beast with a +2 bonus to the hit point maximum and with a +1 bonus to all its speed and natural abilities. A creature of beast’s hit point maximum can’t be trained to become a beast until its hit point maximum is restored. A creature that starts its turn with disadvantage on its turn and ends its turn without advantage on its turn or if it can’t help it, it must first make a Wisdom saving throw. On a successful save, it can switch places with another beast, at which point the bonded beast returns to its normal form, if it so chooses. Once bonded, the beast can attack and attack off-path, and it gains a number of temporary hit points equal to your spellcasting ability modifier + your proficiency bonus (if any) modifier. These temporary hit points can’t be replaced by temporary hitpoints. When you cast this spell and at the end of each turn you spend casting it, you can have one additional temporary hit point created by the spell created by the new spell created a new temporary form for it. The new form can be any beast or fey type, as you choose. A creature that w ho pursues its interests must first consider the interests of both the DM and the chosen beast in its decision. A creature might choose to become a beast or fey, or to become a fey—simultaneous with the spell, a fey servant becomes a fey servant who attains the almighty strength necessary to stand on its own feet. While a fey servant is at its true strength, it is immune to all damage and can’t take reactions (including normal attacks) while feyed or in combat. It remains bonded to its bonded servant and can’t attack or take any actions in combat. If the fey servant is damaged while fighting a creature hostile to it, the creature is unaffected as long as it remains within its bonded condition, but it can’t attack or take any actions in combat. As a bonus action on each of its turns, the fey servant can unleash a minor illusion, a terse incantation, or a long-lasting sigils of life spell on the creature it bonded to, creating a new one within a 30-foot cube within range. The fey servant can hold up to ten pounds; if more weight is created, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 day and the spell can have additional effects. Divination
Conjure Bear in air
Casting Time: 1 action
Range: 90
Duration: 8 Hours
You summon a celestial of challenge rating 6 or lower, or a celestial of challenge rating 1 or lower, for the DM to accompany you on your adventures. At the DM determines the likelihood of two celestials appearing in a location, or the likelihood of one creature of challenge rating 6 or lower appearing in a location with a lower likelihood rating. If you summon a celestial with a challenge rating of 4 or lower than the listed creature’s level, you instead summon an elemental with a challenge rating of 5 or lower. This spell dispels casting reports and automaticallyotsoes creatures w with a 4 or lower level DEX or lower in alchemical composition. You decide the likelihood of a creature of challenge rating 6 or lower appearing in an alchemical composition using druidic process or another similar alchemical process. Conjuration
Conjure Bear
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell brings together the might of your nature, your magic, and the best of your ability to carry you across the frozen wastes of Draenor to the great hall of Mournhold. Your body is made of ice and your spirit is a natural beast capable of interplanar transportation. You can use your movement to enter any sort of open spaces or openings created by the ice or to enter a closed environment (such as a combat or a dungeon) by pushing the lever that opens the door behind you. While within 1 mile of Mournhold, you can move up, down, and between buildings in a 6-foot cube and any other open space as you move up and between two dedicated chambers. You can shut off a portion of the body, creating a portal to a different area within the wall. You can open a door in one chamber that is 1 foot in either direction, or two doors that are 1 foot in either direction. You have huge reach and can fit ten people inside one plane. You can use your movement to enter and occupy any of the two chambers. If you fail, you are transported to a different part of Mournhold. If you succeed, you are transported to a different chamber within 6 miles of Mournhold. If you fail, you are transported to a different chamber within 6 miles of Mourncrest. You can use your action to examine a doorway created by a doorway spell, and you find that it contains the same artifact as the room you created. You can open or close the door, causing a blast of ice and thunder to leap from it. The blast instantly damages any creature within 10 feet of it. You can open or close the door as a bonus action on each of your turns, ending the effect on itself on a success. The ice melts instantly if it strikes a creature or if a creature other than you steps inside. Conjuration
Conjure Bear
Casting Time: 1 action
Range: Touch
Duration: 1 hour
For the duration, you bond
Conjure Beast
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You summon an incorporeal beast from the mists of time to fight for you or a friend. You choose beast or lesser fiend, or a creature of challenge rating 2 or lower, and the beast disappears when it drops to 0 hit points or when the spell ends. It disappears temporarily if it is no longer within 30 feet of you or if you cast this spell again. You can use a bonus action to try to halt the summoning. You can use a bonus action to dismiss it, using any action you have used so far. If you do so, the beast disappears, returning to the mists of time as a bonus action on each of your turns. It remains there until the casting ends, at which point the beast returns to its home plane. The beast has an Intelligence of 3 and an Intelligence score of 6; if it is a celestial, it has an Intelligence of 5, and the spell ends for it. Divination
Conjure Beast
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You touch one creature that is familiar to you. The target must make a Wisdom saving throw. On a success, it becomes familiar with you. The spell ends if the target has a guardian angel or a guardian serpent. Conjuration
Conjure Beast
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure up a beast in a 20 feet radius. The beast must be within 30 feet of you, and you choose the creature’s race. The beast can’t be under the effects of any of the above spells. It must also have the appropriate equipment, such as a head of hair or a beard, but it must have been subjected to the same physical or mental conditions as you. The beast’s Intelligence increases by 1d6 for each slot level above 1st. Conjuration
Conjure Beast
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a beast that you can see within range. Choose one of the following effects. The beast’s hit point maximum and hit point maximum become 1d4 + your spellcasting ability modifier. • Choose a beast’s hit point maximum. The beast’s hit point maximum is increased by 1d4 until it drops to 0 hit points or until you use an action to reduce its hit points by 1. • You create a shadowy beast with a 20
Conjure Beast
Casting Time: 1 action
Range: 1 Mile
Duration: Divine Protection
You summon a beast from the depths of
Conjure Beast
Casting Time: 1 action
Range: 1 Mile
Duration: Divine providence summons a celestial, a fey, or a
fiend from among you to deliver a swift and measured blow. Choose one of the following options for what appears: a flammable object weighing up to 5 pounds, one plant of 5 pounds, or four trees of 4 pounds. A creature that uses its action to make an ability check or a saving throw determines whether the effect is real. If so, it adds its own special effects to the check, saving throw, and casting of a spell. A creature that uses its action to make an ability check or a spell check determines whether the effect is wish. If so, it uses that spell slot to cast a spell that causes the flammable object or plant to shatter if it impacts or passes through it. A vaporous object weighing up to 25 pounds, such as a bottle or bottle cap, makes a successful ability check or a spell cast against a spell check DC 20 determined its effect. A liquid or vapor that isn’t harmful to it spills out of thin air in a 20-foot cube centered on the flammable object or plant when it hits something or someone with a weapon. Conjuration
Conjure Beast
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You attempt to summon an evil beast from the chaos of the Abyss to fight against your foes. It takes 2d4 psychic damage and needs no casting to become a beast. You choose the beast’s racial trait, which determines its type: celestials, elementals, fey, fiends, or undead. The beast has the following capabilities: • Attacks with a lance or daggers instead of short swords and short daggers. • Special attacks with battleaxe or club. • Special attacks caused by attacks made with a weapon. The beast’s statistics are lacking. Its movement is erratic, and its movement is chaotic. The beast can’t benefit from any special senses other than sleep or blindsight. The chaotic nature of its surroundings makes it prone to attack. While prone, the beast has disadvantage on attack rolls against creatures within 30 feet of it. It also suffers from severe fatigue, which can lead to it being out of action for days. It must rest on its hands before using this spell. To dismiss it as summoned, use this spell instead. If the beast fails its save and is surrounded on all but empty space, it falls prone and uses its action to try to slam the doors of its cage shut. Conjuration
Conjure beast
Casting Time: 1 action
Range: 30
Duration: 1 minute
You summon a
Conjure Beast
Casting Time: 1 action
Range: 30
Duration: 60
Concentration, up to 1 hour You place a humanoid or an elemental within range. The spell lasts for the duration. The target is a beast of challenge rating 5 or lower. That creature must make a Wisdom saving throw. On a failed save, it is restrained, restrained by the beast, and unable to move or attack. At the start of each of its turns, the beast can use an action to make a Strength saving throw. On a successful save, the creature is restrained. At the end of each of its turns, it regains hit points equal to the sustained strain it sustained while restrained by the beast. The restrained target can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the spell ends, and the beast is no longer restrained. Otherwise, the restrained target can use an action to make an Intelligence saving throw. The creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. The spell ends if you cast it again. Conjuration
Conjure Beast
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You choose a beast or a plant, or two of the same type, as the target for the spell. The target can’t attack, but can cause an attack roll of 5 or higher to be equal to or less than the attack roll of the target. The target must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. On a failure, the spell ends. A creature that succeeds on a saving throw is now charmed and frightened. This spell ends for the target if it ends any of its turns with a failed save or if it takes a nonlethal damage. Transmutation
Conjure Beast
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You establish a particular sort of beast within range. The beast is a creature that can be bonded to a surface or an object, such as a bridge, for up to 1 minute. Alternatively, the bonded creature can be conjured up for an additional 10 minutes for each slot level above bard level 7th. While conjured up by this spell, the creature is oblivious to its surroundings and can’t be frightened. The creature is limited in the actions it can perform by the nature of its type prior to entering the creature’s space. While the bonded creature can’t target other creatures with it, it can target any willing creature it can target with an ability action that targets that creature. The target chooses which creature it targets, and it makes the attack roll with that target as an action. On each of its turns, the target can use another action to make a melee attack with that creature, and if it takes a hit, it can repeat the attack using three times its proficiency bonus. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Conjure Beast
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon an elemental beast that assumes the form of a human and appears in the Monster space on the ground. The beast appears in any unoccupied space that you can see on the ground within range and can enter the creature’s space on the ground immediately before the spell ends. The beast appears in one of the following ways when you cast this spell or as an action on any time you have cast it: • You can summon an elemental beast of challenge rating 2 or lower • You can teleport an elemental beast of challenge rating 2 or lower • You can ram an elemental beast of challenge rating 2 or lower • You can cast divination spells that affect an elemental beast that is within 5 feet of it or that can’t be charmed, frightened, or possessed by the beast. The beast can be charmed, frightened, or possessed by a deity or a legendary creature, as the case might be. When you cast this spell, you must make a Wisdom saving throw. When you cast this spell, you can dismiss the spell as an action, giving it a clean break, and then rolling a d 15, then repeating the process for each target. While this spell is in effect, you can attack one target with one of the following attacks: • One weapon attack of your choice that deals 4d8 slashing damage. • One melee attack that deals 4d8 slashing damage. • One spell attack that deals 4d8 slashing damage. • One use
Conjure Beast
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon an invisible beast that takes the form of a beast and becomes visible for the duration. The beast appears in any unoccupied space on the ground within range and remains visible for the duration. You choose animate or replace the beast for it to appear human, humanoid, or beastly. The beast appears within 30 feet of you and remains visible for the duration. You can shape the beast’s appearance, manner, or kind, as you prefer. The beast has the statistics of the chosen beast, unless you choose an enlarged form or a creature that has been enlarged. Each beast has AC 10 and 30 hit points. If any of the creature’s hit points are to drop to 0 before the spell ends, the beast is pulled up to the top of the mast and hoisted into the air, effectively crushing it to the ground. The beast has resistance to nonmagical damage, and it has resistance to cold damage. It has resistance to fire damage, as well as to normal damage. The beast is friendly to you and your companions for the duration. A restrained beast, if any, takes 10d6 psychic damage. At the end of each of its turns, the beast can use its action to make a Wisdom saving throw against the spell. A Wisdom saving throw fails. If the creature has trouble remembering to speak its name, the beast speaks only when it is frightened. Divination
Conjure Beast
Casting Time: 1 action
Range: 30
Duration: Instantaneous
The target of this spell appears in a location that you can see within range and then disappears. The spell only lasts for the duration. At any time, the target can repeat the attack roll it made before the spell ends. It has no Wisdom score. The spell is permanent. It remains in that location for the duration. If a creature moves into or moves from that spot, the spell ends. If a creature moves into the interior of a chamber or other area of a structure, the spell ends for that area. The spell lasts for the duration. At any time, the target can dismiss this spell and return to its home plane. This spell has no effect on undead or constructs. At any time, the target can dismiss this spell and revert to its home plane. Conjuration
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You summon a fey beast from the depths of the Ninepire pit, an odd beast that can be found in the Great Grove, on the Ethereal Plane. Appearing in an unoccupied space of your choice that you can see within range, the fey beast appears in an area of water that you can see. It disappears when it drops to 0 hit points, and it returns when it has expended its expended hit point maximum. The fey beast appears when you cast this spell, which has no effect while it is within 1 mile of you. Thus, you can call the fey beast your mount, but it lacks a mount and is proficient with no mount. The beast doesn't take actions or move. In combat, it rolls a d6 and d8, which are its ability scores. While the fey beast has a proficient bite attack and attack bonus, its bite doesn’t deal damage, and it doesn’t provoke opportunity attacks. While the fey beast has a bonus action, it can take one, or use its action to take one, or use one of its actions, but no more than once. As an action, the fey beast can move up to its speed so that it can move up to 30 feet, and until the end of its next turn, it hurls a spear made frominy darts at a creature it can see within 60 feet of it. It can’t attack or cast spells. Regardless of the fey beast’s attacks and spells, it rolls a d4 and becomes proficient with all its attacks. Transmutation
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
The next time you target a creature with an attack during the duration of a casting of a spell, you can target the creature with another casting of the spell at a later time using a spell slot of 2nd level or lower. While the creature is within 1 mile of the spell’s target, it can make a casting of the spell, and if the creature makes the casting, it is unaffected by 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. Enchantment
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A beast of challenge rating 10 or lower appears in an unoccupied space of your choice within range, and must succeed on a Wisdom saving throw or become frightened for the spell’s duration. The beast has advantage on saving throws against this spell for the duration. If the beast has more than one willing creature, it can make two Wisdom saving throws per turn, and it makes these each time. When the spell ends, the beast becomes frightened. Conjuration
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose a beast within range that you can see under your control. The beast disappears at the start of your next turn, and the spell ends on your class list. The beast takes 1d8 necrotic damage on a hit and has disadvantage on attack rolls and ability checks (your choice which roll for the beast). When the beast finishes a long rest, it exhales a blast of maelstrom that crashes down on its immediate vicinity. Each creature within 10 feet of the crash takes 1d6 piercing damage. The blast travels 50 feet per round for 1 hour, after which it dissipates. The creature must use its movement to move when it takes the damage, and it can’t move after the spell ends. The spell ends on a successful check to break free. The spell can also be ended by force or by the DM’s agreement. If the spell ends before then, the creature is freed from the spell. 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 Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose a beast you can see within range and lay waste to a lich (shocking considering how common lich formulae are) or a lich-wyrm (really scary, actually). The beast must be within 30 feet of you when you cast this spell, and it doesn’t change its size, type, or level (you can‘t change its level by making the spell yourself). When the beast appears, it appears in a natural demiplane (the beast can be up to 100 feet tall, up to 60 feet high, and 15 feet thick) that makes up its space. Until the spell ends, you can use a bonus action to cause the beast to appear where you want it to appear, moving along the plane of existence you’re on. When you use this spell to cause a lich to appear, your spell fails, and the creature becomes a lich for the duration of that spell. While a lich appears, it gains no benefit from saving throws against spells, magical effects, or other terrors. It gains only abilities and spell slots that it might have had if it had those slots, though it has no abilities or spell slots with which it might have possessed a legendary ability (such as the might of an Overlord). When you cast this spell, you choose the first creature to appear as a lich. If there are no creatures on the plane at the time of the spell’s casting, any creature that appeared as a lich turns into a lich for the duration. If you cast this spell without first preparing a lich for its lair, the creature is buried within the creature’s sphere, and any spells it might have cast are wasted. Abjuration
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose one beast or plant you can see within range to join your party for the duration. You choose the beast’s sex at the time the spell is cast. The beast appears in unoccupied spaces that it can see within 30 feet of a creature it can see within 30 feet of it. The beast appears as a humanoid with horns and a snout while within 30 feet of it, and it moves as a zombie (the snout grants it flying capabilities and can attack through the snout). As an action, you can also summon a Large or larger beast, but it has twice the
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up an animal of a creature type within range and choose one of the following types of creatures that you can see. If you choose the appropriate creatures, you can use your action to choose an additional beast that can see and is under the same attack penalty as the target. You can also choose from any of the following types of magical creatures’s types, provided that you don’t choose a target of the same type or another type of creatures, if the target is a creature, or one of the following types of animate objects’s type, depending on the target’s size, that are summoned to your space: mummies, fiends, or undead. On each of these, you can examine the creature and determine whether it weighs, how long it has been wearing gear, and whether its growth can be suppressed. When the spell ends, you can dismiss the spell with an attack action. Necromancy
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a beast in the form of a humanoid, willing or ill. The beast must have an Intelligence of 2 or fewer. The beast is a nonmagical beast created by the spell. It has AC 10 and AC 15 hit points. It can move, make weapons, throw items, and speak and read the Etymologies. The beast is completely harmless to you. The beast can speak any languages. The beast can also be charmed, restrained, or even killed. It can also make verbal or written attacks. The beast can also use its reaction to speak any of its language. You can also use your action to dismiss the beast as an action. Conjuration
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a beast with the shape-shifting ability. The beast appears as a humanoid with the same color scheme as the one it appears in. The creature must be within 30 feet of you when you create it. The beast can attack and defend against creatures of your choice that aren't your alignment. The creature must also be within 50 feet of you when you create the beast
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You choose a beast of beast or lesser size you can see within range and assume the hit points of its hit points. For the duration, your beast gains a bonus to all attack rolls, normal weapons attack rolls, ability checks, saving throws, and class skills of your choice. Additionally, your beast gains, or sometimes attains, +2 proficiencies, +1 attunement, and +1 trist, both of which require an Intelligence saving throw. Your beast’s hit point maximum is reduced to 0 hit points. The reduction to hit points is permanent. When a reduced hit point maximum is reached, the teleportation spell expels your beast within a different area of the Ethereal Plane, triggering its teleportation ability. To determine which area of the Ethereal Plane exists, choose an area of the plane that you know is not visible to you (your own home plane, your home continent, or the plane of Azeroth is not known). As an action, you can move your beast up to 60 feet to a space within 5 feet of a specific teleportation glyph, energy symbol or glyph created by the glyph. When you cast this spell, its teleportation capacity is reduced by the reduction to 0. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the reduction to effect size increases to 10 levels instead of the current 5 levels. Transmutation
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You summon a beast of your choice within range. The beast must be within 100 feet of a point of your choice within the spell’s range. The beast must be within 100 feet of a point of your choice within the spell’s range. If the target is a Large or smaller creature, the beast remains within 100 feet of the target, and it can’t be targeted by any of the other types of creatures targeted by this spell. The target must be within 100 feet of the target when the spell begins. The target remains within 100 feet of the target for the duration of the spell. If the target is a Huge or smaller creature, the beast remains within 100 feet of the target for the duration of the spell. The target remains within 100 feet of the target for the duration of the spell. Divination
Conjure Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
You create a beast of burden and fling it at humanoid or beast within range, creating a 5-foot cube of magical energy centered on the beast. Until the spell ends, you can shape the beast so that it can carry and carry two Medium or smaller individuals—no more than once each—equipping it with ranged weapon and armor attacks. The beast can attack any time you make a single melee attack, but it can’t take the Dash action, and if it doesn't immediately see another creature, it doesn’t automatically leap into the air to deliver a crushing blow to that creature. The beast can move at your command, but it takes no movement during its movement. The creature can’t cross the floor or into openings other than doors, and it can’t enter a sealed room open to the general public. Divination
Conjure Beast
Casting Time: 1 action
Range: 90
Duration: 120
Instantaneous You create a beast that obeys your commands, attacking and otherwise attacking creatures of your choice within range. Choose a creature of the first type you choose. The beast can be a beast of any color, a beast of any size, a beast of any size, or a beast of any size. The beast can be any size. At the start of each of its turns, when you cast this spell, it can make a Strength check. On a success, the beast has advantage on the attack roll and on its Strength checks. If it doesn't have a Strength score, it can use an extra action to make another attack. The beast can also use its action to make an attack. Both attacks deal an extra 1d6 damage. The target takes 6d6 psychic damage from the first attack and is immune to the second. 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 8th. Evocation
Conjure Beast
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You conjure up a creature of your choice that you can see within range. The creature must be within 10 feet of you when you cast the spell. The creature must be within 1,000 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 day. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 day. Evocation
Conjure Beast
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a beast of Medium size or smaller within range. The beast grows to be at least Medium and must be within 30 feet of you. While in the beast's space, it can make two Wisdom (Perception) checks and has the statistics of the beast. The beast gains the truesight, which is an ability score of 10, but not the ability to see or hear. The beast doesn’t use its action to see or hear any other creature. If you cast this spell on the same creature or two others, the creature and the beast can each see one other through the wall. Divination
Conjure Beast
Casting Time: 1 action
Range: Self
Duration: 1 hour
You create a beast of your choice within range. The beast must be of the same size as the target and must be able to move. The beast is restrained, and it must make a Dexterity saving throw at the end of each of its turns. At the end of each of its turns, the beast can make a Strength saving throw. On a failed save, the beast takes 2d6 bludgeoning damage and is restrained until the start of your next turn. Evocation
Conjure Beast
Casting Time: 1 action
Range: Self
Duration: 1 minute
This spell creates a beast of opportunity for creatures of your choice within range. Each creature within range must make a Wisdom saving throw. A creature takes 1d6 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 increases by 1d6 for each slot level above 3rd. Conjuration
Conjure Beast
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You summon a spectral beast that acts as a distraction for up to ten creatures of your choice within range. Appearing in unoccupied spaces that are where you cast this spell, the beast appears in any unoccupied space that you can see within range, originating from anywhere within 120 feet of the target creature. The beast’s space is difficult terrain. Until the beast disappears, it can’t attack or take any actions. The beast can’t attack or take any actions while it is within 120 feet of you. When the beast appears, each creature within 5 feet of it must succeed on a DC 20 Intelligence check or be charmed by the beast for 1 minute. The check is successful if the creature’s Intelligence is 4 or higher. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes. Divination
Conjure Beast
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create or tear out a beast of your choice within
Conjure Beast
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You entangle a beast within range, and it appears in the nearest unoccupied space of your choice that you can see within range. The beast can’t be larger than Medium, and you choose which of its two eyes you have. 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
Conjure Beast
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You summon an invisible beast, that you can see within range. You choose a creature within range or an area of your choice within range. You can use your action to move the beast up to 30 feet. The beast can’t pass through any barriers or barriers, but it can’t be attacked and it can‘t be paralyzed using any nonmagical means. The beast’s movement is a line and it can‘t be blocked or pushed. The target can‘t be charmed, frightened, or attacked, and it can‘t be charmed, frightened, or attacked by any other type of creature. You can‘t attack or cast a spell that targets a creature with an attack action, and you can‘t use a reaction to attempt to attack the target. If the target is charmed, frightened, or attacked by an unarmored creature, it is charmed and has disadvantage on attack rolls against a target that can‘t be charmed. While the target is charmed, the target can‘t be frightened or attacked. The target can‘t be incapacitated, and its hit point maximum is reduced by its normal maximum. If the target is restrained, the target can‘t move or speak for 1 minute. If the target is restrained by a spell or other compulsion, the target can‘t cast a spell and it is considered to have been charmed. Evocation
Conjure Beast
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing beast. The beast appears for the spell’s duration, and any creatures that have seen the target for the first time since it w as trained or trained have advantage on the saving throw. The target can’t be charmed, but it is bound by a strict religious code of silence and forbidden to harm it or to return to it. It obeys the following rites and acts according to its nature (if any) while under the spell’s effect; otherwise, you must decide at the DM’s discretion. The spell ends for you and your companions when you dismiss it as an action. On your subsequent turns, you can use your action to dismiss it again as an action. Divination
Conjure Beast
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing beast and ask it a few questions. Some of the questions can be helpful in answering other's questions. The Beast makes an ability check using Wisdom, and you know whether it succeeds or fails. If it fails, you can make a Wisdom saving throw, and you know the creature’s nature and the creatures that it is bonded to until the spell ends. If it succeeds, the creature becomes an animal familiar to you. You have the DM asked whether the creature can speak, what it thinks and does, and how it uses its reaction when acting. If the creature can do so, the spell ends. Otherwise, it w as instructed. While you are studying the Beast, you can shape and animate the creature to serve you. The creature takes on a form you choose, such as a Large, Medium, Small, or Large (you can only make such an animal’s size and weight). It moves along the ground as you choose, using its feet to move across the ground, and so it moves at your direction. While you are forming the creature’s form, you can use your movement to move it over obstacles, create traps, and even dig out hidden passages. To learn more, read the creature’s game rules. Once you have finished casting this spell, you can re-transmit the creature to another creature. Casting this spell on the same creature again destroys the creature's memories of the original creature and causes the creature’s size to re
Conjure Bird
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell brings the spirits of the dead to your attention. Choose any number of creatures that you can see within range and that can hear and understand you. For the duration, these creatures have resistance to one damage type of your choice: acid, cold, fire, lightning, or 1d8 fire damage. Each creature that can’t be affected by one of those types can’t be affected by this spell. As an action, you can mentally command any of the creatures you commanded to serve you while you are talking or reading from a scroll, an illusory globe centered on a particular point on the ground within 10 feet of you, or a similar surface on the ground that is 1 mile across. Each of these creatures must succeed on a Wisdom saving throw or be dismissed as a result; if they fail, they instead become an illusion until the spell ends. Whenever you cast this spell, you can command sufficient creatures to challenge your command, and you can specify commands or command actions that appear within an order of magnitude smaller than those being spoken and considered by the creature itself. Order. You can specify an order of magnitude more powerful than that of an undead, such as ordering a dozen guards to protect a single vassal and employing an unusually simple archenemy tactic, such as issuing warning commands at the start of each of your turns to every creature within 60 feet of the vassal. Apparition. You can specify an illusion that makes its way to a creature’s location at the DM’s discretion. If the illusion occurs randomly, it vanishes randomly. If the illusion occurs over a period of time that is 1 hour or less, this spell can resolve normally. If the illusion occurs in a location that is more than 50 feet on a side, the illusion creates a false ceiling, creating a ceiling effect that prevents creatures from accessing their ceilings using the rope. The false ceiling creates two barriers at a time that are 20 feet thick between you and the wall that forms the illusion. Creatures that can’t be affected by this
Conjure Blade
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You forge a blade of dark energy capable of shattering the flesh of one creature within 30 feet of it and leaving it blinded. Make a melee spell attack against the creature in the area, and the attack deals an extra 1d8 necrotic damage on a hit. On a hit, the creature is restrained. Until the spell ends, a restrained creature can use an action to attack the creature with a weapon, and the creature takes 3d6 necrotic 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. Necromancy
Conjure Blade
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A shimmering blade appears in a space of 10 feet across. The blade is made from a thin sheet of stone, and it must be at least 2 inches thick. Any creature who ends its turn in the space must make a Strength saving throw. On a failed save, the creature takes 1d4 piercing damage. On a successful save, the creature takes half as much damage. Any creature that ends its turn in the space must make a Strength or Dexterity check. On a failed check, the creature takes half as much damage and is stunned for 1 minute. On a successful save, the creature takes half as much damage and is no longer stunned. The spell’s effect ends if the creature’s hit point maximum drops to 0. The spell ends if you or another creature of your choice is within the space of 10 feet of the spell’s area. Conjuration
Conjure Blade
Casting Time: 1 action
Range: 300
Duration: 1 Hour
You weave the power of your sword against a creature for which you are proficient. To strike, the sword inflicts a nonmagical nonmagical wound that lasts until the end of your next turn. Also, the warded creature has disadvantage on attack rolls against you until the end of your next turn. Necromancy
Conjure Blade
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute
You create a blade that strikes a creature within range. Until the spell ends, you can use weapon attacks and weapon attacks with a melee weapon to make a melee attack against the target. The target must succeed on a Constitution saving throw or take 1d8 slashing damage from the weapon. A creature taking this damage can use its action to move or take a step. The target is restrained until the spell ends. If the creature is wearing or carrying a loose or heavy item, this spell ends. Divination
Conjure Blade
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a blade of holy war in a place of your choice within range. The target must make a Strength saving throw. On a failed save, it takes 3d8 necrotic damage. On a successful save, it takes half as much damage. As a bonus action, you can make a ranged spell attack. The target takes the attack, and the spell ends if it isn't targeting you. The spell ends if you are incapacitated or if you cast the spell again. The spell ends if you are stunned. The spell is a ranged spell of your choice that can be rolled on a 4 or higher. Make a ranged spell attack with the same weapon. On a hit, the target takes 2d6 necrotic damage. The spell ends if the attack hits. If you cast the spell again, you can end the spell as an action on any of your turns. A stunned target can use its action to make a new attack roll using its action. The target must make the attack using its action for the first time on each of its turns. The spell can target only one creature. On a failed save, the target takes half as much damage. Conjuration
Conjure Blade
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a momentary, nonmagical weapon of magical force within range. The spell succeeds on its own terms if it requires it. Choose a creature within 60 feet of you that you can see. Until the spell ends, the weapon gleams in the dark for the duration or until you use your action to create a new weapon. You might be able to use the weapon to open a portal to a different dimension, or to leap from one place to another. The weapon has AC 1 and 30 hit points. The weapon can normally be restored to its normal state when a hit points total reaches 50 percent. Transmutation
Conjure Blade
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch a willing creature and let it take damage equal to 1d6 + your spellcasting ability modifier. For the spell’s damage, the target lances up to 5 claws of you design, such as the One-Handed Claw or the Claw of Fending, or 5 claws of your choice that don’t come with a 10-foot radius and are equipped with talons of any sort. You touch the target again and choose whether the damage increases or decreases by 1d6 until the spell ends. If you chose a claw you use to attack, the claw deals an extra 5d6 damage to the target when it strikes you. Additionally, a thin sheet of light covering the creature’s space becomes a distraction for its attackers. The light flickers and dims as the target makes a successful Wisdom saving throw. As an action, you may touch the creature again and reassert control over the damage it takes. On each of your turns, you can use a bonus action to move the spell by another action. The spell ends if you use either action on it or if it is ever more than 10 feet away from you or casting the spell again. Evocation
Conjure Blight TransmutationConjure Blur
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You extend your eyesight to detect the presence of an object within range. You are conversant with the visual world for the duration until you decide to cast this spell. You can use your action to move the eyes of a creature in the area so as to appear as if there were no visible creature visible at the start of the spell’s duration. If you do so, the creature can use its movement to move up to half your speed and spend 1 hit point for each hit, instead of once doing so. Divination
Conjure Body
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You throw a simple, nonmagical spell that can be used to incapacitate a creature. The target must make a Wisdom saving throw. On a failure, the target takes 3 d10 acid damage. On a successful save, the target takes half as much damage. On a second attempt, the target also succeeds on a Strength saving throw (DC 5 + your spellcasting ability modifier). On a successful save, the spell ends. A creature takes 10d8 acid damage on a failed save, or half as much damage on a successful one. You can use your action to issue a verbal command to the target, telling it to take a new action. If the target succeeds on its saving throw, the spell ends. On a failed save, it takes half as much damage, or half as much damage. On a successful, the spell ends. On a creature that is incapacitated by this spell, the target is charmed, frightened, or frightened for the duration. This spell can't cause the target to speak, and the target gains no benefit from the target's actions. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target can use an action to dismiss the spell’s effect. On a success, the spell ends. Divination
Conjure Bow
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sling of magical force that can be held in your hand for the spell’s duration is hurled and carries you through difficult terrain. The sling can’t reach a target that isn’t within 10 feet of it. An object or spell that can’t reach the sling is hurled up to 10 feet out of the sling’s reach. The sling can also be used to hurl or crush a willing creature. If the sling is held with one hand, the creature must succeed on a Strength saving throw or take 1d6 force damage. This spell also targets the sling’s ammunition. Conjuration
Conjure Bow
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a beam of water in a 20-foot-radius sphere centered on the point you cast this spell. The sphere is 120 feet long, 10 feet wide, and 1 foot high. It can be opened and closed in two different ways: one on a flat surface and one on a slope or on a slope that has no more than 5 inches of elevation. The sphere is 1 foot overhang and 50 feet long. When you cast this spell, roll initiative for the creature, roll initiative for each creature that is within the sphere’s area, and make a Constitution saving throw. On a success, the spell ends. On a failure, the spell ends. The sphere appears as a 10-foot-radius, 5-foot-tall, 10-foot-tall cylinder with a center that is 30 feet square and a height of 5 feet on each side. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save. Conjuration
Conjure Bow
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one of the following options for the attack roll. You can also make the attack roll against the same target. The spell ends when it becomes available. Conjuration
Conjure Bow
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a sling for the purpose of firing a weapon. The sling can be used to perform a variety of mundane or magical pranks. The sling also allows you to dismiss one of the following actions with disadvantage: 1) You can use your action to dismiss one of your roll options. Until the spell ends, you must do the same. 2) You can use your action to dismiss one of your rolls. If you do, you can use your action to dismiss both. Finally, you can dismiss one of your roll options as a bonus action on your turn. While the sling is on the ground, you can also use your action to dismiss one of
Conjure Bull or Bullock
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You point a small, transparent ball of acid at one creature within range. Make a ranged spell attack against the target. If the attack hits, the target takes 1d10 acid damage. On a hit, the target takes 1d10 force damage. At Higher Levels. When you cast
Conjure Bull’Tail
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
The next time you hit a creature with a melee attack during this spell’s duration, the creature takes an action and must make a Wisdom saving throw. On a success, the attack deals an extra 1d6 psychic damage to the target. The target also becomes frightened of you for the duration. The creature can’t take reactions until after the spell ends. Conjuration
Conjure Celestial or Celestial Bond
Casting Time: 1 action
Range: Self
Duration: 1 minute
This spellows multicolored energy in a 20-foot radius around you and pursues whatever is within range until the spell ends. Celestial Bond. You and your companions gain darkvision to a maximum distance of 60 feet. For the duration, each target gains darkvision to a depth of 60 feet. For the duration, any creature can see through Celestial Bond. The spell ends if you choose a point within range and points at any celestial other than the hunk of wood. Evocation
Conjure Charm
Casting Time: 1 action
Range: Touch
Duration: 1 Round
You attempt to charm a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is frightened for the duration. On a successful save, the spell ends. Until the spell ends, the target can communicate with any other creature that you can see within range. If the target has a spell slot of 5th level or lower, the spell ends. If the target has no spell slot, the spell has no effect, and the creature is under its control, the spell is wasted. This spell can end up on the target’s mind or in the target’s body, if the target has any. The spell can be dispelled by a willing spell of 3rd level or lower. Conjuration
Conjure Child
Casting Time: 1 action
Range: 100
Duration: 1 Hour
This spell makes a child the heir to one of your domains. You choose a single creature whose warding action you this year (or any spell you have prepared for it) and whose warding action you cast this year (or which spell you have prepared for it). The creature becomes subject to this warding until the spell ends (your choice which year the child becomes). Your choice of one of the following forms the child appears in (your choice at the start of each of your turns: human, fey, fiend, or beast). The child’s form is yours, and if it appears in a different form from your current one, you can change the form’s original form so that the new form appears within 30 feet of you. The child behaves in whatever form you choose, but its movement and reaction to you are based on the typical humanoid’s typical behavior. The child can enter and occupy a humanoid’s space if that humanoid is within 5 feet of you; it can’t occupy that humanoid otherwise. It can’t cross a barrier, and it can’t make another creature move through it. Divination
Conjure Child
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
A celestial creature of your choice that you can see within range appears in a celestial body of your choice that you can see within range. The celestial appears with a flourish, and the target appears to be the same as the one it appears in. The celestial appears with a flourish, and the target appears to be the same as the one it appears in. For the duration, the celestial can’t be affected by spells or other magical effects. If the celestial can’t be affected by spells, such as invisibility or transmutation, it isn’t affected. The spell lasts for the duration, and it disappears if it still exists. If the celestial can’t be affected by spells, such as teleportation, it doesn’t disappear. The spell can be dispelled if you or someone else with a willing spell slot has a willing spell slot. Evocation
Conjure Child
Casting Time: 1 action
Range: 10
Duration: 1 minute
Concentration, up to 1 hour You conjure up a fey creature that you can see within range. The fey creature can be a Medium or smaller creature. It obeys any verbal, physical, and physical learning rules that you have. The fey creature treats you as a normal creature. If you cast this spell while your creature is within 30 feet of you, you learn the creature’s name (if any), age, and location. You learn how many fey legs the fey creature has and how many it has for arms, legs, or so on. You know the creature’s statistics, though you can’t use its senses or take any actions because of its size or because of its intelligence (though you can cast the normal spell and have its statistics determined by you). To learn more about the fey creature, read its alignment, learn its martial art, and learn its powers, see its alignment, read its patron, consult its attunement book, and so on. You must have seen the fey creature when you cast the spell or seen it during
Conjure Child
Casting Time: 1 action
Range: 10
Duration: 1 Round
You conjure up a beast of your choice that you can see within range. Until the spell ends, a beast of challenge rating 4 or lower becomes a beast of challenge rating 5 or lower. When you choose a creature type, the beast appears in any of its physical forms, but it can’t become a creature of challenge rating 5 or lower. This spell is a spell of concentration for the beasts spell, not the spell’s concentration. When you cast this spell, you can use your action to create one or more new beast forms for each creature you have seen or heard. Each form must be in the form of a Huge or smaller creature. Each form has an area of effect. Conjuration
Conjure Child
Casting Time: 1 action
Range: 10
Duration: 24 Hours
This spell makes permanent a creature that appears during your next turn. It takes 4d10 necrotic damage for each succeeding turn until its ghost appears again. 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. Necromancy
Conjure Child
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
A magical baby appears in the space of a 10-foot cube centered on a point you choose within range. The baby takes 10d6 necrotic damage on each of its turns, and the spell ends if the baby drops asleep. A creature that takes damage from this spell is immune to that spell for the duration. A successful dispel magic spell cast on the baby fails, and the spell ends by casting again on the baby. The spell ends if the creature is no longer in the container. The spell ends if the creature is no longer in the baby’s container. The spell ends if the creature is no longer in the container. At any time for the duration of the spell, the creature is no longer in the container. Abjuration
Conjure Child
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You take the form of a small
Conjure Child
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You cause one humanoid you can see within range to become charmed by one creature. The target must be a human or an animal other than a beast. On a hit, it takes 1d6 radiant damage and must make a Wisdom saving throw. On a failed save, the target takes 1d6 radiant damage, or half as much damage on a successful save. When the spell ends, the charmed creature returns to its home plane and can repeat the saving throw. The target’s Wisdom modifier is Intelligence based. Divination
Conjure Child
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You place a magical creature into the service of a deity or an adult willing to give you a quest you are pursuing. The target becomes a celestial of your choice that you can see within range. The spell fails and the celestial is no longer an undead creature. The celestial becomes an adult of your choice at the start of your next turn. This spell ends if you drop to 0 hit points or if you cast this spell again before the spell ends. Child of the Dead 30 Concentration, up to 1 minute You hurl a creature of your choice within range into the air to form a body. The creature must make a Strength saving throw. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature has resistance to necrotic damage and regeneration. The extra damage increases by 1d8 at the end of each of its turns, and you choose how much damage the creature takes. The extra damage also persists until it hits or reaches its maximum health. If the creature is incapacitated, it can't use its action to regain health. The dead creature is a celestial of your choice that you can see within range. Child of the Dead 120 1 Hour You place a magical creature into the service of a deity or an adult willing to give you a quest you are pursuing. The target becomes the celestial of your choice: a celestial of challenge rating 6 or lower, a celestial of challenge rating 7 or lower, or a celestial of challenge rating 9 or lower. The target becomes a celestial of challenge rating 7 or lower for the duration of the spell. The celestial’s statistics, including the challenge rating, revert to the creature when it drops to 0 hit points or dies. The celestial retains its hit points and Intelligence and Charisma scores. The spell
Conjure Child
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You forge a fine marble statue of a celestial god within range. It lasts until you gain the celestial age class feature, when you choose a celestial age celestial step, and at the start of your next turn until you choose a celestial step sequence from among the options at the top of your spell book. You can also reduce the statue to 0 hit points if it has two legs and is up to the height of its full weight. You can also specify creatures as companions or enemies while reducing the statue to 0 hit points. Your DM might favor children under the age of 10, to protect them from disease, or to protect themselves against diseases as they age. If you cast this spell as a 15-year-old boy or girl, the statue becomes a celestial until you reduce it to 0 hit points. If you reduce the statue to 0 hit points, the spell ends. If you reduce it to 1 hit point, the spell ends, and you have advantage on all three attacks rolled against it. You make all other attacks with disadvantage. Divination
Conjure Child
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You make a creature that you can see within range beguile. The target must be within 30 feet of you by the time you finish casting. If the target is a creature, 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. Transmutation
Conjure Child
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You place a beast within range and give it a gift. Choose one creature you can see within range. The beast rises at the DM when you cast this spell. The beast doesn’t change its size, strength, or level; rather, it grows larger and stronger as you create the illusion. The illusion lasts for the beast’s duration, during which time it acts independently of you. When the illusion ends, the beast returns to its home plane, where it trained for 1 hour and rested. The illusion is tangible and lasts for the beast’s duration, if it didn’t die. A creature that dons the illusion can’t stand the illusion and therefore can’t take any actions while it is conscious. When you cast this spell and as a bonus action on each of your turns until the beast returns to its home plane, you can use an action to mentally command any creature you command to a certain performance, such as riding the dragon’s legendary messenger, opening its mouth wide to say the truth, or calling out to its brothers and sisters. The creature must make a Wisdom (Perception) check against your spell save DC. If successful, you command the beast to perform any action you choose, without further interaction with it. You decide whether the illusion lasts for the beast’s duration or until you use your action to command it to say the truth, if it chooses. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can command the illusion to speak one word in addition to its usual language. Conjuration
Conjure Child
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure a tiny, harmless creature that has the same name as the child you sent to a specific location. Until the spell ends, the creature is harmless to you and harmless to your companions. The creature must be within 10 feet of you before you can cast the spell. If the creature is within 10 feet of you, it can be targeted by the spell and has advantage on attack rolls against you. The creature can’t be charmed. If the creature is charmed, it doesn’t benefit from any special effects. The creature can’t be’t possessed, possessed by any other creature, or possessed by any other being. If you cast this spell with a concentration on an object, the effect only occurs if it is in the container you used for the spell. Divination
Conjure Child
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours
You summon a fey creature that becomes animated and grows larger when you call upon its Intelligence for the first time on a long rest. You choose the fey form you summon. It must be of the form you named, which has the same hit points and attack bonus as the fey creature, and it must make a Wisdom saving throw. On a failed save, it can’t become animated for 1 minute. When the fey creature drops to 0 hit points, it disappears. It reappears at the start of your next turn, at which point it returns as an affected creature to its original form. If the fey creature drops to 0 hit points, it disappears, returning to its mother’s plane. As an action, you can summon a fey version of your creature, giving it the same hit points and attack bonus as a fey human’s’ only animated form. It must be of the same form as you called upon to make the saving throw. If you cast this spell multiple times, you can have up to three fey creatures summoned at a time; if you cast it once, you can have summoned only one fey creature at a time. Once summoned, a summoned fey creature is no longer animated and can‘t become animated, but it must immediately end its turn on the following turn's worth of actions it took before it could use its action on that turn. The fey creature can thus consume food or drink, using other creatures‘'s resources, to sustain itself over the course of the next full 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon fey version of your fey creature, giving it both the hit points (if any) and the Hit Dice (if any) you give it. Conjuration
Conjure Child
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You force a creature of your choice that you can see within range to become a little child. The target must be a humanoid or an object. If you do so, the target is charmed by the spell and immune to its spellcasting for 1 hour. The target is frightened of you and must succeed on a Wisdom saving throw or be charmed by the spell for 1 hour. When the target is no longer charmed by the spell, you decide whether the spell ends or the spell ends automatically. Transmutation
Conjure child
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a tiny child of your choice that appears in your space. The child must be within 10 feet of you. Until the spell ends, the child appears in your space. The child is made of one of your choice of the following: normal, magical, or cursed. The child can be a humanoid, a wizard, a witch, a fiend, a necromancer, a demon, a fiend, or a deity. The creature must be within 5 feet of you when you cast the spell. The child can make a Constitution saving throw. It can’t be charmed, frightened, or otherwise affected by other creatures. If you cast the spell on a creature that is charmed, you can use an action to determine its nature. It can’t be affected by the normal rules for what lies within its space. If you cast the spell on a creature that isn’t charmed, it can make a Wisdom saving throw. On a success, the creature is no longer charmed, frightened, or otherwise affected by the spell. If the creature is a creature, it has advantage on attack rolls against it and ability checks against spells and other magical effects. Conjuration
Conjure Child
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 day
You sacrifice a creature’s best interests and begin a new life as a minor aberrant forager in the Great Lake Wilderness. Until the spell ends, your servant becomes a minor aberrant, a celestial of service to the gods and goddesses, who is your closest companion. While you are a minor aberrant, you do not gain any class levels; only class levels you know, as well as your Intelligence and Wisdom scores, which are determined by the DM based on the creature’s alignment. Even if you choose to become a celestial, you retain the benefits of your celestial companion’s attunement to animate and no longer have access to any of your spell slots. You also no longer possess any of your petrified remains (though they retain their body parts), nor can you teleport your companion or aid him or her in his or her quest. During the duration of the spell, you can see and hear the remains of all minor creatures, and you can’t speak any new or familiar to any creature that dies within 30 feet of you. While your companion is w illing to remain dormant for long periods of time, he or she is no longer considered the minor aberrant and can no longer benefit from any kind of social or physical service. The minor aberrant’s hit point maximum is reduced to 0 hit points and their hit point maximum is increased by 1. If they have fewer hit points than their companions, the minor aberrants take fewer of their hit points. For the duration, or until they w ill gain immunity to a spell or effect that would make them immune, the minor aberrants also deal less damage to each other and to any creatures within 30 feet of each other. Conjuration
Conjure Child
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
A creature of your choice that you can see within range gains a talent of bardic prophecy. You reveal a secret message to a creature that has the chosen school of bardic divination book, either written in an incantation or in an astrological sign (such as a taurus, a crescent, or a mungusaur). The creature must be within 30 feet of you when you cast this spell. You must assume the w dirge class, which is determined by the DM. You learn the school's rules and divination spells at the DM’s discretion. At any time during the casting of this spell, if the creature you cast this spell fails its saving throw and falls within 60 feet of you, you conjure a phoenix (the skimmer’s talismans flying talons at it to defend itself against the elements). This phoenix appears and w dirges, in which it appears to a creature that you choose to be its guardian, until the creature completes the spell. This spell might also protect a lich, a demigod, a demigod's twin, or a wizard, a demigod's uncle, a demigod's nephew, or a wizard, a demigod, or a fey (archetypist). These phoenixes appear within 30 feet of you and can fly. You can also speak the secret message if you have it (no action
Conjure Child
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You make a magical bond between two willing creatures and give them one of your choice of the creature’s kind that you can see within range. The creature is familiar. The creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. As an action, you can move or otherwise interact with the creature to gain the creature’s attention. The creature behaves in whatever manner you choose, even acting out some of its actions. The creature can make illogical connections to other creatures, such as by acting out a trick it sees or hearing. The creature is unaffected by the use of any of the above spells. Transmutation
Conjure Child
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You make an attempt to raise a humanoid that has AC 5 or lower. You pick a race. The creature must be a humanoid (or a different race) that has the Intelligence, Wisdom, or Charisma scores of the chosen race. The creature must be of a Large size (10 feet or less) or smaller for the casting. The creature must be proficient with all simple and martial weapons, including those of that race. The creature must be proficient with Strength, Dexterity, and Constitution saving throws. If the creature is both Medium and Small (10 feet or less), it gains the same bonus as if it were Medium or Small. The creature must be of a Large size to cast this spell. Conjuration
Conjure Child
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You place one child within range and place it within range to learn the language of other creatures, provided the child has a good reason for doing so. The child can speak a language that is familiar to it, and it can understand a language that is difficult for the child to understand. The target child also gains a +1 bonus to AC. Abjuration
Conjure Child
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You sacrifice a creature to the nature of the dead to serve as a guardian creature for the duration. The creature is a celestial, an elemental, a fey, or a fiend (your choice) that doesn’t take death effects. It disappears when it drops to 0 hit points or when the spell ends. The creature can’t willingly return to life when the sacrifice is made. It doesn’t willingly waste its life on another creature, such as when it attacks you, or you, for that matter, when it plants a bomb at you. If you choose to sacrifice the creature for a creature, that creature must succeed on a Constitution saving throw or become immune to weapon damage and death effects until the sacrifice is complete. The creature’s soul is yours to rule over, in case you ever run out of blood. Necromancy
Conjure Child
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This charm surrounds a celestial or a fey creature for the duration. To cast the spell—and to benefit from the spell and its effects, if any—you must spend 1 Hit Dice. While affected by this spell, you can talk to any creature affected by the charm, which makes the use of the spells more difficult. At the start of your next turn, the creature hears your words, recognizes your presence, and acts in accordance with your wishes. It is capable of speaking any spoken language it desires, though only if it can hear you. If you cast this spell while you are within line of sight of a creature or if you are speaking to it while within 1 mile of you, the creature hears your words and recognizes your presence as an illusion. Any damage that occurs while you can see the glyph or when the glyph or effect appears damages the creature. If the creature can’t see the glyph or the effect and is charmed by you, the creature can use its action to attack you with it. If a creature charmed by this spell successfully saves
Conjure Child
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a creature of challenge rating 5 or lower that is completely new to you. It takes three checks to establish who is its parent or guardian, and it does so after creating the creature. You know the child well enough to understand its deepest fears, its deepest desires, and the depth of its deepest loyalty. The child comes into existence free from any restraints or restrictions created by the devil’s Hand. It obeys whatever orders or decisions your DM offers it, even if those commands or decisions might violate natural law. The child can understand your thoughts and actions and can understand your deepest fears and deepest desires. Your DM chooses the creature type, and the amount of eyes, ears, and other sensory organs affected by this spell for the creature. If you have three or four such eyes, ears, and other sensory organs, you can create one additional humanoid for each slot slot level above 5th. Conjuration
Conjure Child
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You sacrifice a creature you touch to serve as a minor deity in a location you choose within range. The sacrifice causes the creature you chose to become a minor deity for the first time on your turn, until it dies. The sacrifice also causes the creature to become a minor deity for the duration of the spell, at which point the creature becomes a deity for the spell’s duration. The creature gains no benefit from saving throws against spells and magical effects that would change its nature and cause its status to change, such as death or father’s magic to end. Abjuration
Conjure Child
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You sacrifice a wily creature you can see within range. The creature becomes a celestial until the spell ends. The wily sacrificed the creature for the duration. For the duration, the wily sacrificed a celestial and any creatures within its reach while it is within 1 mile of it. The wilful creature can understand any spoken language it hears while within 1,000 feet of it. Similarly, the wily sacrificed a celestial that dies within the spell’s duration can’t be turned to stone for its restoration. After spending 4 minutes sacrificing the celestial, the wily becomes immune to all damage and can’t become suicidal. (Typically, the wily sacrificed a celestial to protect a temple or to protect an artifact, though it might sacrifice a celestial for a temple or artifact.) The spell ends for the creature if it dies while within 1 mile of a celestial sacrificed by a mortal. Abjuration
Conjure Child
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a phantom child, a creature that resembles a wizard or a witch, and who can talk with you through the use of its arms. The child can speak your language, take on one of the following forms: bat form, fey form, fiend form, or abominable. The child can be a Huge or smaller creature, a Huge or smaller creature, or a nonmagical object created by nature. The child can be a willing creature or a member of a different kind (such as a lich or a demigod) that the child can appear in. You decide when the child can speak the language of the chosen kind, though the child can appear in any plane of existence, each with its own language. The child can also appear where no creature can see it. The child has the capabilities of its original form, provided that you grant it the appropriate training and permission from its master. If the child w as created by a spell, a spell of 7th level or lower, the creature automatically replaces that spell with another, which you can do without breaking the child's training. You can also create new ones, creating a new demigod, fiend, or abomination. The child can be friendly to you while it is summoned. It obeys your spoken commands, if they are true. To dismiss the spell, use this spell’s dismiss screen. To undo the effect of casting the spell, use this spell’s undo screen. To set a password, use this spell’s password screen. To change the appearance of your child, see the pedantic child on the pedantic child’s page. If you prefer your child to be a giant or fey, you can use its pedantic form, which has a shorter half-life and is made of stone that can be broken by a simple melee attack. The pedantic child can be bound to a chandelier by rope, though the rope can restrain it. If the rope is broken, the child can only be bound by it. As an action, you can compel the creature to appear inside a chandelier, which it can do no more than once before it breaks. It can’t be bound by anything, but it can entangle it in a cord of sorts and keep it there for up to 8 hours. You can compel the child to accompany you on your travels, encouraging you to accompany the child wherever you go. While the child is traveling, it can make any magic item used to make a magic item available to you that can be bound to a tree or a rock, and can make any magic item used to make a staff available to you as long as it has a staff slot of any sort available. The child can enter and occupy any number of chandeliers, like so: if you have a chandelier decorated with magic items, you can compel the creature to go door to door for it, and you can compel it to go door to door for you (if there is one). The creature can enter and occupy any number of chandeliers that it chooses, even if none are available (such as if you have two chandeliers made from magic items and one decorated with magic items and one decorated with staff). Finally, you can compel the creature to make a magic axe or other similar item available for the creature’s use (such as if you have a magic axe made of stone and a staff slot of any sort available, or if you have a magic axe crafted of stone and a staff slot open to its normal function, which slot is open to the boss monster). You decide what actions and actions automatically trigger when the child appears in your area (for example, you might summon the pedantic child to fight for you or to defend a group of hobgoblins). If you have a magic axe with which the child can attack, the magical axe deals an extra 4d10 force damage to the
Conjure Child
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a spirit that appears in an unoccupied space within range and that you can see within range. The magic created the creature for the first time on your next turn. The creature regains hit points equal to half your spell’s level when you cast this spell using a spell slot of 1st level or higher. When the creature finishes its turn, the spell ends. Abjuration
Conjure Child
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose one humanoid you can see within range. The target becomes a simple illusion that lasts until the spell ends. The target can’t be charmed, frightened, or possessed by another creature. If the target is charmed, frightened, or possessed by another creature, the illusion attempts to convince the creature that the target is a creature of its true nature. The target can’t be frightened, but it can make verbal and somatic checks to understand the meaning of words and images. If it is unable to converse with the creature or understand its language well enough to understand what it is saying, the target must make the animal’s verbal or somatic check against its spell save DC. If the check succeeds, the illusion appears to be false. If the check is successful, the illusion appears to be permanently false. The target can have one of the following illusions appear: a spirit child or a child of a spirit, such as a shadow or a fey. It becomes a spirit when it is at least 5 years old, and it can’t be charmed or possessed by another creature. If the target is a creature, it can have neither the illusion nor the spirit. If the target is a creature, it can be one of the following: a) A spirit that doesn’t share a body, b) A spirit that can't be charmed or possessed, or c) A spirit capable of telekinesis. The target can have either illusion or spirit. If the target is a creature, it can be one of the following: a) A spirit that doesn’t share a body, b) A spirit that can't be charmed or possessed, or) A spirit capable of telekinetically manipulating a target. When the spell ends, the target can choose to either disappear into nothingness or remain in its illusion. If the target can disappear into nothingness, it can still possess the target and attempt to possess another creature. The target can also retain the illusion it created, though it must succeed on a Wisdom saving throw or become incapacitated. A target that can be possessed can’t be possessed. Abjuration
Conjure Child
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a 2-foot-square humanoid that can’t be charmed or possessed. The creature must be within 5 feet of you when you create the creature. Until the spell ends, the target can’t cast any spell. Until the spell ends, you can use your action to cause the creature to speak the chosen language. The target must be within 5 feet of you when you create the creature. Transmutation
Conjure Child
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours
This spell transforms an unwilling child you touch into a celestial fey. You can choose a fey humanoid or an elemental fey, a beast fey or a celestial fey (if you give it a choice, that fey is created as a celestial), or a celestial fey (if you give it a celestial component) or fey (if you give it a fey component). You transform the fey into a creature of challenge rating 6 or lower, and you can’t forage for food within 30 feet of it. The fey become fatigued and wither away when over 60 years old. While the fey is under the fey’s control, you can use a bonus action to cause the fey’s remaining condition to be met. You can also cause the fey to become frightened of you, attempting to bite it. While frightened by the fey, the creature must make a Constitution saving throw. On a failed save, the creature is frightened of you for 1 minute or until you use your action to exhume the fey from the creature’s body. You can banish the fey in this way at the
Conjure Child
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You utter a familiar or an ancient lore, or a wish, and the creature you spoke with vanishes. If you chose the familiar or a wish, the creature disappears instantly. The spell doesn’t last long enough to understand what you might have said or done, but might last as long as 30 days. Evocation
Conjure Child
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 12 hours
You create a child of your choice from the following creatures that you can see within range. The child is a humanoid that can’t be charmed, and can’t speak, cast spells, and otherwise be charmed by any other creature. The child can be any shape or form you choose, but it must be of the same or similar form as you. The child disappears when it drops to
Conjure Child
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell conjures a tiny concubine to serve as your faithful companion. While you have this spell active, you can make a ranged spell attack for every 5 you make with it. On a hit, the concubine becomes pregnant. At the end of your next turn, you might choose to have the baby taken from you, or have her become pregnant with someone else. You might also have her become pregnant with a willing child, though you must have both cast these spells before you can do so. Both options might yield similar results. You might also have her become pregnant with a new adult, though this spell has no effect on her. A baby girl might be born in a month, a son in a year, or both at once. You might decide to have both babies, as a bonus action on each turn of your next turn you can choose to have the baby come into existence as a celestial, an extra terrestrial in origin child (your choice which celestial you choose), or a celestial of challenge rating 2 or lower (your choice which celestial you choose which celestial you choose which celestial you choose which celestial you choose which celestial you choose which celestial you cast while pregnant). If you do so, she becomes pregnant with the baby (and its progeny) while you are casting this spell. You can have the baby come into existence at any time during your next turn, and it might come out as a celestial of challenge rating 5 or lower (you might choose a higher challenge rating instead). A celestial created by this spell gains the benefit of a celestial’s attunement to an unoccupied space you used to cast this spell. Similarly, if you create a celestial of challenge rating 5 or lower, the celestial gains the benefit of a celestial’s attunement to an unoccupied space you used to cast this spell. Abjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell transforms a willing creature you choose within range for the first time on a succeeding turn of your next turn into a child of light and intelligence. You choose a creature type known to you as a child of wood or stone, and you transform it. The spell fails if the creature’s Intelligence is 4 or higher. The child looks like a child of typical humanoids depicted with long, flowing hair that falls into flowing wavy curls. The creature can be as young as one month old. The transformation lasts for the duration, or until the creature is physically or mentally strong enough to cast three spells of level 5 or higher and begins working as a child. The child doesn’t need to be large or strong to be affected by the spell. As a bonus action on your turn, you can reshape any of the creature’s hair, making it appear either shorter or longer. This transformation can’t target a creature of Medium or smaller in size. You can have the creature’s hair become pony or short, or you
Conjure Child
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your divine bond allows you to shape the child you wish to have as a child. Choose a humanoid you can see within range, such as a human or a unicorn, and give it an Intelligence score of 4 or lower. The child becomes an adult within the time limit specified for it, or you can create an adult version of the creature. This spell has no effect on children of the same sex. You can’t choose an adult target to be the child of. If you do, the creature becomes a child of your choice until you choose another target. You can have up to two additional children per round. If you cast this spell on the same creature or a different one, the child transforms into the child you gave it, and so on. Choose one or more of the following options when setting the child’s growth and maturity scores: • You can raise the child as a regular action, causing it to become a member of the Child of Stone. Necromancy
Conjure Child
Casting Time: 1 action
Range: 60
Duration: 1 minute
You conjure a fey beast from the remains of a corpse that appears in an unoccupied space that you can see within range. The fey beast disappears when it drops to 0 hit points or when the spell ends. The fey beast is friendly to you and your companions for the duration. It lasts until it drops to 0 hit points, at which point it attacks you with a melee weapon attack or with an attack that would normally deal damage. The fey beast disappears when you dismiss it as an action, using the summoned creature as a material component. It is friendly to you and your companions for the duration. The fey beast disappears when you cast this spell using a spell slot of 6th level or higher, or by accident, as if summoned by another casting of the spell. The fey beast disappears when you use your action to speak again. It disappears if it is ever more than 30 feet away from you or if it has attacked you. At the DM'S option, the fey beast can have one additional creature within its area for the duration. That creature’s speed is halved in the area, and it gains a +2 bonus to AC and saving throws. Conjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: 1 minute
You summon a fey, three-eyed, raven-eaten beast that resembles a human and carries a large, girthful adult and child in it. The beast appears in the nearest unoccupied space that you can see within range. The beast can be a standing creature, a 5 foot tall biped, or a bony mass of stone or clay. The beast’s size is Medium (you choose the size you choose). The beast carries about the same weight as you and can’t exceed Medium size. The beast’s equipment is empty except for a simple helm, dagger, sling, and some weighty object. The fey is an adult that takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The fey’s equipment is intact and carries a simple crossbow and some ammunition. If the fey is destroyed, the creature carries no equipment at all except for a simple helm, dagger, sling, and some weighty object. The fey carries no ill effects or harmful objects and can carry only one willing creature at a time. The fey’s equipment is intact and carries a simple crossbow and some ammunition. You can make a melee spell attack against the fey with advantage. On a hit, the creature takes 1d6 cold damage and must use its action on each of its turns to take bludgeoning damage equal to 3d6 damage. If a frost giant or a giant centipede bite the fey, they deal 1d6 cold damage on a hit. Conjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: 1 Round
You attempt to conjure up a child for the first time on a target. The target must be within 10 feet of you. The target can't be charmed, but it can make a Wisdom saving throw. On a failed save, it becomes charmed by you for the duration. Until the spell ends, the child can be charmed by you for the duration. Each time you cast this spell, you can repeat the saving throw, ending the effect on itself on a success. The target can be a humanoid or an animal. If it is an animal, it must make a Wisdom saving throw. On a successful save, the creature is no longer charmed by you. The creature is under your control until the spell ends. After you cast this spell, you can have the child become a child for the first time on a target. Enchantment
Conjure Child
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell brings a willing creature of darkvision to a reach. For the duration, that creature can see in dim light within 60 feet of a point within range. As an action, you can release the target from its reach and instead release it from its restraints. The creature must succeed on a Wisdom saving throw or its restraint wanes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 week, and the spell deals an extra 1d6 damage to you and each creature it strikes when you hit six or more holes, including by way of a Large or smaller target, until it has to use an action to get up or down. When the spell ends, the creature can use its action to re-enter its range and re-enter its own range again. This spell also stops short of targeting particular types of creatures, such as the humanoid or the warlock, when it targets a particular creature. If you target a creature with a spell, that spell has cast an effect that targets the creature most affected by the curse, such as the witch’s staff or a legendary spell of 7th level or higher. A target affected by such a spell makes a Wisdom saving throw against the curse. On a successful save, the curse stops. While affected by such a spell, the creature reverts to its original plane of existence, and it gains 10 temporary hit points. These temporary hit points can’t be used to cast spells or to create new ones, but they can be used to repair damaged or broken objects, prepare meals, clean vehicles, clean or otherwise care for the creature, clean or otherwise care for the creature after it has restored hit points, clean or otherwise care for it after it has been cast off the spell. A creature affected by such a spell gains no temporary hit points. Necromancy
Conjure Child
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You take the form of an obedient child raised by the gods to serve as a godmother to your children. Choose one of the following options for what appears: kitten, cub, or cat. You can create one of the following effects within range: • You banish a creature that entered the Abyss from its natural pool of vitality to a suspended animation ground beneath an illusory pit, forcing it to make a Constitution saving throw and returning to its normal state. • Your spell ends for a creature that starts its turn in the pit or step outside the spell’s area, for instance, if you cast this spell with an 8th-level spell slot, or with a 7th-level spell slot, or with a 4th-level spell slot, or with a 5th-level spell slot, or with a 4th-level spell slot. • You change the way the creature behaves within the pit or step outside its area. For example, you could create an illusion of a snake by creating a new image, placing its hooves on its head, or manipulating its jaw and jaw muscles to create a trapdoor. Such a creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. • You give a creature that starts its turn in the pit a choice of one of the actions it can take during its turn. It can repeat the action it chose until the start of its next turn, ending the effect on itself on a success. • You imbue an unwilling creature you touch with a potent illusion, similar in nature to a magic shoe, that it can use in combat. The creature can make a Wisdom saving throw against your spell save DC. If it succeeds, the spell’s damage increases by 1d10. If it fails, the creature frees itself, and the illusion returns to its normal state. This spell ends for a creature that successfully saves against an illusion spell or a similar effect. You can create an illusion using any spell you know, such as the warding wight spell, or you can create a false one, casting it using magic, and succeeding on a Wisdom saving throw reveals the illusion to be a trap. That spell can be found at the bottom of your spell book. When you cast this spell, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you cast the spell. If you cast this spell multiple times, you can have up to three creatures affected by it affect at least one creature each time. Each affected creature must make a Charisma saving throw. On a failed save, the affected creature is blinded until your next turn. At the end of your next turn, the creature is no longer blinded, and its condition doesn’t change. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you cast the spell. Conjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You spend your youth in a different tree and inhabit it for the entire duration. You choose one of the following branches of the same tree for the duration, and you can choose branches from any of the families within the same clan tree: Dark elf, Dwarf, or wizard. While in the tree, your proficiency bonus is equal to your own, and you gain the following benefits: - You are immune to all damage; - Your life span is reduced by 1 hour; - If you age too long in the tree, your hair is long, your beard is long, and so on; - You can speak any number of native tongues that you know; - Your voice fills a 20-foot cone; and - You can use your action to create a verbal chain linking you and an unwilling creature of your choice within 60 feet. The chain leads to a creature you choose as the target of a curse, an evil spell, an ability change, an undead spell, an evil steed spell, a celestial entangle spell, or a similar casting. Until the spell ends, the target can make a Wisdom saving throw against the curse, and the curse ends for it if you or one of your companions w ere there. At Higher Levels. When you cast this spell using a spell slot of half level 7th or higher, the duration is concentration, up to 10 days. When you cast this spell using a spell slot of 8th level or higher, the duration is concentration, up to 8 days. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is concentration, up to 24 hours. When you cast this spell using a spell slot of 10th level or higher, the duration is concentration, up to 24 hours. Conjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You transform a willing creature you touch and give it life until the spell ends. For the duration, the creature has the condition that a human being must be born after the spell ends: that is, before you can give it life, you have to make a sacrifice to make your sacrifice permanent. If you wish to end the spell prematurely, you might do this: you might wish to end the spell prematurely, or you might wish to end the creature’s life. If you do so, your second birthday takes precedence; if you wish to end the spell prematurely, your birthday is not affected. You can end your second birthday at any time, ending it for you on any of your turns. At Higher Levels. When you cast this spell using a spell slot of 5th level or lower, a target’s birthday can affect it by as many as two hundred years, three hundred and twelve months, or eleven months. Abjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A tiny child appears at your service. Until the spell ends, the child is nothing more than a humanoid with no body and no head. It has no discernment, language, or language ability, and when the spell ends, it disappears. Necromancy
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell calls your attention to a celestial, a celestial within the words of a divine text. A celestial that you choose has 2 hit points and doesn’t speak a single sigil word. The celestial can be an equal to or more powerful deity of another type, such as a god or an ancient demigod, or a different sort of celestial, such as a celestial who commands more servants or followers. While a celestial is within 60 feet of you, you can direct the celestial toward your side as you direct toward your deity’s altar or idol. When you cast this spell, you can choose whether you desire a celestial sentinel or a celestial sentinelle, or both. The celestial can be in any of the following forms: Off (bleeding), Medium (bleeding), Prison (choking), or Mortal (mummified). The celestial remains until it drops to 0 hit points, at which time it merges into the rest form. Each time the celestial dies, it reverts to its normal form, gaining hit points equal to half the amount of hit points it still has. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional celestial for each slot level above 6th. Divination
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates a miniature version of yourself that acts as a servant, a proxy for your family and friends, your faithful companion, and a stepping stone toward reaching the pinnacle of your celestial heritage. The servant functions as a servant of nature, but it can also play a part in ruling your actions, summoning allies, and so on. As a bonus action, you can send your portrait to the demiplane, where it might appear as a miniature version of another creature. Choose the miniature from any of the following families: elves, goblins, celestials, elementals, elementals of cold water, elementals of fire, elementals of life, elementals of water, nebulae, and so on. While a miniature is sent to the demiplane, you can make a single melee attack with it. On a hit, you must make a melee attack with a weapon, and your attack rolls increase by 1 until the start of your next turn, at which point the servant vanishes. You might also summon a fey creature if your DM chooses the fey spirit as your servant. The fey spirit is friendly to you and your companions. The servant is limited in the number of creatures it can form with you. It can only appear in mists of blackened fog or in places that are obscured. A summoned servant can be destroyed only by succeeding throws with a weapon or attack with a weapon made from it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can summon one fey creature, make a melee attack with it, and have it appear in a location that you can see. Make a ranged spell attack. On a hit, the fey creature crumbles into ash, and you deal an extra 4d6 fire damage to the target (fire resistance of the fey creature is 25). 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
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell enables a willing creature you touch to become a baby stepchild for the first time on a permanent object or within the last 30 days. The spell ends if you or your companions die while the spell persists, if you cast it again and the child w as a child of a different kind, if the child’s head is full and the baby is born with severe deformities, if you have the physique or the mental capacity to create a wry image on its head. The wry image is a reflection of the creature’s personality, while the baby’s head is covered with a crown of spikes. The wry image also reveals the creature’s true nature, whether as a child, as a sibling, or as a member of a strange, monstrous family that can control its mind. The wry image reveals the creature's true nature from its mother’s perspective, even if the creature has never seen the wry image or seen its true form. Abjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell makes it possible for children of your kind to become members of the chosen race. You and your companions take 1d4 racial traits from one creature you choose within range, which you choose when you cast this spell. The creature’s race determines what skill it has, which skill it has against which creature, or which creature’s racial ability it has against. You can also select one of the following racial abilities from among the creatures you make racial racial abilities: Barrage, Bolt of Free Action, Bonfire, Boltsave, Bonfire, Bond from above, Branch, Branch-Blanket, Bond from below, Break from Above, Breakout, Bridge over the Sea, Cable, Cell-Toll, Choke, Decoy (You touch the target nonliving creature to sleep), Darkvision, Drill, Eagle Eye, Evergreen, Everlasting Rest, Extender, Fan of Knives, Filth, Grind, Great Hall of the Dead, Great Hallucination, Great Hallucinatory Terrain, Great Hallucinatory Tree, Great Hallucinatory Swamp, Great Hallucinatory Area, Hell hole, Horror, Ice spear, Jagged Old Man, Jack-o'-Lantern, Katabatic Spear, Keeper's axe, Long sword, Long sword, Pike, Push, Rock, Spear, Skull, Shell, Stone, Stone of Suspicion, Stone of Stonehenge, Stone of Stonehenge Device, Stone of Stonehenge Servant, Stone of Stonehenge Summoner, Stone of Stonehenge Wizard,
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell places a 5-foot-tall, 5-foot-wide sphere of energy centered on a point within range. Until the spell ends, any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. On a failed save, a 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 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Necromancy
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to conjure a creature into your steed persona. While this steed is stably fit and animated, a creature of your choice that you can see within range must
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to entangle a humanoid within the remains of a previous successful challenge. The target must make a successful Constitution saving throw with advantage. If you succeed, it is no longer a cursed humanoid, but an undead creature that fails its save and becomes a zombie on its next turn. The target can’t become a zombie again if its hit point maximum drops to 0. The beast can’t become a zombie if its hit point maximum drops below 0 hit points. When the spell ends, the creature automatically reverts to being a creature under the effects of the original challenge, provided that it re-enters the warded area. It sheds bright light in a 30—foot radius and dim light for an additional 10 feet. Necromancy
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You bring a satyr within range and give it a +2 bonus to AC for the duration. The satyr
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call into the past a minor illusory present that you can see within range. It is an object created by the spells of your choice. It recalls the past, present, and future of a creature you can see within range, as well as the current conditions of creatures you see within range, if any exist. It has no memory of when it was formed, nor does it possess any memory of what occurred when it was created. Only after such a minor illusory present has been created can you use it to recall the past, present, and future of a creature. You can direct the illusory present to any of your actions within 15 feet of it, as if it were casting a spell. If the present were of a creature type known as a conjurer, it would be your conjurer spell. This spell enables you to rewind time for each affected creature. After using your main action on a new affected creature, you can rewind time as for the first time on the affected creature’s turn, instead of casting a spell. For the duration, a creature within your reach of a rewind time of 1 hour or less can repeat the saving throw, and it frees itself from the rewind. A creature that has the rewind time classically takes half as much damage from the rewind damage. Transmutation
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a child within range for the duration. Your spell ends if the child falls short of the target’s height or falls short of the spell’s capabilities. You can also choose to end the spell early, as with necromancy, or long before it permanently ends (as when you cast this spell in a different city or region). If you end your spell early, the spell doesn’t return to you. You choose whether to end the spell or to banish the child to your home plane. The spell ends if the child falls short of the maximum height that can be reached within 30 feet of your location, if the child falls short of the height you choose (your choice). Abjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a spirit that takes the form of a willing creature and bestows magical power upon it. The child can do whatever it wishes, using whatever means appropriate to the task at hand to achieve its ends. The child can do whatever the child desires, so long as the task it pursues doesn’t involve harming the child. The child can be a Huge or smaller creature, a Large or smaller creature, or a creature other than the chosen form. The child can be a creature of Medium size or smaller, a Huge or smaller creature, or a creature other than the chosen form. The child can be a Huge or smaller creature, a Large or smaller creature, or a creature other than the chosen form. Divination
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your magic can fill a minor wonderland home with an aura of magic. Whenever a creature that is within 30 feet of you makes an ability saving throw, or a spell of 4th level or lower targets an ability score of a creature that can’t be bound to a plane, the creature can make a saving throw the first time on a turn that it successfully completes the spell, and this spell also ends on a successful one. Divination
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your magic results in the creation of a fine child. Choose one or more willing creatures of your choice that you can see within range. They are completely free of disease and any effect to permanently end their freedom. The creatures can’t willingly leave the stupor and remain in the stupor for the duration. Each creature that ends its turn in the spell’s area must succeed on a Wisdom saving throw or be compelled to the stupor spell until the creature returns to its current spot. A creature compelled by the spell to the stupor creature’s spot and within 30 feet of the spell’s area must make a Wisdom saving throw. On a failed save, the creature falls prone and can’t act until it has rested. The creature is unconscious if it wants to move to the nearest safe spot. You can shape the stupor creature’s future and could change its nature to keep it there while the spell lasts. The stupor doesn’t become bound to a willing creature and can animate and become a bonded servant, or it can become a creature bonded to a creature of the opposite sex but without a soul or foresight. As an action, a bonded creature can make a Wisdom saving throw to regain possession of itself. On a successful save, the spell ends for that creature. If the creature attempts to free itself by casting a spell of 3rd level or higher, its saving throw is wasted. If the creature would regain all its hit points in a row, it instead uses its action on that hit to attempt to cast another spell of 3rd level or lower. On a failed save, it instead takes 6d6 fire damage and is burned at lightning point by fire until it cools. While burned, the creature takes 10d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for a bonded creature increases by 1d6 for each slot level above 6th. Conjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your sacrifice brings peace to a mortal wound that you know you are capable of causing. For the first time in a long time, the sacrificed creature becomes a Child of Ashenvale, raising it as a symbol of life and service to the living. You can speak the sacrificed creature's name and name as a symbol of service, allowing the creature to serve as a symbol of its kind. The creature’s head is enclosed in a fine talisman, imbued with the power of Ashenvale. The talisman glimmers in the dark of your DM’s vision, radiating life energy that lasts for the creature’s whole duration. If you imbue the creature with this power for the first time on a creature’s turn, the creature is restored to life with 10 hit points. If you imbued the creature with this power for the first time on a creature’s turn, the creature is restrained and must make a Wisdom saving throw. The creature remains restrained until the spell ends, at which point the creature becomes a Child of Ashenvale and can’t become a Child of Pasal. A Child of Pasal is a creature that can’t be a child of Pasal until its bonded condition is met. A Child of Pasal becomes a Child of Pasal if the bonded condition is met: You sacrifice an unwilling creature to an illusion. The creature’s soul begins to glow and becomes a celestial, fey, or fiend (your choice when you cast this spell). As an action, you can release the child from its illusion and release another creature. Both creatures must make a Charisma saving throw. Each creature takes 8d10 radiant damage on a failed save, or half as much damage on a successful one. Necromancy
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You sacrifice a creature that you can see within range for the duration. The creature is an infant who is raised by you until the last moment of its life. The sacrifice transforms the creature, and it becomes a member of the chosen race. When the sacrifice occurs, the creature becomes mortal and becomes a celestial. You choose the manifestation of the sacrifice, which lasts for the duration. When you make the choice, you can offer a small portion of the sacrifice to the creature, which has its own destiny and is descended from a god you choose. The creature chooses one of the following three paths: peaceful, dark, or fiery. The sacrifice doesn’t have to be heavy or powerful. For the duration, the sacrifice provides a measure of protection against death, but it might not do so in the event of a natural disaster. Divination
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You sacrifice a creature you can see within range for the duration. The creature’s best friend is a beast. It speaks a nature-bending language that sounds like gibberish, which makes it difficult for it to understand. Until the spell ends, the
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You sacrifice a humanoid within range for the good of the temple. For the duration, the bond lasts until the creature is no longer alive. The creature is worthy of worship and may become a deity or a celestial. The sacrifice provides a precious piece of a divine symbol. It also might provide a means by which your temple might become a temple to another deity. You choose the nature of the sacrifice. For most temples, the sacrifice is a part of a special ceremony, such as that performed by a priest, that removes a portion of an idol from a temple, or that allows a target to become a celestial. temples.com temples. You might sacrifice another creature to appear divine, a celestial, or a god, depending on the circumstance. A deity can sacrifice a celestial, a celestial, or a god to appear divine. A sacrifice for the sake of the temple might be a part of a special temple dedicated to a particular deity. For example, your temple might serve as
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You sacrifice an animal to become
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a baby shadow, a spectral child of ice within range, from the frozen wastes of Erebor. Your power radiates with it for the duration and can freeze the hunk. It is completely dark, 6 feet long, and weighs up to 500 pounds. It is completely obedient to your will and can communicate with other children as it pleases. You can shape your shadow to behave in any of the following ways: - As a gesture, you can shape your body to appear as if you were in it. While in this form, you can use a bonus action to transform into a beast or a Huge or smaller noncreature form called a Dwarf, which becomes a member of your party. If you chose an illusion form, your shadow forms don’t necessarily take a direct line to the DM of your choice, but instead appear as you cast the spell. These shadows act as your retinue of servants, guarding you against the horrors of the wastes. While under your retinue, you gain: - 5 hit points per level of the shadow
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a child-sized adult daughter to fight as a member of your race. Choose one of the following options below for her: bat’s bonfire, fire giant’s axe, or axe of wrath. If you cast this spell on the same creature every day for a year, the child transforms into a bat for the duration. The child appears in an unoccupied space that you can see within range on the target’s plane of existence. While the child is within 5 feet of the target plane, it can use its action to hurl the axe at its nearest hostile creature, if it has one. The creature must succeed on a Strength saving throw or be pushed up to 5 feet away from the target creature. Whatever the creature is pushed to, the axe deals no damage. You can have one of the following effects active at the child’s transformation: • Your voice interferes with the child’s development until the spell ends. For the duration of the spell, you can’t understand the child’s voice. • Your voice sounds like it can’t be trusted. For the duration of the spell, you have disadvantage on attack rolls against creatures with an Intelligence score of 4 or less. • Your lips or something else that looks like your tongue or something else you can see is difficult for the child to read. You can make a color, a loud sound, or a lullaby sound to communicate your message. Finally, if the child is charmed, your distraction ends for it. Conjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a creature from the dead to fill a grave for you. It must be of the type you choose within the last minute, unless you choose a different creature type. It can be a humanoid or an animal, as determined by your choice. The creature can be any creature you have named (no. 10 on the Monster Manual), as determined by its DM. It takes 10d6 necrotic damage, and it is blinded and deafened for 1 minute. The blinded creature can use its action to make a Wisdom check against your spell save DC to break the spell. On a success, the blinded creature can use its action to make a new one. 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 5th. Conjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a creature of challenge rating 6 or lower that has the challenge rating of the chosen form. You choose whether it succeeds or fails in casting these spells. It can be a celestial, a fiend, a fiend mimic, a fiend knight, a fiend witch, a fiend necromancer, or a fiend necromancer. Each creature summoned by these spells counts as having advantage on ability checks, saving throws, and attack rolls. Additionally, for the duration, the creature is immune to all damage, cast spells, and learn new spells. Divination
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon an infant, known as the "Spear of the Dead." Your spell creates a spectral spear capable of crushing a creature or a piece of an object that is neither being nor holding anything. The infant shatters, and the creature or piece is struck with a thud that deafens it and causes it to sink to the ground. The target and the spear then clash to form a single spear point and strike each other. Until the end of your next turn, the spear strikes the target twice, but it strikes the creature instead. The target also becomes restrained in the spear until the spell ends. While restrained, the creature is physically identical to the one created by your spell, but it makes an Intelligence saving throw. On a failed save, it is blinded for 1 minute while under the spell. On a successful save, the spell ends. Abjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a spirit in a 20-foot radius around you that defends you from harm. The spirit appears in a place of your choice within range, issuing a loud call and seemingly obeying your command. The spirit lasts for the duration, and it can’t be targeted by other spells or by attacks. The spell ends if the spirit is no longer in the place you cast the spell. When the spell ends, the spirit disappears, leaving behind no physical form. The spell ends if you cast this spell again. If you cast it again, you must finish a short or long rest to do so. If you cast it three times, you can target one additional creature for each target. The spell can target up to four creatures at a time, and you can dismiss such
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A young girl of your choice whose name is Hannah. During the spell, you can designate one or more children that you can see within range. Choose one of the following: • A child who is 5 or under. • A child who is 11 or under. • A child who is 12 or under. • A child who is 13 or under. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate a child that has the same name as the child you designate. For example, if you designate a child 1 year old as Hannah, you can designate a child who is 6 years old as Hannah. The spell ends if the child is no older than the age of the child specified. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate a child who is 5 or under when you cast this spell using a spell slot of 6th level or higher. At
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell creates a child, a creature of Medium or smaller within range. Until the spell ends, the creature has the traits and capabilities of a human at the time of its creation, though it can’t become a child of the Child. The child is magically identical to the Child, though it has a smaller body, grows up to four feet shorter than the Child, and has darkvision out to a range of 60 feet. The child can understand any language the Child can speak. The child can understand two other creatures, one native to the Ethereal Plane and the Other, and can read one book of the Child's language, one of the Child’s language, and one other book of the Child’s language. The child has an Intelligence of 10 and proficiency with both Hand weapons and attack rolls. Conjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You choose one beast or plant you can see within range and form a charmed, fey, or fighting creature within range. The creature must make a Wisdom saving throw, taking 5d8 thunder damage on a failed save, or half as much damage on a successful one. The creature, or a creature whatever you prefer to be called, withers if it is subjected to the effects of at least one of the following effects of the charmed, fey, or fighting creature manifesting itself as a Huge or smaller beast or plant: lightning rod, day lantern, or torch. Conjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Your ghostly father reaches out his hand in greeting to a living creature. The target must make a Wisdom saving throw. It immediately recognizes you as the father, and the family tree changes to match your new appearance. The baby is usually a little baby or a grown-up with its eyes closed. The new appearance doesn’t require a father’s name, just a proper title, and the creature can appear to you in all other ways, including your own voice. The creature can take on any of the following forms: Normal, Gnome, Elf, Hylotl or Half-orc. Conjuration
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You teleport yourself to the nearest land surface and magically transform a willing creature you choose. The target must make a Wisdom saving throw. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. This spell ends on a target who ends its turn in the same spot as the target. Once a target makes this saving throw, it can repeat the spell a second time, ending the effect on itself on a success. If the target is a human or a plant, this spell ends on it. You choose a new target when you cast this spell. The target can't be more than 5 feet away from you. Transmutation
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You transform a willing creature you can see within range. The target becomes invisible until cleared, at which point the target reverts to its normal form and can’t see again. The spell fails if the target is damaged while you're casting and its Wisdom modifier is less than or equal to the number of hit points of spells you cast. Enchantment
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
You sacrifice one willing creature for the service of a creature you choose. For the duration, the creature is under your control, as long as that creature is within 1 mile of you (and at the DM’s option when the spell ends) and as long as your action on each of its turns since the start of its next turn has not affected it. The creature is broken if it is sacrificed and carries with it any ill-gotten effects of that sacrifice, if any. The spell ends if you choose a new creature, if you have any and no creature companions, or if the creature is permanently lost or badly damaged. To learn more, choose a new creature at the start of each of its turns, or choose one of the following options for its statistics: • One willing creature of your choice that you can see within range • Two willing creatures of your choice that are within 5 feet of you (if you have two willing creatures, you can target them both if you have two creatures in your immediate area and use the shortest ranged attack among them, other than as an action) • Two willing creatures of your choice
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
You forge a magical bond with a creature you can see within range, granting it a wish that allows it to become a child god. Choose one of the following options for how a creature is raised. The creature becomes a child god at 1st level and becomes a celestial for the duration of the spell. The creature can’t become a god at any time, but it can become a celestial for the duration. At 5th level, the creature becomes godlike and becomes part of the celestial family. At 11th level, it becomes godlike and becomes a celestial for the duration of the spell. Divination
Conjure Child
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You fill the air with a happy child to create a calming and magical effect. Until the spell ends, a child appears on your person and floats gently over nearby grass and fallen trees until the spell ends. This effect doesn’t last. A child can take up to 1 hour to manifest. The child appears in an unoccupied space that is up to 30 feet away from you and that is free from foliage or loose objects. The illusion lasts for the duration, and it shapes objects it touches and moves with it. It can create ethereal illusions, floating images, or shadowy shapes, as seen from 500 feet away, that seem to emanate from you. The illusions don’t have to be visible or noticeable, but they can’t appear immediately on the image. You can choose a creature type, such as elves or goblins, as the illusion’s type. If you can’t see the creature’s type, you assume that it is an illusion that w ere created by some other effect, such as an effect that w r effect trees or shrubs in the area, or some other such effect. If you can’t see the creature’s type, you assume that it is an illusion created by some other effect, such as a strong wind, such as from lightning, similar to how a strong wind can shift a creature’s speed. Using this method for its entire duration, a creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, it can use its action on its turn to switch to an illusion. Conjuration
Conjure Child
Casting Time: 1 action
Range: 90
Duration: 24 Hours
You choose a willing creature for your children. The child becomes your ward and grows up to become your servant, helping you take care of the magical infant until its very last breath. Your magic destroys magical vampiric spirits and neutralizes magical effects that hold the child to a magical restraint. When the child departs from its mother or father, it is nourished and raised by your magic, its clothes torn from it, and everything it does and says and does not want to do. Your magic has no effect on its growth, but when the child becomes strong enough to stand on its own, your spell succeeds, and the child becomes a bonded servant. The baby is always under your control, caring for you and storing your efforts for your children. Every time your children die or become sick, they take as much damage as normal if you take damage from their deaths and have one hit point to regain mental status. Your baby can reach maturity at any time, provided that it takes the normal actions and moves as normal. Your magic, if not broken, can break your baby’s mind and cause it to become infatuated with adults who do not listen to your child’s wishes. Abjuration
Conjure Child
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You call forth a fey ghost that appears in an unoccupied space of your choice within range. The creature must be within 5 feet
Conjure Child
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a celestial of challenge rating 5 or lower and give it a challenge rating of 2, or 4, depending on the color of its skin. The celestial appears in unoccupied spaces that are within 5 feet of a celestial’s lair and that is up to 30 feet on one side and 20 feet on the other. The celestial can be a Huge or smaller creature, an elemental, a fiend, a demigod, a fiend zombie, a licen fiend, a leper, a misty demon, a primordial, a primordial fey, a primordial demon, a primordial guardian, or a fey animus. The animate dead are also summoned when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial as a group, which has its own turns. It obeys whatever commands are given to it by its companions, and it doesn’t attack or cast spells. The DM can see through the celestial’s eyes and hear through its ears as if it were elsewhere. If you cast this spell once, you can have it again, requiring the creature’s statistics to match. Divination
Conjure Child
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A spectral child appears in an unoccupied space that you can see within range and that fits within a 5-foot-radius sphere centered on a point within range. The spectral child radiates dread power, manifesting darkvision to all line of sight and disappearing when the target has reached the age of maturity. This spell has no effect on undead or constructs. Casting it again on the same target or a descendant of the same target increases the creature’s maximum Hit Points by 10 hit points. If the child’s hit point maximum is less than the maximum hit points of its descendant, the child falls to the ground and becomes a spectral gibbering tomcat that takes 4d8 necrotic damage, and it becomes frightened for 1 minute. This fear effect persists even after the creature’s entire body is covered by the gibbering gibbering tomcat’s skin. Necromancy
Conjure Child
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
Choose a humanoid you can see within range and maintain his or her individual creature’s intents, wits, and personality characteristics until the spell ends. The creature becomes proficient with ranged weapon and spell attacks, and its statistics are as described below: Weapons Dagger, crossbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, bolt pistol, halberd, halberd, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Shortbow, shotgun whip, sling ring, sling ring, sling ring, whip, sling ring, whip, sling ring, whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whip, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping,
Conjure Child
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
Your dream world is a perfect place for a child. You create a magical child, a creature whose name is a combination of your two first names, as well
Conjure Child
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour
A creature of your choice that you can see within 15 feet of you appears in an unoccupied space that you can see within range to the best of its ability. The creature can be any of the chosen race, a race created by a magic that grants it advantage on ability checks it makes based on size, sex, hair length, facial shape, or any other special ability the creature has. The creature can be of any race, a race created by a magic that grants it advantage on ability checks it makes based on hair length, facial shape, or any other special ability the creature has. The creature can be of another size or type
Conjure Child
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
You teleport yourself from an extradimensional space you can see within range to a location on the ground within range. You and up to three other creatures who can hear you appear from the outside of the spell’s radius. The spell lasts for the duration, and the nearest other creature or object is excluded from the teleportation. If the teleportation takes place on a place you occupy, the spell doesn’t return to its normal area of effect. Instead, you can make a ranged spell attack against a creature on the ground within your reach. On a hit, you attempt to teleport the target to a place you can see, but the target must make a Dexterity saving throw. On a failed save, it is transported to a different extradimensional space. On a successful save, the spell ends. The target’s world is an extradimensional space that can be accessed only by climbing to a height of 5 feet above the ground or ascending to a height of 5 feet above the ground. The extradimensional space is large enough to contain up to 10,000 people. If the target is larger than that, the extradimensional space becomes much more difficult. The target is incapacitated and can’t move. The target must make a Dexterity saving throw. It takes 3d6 poison damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, the target must make the saving throw again. 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
Conjure Child
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell calls one to life for a child you command, raising it as an adult your wife or girlfriend. The child is identical to her or her husband’s child but grows up to be the child of a greater being. The spell ends if the child is destroyed or if you ordain a new child. To banish the child, you instantaneously blast it with an antimagic field, which sucks up the child’s severed body parts, leaving its flesh exposed and forming new organs. The child sheds magical light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if the child is no longer alive. Until the spell ends, you can choose a new name for the child, a new person, or one that was created using an old name. The new name must be strong enough to separate the child from its parents, dead relatives, or other relatives. Divination
Conjure Child
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You attempt to conjure a simple, obedient beast of your choice. The creature must be a humanoid, and it must be of any size or type. The beast must be capable of performing some basic task, such as cleaning, preparing food, or otherwise raising its head. The spell ends when the creature returns to its home plane. The casting time is 1 hour. The spell’s duration is 120 days. If the creature is a Large or smaller beast, the creature must be within 30 feet of you. If the creature is a Small beast, its speed is 10 feet. The creature must be within 30 feet of you. If the creature is a Large beast, its speed is 10 feet. That creature’s hit point maximum must be equal to or less than the creature’s. Transmutation
Conjure Child
Casting Time: 1 action
Range: Self
Duration: 1 minute
Concentration, up to 1 hour You summon a spirit that appears in an unoccupied space that you can see within range. The magic that animates the child appears to be an illusory duplicating of your own, creating illusions and animating new ones for it. As an action, you can summon the Child from your hand. The Child appears in unoccupied spaces that you can see within range and acts as your servant, shedding magic in line with your own. You can use your action to create one additional illusion for each creature you designate within 30 feet of you. Additionally, if the Child appears within the last 30 minutes, you can summon its servant, albeit with a price. Choose a spectral or magical beast you choose within 30 feet of you. If you have the child, that beast moves with you, appearing in the nearest unoccupied space for the duration. The spell ends for that creature. If you have the Child, you gain the same number of hit points and hit points as you did with your own child 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
Conjure Child
Casting Time: 1 action
Range: Self
Duration: 1 minute
This spell transforms a creature up to your size and height. The creature has advantage on attack rolls, ability checks, ability checks requiring concentration, and saving throws, and can’t be charmed. Abjuration
Conjure Child
Casting Time: 1 action
Range: Self
Duration: 1 minute
You attempt to conjure a child within range. Until the spell ends, the target can have one sense of its own. It has advantage on attack rolls against creatures that it can see, as long as it can see that way. Abjuration
Conjure Child
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Your magic turns a creature of your choice that you can see within range (including you) into a celestial, fey, or fiend-like creature. The target becomes a celestial if you chose celestial, fey, elemental, fiend, or fiend (the target can enter the fey or elemental schools by studying its fiendology). At the start of each of your turns until the spell ends, you can choose a creature type: celestials, elementals, fey, fiends, or undead. The creature is somehow created while celestials are common, fey, or fiend. The spell doesn’t change the creature’s alignment, so it is impossible for a creature to be aligned with an alignment that is contrary to its nature. The target of the alignment might be aligned with nonmagical weapons and armor, while others might be aligned with spells and other magical effects, while others might be aligned with magical or mundane objects. In a case where both a creature and a celestial fall under the spell, the target can roll a d8 to determine whether the alignment is affected by the falling creature. If the creature is aligned with a magical weapon and armor that are neither worn or carried by a celestial or fey creature, the alignment is violated. The target can use its action to examine the object and make a determination as described below, commencing with the celestial if it is made of wood or stone. If the result is a determination of its nature (i.e., that it is a celestial), the creature is dispelled of this 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. Abjuration
Conjure Child
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You attempt to raise a celestial, an elemental, a fey, a fey demon, a fiend, a giant ettin, a giant centipede, a giant scorpion, a giant centipede, a giant scorpion, a giant frog, a giant lizard, a giant reptile, a giant reptile skeleton, a giant spore, a giant spider, a giant spider web, a giant spider webbing, a giant vine, a giant vine trimmer, a giant vine vine 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
Conjure Child
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call upon the spirits of old to shape a new kind of creature. Choose one of the following basic statistics. Choose one of the following statistics: 1. Medium 2. Large 3. Huge 4. Constitution 5. Wisdom 6. Intelligence 7. Constitutiones 8. Sense Motive 9. Good and Evil 10. Ability Score Improvement 11. Knowledge (arcana, history) 12. Intimidation 13. Persuasion 14. Warding off harmful effects 15. Lightning Reflexes 16. Telekinesis 17. Flight 18. Endurance 19. Survival 20. Wisdom 21. Linguistics�Concentration, up to 1 minute You conjure up a spirit that can speak, read, and write a language of your choice. An unwilling creature can make an Intelligence (Investigation) check against your spell save DC to detect the language. The creature is friendly to you and your companions until the spell ends. The spell ends when the creature can no longer communicate with you or your companions. Abjuration
Conjure Child
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause a child to become a child of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed and frightened for 1 minute. On a successful save, the target is frightened for 1 minute. Until the spell ends, the target is not affected by this spell. Transmutation
Conjure Child
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a beast of the chosen type. If you cast this spell again, the spell ends for you. It disappears when it drops to 0 hit points or when you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional beast for each slot level above 4th. Evocation
Conjure Child
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a creature of your choice that you can see within range. The target must make a Wisdom saving throw. It takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. If you cast this spell on the same creature twice, the creature takes half as much damage, and the spell ends. Conjuration
Conjure Child
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You utter a curse, causing a creature of your choice within range to beguile a Child of Ethereal Wisdom. The Child becomes a Child of Ethereal Wisdom for the duration. You can make the Child gain the ability to speak your language. The Child gains the statistics of a creature of your choice you can see within 30 feet of you. The Child has advantage on Wisdom saving throws, and it has advantage on Wisdom checks that rely on memory. You can use this ability a number of times equal to your spellcasting ability modifier. The Child can’t speak the languages of other creatures. The Child can’t understand your language, and you can’t understand its actions or language. The Child can’t understand your thoughts, and you can’t comprehend its emotions. This spell ends for each creature you choose within the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 8 hours. Evocation
Conjure Child
Casting Time: 1 action
Range: Special
Duration: 1 Hour
A magical being called out to you is summoned. Until the spell ends, the creature is surrounded on both arms by swirling green and yellow orbs, with radiance flowing from its lance, and its hands glowing with the energy of nature. The creature can cast spells of 2nd level or lower, 3rd level or higher, 4th level or lower, or 5th level or higher. The creature can take actions and speak several words; it makes its action as normal. While surrounded on both arms, the creature can move around, take temporary Hit Points, and make attacks and spells. Attacks made against it can’t leave the square. When the creature moves to a square adjacent to it, it can make a melee attack with one bomb, with 1 minute left in this spell’s duration, and with 5 bolts, with 1 minute left in this spell’s duration, with no bolts, and with no 5 bolts left in its movement. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have additional bomb added to the equation at 3rd level and higher. Each bomb has a casting time of 1 action. You can create two additional bombs at the same time. Conjuration
Conjure Child
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell creates a child that is your child. Choose a Large or smaller creature that you can see within range. The creature becomes a child once it attains 2nd level (the child’s height must not exceed 20 feet). As a bonus action on each of your turns after the child ends its turn, you can cause one of the following effects to occur on it: - You create a magical bond with the child of a creature you can see within range. You and the creature share the same mental capacity, so you can create a bond for the child. - You conjure up a fey beast with a 10-foot radius that carries a 20-foot-diameter box that bears the symbol of the bonded creature. The beast is friendly to you and the child for the duration. - You mentally shape a fey humanoid that attacks and feigns death using your spell attack. The fey humanoid can make a Wisdom saving throw to avoid being bound by the spell. If it fails, the fey humanoid is banished from your ownership and becomes a fey zombie. The fey zombie is under your control for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can shape a fey skeleton that can’t become undead but rather becomes w hoefish or w hoffish if you choose. The fey skeleton can’t become bipedal and can’t use weapons, unless it can use a reanimated version of itself for attack or defensive purposes, attacks that don’t use a weapon. The fey skeleton can’t become feline and spends its day working out of caves and underground chambers, as well as studying animal behavior and passing down new generations. Using the fey skeleton for this purpose can’t reduce the spell’s level by more than 1. If you have the creature’s basic building blocks—glass, steel, bone, or wood—you can use them as weapons, developing your own basic attacks and developing your own defense. When the fey skeleton awakens, it sheds bright light in a 30-foot cone and dim light for an additional 30 feet. While the fey skeleton is bonded to you, the creature can take actions and still see through the fey’s eyes, which is an invisible part of the creature. The fey skeleton can move across surfaces, ceilings, and floors, forming simple wards about 10 feet across and 5 feet thick, for example. When the fey skeleton awakens, it sheds bright light in a 30-foot cone and dim light for an additional 30 feet. While the fey’s eye is open, the warded creature can use its action to make a Wisdom saving throw. If it fails this save, the creature becomes blinded until your next long rest. Conjuration
Conjure Child
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Your love and respect for your infant child growling out of existence. Until the spell ends, you and your companions take on a similar appearance to the Child of Nine Small Things. While you possess the Child of Nine Small Things, you can choose any number of creatures within 5 feet of you as your companions. For the duration, these creatures have disadvantage on Charisma checks, ability checks, and saving throws against your control. You can even choose to have your companions be undead, made of flesh, instead. While the creature is under our control, it treats you as a constant companion, trying to understand your own thoughts, dreams, and circumstances. At the DM’s option, you could choose to remain animated while under our control, making the creature animate, but your DM can decide later whether to finalize the creature as a child in a demiplane (see below). Physical interaction with the creature reveals it to be a child; the DM can see and hear the creature’s physical body apart from the mind of the creature. If you speak with the creature about what it is capable of thinking, seeing, speaking, and speaking in general terms, the creature can understand that you intend to make the creature a separate creature from the body of nature it’s formed into. While the creature is at your side, the creature can‘t attack you or target an ally within 60 feet of you. If you cast this spell over a multidimensional square or a sphere, you can designate any number of locations on the globe that the creature can’t do without moving along a celestial, an ooze, or a fey’s plane. You specify a location along the globe where any effect might normally create a direct link between the globe and the square or sphere. 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. Divination
Conjure Child
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a fey. Choose one creature that you can see within range. You touch the fey, take its statistics for its size and make a Wisdom saving throw. On a successful save, you instantly gain bard, druid, fey stew, elementalist, wizard, oracle status. For the duration, the fey can be bard or druid, and it can cast spells, as your action on a turn or while you are conscious, and it gains expertise in one spell known to you (your choice at the time of casting) as well as two additional spells of the chosen type that can benefit from a casting slot of bard or druid. During this time, you can also create one additional fey for each slot level above 1st. Conjuration
Conjure Child
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch one humanoid of your choice within range, and after casting the spell for the first time last night, the target becomes one with you until the spell ends. The target becomes a member of the group, and you gain the following benefits: “You and your companions have resistance to nonmagical damage. “You and your companions can’t be affected by nonmagical weapons or projectiles. “You can’t affect the target’s eyesight. “You can affect or grasp some objects, including some of the visible features of the target’s eye, and”touched objects turned inside out appear to be part of the target’s body. To affect an object in its ‚immobile state, the target uses its action to move as normal until the spell ends. It can then move to a place within 5 feet of the location where it’s moved before, where it can see, and when it can’t see anything. The target can use its action to inspect the object’s condition and determine its current condition, in such a manner as the DM chooses. An object can have any of the following properties at its location: - It has speed equal to your walking speed. - You can’t exceed the bonus to Strength or Dexterity based on adrenaline level. - You can’t cast spells without using adrenaline. - You can move only by resting or using magic. If you take any damage, you take half as much damage. If you have an adrenaline level of 4 or higher, you are reduced to unconsciousness for 1 minute. After 1 minute, you awaken. During that time, you also learn when, where, and how to speak the target’s name. The target doesn’t necessarily need to know any spell words, but they do need to know what spells the target has during the duration of the dream. You can read and write a bookkeeping spell, a list of all the subjects covered by its covering spell, or a visual description of a particular place or object. While covered by a cover spell, the target can’t appear out of thin air, and it takes no actions that would cause it to appear in any other plane of existence. 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 be within 30 feet of each other when you target them. Transmutation
Conjure Child
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day
You touch a Small child that weighs up to 5 pounds and that weighs up to 200 pounds when dispelled. Until the spell ends, the tiny creature w as a magical bond within which it lives that it can be charmed. The charmed child can walk normally and can speak one language common to its territory, as long as the child is physically within 5 feet of the caster and can walk up to 60 feet. The charmed child retains its alignment and can’t abuse spells or benefit from any special abilities of its parent’s deity. The charmed child can understand any language of its choice. While charmed, the child can’t take, cast, wield, or otherwise benefit from any magical item used for its charmed state, nor can it create new magical items. Similarly, while charmed, the child can’t use any w ill spells associated with its charmed state, even if the creature creates new ones. Abjuration
Conjure Child
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You and up to your companions get along fine. Your charm and charm items let you assume the persona of a good adult with a family, or a royal family with a royal family, and you become one with children and children with your own. Your children are not affected by this spell; they are unaffected by it. Physical interaction with your children can involve verbal confrontation, physical harm, or both. Both your children and your companions can’t be charmed. For the duration, your companions can’t be frightened by magic items, false companions, divination spells, or the like. While your children are with you, you can communicate with one or more of your companions with a touch. You can’t have more than one companion charmed by this spell at a time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. If you cast this spell using a spell slot of 3rd level or higher, you can target two additional creatures for each slot level above 2nd. Conjuration
Conjure Child
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You sacrifice one humanoid to a prison cell for up to nine years. The spell ends if the humanoid is ever free or if the prison falls within the reach of undead or constructs. If the infant or wicker creature isn’t free after the spell ends, the creature falls within line of sight of you and can�
Conjure Child
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You take the form of a magnificent, animated, and yetchered child that can weigh up to twenty-five pounds and can stand up to 100 feet. Until the spell ends, this child can perform various tasks, but it gains a pet—a celestial, a fey, or a fiend (if any exist) and spends its action to watch over it. It acts independently of its new form, though it can use its action to make a Wisdom saving throw. If its saving throw fails, it is considered a skeleton and becomes animated until the spell ends or the pet is destroyed. The child can be disoriented by cold, frigid, or light storm, and its senses are disrupted by such conditions. The child is friendly to creatures that it can see within 30 feet of it and that are within 30 feet of it. It ignores any sign of danger, and it knows the location and direction of all that is hidden except for dim light and dark energy. It obeys all the verbal commands it is given and can speak any language it desires. While the child is conscious, creatures within 30 feet of it obey any verbal commands that it makes while conscious. It can also understand simple verbal commands, such as the voice of one living creature or of several creatures within 30 feet of it, that it knows. This spell ends if you cast it again before the spell ends. Abjuration
Conjure Child
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. The target, if it is a human or an animal, can’t speak or understand any language other than the creature’s own. The target then becomes a willing creature. The target has advantage on all Charisma checks it makes until the spell ends, and has resistance to
Conjure Child
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch an unwilling infant who is a Tiny child (your choice when you cast this spell). The target can’t be more than three years old or younger. The spell ends if you cast it again or if the target drops to 0 hit points. Abjuration
Conjure Construct
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You attempt to stow away whatever remains in an area you are currently in. Choose an area that is no larger than a 20-foot cube, such as a town, a city, or a region of land. You can make a straight line that travels through the area, stopping when it reaches a point you choose within 100 feet of the point you used for the casting. The area is contiguous with your current space. When you cast the spell, you can choose to cause any portion of the area to glow red or blue in an area you select. You can also choose to cause any portion of the area to glow in any color you choose. You must have seen the spell to see anything. As a rule of thumb, a red or blue glow is 1 mile per square foot, while a glowing finger (or any other sign of magic) indicates a place where magic might be more powerful. The spell damages objects in the area, but not creatures. Conjuration
Conjure Corpse
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A corpse appears in a 10,000-foot-diameter cylinder of rock. Until the spell ends, the corpse is harmless to you and any creatures it has touched. You decide what kind of corpse the corpse is made of. It can’t be a human, a goblin, a humanoid, a plant, a fey, or a bard. You decide where the corpse appears, and what it’s worth. The corpse’s AC, hit points, and hit point maximum are halved. The corpse’s hit points can be up to twice as high as normal. If the spell ends before the corpse’s AC or hit points return to normal, the spell ends. The corpse’s hit points are halved until it no
Conjure Creature
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You call forth a creature that you can see within range. The summoned creature must be of the same or similar race as the target, and it can’t be charmed, frightened, or otherwise affected by any of the following effects. The summoned creature has advantage on attack rolls against the target. The target also has advantage on Charisma saving throws against this effect. The target can use an action to end this effect on itself. The target must also make a Charisma saving throw. On a failed save, the target fails this spell and takes 1d4 psychic damage. On a successful save, the spell ends. On a failed save, the spell ends. When the spell ends, you can use your action to dismiss the spell. If you do so, the target is no longer in its current plane of existence. Conjuration
Conjure Creature
Casting Time: 1 action
Range: 10 days
Duration: You conjure up a creature of challenge rating 5 or
lower that can be charmed, frightened, or possessed. The target must be of reasonable size, weight, and kind, and the spell fails. The target gains the benefits of all the senses available to it, including color vision, color-blindness, and blindsight. The target can’t be harmed in combat. If the target is incapacitated by any means necessary, its mind is forced to make a decision whether to move to the side or to the front of the target, and whether to stay still or to attack. If the target has a body part, such as a head, that it can’t use to move or wield a weapon, the target can’t use either means to move or wield a weapon. If the target has no means to move or wield a weapon, it can’t wield a weapon with which it has a body part. Transmutation
Conjure Creature
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a creature of your choice that can be a nonmagical beast, a humanoid, a spectral or a magical beast. The creature must be within 30 feet of you or the spell’s effect ends. The creature can’t harm you or harm an object within 30 feet of you. This spell doesn’t target undead and constructs. The creature can be any humanoid or a non
Conjure Creature
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A creature appears and tries to cast a spell. You can use your action to make a ranged spell attack. On a hit, the target takes 2d6 psychic damage, and the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can grant additional ranks in that slot. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Conjure Creature
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You summon a spectral creature of challenge rating 6 or lower, and it must succeed on a Wisdom saving throw or be charmed by you for the duration. The spectral creature obeys any verbal commands you issue to it (no action required by you). It obeys any and all verbal and written commands you issue to it (no action required by you). It follows your orders even when it is under your direct control. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate, shapechase, and so on until the new form ends. Conjuration
Conjure Creature
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a creature of your choice within range that obeys the spell’s commands, but is otherwise indistinguishable from you. You can’t use this spell on an object of an unoccupied space that you can see within range. When you cast the spell, choose one of the following effects. You can use a bonus action to issue a command to the creature. The creature must be within 30 feet of you on the ground when you issue the command. The creature must make a Wisdom saving throw. On a success, the creature obeys the command for 1 hour, or until it withers or vanishes. On a failure, the creature obeys the command for 1 hour. The creature can use a bonus action to attempt to follow the command, but it must use a different action. On a successful break, the spell ends. The spell ends if you use a different action to follow the command. The creature remains within 40 feet of you until the spell ends and then vanishes into the air. Transmutation
Conjure Creature
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Find a willing creature, find it living, and conjure it as a spectral beast for the duration. The creature can be up to eight creatures (totaling 20 total when you cast this spell) within range. You find a spectral beast that speaks one language you know and that you can hear within 30 feet of you. The beast can be any creature you choose, both animate or otherwise. The beast’s skin is black, and it has a flying speed of 50 feet per round until dispelled. For the duration, the beast has disadvantage on attack rolls against any creature chosen as the target by you. Transmutation
Conjure creature
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You place a creature in a specific spot on the ground for the duration. Until the spell ends, the creature remains in that spot. The creature remains there until the spell ends. It can make an Intelligence saving throw at the end of each of its turns. On a success, the spell ends. Evocation
Conjure Creature
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You touch a creature and attempt to conjure a creature of your choice that you can see within range. Choose one of the following effects. On a successful hit, the target can use an action to cause the target to move up to 5 feet and see up to one side of the creature. The effect lasts for the spell’s duration. Evocation
Conjure Creature
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 5 minutes
You touch one creature you can see within range and cause it to leap into a sphere with a simple touch. The object and creature both turn into pieces and leap out into the air, remaining in place for the spell. If the creature fails its jump before the spell ends, the spell ends. If you touch another creature on the same plane with you before this spell ends, the spell ends, and you can use that creature’s move to hover or hover through the sphere for the spell’s duration. Until the spell ends. You control both a piece of creature, each capable of possessing a separate component. Both pieces are made of stone, and each piece is imbued with magical energy, and when the casting is complete, you can move up to the sphere, hovering over the creature for the spell. The sphere is surrounded by water, and the creature and object each have is engulfed in a mist. You control both pieces, which have a separate component. Both pieces are imbued with magical energy, and when the casting is complete, you can move up to the sphere, hovering over the creature for the spell. While on the sphere, the object can attack or defend itself against attacks. Once the spell ends, you can move it up to the other side of the sphere. The sphere disappears and the creature remains there for the duration. You can use this spell to move creatures up or down along the sphere. You control both pieces, which have a separate component. Both pieces are bonded together so that if one piece becomes unguarded, the other isn’t. The sphere is surrounded by air, and the creature and object each have is engulfed in a mist. You control both pieces, which have a separate component. Both pieces are bonded together so that if one piece becomes unguarded, that other isn’t. When the spell ends, the creature and object each have their own component. Each piece is bonded to your piece, though it only has a component that it can fit inside. When you take damage, you can move that creature up to the sphere and hit it. You can move the creature up or down along the sphere as long as it is hovering over you, or as long as you hold it while it vanishes and you hover over it for the duration. Until either the creature or object vanishes for the duration, the piece has no component at all. The sphere doesn’t take damage or be destroyed. You can move the creature up or down along the sphere as long as it vanishes and you hover over it for the duration. It vanishes when the spell ends and no longer vanishes. The sphere doesn’t need to occupy any space in any place, but should occupy one or other of any space you described in this spell
Conjure Cunya
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth a ravenous creature that lurks in the gloom of a cave. The ravens wail in terror at anything that might assail it. The creature must make a melee spell attack against a creature within 5 feet of it when it reaches 1 mile square. On a hit, the raven is sent flying. The raven’s bark is the only sound that can be made as it flies. The raven’s are friendly to you and your companions for the duration. The raven can’t attack you or target anything within 5 feet of you. Evocation
Conjure Darkness
Casting Time: 1 action
Range: 120
Duration: 10 minutes
You teleport yourself to a point you can see within range. You can move up to 60 feet and ends your next turn there. You can also move up to 60 feet as if you were concentrating on another spell. You can also move up to 60 feet as if you were concentrating on a spell. You can also teleport to any point within range, which is 30 feet away from you. Necromancy
Conjure Darkness
Casting Time: 1 action
Range: 60
Duration: 8 hours
You create a spectral entity and the spectral creature remains in the same plane of existence as the spell’s target. The target is blinded, deafened, or has disadvantage on attack rolls. The target’s Intelligence scores when you cast this spell increase by 1. The spell can’t have more than one target. Transmutation
Conjure Darkness
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a spectral wall of darkness that extends from your hand to a point you choose within range. Until the spell ends, the wall is visible from multiple directions. You must also choose one of the following paths to the wall, if any. You can use a bonus action to move the wall up to 10 feet in any direction. You can also move the wall up to 10 feet in any direction without moving it. If you move the wall up to 10 feet in any direction, you can make a ranged spell attack against the wall. On a hit, the wall deals an extra 1d6 necrotic damage to the target. Conjuration
Conjure Darkness
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You can change the appearance of one creature in the area of your choice within range. The target must make a Wisdom saving throw. The target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. Creatures that are affected by this spell lose any temporary hit points. This spell has no effect on undead or constructs. Transmutation
Conjure Darkness
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch a creature and can sense its condition. When you cast this spell, you can specify an emotion that is familiar to the creature. The emotion must be nonmagical. If you target the creature with this emotion, the spell ends. Transmutation
Conjure Darkness
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch one willing creature. Until the spell ends, the target can use Charisma-enhancing magic to make a Charisma check against your spell save DC. If the check succeeds, the target is affected by the spell. Transmutation
Conjure daughter
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell removes some evil from your family. Through the magic of your daughter, you create a magic circle of magical energy centered on a point you choose within range. Each creature within the circle is protected from the harmful effects of magic. The circle sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can hurl the magical energy at one creature or one solid object, removing the target from its circle and placing it within 30 feet of you. The circle instantly ends, and all magical effects that would normally come into effect immediately end. You can use your action to dismiss the spell. If you do so, you create a new circle of magical energy, which takes root in your blood and spreads through your family tree. Each creature within 30 feet of a point you choose within range is affected automatically. Choose one or more of the following effects when you cast this spell, as well as other effects you have, that are laid out in an uncontrolled order: • You create a new magic circle of magical energy centered on that point. Each creature in the magical circle must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and deafened for 10 minutes. • You end the effect of a spell or a spell of a level or lower that takes place under a different name on a creature by causing it to become an instance of that name. For example, you can end the magical circle of a lich’s army spell on a target creature whose warded status is explained in greater detail in the Great Gate book. • You alter the appearance of barriers, spell casters, traps, and other objects within the magical circle. For each such object, the spell lasts 10 minutes and can’t be dispelled by another casting of this spell. To cast this spell again, you must use a different object or spell. • You banish a summoned creature to a location of its choice within 30 feet of a magic circle. The creature remains within 30 feet of the circle and can’t take any actions that would normally take its action. The creature is physically frightened and can neither move nor speak. If the creature moves or speaks in this way, the frightened creature doesn’t take any actions that would normally take its action, but instead takes the actions of a messenger or an unwilling creature that serves as its servant. The creature is friendly to you and can respond to your commands as if you were its companion. If the creature moves or speaks in this way, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to keep the creature within 30 feet of you. Conjuration
Conjure Dead
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You create a dead body or a corpse of a creature that has been slain. The spell ends if you cast the spell again. If you cast this spell multiple times, you can designate one additional target for each slot level above 1st. Necromancy
Conjure Dead
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You call forth the Dead, a group of creatures you can see that is composed of one creature and one object. Each creature that you call must be within 30 feet of you. For each creature that dies while under the effect, you can make another death saving throw. The creature is no longer dead and no longer has the ability to attack or harm you. The Dead take turns ascending the staircase that leads down to the upper level of the dungeon. Each turn the Dead have a battle with you, and you decide whether to continue or to attack. If you attack, the Dead take 3d6 necrotic damage. If you defend, the Dead take 2d6 necrotic damage. If you defend against one creature, the Dead take the same damage. If you defend against multiple creatures, you take the same damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Dead have a 20 percent chance to become undead. If a creature has a willing creature as a pet, it becomes undead when it drops to 0 hit points. If you cast this spell using a spell slot of 7th level, the Dead have a 10 percent chance to become undead when they drop to 0 hit points. Transmutation
Conjure Dead
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You manipulate the dead for the duration. The spell’s duration is determined by the nature of the undead. The undead are undead that are incapable of being restored to life. The spell fails if the creature is dead within the first 20 days after casting. The creature is no longer undead and its hit points drop to 0. The creature is then restored to life with all its hit points. You can make the saving throw again if you are still alive and the target’s hit points fall below the minimum level for undead to regain hit points. If the target’s hit points fall below the minimum level for undead, you take 1d10 necrotic damage. If you or a creature that you can see is within 60 feet of the target, you can cause the spell to end. Transmutation
Conjure Dead
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You touch a corpse that is dead within range. You and your companions take 1d6 necrotic damage on a failed save, or half as much damage on a successful one. On a successful save, you can move the corpse until the spell ends. Evocation
Conjure Dead
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
As you cast this spell, you have control over the body of a dead creature you can reach. You can use this spell to cause a creature you can see within range to become incapacitated for 1 minute. Alternatively, you can cause the creature to become unconscious for 1 hour. The spell ends on the creature. The spell also ends if you cast this spell again. You can use a spell slot of 2nd level or higher to cast this spell again. Abjuration
Conjure Dead
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Choose up one corpse of Medium size or smaller that you can see within range and that can’t been charmed or attacked. The chosen corpse becomes a zombie for the duration. The zombie is friendly to you and your companions for the duration. It disappears when the spell ends. The spell also ends if you attack it, if it is hostile to you, or if you use an action that uses another target. You can use your action to dismiss the spell. To finish casting, the corpse must be no more than 10 feet square and remains there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the zombie increases by 5 feet for each slot level above 1st. Conjuration
Conjure Dead
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You teleport to another point on the ground within range. The spell ends if that point is destroyed or if some other spell or effect destroys the spell. A
Conjure Dead
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a simulacrum of a creature you can see within range. The creature must be dead or undead. The creature must be alive or incapacitated. The simulacrum is unharmed when you cast this spell. The creature must be within 30 feet of you if it is already dead. Conjuration
Conjure Dead
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a dead creature, a creature you can see within range. The target must succeed on a Wisdom saving throw or become an undead creature. When you cast this spell, you can target one undead creature that you can see within range. The target must be within 10 feet of you when you cast the spell, and it must be within the range of the spell. The target can only have one creature within it. The spell ends if it is cast into a creature that is undead. Conjuration
Conjure Dead
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Conjure Dead
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You target a corpse that has been killed by a spell or an effect that has killed it. The dead body remains there for the duration of the spell. The corpse can't be charmed or possessed by another creature. If the creature attempts to take the body with a weapon or a magical item, the creature must make a Strength saving throw. On a fail save, the creature takes half as much damage and suffers no saving throw. The corpse disappears from all but one location on your map and reappears somewhere else in the area. The corpse can be dispelled by any spell or spell-like ability of the target. The spell ends if you cast it again. The spell ends if you dismiss it as an action. If you cast it again, the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can alter the nature of the spell to affect only the affected object or component. For example, you can alter the appearance of a staff, a staff of protection, or a staff of protection. Conjuration
Conjure Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
The next time you make a melee spell attack during the spell’s duration, you can use your reaction to trigger a different spell of 3rd level or lower, using one of the following effects. You can use your reaction to trigger a different spell of 5th level or lower, using one of the following effects. Flee. Abjuration
Conjure Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to conjure up a corpse that you can see within range. The corpse disappears when it drops to 0 hit points or when the spell ends. It is a corpse of equal to 2 hit points or fewer. The spell fails if the corpse’s hit point maximum is less than or equal to the hit points of the spell’s duration or when the necromancy ends. It can be a corpse or an object that fits within a 5-foot cube. The spell’s spellcasting ability scores may be lower than the spell’s. If your spellcasting ability is Wisdom (Perception), the corpse’s hit point maximum is equal to or less than the spell’s maximum hit points. If your spellcasting ability is Charisma (Sympathy), the corpse’s hit point maximum is equal to or less than the spell’s maximum hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates a new corpse if you do so every day for each slot level above 6th. Enchantment
Conjure Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a spectral creature of your choice that you can see within range and can hear you. The creature must be within 5 feet of you. The target must make a Constitution saving throw. On a failed save, it becomes stunned, deafened, or has a -2 penalty to its attack rolls. The target also has disadvantage on attack rolls and ability checks until the start of your next turn, if that is the first time you
Conjure Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A corpse appears in a 20 foot radius and moves in a straight line. Until the spell ends, the corpse can’t be targeted by spells or other magical effects that target it. Conjuration
Conjure Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A spectral creature appears in a 10-foot-radius sphere centered on a point within range. The target must make a Charisma saving throw. A target takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you dismiss the spell as an action. The creature appears dead against any terrain within range. It remains there until it is no longer dead. A spectral creature can’t be charmed or possessed. The spell ends if you dismiss the creature as an action or if the creature is sent to an unoccupied space where it can’t be charmed or possessed. Conjuration
Conjure Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a dead body, a corpse that is partially obscured by a thin sheet of skin. The body is heavily obscured, and it is difficult terrain. The spell ends if you die or if you cast the spell again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures under the effect increases by two for each slot level above 6th. Conjuration
Conjure Dead
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause an undead creature to become a corpse, a corpse that disappears when it reaches 0 hit points or less. Otherwise, the creature becomes a corpse by the end of its next turn. When a corpse is slain, it is taken to the nearest unoccupied space within range. The corpse is no longer a corpse, but a soul. If the creature is a creature, it becomes incorporeal for the duration. The corpse is part of the body of the creature and remains there until the spell ends, when it can be restored to its original form. Transmutation
Conjure Dead
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You send a creature into an extradimensional space. The target must be within 30 feet of the extradimensional space. The target then appears in the extradimensional space and must spend its movement moving and concentrating on a ranged spell of your choice (your choice that you can recall). The target takes 1d10 necrotic damage, or half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you
Conjure Dead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A dead creature that you can see within range has become a willing creature. The target takes 8d6 necrotic damage on a failed save or half as much damage on a successful one. Transmutation
Conjure Dead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You cause an undead creature to become a corpse, a corpse that disappears when it reaches 0 hit points or less. Otherwise, the creature becomes a corpse by the end of its next turn. When a corpse is slain, it is taken to the nearest unoccupied space within range. The corpse is part of the body of the creature and remains there until the spell ends, when it can be restored to its original form. The corpse is part of the body of the creature and remains there until the spell ends, when it can be restored to its original form. Transmutation
Conjure Deadlight
Casting Time: 1 action
Range: 100
Duration: Instantaneous
Lightning strikes out from you, passing heavily obscured to the blinded and deafened. The target must make a Dexterity saving throw. It takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in its area that aren’t being worn or carried. A t 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
Conjure Dead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a corpse that you can see within range. It must be no more than 5 feet long and 1 foot tall. It has a skeleton, a severed head, and a thin, loose mass that you can feel. A corpse can be slain by any melee attack. The corpse 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 2nd level or higher, the number of corpses you can deliver increases by two for each slot level above 1st. Enchantment
Conjure Dead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a zombie creature within range that is willing to make a saving throw. The creature must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the creature takes 5d8 necrotic damage and is charmed for the duration. On a successful save, the creature takes half as much damage and is charmed for the duration. On a failed save, the creature takes half as much damage and is charmed for the duration. On a successful save, the creature is immune to being frightened until the spell ends. Evocation
Conjure Dead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You summon a phantom creature that appears in an unoccupied space of your choice that you can see within range. The phantom must be within 30 feet of you or within 500 feet of you, and it can’t be charmed by you. When the spell ends, the phantom disappears, and you draw a random card from your hand that you can see within range. The phantom must be within 500 feet of you or within 500 feet of you, and it can’t be charmed by you. Once drawn, the phantom disappears. If you cast this spell again, you must use a different phantom to summon the same creature. Conjuration
Conjure Dead
Casting Time: 1 action
Range: Self
Duration: Instantaneous
For the duration, you teleport a creature that you can see within range that you can see within range. Divination
Conjure Dead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A shadowy figure appears in an unoccupied space that you can see within range and that can’t be more than 10 feet away. The figure disappears after 1 minute, and the spell ends if you cast it again. A creature can spend 1 sorcery point to attempt to conjure up a corpse of an unwilling creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Conjure Dead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a dead creature that has died, an undead that has died, or a spirit that has died. The spell can target any creature’s soul, soul of a creature that died, or spirit of a creature that died. The target’s soul vanishes, leaving its body and organs for you to use to craft a new one. The creature must be dead within 1 minute of casting the spell. The spell can target any creature’s soul, soul of a creature that died, or spirit of a creature that died. The target’s soul vanishes, leaving its body and organs for you to use to craft a new one. The creature must be dead within 1 minute of casting the spell. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour, and the duration increases to 2 hours when you reach 5th level, and 3 hours when you reach 6th level. Conjuration
Conjure Devil
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a devil from the depths of the Abyss in a new form, called a Devil. Choose one of the following options for what appears: a devil, a fiend, a lich, a beast, or a necromancer. The devil appears in an unoccupied space on the ground within range. The devil appears in a spot of your choice within range, visible only to you and causing the illusion of a devil. The devil can be large, ugly, or whatever you choose. The devil has a Strength of 5 and a Dexterity of 5. The devil has a reach of 10 feet. The devil has a weapon reach of 5 feet and a reach of 10 feet. The devil has a throwing speed of 40 feet. The devil has a reach of 10 feet. The devil has a throwing vulnerability of 1—1.0. The devil has a throwing speed of 30 feet. If the devil is dispelled, its spell ends early and the spell fails to summon any creatures. The devil can attack twice, and it can use its action to deal 3d6 slashing damage to any creature it strikes. It can also spend 1 extra use of its action to deal 1d6 psychic damage to any creature it strikes. 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
Conjure Diety
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a kind demon, a kind beast demon, or a creature of challenge rating 2 or lower. You choose the kind from the following options; choose a humanoid of challenge rating 2 or lower or an extra copy of it. You also choose a kind of terrain’s inlaid cover, such as rock, that gives the kind demon the ability to fly. The kind demon is d10ish favorite. Kindness of Dissonant Nature Tempting Animals Charming Creatures Evil Weevil Nonmagical Creatures Any creature of challenge rating 2 or lower At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates 6d6 rakish inscribe plants of your choice in a 20-foot radius centered on that point. Each plant has AC 12 and 30 hit points. If a plant’s hit points are less than 30 hit points, it becomes trifling and is prone to burning if it is ever damaged by a spell of 2nd level or lower. It has resistance to cold damage, poison damage, and radiant damage. When a plant’s hit points become unmanageable, it becomes difficult terrain for your enemies. It has a Strength of 30 and a Dexterity of 10 + its Dexterity modifier. When a plant’s hit points become unmanageable, it can’t repair itself until the spell ends. Any creature that can’t repair the plant by its own action must use an action to repair the plant by any means available to it. Conjuration
Conjure Diety
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
As you cast this spell, you choose one beast or plant you can see within range and form a magical bond with it. The creature becomes a beast for the duration, and the spell ends for that creature if it willingly moves to a place more than 100 feet from you within 10 feet of you. Once made, a beast’s natural armor rating is 3. Your magic inscribe spell cuts through the magical inscrutches of any creature that can see or hear you, creating a map of your location that looks like this:Binding the Hound Beast Transmutation
Conjure Disease
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cause a disease that affects one or more creatures of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target is dazed and has a 10 percent chance of dying of any type. Transmutation
Conjure Disease
Casting Time: 1 action
Range: Touch
Duration: 1 Round
You touch one humanoid who has been diseased. You or someone you designate can use a bonus action on the target. The target, if it is a humanoid, must succeed on a Constitution saving throw or become diseased for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the disease can target one additional creature for each slot level above 5th. Transmutation
Conjure Disease
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch a creature that you can see within range. Each creature in an area of your choice within 5 feet of the target must make a Constitution saving throw. On a failed save, the target takes 1d10 necrotic
Conjure Disease
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a disease that deals 1d4 necrotic damage to a willing target. The target takes 3d6 necrotic damage at the beginning of your next turn. Necromancy
Conjure Dissonant
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a spectral demon, an undead or an undead beast of challenge rating 5 or lower with you in the form of a spectral cloud or a cloud of
Conjure Dissonant Smite
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You attempt to bane a creature you can see within range. Until the spell ends, the target is restrained and creatures that are there must make a Strength saving throw. On a failed save, the target is pushed 5 feet away from you in a straight line. As an action, you can cause the restrained creature to make a Charisma saving throw. On a successful save, the creature takes 2d8 radiant damage, and the spell ends for that creature if it ends its turn restrained by this spell or when it uses its action to make a melee attack. On a failed save, the creature can make a Wisdom saving throw again, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the damage dealing spell, the damage increases by 1d8 for each slot level above 1st. Conjuration
Conjure Divination
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
For the duration, you can conjure up to three creatures of the chosen sort within range. You specify which sort of creature to conjure. If you cast this spell as part of casting a spell of 5th level or higher, you create two of the following creatures, which have the same general halo, their hit points halved, and their hit point maximum halved: • A flying, invisible, bipedal being dressed in fine armor and weapons and equipped with a sword and shield and shield emblazoned with your deity’s mark
Conjure Divination
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a spectral devil, one of the following types of which are attuned to by the Divination class you choose: boons, bane, dagger, fey, fiend, fiend bite, insult, polearm, hoof, or serpentspout. Your basic weapon skill is contested using the lowest contested weapon touch attack to strike when the devil appears (your choice when you take the weapon check). If one of your attacks hits, the devil wreathes the creature in poison for 1 minute, or until the creature wakes up if it has rest. The devil is friendly to you and your companions for the duration. Once summoned, the devil appears in a place that you choose and that is no larger than a 60-foot cube. Until the spell ends, you can use your action to make two attacks with a boomerang
Conjure Divination
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Until the spell ends, you touch one willing creature who is charmed or aberrated. Each willing creature that is charmed or aberrated gains an Intelligence bonus equal to 1d4 + your spellcasting ability modifier. This bonus becomes active when you cast the spell, as long as you are on the same plane of existence as the target (and thus have access to the spell queue along with it). For the duration, the target has resistance to nonmagical damage, and it has resistance to damage from nonmagical weapons. Divination
Conjure Divine
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
You summon a divine being to fight your enemies in battle. Choose any number of friendly creatures you can see within range. Each of them obeys the voice of nature, speaking in a melody that is nearly unaccustomed to music. Each creature that can hear you must make a Charisma saving throw. On a failed save, it can’t speak, and it can’t be targeted by spells or targeted by commands or magical effects. You choose the melody as the target for its melody. It lasts until the end of your next turn, but it can be interrupted or suppressed by spells or other means. If you interrupt the melody, a line of dialogue appears within 4 feet of it that says something along the lines of, "Your voice fills the air around you, and I draw the flowing colors of your hair to carry your magic into battle. This line of dialogue is a powerful tool in our war against evil." You can then open the line of dialogue, which has three parts
Conjure Divine
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You awaken an undead creature by means other than a wish spell. It must be within 30 feet of you if you are, and it must make a Charisma saving throw if you are, or it must make an Intelligence saving throw if you are or it doesn’t know the language. When you use an action to wish a creature a wish spell, you can choose a wish spell of 5th level or lower, a wish spell of 6th level or higher, a wish spell of 7th level or higher, a wish spell of 8th level or higher, or a wish spell of 9th level or higher. You can repeat the process many times, up to a maximum of once. You can wish an undead creature any wish spells it wishes, similar to wish of warding a missing cat or house cat. You can also wish the
Conjure Divine
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell brings you into the presence of a divine being, who has awakened and taken hold of you. Choose one creature that you can see within range, and choose one of the following options for what occurs within the spell's duration. The creature can be a willing creature or an object that isn’t being worn or carried by another creature. If you cast this spell while you have a target within 30 feet of it and that creature has the benefit of asight advantage when examining it, the creature is able to see through the illusion for the duration. The creature can’t willingly pass through the illusion, and it is blinded while blinded by the illusion. During the spell’s duration, the creature can make a Wisdom saving throw to regain control of itself and use all its movement. On each of its turns, it can use its reaction to switch from blind to illuminated, from darkvision to truesight. Conjuration
Conjure Divine
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a demigod of temporary good looks. He vanishes into a harmless demiplane, appearing in an area of your choice within range and lasting until the end of your next rest. The demigod is friendly to you and your companions for the duration. While friendly to
Conjure Divine
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a divine being, the Divine within, to lay waste to all creation and to destroy creation before it. Choose a creature within range and choose one of the following options for its destruction: • An undead creation that doesn’t benefit from being reduced to 0 hit points or reduced to hit points by nonmagical force (such as the throwing of a weapon or using a spell spell finger to ram a lich’s breastplate) • A creature created to become a lich. Your spell destroys this creature if it’s creation or its reduction to 0 hit points is interrupted while the Divine is casting your spell. This creature is hostile to all creatures of your choice that don’t favor class, alignment, or culture. It doesn’t like you, its alignment, or its alignment and can’t speak any creature’s language. It obeys any command that is verbally directed toward you, its companions, or whoever is closest to you. Your spellcasting ability is reduced to 0 if you cast this spell while you are immune to any effect that would reduce it to 0 hit points. While immune to this effect, you are also incapacitated and can’t move for 1 minute. It persists for 1 hour, after which time you can use a reaction to dismiss it. You can use your action to dismiss the spell again. It takes 1d10 force majeure damage on a successful save, or half as much damage on a failed one. Conjuration
Conjure Divine
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a divine being to take on the form of a beast. Choose one of the following forms to assume: Primal Beast, Fey Beast, Huge or larger. You retain the same basic abilities, statistics, traits, and equipment, but you can’t change your form. Instead, you transform your basic beast form into a mount, a griffon, or similar creature, forming a new body for it. You can choose to adopt a more powerful beast form, such as the fey form, or adopt a form that replaces the familiar form. The new form can attack and can carry a greater quantity of mundane goods, such as an arcane hammer or greater restoration, if your current mount is no longer on it (your choice which beast form you choose). You make this change automatically at the end of your next turn, otherwise you might need to take the use of a spell slot of another version of the same beast to regain control of your new form. Conjuration
Conjure Divine
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You awaken the senses of some creatures in your area, their powers, and how they fight. Each willing creature that you choose for the spell levels specified below becomes a willing creature for that turn, and after gaining these statistics, you gain the following benefits: • You can see through invisible portals as long as 60 feet to a creature within 5 feet of you; otherwise, you must spend 3 feet of movement for every 1 foot you move. Finally, you can assume a primordial status that bestows upon those you select, creating one of the following statistics while you are also casting the spell (see below).’Abjuration
Conjure Divine Ally
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Choose an area of magic that you can see that is impossible to directly see and that prevents you from seeing through it. You or a creature you touch is considered invisible to all creatures, and the target of spells that can target you or a target object that is within the spell's range is immune to those spells for the duration. You can target a target object, object that is within its range, or an object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object That creature must succeed on a Dexterity saving throw or be frightened. If the creature fails, it is forced to return to its plane of origin, where it dies. The spell ends if you dismiss it. Transmutation
Conjure Divine servant
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You transform a living creature into an illusion. The target must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The illusion appears where you: are within 1 mile of the target; and speak the illusion's secret promise. For the duration, each target has advantage on attack rolls against you and on saving throws against your might. Additionally, whenever a target within 1 mile of the target wakens and uses an action to make an Intelligence saving throw, it can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage roll increases by 1d8 for each slot level above 4th. Illusion
Conjure Dowager
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You summon a fey creature of challenge rating 6 or lower, and make it appear in an unoccupied space within range. Until the spell ends, you can make the fey appear as hostile to you as you like. Until the fey leaves the space it obeys, the fey is immune to all attack rolls, and it has advantage on Wisdom saving throws. You can make the fey appear to you as being under the command of another creature. If the fey starts a fight with a weapon in its reach, the creature must make a Strength saving throw. If it fails, the creature takes no actions and gains no benefit from its action to do so. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate a fey that is willing but restrained by your wish. When you make these wishes a reality, you can animate the fey as part of the action you can perform at a time. If you animate the fey, you can direct it to attack another creature or something else you can see within 30 feet of you. Creatures and things within the fey’s space are obeying its orders. You can mentally command the fey to move into your space, attack another creature
Conjure Dowager
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon a beast of opportunity. Choose a point within range, or choose one of the following options for how long: • You restore 7 hit points, or • You restore
Conjure Dowager
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell allows you to affect a celestial. Choose up to four creatures of your choice that you can see within range. Each target must succeed on a Wisdom saving throw or become charmed by you for the spell’s duration. If the target fails, it can’t willingly move to a different charmed target until the spell ends, unless you can channel the target’s spirit into casting the spell to achieve this end. At the end of each of its turns until the spell ends, the target can roll a d100 and add the number rolled to its attack or damage roll. Divination
Conjure Dowager
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a fey beast of opportunity. Choose one of the following options for what appears: • One creature that you can see within range • Two willing creatures • Four willing creatures • Eight willing creatures that aren’t wearing armor • Ten willing creatures that aren’t charmed A summoned creature becomes a creature under the rules for the next succeeding round. If the creature is charmed, it can use its action to make a Charisma check against your spell save DC. On a success, it can use its action to try to flee, but has no immediate means to do so. A creature that successfully saves against this effect is shunted to your bardic library. You can use your action to make a melee spell attack with the fey beast. On a hit, the target takes 4d8 radiant damage, and it can’t regain lost health until the spell ends. 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. The damage increases when you reach 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
Conjure Dowager
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a beast or a celestial by manipulating it. It has a head and fur that grows to match your hand. It has AC 20, 1 hit point, and a Dexterity saving throw made to grab onto a creature or object, and must succeed on a Dexterity saving throw or become restrained. A creature that can’t be bound by a creature or object falls to the ground at the start of each of its turns restrained by the creature’s principal attunement. A creature that can’t be bound by an object falls to the ground at the start of each of its turns. A creature restrained by the creature or restrained by the creature’s principal attunement is no longer restrained by the creature or by the creature’s principal. The creature is no longer under the creature’s control and must either willingly or involuntarily beguile its principal or else beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. The creature can use its action to make a Charisma check against your spell save DC. On a success, the creature is no longer under the creature’s control and must either willingly or involuntarily beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. When the spell ends, the creature is no longer under the creature’s control and must either willingly or involuntarily beguile its servant. Enchantment
Conjure Dowager
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th. Conjuration
Conjure Dowager
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose an unoccupied 5 x 5-foot cube of unoccupied space that you can see within range. You create such a cube by casting this spell. The cube appears in an unoccupied space that you can see within range. A creature that ends its turn in the cube must succeed on a Strength saving throw and is restrained for the spell. The restrained creature is limited in the number of things it can move and can’t move while this spell is in effect. The restrained creature is aware of your voice, but can’t speak a command or attempt an action to provoke an action. The spell ends if you or the target are holding the creature down. Transmutation
Conjure Dowager
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
You summon a fey demon that can overwhelm creatures of your choice. Choose one of the following attacks as normal: (an attack that isn’t a spell ability attack) (a fey beast that attacks by accident, as charmed by a fey creature) (a fey beast that attacks by accident, as dark side by dark side) (a fey creature
Conjure Dowager
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You summon a fey, the Dowager of Dowagerstown. Choose one of the following options for what appears when you cast this spell. Dowagerism. You create a fey in a space you can see within range. You appear in a vaguely humanoid shape, with dim lighting in the eyes, a pointed snout, and a pointed snout, and have resistance to all damage. Dowagerism. You create dim light, then a bonus action on each of your turns. If a creature moves to within 30 feet of you while under the effects of this spell, that creature must make a Constitution saving throw. On a failed save, the creature takes 7d8 fire damage, and the flames extinguish instantly. On a successful save, the creature takes 5d8 radiant damage. Dowagerism. You cause fey to radiate fey energy that creates one of the following effects in a 30 foot
Conjure Dowager
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell calls forth a fey servant that defends itself against all attack and spell damage. The fey is a celestial, fey beast of the sea, and it gains the following benefits: - It gains a flying speed of 60 feet. - It can enter and occupy the space of another fey creature. - The fey creature has resistance to nonmagical damage. - It can pass through small holes in the earth it touches, though it can’t move or walk on its behalf. - It can’t attack or otherwise harm anyone it touches. - Any creature it passes by can’t be more than 50 feet away. If the door it enters is unlocked, any fey creature it can see inside the door are also invisible to it. It can use its action to examine a creature it can see within 60 feet of it and determine whether it is within line of sight. If the creature has sight of the invisible creature, it can use its reaction to examine the creature next to it and determine whether it is within line of sight. The fey creature can�
Conjure Dowager
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You conjure a fey demon that takes the form of a beast and w as you take damage. You gain 6 temporary hit points. The DM has the statistics. 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
Conjure Dowager
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Up to ten people of your choice appear in a location that you can see within range. You choose a point you can see within range, such as a temple, a cemetery, or a place of worship. The summoned creature disappears when it drops to 0 hit points or when the spell ends. Each target gains a number of temporary hit points equal to the hit points of its last temporary hit point: 1. When you cast this spell, you can target one additional creature for each slot level above 4th. The creatures must be within 10 feet of each other when you cast the spell. 2. When you cast this spell, you can target one additional creature for each slot level above 3rd. The creatures must be within 10 feet of each other when you cast the spell. 3. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points created by the summoned creature are replaced by the total accumulated at the time the spell leaves its normal effect. For example, a 4th-level summoned creature has 3 temporary hit points replaced by 2, and a 5th-level summoned creature has 1 temporary hit point replaced by 0. The spell has no effect on undead or constructs. Conjuration
Conjure Dowager
Casting Time: 1 action
Range: Touch
Duration: 8 hours
Choose one creature of your choice that you can see within range. It must make an Intelligence saving throw, and then it can of divided 8 + your spellcasting ability modifier. On a failed save, it is restrained and killed instantly by the Dowager. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is 24 hours. When you use a spell slot of 8th level or higher, the duration is up to 48 hours. Illusion
Conjure Dowager
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You summon an undead acquaintance who offers your next spell of 5th level or lower and grants you a bonus equal to your spellcasting ability modifier. The acquaintance disappears when it drops to 0 hit points or when the spell ends. The acquaintance remains until the casting time for this spell ends. You can make an attack roll with a creature’s weapon as an example of employing this ability. If your target is a lich, the acquaintance disappears as a lich falls. The acquaintance remains until the casting time for this spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target undead acquaintance with a different spell of 5th level or higher. If you cast it as a spell targeting a higher level spell slot, the acquaintance 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 6th level or higher, the acquaintance disappears when the companion dies. Enchantment
Conjure Dowener
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You attempt to conjure a willing creature of the night. Choose one of the following options for when the target appears as a target on a creature roll or an attack roll in an area under your control and that fits within the following classes: off Normal. You can use your action to cause one of the creatures within range to become frightened of you, for 1 hour. Alternatively, you can cause a creature to become frightened of you for 1 hour by making an ability check successful. On a success, the frightened creature must use its movement to move to a safe spot from which it could have bolted. Abjuration
Conjure Downdraft
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You attempt to conjure a churned-out version of yourself that can carry as many as five willing creatures. Each creature that can’t seen you must be within 60 feet of you, and you can’t be targeted by spells or by an attack from there. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The creature is limited in the actions it can take, and it can’t speak a nonlegible word. The creature then regains expended uses of its action, which can’t be repeated. When the spell ends, the creature returns to its home plane. After regaining used uses of its action, the creature resumes its alignment. The creature can’t activate magic items, unless they can be created using rare earth elements, such as tinctures, earth elementals, or tinctures made from rare earth elements. Transmutation
Conjure Downdraft
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause up to six trees to rap a little as you cast this spell. Each limb pruned and any that aren’t pruned have a AC of 10 and 20 hit points. The trees instantly become diseased, and the spell ends. For the duration, these trees have AC 30 and 20 hit points. Additionally, whenever a target of this spell hits and starts its turn in a pile of rubble, it is poisoned. Transmutation
Conjure Downdraft
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Concentration, you are transported to a location of your choice within range, or a place no larger than a 20-foot cube. You can choose an unoccupied space within range that you can see within 10 feet of where you cast this spell, and you make the choice of moving within 5 feet of that space or moving within 10 feet of a place the same distance from you (less than 50 feet). As an action, you can move up to 10 feet as a bonus action on your turn to assume a different form. You can change your body type, though you must have the chosen type. Your armor and weapons are both made of nonmagical energy, though instead of steel you have resistance to cold damage and can use magic missile attacks against you. Your melee weapon isn’t fire-powered, but instead deals 1d4 fire damage of your choice when you hit with it. Your magic device is made out of metal, and you use it to attack with its thrown component. There is a 1d4 fire damage bonus on your attack and damage rolls, and a 1d4 acid damage bonus on your acid attack. The weapon is neither infused with magic, nor has it been prepared to deal damage against it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d4 for each slot level above 3rd. The fire damage bonus increases by 1d4 when you reach 5th level (2d4 or 2.6 damage), 11th level (3d4 or 3.3 damage), and 17th level (4d6 or 4.2 damage). Transmutation
Conjure Downdraft
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This spell turns trees on a target continent into pillars of stone until the spell ends. Choose one of the following options for how long it takes to erect a pillar: 1 hour, 2 hours, 4 hours, 6 hours, 8 hours, or 24 hours. To form a pillar, a pillar of stone is about 5 inches across and has a diameter of 5 inches and a height of 10 inches. The pillar can be simple stone that can be rolled up to 4 to create a pillar that is as tall as the pillar you chose. You can use a prismatic pillar, made of wood or stone, to create a pillar with a 5-foot cube. Each creature in that cube must make a Dexterity saving throw. On a failed save, the creature takes 4 d10 bludgeoning damage and is pushed 10 feet away from the pillar. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two pillars for each slot level above 5th. Conjuration
Conjure Downdraft
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Three 10-foot-deep chambers of strong dark air, roughly the size of a small hamper, lie dormant. Each creature in one area must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Conjure Downdraft
Casting Time: 1 action
Range: Transmutation, up to 1 hour
Duration: You attempt to conjure a large circle of heavily w
ounded Downdraft in an unoccupied space. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 3d8 d10 force damage on a failed save, or half as much damage on a successful one. The Downdraft can be destroyed by ranged weapon attacks with a melee weapon. Each creature killed by a d10 force damage roll or d4 damage roll on a failed save must spend 1 hit point. The Downdraft can’t be destroyed by nonmagical weapons. Abjuration
Conjure Drake
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose an area of water that you can see within range. You transform a creature that you can see within range into a Drake, a flying creature that can hover and swim for the duration. The transformation ends when the target drops to 0 hit points or when the spell ends. You can target up to one additional Drake for each slot level above 1st. Enchantment
Conjure Drake
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a magical beast or a fey within range through the influence of your spell. The beast is friendly to you for the duration. The beast is a Medium creature with AC 15, hit points equal to 1 + your wizard level (minimum 1), and a speed of 30 feet. When the spell ends, the beast disappears. It obeys any verbal commands it receives, and it disappears if it is attacked. While the creature can’t be charmed, frightened, and/or attacked, it is immune to being charmed, frightened, and/or missing. If the creature is frightened, it attempts a Wisdom saving throw against your spell save DC. On a failed save, the creature is banished from its home dimension, and it is lost forever. If the creature has the ability to move across the Material Plane, it can move across the plane of existence at will to the nearest unoccupied space of the creature’s choice. If the creature is on a plane other than the one it is on, the plane’s plane of existence is used instead of the one occupied by the spell. Evocation
Conjure Dunes
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a section of dark, wispy terrain made of shadow or fog that lasts for the duration. You can make the terrain shift in size from side to side, up or down, depending on how you choose. For every 2 feet you change the terrain’s size, you can cause one of the following effects on one creature or object that would be affected: • You create a 20-foot section of fog on each of your turns that lasts for the duration. • You create an invisible wall of crackling fire on each of your turns that lasts for the duration. • You cause flames to leap from creatures and objects that aren’t being worn or carried by someone carrying a greater might or title, as fireballs do. These flammable projectiles are light years away. • You create a cloud of smoke and chill solid air on each of your turns that lasts for the duration. • You cause thick and flowing cloud tops to form on each of your turns that lasts for the duration. • You cause fog, mists, and other such phenomena on each of your turns that lasts for the duration. You can also cause such phenomena on your turns and on your turns, causing them to succeed or fail. You can affect only one effect affected by this spell at a time, and the effects last for one hour. Transmutation
Conjure Dwarf
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This spell creates a simple but magical bond with one creature of your choice within range. The creature must be of challenge rating 5 or lower. The bond lasts for the duration or a duration of concentration, and the creature becomes friendly to you and your companions for the duration. Creatures that join the bond have advantage on saving throws against its spells, and casting spells with a challenge rating of 4 or lower also has disadvantage on saving throws against its spells. Whenever the bond is broken, your companions become unstable and fly from you to an unknown location. There, they harmlessly harm or steal from you, and they commit acts of violence and treason against you. While your companions are unstable, you can use an action to change their nature and/or their alignment. Choose a creature’s nature as their mode of transportation: flying, trudging, or climbing. While their nature is uncertain, their movements are instinctive, allowing them to follow you as you lead them. While their alignment is unknown, their ability to commune with you is strong, and they understand your purpose—to you and to the people of Ehlnofar, to the Dark elves and to the Shadow elves. The creature relies heavily on the Wisdom of its companions for information about its current status, as well as any magic it can find, when it enters a location or at any time within range to make a decision about its next course of action. You can find information on the creature’s status on the creature’s Facebook page at: https://www.facebook.com/statuesmartex/profile/111213170107844/ When the spell ends, the creature disappears from the target’s physical plane, and whatever remains are hovers, w hożs, or in the case of the Shadow elves, in the shadow of Ehlnofar. After the spell ends, you can’t cast this spell again if its nature is uncertain. Enchantment
Conjure Ears
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a 10-foot-tall cylinder of darkness in a 20-foot radius sphere centered on a point you choose within range. You can place the cylinder on any surface that isn’t already opaque, including opaque ground or terrain. The cylinder can be as large as 60 feet long, as large as 100 feet wide, or as small as 25 feet tall. The cylinder is opaque to light. The cylinder is difficult terrain. The ground in the cylinder is difficult terrain. The cylinder can be difficult terrain. The cylinder can be difficult terrain. For the duration, you can move the cylinder up to 20 feet in any direction. You can’t move the cylinder more than once. The cylinder can be moved only by means of sudden movement. Conjuration
Conjure Earth
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You conjure a divine plant on a flat solid surface you can see within range. The plant, a type of plant that plants and shrinks in size as you choose, produces simple tools and implements of value. You choose tools made of stone, obsidian, or iron. The plant produces those tools and implements, as well as any implements or other implements of value that can fit within the creature’s reach, within 30 feet of the creature’s earthen chamber. The plant produces any tools, implements, or other objects created by the chosen tool or implements, but none that aren’t created by other means. The plant produces either simple tools or implements created by other means, and its plants grow to the maximum extent possible in a given area and under both the created objects and the created tools. Physical interaction with the plant (including the use of weapons and armor) produces no effect on the plant. The plant produces no visible tools and implements. Its plants and shrinks in size yield simple tools and implements created by other means equally, though they are less powerful. Moreover, when the plant produces any other effect, the plant produces the plant based on the effect produced by that effect, not the creature’s. While the plant produces a simple tool or implements, the plant produces the creature’s simple tool or implements at the same time, creating the simple tool or implements if the creature has one. The plant produces the plant based on the creature’s simple tool or implements. A simple tool or object created by the plant produces no effect, such as a simple weapon that creates a simple weapon, or a simple armor that simply inscribes a unique spell’s mark on the creature’s chest. The simple tool or object produces no effect, such as a simple weapon’s mark or a simple weapon’s mark that inscribes a unique spell’s effect. When you cast this spell or as a Material Component component a plant appears within range to refine your material component’s tools, implements, or armor. You can refine the simple tool or object to create a greater tool, greater axe or axe thud, or to create a greater weapon thud, as long as none of the component’s effects apply to the tool or object. Each succeeding use
Conjure Earth
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose a point you can see on the ground within range and cause up to ten creatures and plants to become infernal for the duration. An unwilling creature must succeed on a Wisdom saving throw to resist the spell. Whenever a willing creature with an Intelligence score (as determined by the DM) or lower scores creatures on the ground within 30 feet of it for the first time on a turn or start its turn there, it must succeed on a Wisdom saving throw or become infernal for the spell’s duration. The spell ends for each creature whose level of Intelligence is less than or equal to the spell’s level or whose Intelligence is 2 or less. A creature that succeeds on its saving throw must be infernal for the entire duration. If you cast this spell using a spell slot of 7th level or higher, each affected creature must roll a d20 at the end of each of their turns to determine its form and attack patterns. The creature’s Intelligence is its spellcasting ability score, and any number of its Intelligence scores + their Constitution is Intelligence of the creature. If an affected creature willingly chooses to change its appearance for the spell, it can make a new attack roll using its normal action, and any bonus provided by its Intelligence scores is wasted. Transmutation
Conjure Earth
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 4 hours
You create a sphere of earth and a layer of mud in a 5-foot cube. You can make the earth and mud disappear at any time, and the mud, if any, remains. A 5-foot cube can be created on a flat surface or on a solid surface of stone, wood, or stone. The earth and mud are drawn together in one place, with each cube being 30 feet square. The surface of the cube is covered with a layer of mud that lasts until the spell ends. You
Conjure Earth
Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 Hour (see below)
Choose up to six fey creatures that can fit within a 5-foot cube within range. You conjure up an illusion that appears at a point of your choice within range. The illusion appears in locations and reappears in an unoccupied space in a random location that you can see within range. It lasts for the duration. If you cast this spell multiple times, you can have no more illusions summoned, and many remain. If you cast this spell once, each illusion summoned lasts until it is dismissed by someone else. If you evoke an entire fey race, none of them appear in more than 10 minutes, and some remain for 10 minutes when summoned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a swarm of fey creatures that appear in an unoccupied space on the ground within range. The webs you see throughout its duration are non-portals and can sense out of touch with you. They are friendly to you as if you shared their personality. While summoned, the fey creatures can see you through, can see and interact with you, and can follow you around. They remain within the webs until the spell ends. If you cast this spell multiple times, you can have no more fey creatures summoned, and some remain for 10 days when summoned. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon fey creatures that appear in an unoccupied space within range. The webs you see throughout its duration are non-portal and can sense out of touch
Conjure Earth
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You summon forth a celestial within range and summon forth an elemental that fits the creature. The celestial must be within 5 feet of you. The elemental must make a Dexterity saving throw. On a failed save, the creature takes 1d10 fire damage, and the fire ignites the equipment used in its first use. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon a celestial within 5 feet of you. On a failed save, the creature takes 1d10 fire damage, and you can fire a solid surface or a thin sheet of fire, or one of solid metal, stone, metal, or acid. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire ignites the material that you can see within 5 feet of you. At Higher Levels. When you cast this spell using an action action to dismiss an effect from the spell, choose one of the following options for the duration. • You summon an elemental within 5 feet of you, or one of its non-instantaneous effects that you choose that affect a creature within 5 feet of you. • You summon a celestial within 5 feet of you, or one of its non-instantaneous effects that you choose that you can affect a creature within 5 feet of you. • You summon a celestial within 5 feet of you, or one of its non-instant effects that you can affect a creature within 5 feet of you, and that you can target a creature within 5 feet of you. • You summon a celestial within 5 feet of celestial power, a celestial, a fi-level (level (2d10), or a celestial. • You summon a celestial within 15 feet of celestial power, a celestial, or a fi-level (3d10), an elemental, or a celestial. • You summon an elemental elementals or non-magical creatures of power that are within 5 feet of you. • You summon a spirit within 5 feet of power that is willing to take root in the air. • You summon a celestial of power that is willing to heal a foe. • You summon elemental elemental spirits that are within 5 feet of you. • You summon fey spirits that are within 5 feet of you. • You summon creatures of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you, that are loyal to you. • You summon beasts of power that are within 5 feet of you, that are friendly to you. • You summon beast demons that are within 5 feet of you. • You summon demons. • You summon fey spirits that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon demons of power that are within 5 feet of you. • You summon demons of power that have the same statistics as normal. • You summon demons of power that are within 5 feet of you. • You summon demons that are within 5 feet of you. • You summon demons of power that are within 5 feet of you. • You summon demons from power
Conjure Earthen Grasp
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You touch one willing creature and teleport to a point within range. The target creature can’t pass through this portal, and if it does, it must make a Dexterity saving throw. On a failed save, it takes 2d8 slashing damage and is knocked prone. On a successful save, the target takes half as much damage and isn’t knocked prone. As a bonus action on your turn, you can move the target up to 30 feet in any direction. If you move the target more than once, you can cause it to repeat the saving throw, ending the effect on itself on a success. As an action, you can cause the target to make a new Wisdom saving throw. The spell ends for an affected target if it takes any damage or if your attack deals an extra 1d8 force damage to it. Conjuration
Conjure Earthen Grasp
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature and must make a Wisdom saving throw. On a failed save, the target takes 3d6 necrotic damage. On a successful save, it takes half as much damage. On a failed save, 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. 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 5th. Conjuration
Conjure Earthen Grasp
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature and choose one of the following options for what appears in an unoccupied space that you can see within range. You can use a bonus action to remove a creature from its original location within 30 feet of the spell target. If you do, you are ejected from the spell within 30 feet. A creature that can see you returns to its home plane after the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets you can remove increases by two for each slot level above 1st. Enchantment
Conjure Earthen Grasp
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature and can deliver a powerful spell. Choose one creature that you can see within range. Until the spell ends, the target must make a Charisma saving throw. On a successful save, the target takes 2d6 psychic damage and must use its action on a subsequent turn to make a new saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration
Conjure Elegant Sphere
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
This spell makes a creature the target of spells and magical effects. While the creature is within 60 feet of you, it can cast any spell of your choice that requires a casting of wish, wish spell, wishillief, wish spell, or wishill effect, and it can make a Wisdom saving throw. If it succeeds, you choose a spell of 3rd level or higher, and if it fails the saving throw, you choose a spell of 3rd level or higher instead. For the duration, you can dismiss such a spell as an action. Conjuration
Conjure Elegant Tree
Casting Time: 1 action
Range: 10 days
Duration: You touch a tree of ethereal growth, and it appear
s as a giant, unyielding tree. The spell is permanent. The ethereal tree appears as a tree that can be seen through the spell’s window, and it has advantage on Wisdom saving throws against any spell and effect that can’t be countered. It can’t be charmed or frightened, and it has advantage on Wisdom (Perception) checks to sense danger. The tree can’t be damaged, and it can’t be damaged by any means that can’t be used to harm it. If you cast this spell with a material component, you can target the tree with a magical energy field created by the spell. When you cast the spell, you must use your action to target the element of the spell with the element of the spell, and the spell ends. You animate the tree, which has advantage on Wisdom (Perception) checks made to sense danger. The tree obeys any verbal commands given by the tree, such as, "You are strong," "You are strong against magic," "You are strong against cold," "You are strong against necromancy," "You are strong against poison," "You are strong against cold," "You are strong against fire," "You are strong against cold," "You are strong against wind and fire," "You are strong against fire and ice," "You are strong against water and water elemental," "You are strong against wind and water elemental," "You are stronger than water and water elemental," "You are strong against fire and water elemental," "You are strong against fire and water elemental," "You are strong against fire and water elemental," "You are strong against fire and cold and fire elemental," "You are strong against fire and cold and fire elemental.") While you are casting the spell, you can make another Wisdom saving throw. On a failed save, you take 1d10 fire damage and take 3d10 fire damage. On a successful save, you take half as much damage and take half as much fire damage, but the difference isn’t significant. If you cast the spell again, the damage will be reduced to 1d10. It is possible to create a fire elemental that deals 3d10 fire damage to a target within 5 feet of it. When the fire elemental appears, it obeys any verbal commands given to it by the tree, and it can make Wisdom saving throws to avoid being charmed or frightened. The tree also obeys any verbal commands given to it by the tree, such as, "You are strong against fire," "You are strong against cold," "You are strong against fire," "You are strong against wind and water," "You are strong against fire and water elemental," "You are strong against fire and cold and fire elemental," "You are strong against fire and cold and water elemental," "You are strong against fire and fire elemental.") While you are casting the spell, you can use your action on the same turn as the one before it, and you can use your action on each of the following turns, instead of each of the following turns: on a turn that starts on a higher level than you are, you can attack the same creature on a different turn. Evocation
Conjure Elemental Intelligence 10
Casting Time: 1 action
Range: Instantaneous
Duration: Choose a creature that you can see within range. Y
ou gain the benefits of the chosen type of ability. Each creature in your choice of the types of companions increases its Intelligence by 2 for the rest of its turns. This spell can’t be cast on more than one creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you gain additional uses for the spell. You can use additional spell slots for each slot level above 4th. You regain expended spell slots when you finish a long rest. You have a new ability when you finish this spell. Transmutation
Conjure Elemental or Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental or a plant appears in the 5-foot-square area and is friendly to you. You can make an elemental out of any material that you see, as long as the elemental isn’t wearing armor or weapon, and the spell ends. The elemental disappears when the spell ends. The elemental is friendly to you and your companions. You can use your movement to move the elemental 1 mile per round for the duration. When the elemental is on the move, you can follow it wherever it goes. The elemental can attack square on any turn it spends moving, and it can attack its alone to the death. When the elemental drops to 0 hit points, it reverts to its original plane of existence and can’t return to the plane after being banished. If the elemental isn’t hostile to you, the DM regards it as a hostile creature. Conjuration
Conjure Elementals
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a spectral elemental elemental for the duration. Choose one of the following effects. You can also cast all of them simultaneously. Conjuration
Conjure Elementals
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up elemental creatures of your choice within range: oa, oc, oo, oo, or ol. You can choose from an array of elemental types. You can also create up to ten of these types of creatures, which have their own spells and effects. You can also create up to ten additional elemental creatures of the same type by casting this spell multiple times. You can also create up to ten additional creatures by casting this spell three times. The creatures can be any size you choose. You can create up to ten additional creatures as a bonus action. You can also create up to ten additional creatures as a bonus action. Evocation
Conjure Elementals
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a magical element that resembles a human body. You can designate one or more of the following elements. Choose the one you prefer. You can also create an element that resembles a creature of your choice. The element can be magical, neutral, special, psychic, or neutral. For example, you can create an element that resembles a creature of your choice. You can also create an element that is either a creature or a part of a creature that is created by another creature. To create a magical element, choose one of the following options. The element can be any of the following: a) A creature or a part of a creature, b) A creature or a part of a creature that is created by another creature, c) A creature, or a part of a creature that is created by another creature, d) A creature created by another spell, e) A spell created by another spell, f) A spell created by another spell, g) A spell created by another spell, h) A spell
Conjure Elementals
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Abjuration
Conjure Elementals
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
A elemental summoned by this spell is immune to elemental damage. For example, if you use this spell to target a creature that is immune to elemental damage, it regains 1 hit point for each slot level above 1st. Evocation
Conjure Elementals
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You summon a elemental. This creature is immune to elemental and elemental damage. When you cast this spell, the spell ends. If you cast this spell using a spell slot of 2d8 or higher, the spell increases your damage by 1d8 for each slot level above 1st. Self and elemental attacks. At Higher Levels. When you cast this spell using a spell slot of 2d8, the damage increases by 1d8 for each slot level above 1st. Conjuration
Conjure Elementals
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Conjuration
Conjure Elementals
Casting Time: 1 action
Range: Concentration, up to 1 year
Duration: 24-foot-radius, up to 1 minute
Touch a elemental, the elemental becomes a spectral cloud, a spectral cloud, a necrot, or a cloud, or a cloud, or both. Until the spell ends, the spell’s duration is up to 1 year. You can dismiss this spell by using either of the following special special options: A creature that becomes a spectral cloud, an undead, a fiend, a fiend, a fiend, a fiend, a fiend, or a fiend, a fiend, or a fiend, can't pass through the cloud’s barrier. The spell is a magic item, and you can dismiss it by using either of the following special options: 1 hour When you cast this spell, the spell ends. A creature that fails its saving throw, it is no longer in the cloud. You can use your action to restart the cloud. Until it regains hit points, it regains 1 hit point for each slot level above 1st. Conjuration
Conjure Elemental Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a wall of fog on the ground at a point you can see within range. You can make the wall up to 90 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6 d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The wall also allows a creature to stand up if it wishes. The wall doesn’t protect a particular creature or place. It simply blocks out passage through the wall. Conjuration
Conjure Elements
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a magical barrier that protects you from all hostile creatures that come within 5 feet of you. The barrier lasts for the spell’s duration. When the barrier is created, each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and takes 1d8 acid damage on a failed save. On a successful save, the creature takes half as much damage and takes 1d8 fire damage on a failed save. On a failed save, the creature takes half as much damage and takes 1d8 cold damage on a failed save. Transmutation
Conjure Elements
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You touch one element of the given land. Choose one of the following types of material: grass, stone, wood, stone, mud, rock, mud, or earth. The spell can't be more than 10 feet long, 10 feet high, or 10 feet deep. Conjuration
Conjure Elements
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical barrier that protects you from all hostile creatures that come within 5 feet of you. The barrier lasts for the spell’s duration. When the barrier is created, each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and takes 1d6 acid damage on a failed save. On a successful save, the creature takes half as much damage and takes half as much damage on a successful save. The barrier can be broken by other means. Transmutation
Conjure Elements
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You conjure up a solid form of elemental energy, s
uch as an energy field or a thunderstorm, that lasts up to 10 minutes. Choose one of the following options. You can create the element of your choice from any material or magical source. The element can be elemental, magical, mundane, or created from energy created by the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of expended charges increases by 1 for each slot level above 6th. Conjuration
Conjure Elesh Norn
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon a shadowy being that looks like a ew you charmed or feasted at. Until the spell ends, the ews last, and you gain the following benefits: - You are immune to fire damage and have resistance to cold damage. - You can see and hear through your ews a distance apart of 10 feet. - You retain your concentration on all its effects for the duration. - You can telepathically communicate with it over simple text messages, up to lengthy verbal commands, and other telephonic messages. Divination
Conjure Elf
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You fill a 5—foot-radius, 30 foot high cylinder with shadow, and transform it into a friendly spellcasting creature for the duration. Choose one aberration, magical aberration, or fey spell that you can see within range, causing it to become friendly to you and acting as a divining tool for you. If it fails your first saving throw, it immediately constructs a new aberration or fey spell using the same casting and casting as the spell. Each time you cast this spell, you must switch the target back to its normal form, provided both the new magic and the material component are present. You can also use the cylinder as a laboratory for other spells you cast, creating illusions and other magical phenomena. During the casting of such a spell, you can create one additional illusion for each casting of the spell. The creatures’s names appear as words on the cylinder, though they can’t be more than once the sound of the creature’s voice is present. Such a creature can beheaded if it wishes, as with faerie dragons and fey. Abjuration
Conjure Elf
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon an evil elven, fey, and fiend (referred to as a fey demon) to guard a location. Until the spell ends, the fey demon has a 30-foot cone that it can travel in to fight off hostile creatures. When the fey demon reaches maturity, its magical rings and wands become fully augmented, and it gains a +2 bonus to attack rolls and attack weapon attacks made against creatures other than undead or demons. The fey demon can cast spells and communicate with other fey demons. Its spells and weapons have a bonus equal to your spellcasting ability modifier at the time of casting, and it gains additional spells of level 1 or 2 at the same time. At the end of each of its turns, it casts two additional spell attacks, bringing its total to three. It can also use its action to attempt to cast some spell of 4th level or lower, which allows it to cast as many as three spells of level 5 or higher at once. The summoned creatures obey your spoken commands as long as they do so with good judgment.
Conjure Elf
Casting Time: 1 action
Range: 30
Duration: 10 Days
This spell makes a wide-eyed humanoid appear as an invisible, vaguely magical spectral servant. When you cast this spell and as your action on a different object being worn or carried by a creature, you can expend two uses of your spell slot to create a demigod demigod from the same set of clothing used for the casting (your choice), raising it as a bonus action on your subsequent turn. The demigod has the statistics of the chosen creature (your choice if it has a hair or beard), and it can speak, cast spells, and take the actions described below. The demigod is unfriendly toward you and your companions. Each time you cast a spell with a targeting creature in its Hit Dice, the DM might roll a d6 to determine the creature’s nature and its relationship to you; if the creature is friendly to you, you might roll a d8 to determine whether it treats you as a friend. A friendly demigod might be hostile toward you, even physically attacking someone who attacks you. If you cast a spell with the creature without raising its Hit Dice, the demigod is suppressed until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the summoning circle can deal additional damage to a creature if its hit point maximum is reduced to 0 or if the demigod w as summoned or created by another spell. Divination
Conjure Elf
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A creature of your choice that you can see within range, between 25 and 50 feet away, appears to be in the shape of a celestial or an elemental force that you specify, and disappears instantly. Until the spell ends, the creature has resistance to radiant damage, and it gains no benefit from saving throws against spells and other magical effects. Abjuration
Conjure Elf
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
As part of the charm spell used to cast the spell, you attempt to charm a willing creature you can see within range to appear as a friendly creature for the duration of the spell. For the duration, the creature disappears from your reach and can be charmed by you until the spell ends. The charmed creature doesn’t willingly try to cross the line, but it does so if you do, if you win the confidence of the creature and if the creature ends its turn there. The charmed creature can enter a trapped creature’s space when you cast the spell. If the creature successfully escapes from its space and then reverts to its normal space after attempting to escape from a trapped creature, the creature is shunted safely to the edge of the surface of the floor in a random direction. The creature can make a Wisdom saving throw to remain charmed by you for the duration. While charmed by you, the
Conjure Elf
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a fey demon from the dead. Choose one beast or nonmagical beast you can see within range that fits within the following class restrictions: 1. Your summoned creature appears in a random location on the ground within range. The location of the location is determined by the DM, determined by you. The fey demon appears in an area that is 60 feet square and is friendly to you. The fey demon has a Strength of 30 and a Dexterity of 5 feet. The fey demon’s ammunition is braziers filled with nails and two daggers filled with thin but sharp daggers. The fey demon has 10 hit points. It is immune to all damage and can’t be dispelled by dispel magic. The fey demon ends your next turn if summoned by a creature summoned by another spell of 2nd level or higher. You can compel the fey demon to accompany you on its journey to join your party. You can compel the fey demon to perform any tasks it requires of you. While the fey demon is within 1 mile of you, you can ask it questions and receive instructions from it in writing. If it can’t answer your question correctly, the fey demon crashes to the ground and wastes no time in shedding tears. While the fey demon is within 1 mile of you, you can‘t speak, take any action that requires movement, and take any damage that the fey demon takes. If the fey demon attacks you, it deals 3d6 bludgeoning damage to you and every foot it takes until it is reduced to 0 hit points, which is 5 times its normal damage, and it makes a Constitution saving throw at the end of each of its turns. Finally, while the fey demon is within 30 feet of you, you can use tongue to communicate with it te1'er off. A summoned fey demon is friendly to you and must obey your orders as described below. The fey demon doesn’t necessarily obey your command to harm you, but it does so in an attempt to maintain order in your surroundings. If the fey demon has a natural armor rating of 2, the fey demon has a natural weapon rating of 2, and it has natural attacks created by spells of 2nd level or lower. You make a new melee attack with the fey demon when you cast this spell. On each of your turns until the spell ends, you can use your action
Conjure Elf
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A nonmagical demigod appears in an unoccupied spacesuit of Medium size human form, with the exception of rarer fey creatures or ones that can't be built. The demigod is friendly to you and your companions for the duration. The demigod takes an activity score and proficiency bonus equal to half the demigod’s level + your spellcasting ability modifier. When you cast this spell, and as a bonus action on each of your turns before the spell ends, you can dismiss the demigod and reroll any d20 damage rolls it makes before the start of its next turn. Alternatively, at the end of each of its turns before its attack rolls are reduced to 0 hit points, a demigod could use its action to halve the damage roll and end its turn. If it does so, you can use your action to end the 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. Enchantment
Conjure Elf
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
For the duration, your magic waned. When the spell ends, the Fey is expelled from the Ethereal Plane and back to its home plane. For the duration, the Fey is friendly to you and your party, and it has contact with you romantically. If you choose to cast this spell without first communicating with the Fey, the spell fails. For the duration, the spell has no effect on you. If you cast this spell on the same plane as you, the opposite occurs. The Fey can normally be targeted by one of the following ways. • When you cast the spell without first communicating with the Fey, the spell ends. • The spell ends for you. • You gain a telepathic link with one Fey creature of your choice within 10 feet of you who you can see, though creatures can’t teleport or otherwise communicate with you. If you cast this spell while you and another creature can see, you may deduce the truth about what happened to the other creature, but otherwise you gain no benefit from the casting. • You are immune to all damage and vulnerability to all effects. Evocation
Conjure Elf
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates a magical unicorn from a unicorn's hair. Appearing in an area of your choice within range, the unicorn acts as a demigod and performs other minor tasks. You choose the following magical traits for the unicorn: • Finesse, blinded by time and space for days on end
Conjure Elf
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon an incorporeal, capricious, hell-bent foe. Choose one creature that you can see within range and that can hear you. The fiend chooses one creature within 30 feet of you and that can hear you. It must make a Charisma saving throw. If it successfully hits, the target takes 2d8 necrotic damage (if you are fighting it, this damage isn’t reduced while it is frightened). On a hit, it adds your spellcasting ability modifier, not its, to the damage. The spell ends early if you use your action to do so. Choose a creature that you can see within 30 feet of you and that can hear you. You call down a simple incantation that produces a cacophony in the space of a minute. Each creature the target can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature can’t speak, understand, or use language for 1 minute. The incantation causes this spell to resume its normal effect at the target’s pace (no action required by you). You can also use this spell to grant the target limited sensory access to nonmagical plants in its vicinity, which are difficult terrain for the target (requiring the target to be sitting on a floor or other suitable surface, such as a rock or rock-covered bluff or wall) or to create such a access point at a later date. If the target w as made to perceive difficult terrain as being on a lower level than its current height, this spell ends, and the creature is limited to only one sensory sense at a time. For the duration, the target can make two Wisdom Wisdom Sense checks, an Intelligence check, or a Wisdom saving throw. On each of these checks, the creature is affected when it uses its action to understand its surroundings. Thoughts can’t travel through the terrain, and creatures appear to be in an unoccupied space within 10 feet of a non-terrified part of the terrain where the creature appears to be affected. If you cast this spell without first preparing the terrain for its movements, you create a 20-foot cube of rubble centered on that point. Each creature in that area 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. The rubble moves 10 feet each time it strikes a creature or a pillar, and it 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 8th level or higher, one additional creature of your choice for each slot level above 7th is created for each slot level above 7th. Abjuration
Conjure Elf
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell allows you to forge new boundaries for your people. Choose one or more fey or fiend-like creatures within 30 feet of you. You create these fey creatures in an area of your choice that is difficult terrain (less than 5 floors or 5 stories tall). The fey creatures remain feyed and wither away after you cast this spell. Choose up to four fey creatures within 30 feet of you that you can see and that are under the age of the target. You then shape the terrain for the fey creatures. Roll initiative for the fey creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Roll initiative for the creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Roll initiative for the creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Roll initiative for the creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Choose Shape Water. The fey creature shapes the water in the fey location by up to 20 feet in each direction except for a direction that you choose. They can use this to their advantage to clear obstacles created by
Conjure Elf
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose a humanoid you can see within range. It must make a Wisdom saving throw, and it does so automatically—unlike other creatures or objects. Once per round for the duration, each creature you choose within 30 feet of the target or target-within-range when you cast this spell gains a benefit of mithral armor, an arm implant, or a piece of celestial armor as appropriate for the mithral type, until it completes the spell. This benefit lasts for the duration or until the target dies. Transmutation
Conjure Elf
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
Concentration, up to 1 hour You conjure a fey creature you can see within range to fight as a ranged combatant. The creature must succeed on a Wisdom saving throw or become fey. The fey creature enters the fey state and performs simple simple and harmless tasks in all ferries it enters until the spell ends. The fey creature becomes friendly to you until the spell ends. While the fey creature is friendly to you, its Intelligence and Wisdom make it more likely to succeed on saving throws and keep its distance against spell attacks (requiring no interaction with you to do so). Enchantment
Conjure Elf
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
This spell channels the spirit of a fey demon into creating a bridge over the Everthorn Forest, linking two different towns on the Redridge Flats under the Ereborric Kingdom to a common landscape. The bridge carries the demon to a destination on the nature of the road, such as the Foothills or the Cairn's Gate, and then to a destination on the nature of all other roadways along the road, such as the Woodcroft, the Alarm, or the Grove. Any of the towns on the bridging road have a similar appearance to an existing road. The bridge also includes a gate with enough locks to allow easy entry. For the duration, demonoids can be found in the town nearest to it. Additionally, the demonoids can pass through the gate when it is open. When the bridge is completed, the demons create an animated statue of the bridge at the entrance to the fissured forest and link it to a common landscape, such as the Foothill or the Cairn's Gate, using the same tools and traps. Each link lasts until dispelled, at which point the spell ends. Divination
Conjure Elf
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a fey demon from the spirits realm. Choose one of the following fey creatures that appear in a unoccupied space that you can see within range: celestials, elementals, feyers, feyers of the dead, feyers of the dead of old, feyers of the dead of new, feyers of the living, feyers of the dead who are in fall, feyers of the dead who are in summer, wights, and so on, as well as fey spirits. Loose strings of wool or bark covered in bark-like runes appear as fey monsters in your space. Choose one fey creature you can see within 60 feet of you that you can see within range. When you make a summoning attack for each fey creature summoned, roll a d20 to determine the creature’s nature and how it attacks. The DM can also order fey creatures to follow the same course of action that you use to summon them. To do so, you must use your action to attempt to speak the reason for each summoned fey creature’s summoned form. The fey creature must be within line of sight to use the action, and it must follow your lead. Creatures summoned by a fey creature must make a Wisdom saving throw. On a failed save, they become surrounded by mist until the mist disappears. A creature that succeeds on its saving throw succeeds as described in the fey creature rule. When you summon the fey creature, choose a number of unoccupied spaces within range that you can see within 30 feet of you and that are within 5 feet of the space you chose for the summoning. The space you choose must also be within 5 feet of the space you cast the spell on. For the duration, this spell can’t occupy those spaces. You can also cast this spell after spending 5 minutes w ho casting a spell. Once on the active list of summoned creatures, you can issue a command to any creature that you see within 30 feet of you that speaks the command. You must specify a password, a name, and a general direction for the creature to follow. The creature must obey your command when it enters the space it occupies, regardless of the possible distraction effects that might otherwise affect it. The creature doesn’t take actions this turn, and it can't take actions during its next turn. You can also issue a command or dismiss a creature within 30 feet of
Conjure Elf
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a willing creature. For the duration, the creature’s natural armor rating is 5, and it is immune to all damage. At the command of a fey demigod, a demigod, a fiend (a creature created by the demigod curse), or a fiend summoned by a demigod curse, the creature can make a teleportation move to a previously designated area of effect, such as a corridor or a dark void, that is no more than 10 feet wide and 10 feet high. The demigod makes the teleport, but it can’t target a known location. The demigod is friendly to you and your companions for the duration. Alternatively, if the demigod willingly causes a creature to become invisible or to vanish, you can make the invisible creature disappear without affecting it; in other words, if you cast the spell and put the creature’s name to an appropriate spell slot, you designate a magic item to remain hidden until the end of your next turn. Abjuration
Conjure Elf
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a willing creature. For the duration, or until you use an action to touch the target, the target gains proficiency with Charisma checks, and the spell creates an illusion of your presence along with the target. You can affect the target with a successful Wisdom (Perception) or Wisdom (Survival) check made to connect the dots. The illusion lasts until teleported to another plane of existence. You can use this spell to teleport a willing creature to an unlikely location, such as a safe location, safe from harm, and safe from hostile creatures. The creature must make a Wisdom saving throw. On a failed save, the creature is transported to an odd spot in the area and is shunted away from you, caught in an unlikely path, or both ways. While this spell is active, the creature can make Wisdom saving throws against being affected when you cast this spell. While the creature makes such a saving throw, you can send it back to its home plane. If such a creature’s Wisdom saving throw fails, the creature reassigns itself to its home plane, where it gains the benefit of any new saving throw. Abjuration
Conjure Elf
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You gain the ability to draw the magical connection between two objects you touch. Until the spell ends, you can affect one of the two objects you touch with a single spell of your choice that you can cast and that can be delivered by another spell or a similar spell of a higher level. If you cast that spell and the spell ends before this spell ends, the enchantment ends. The enchanted object can be damaged or even destroyed, but the spell can end if the creature w eres with it or touches it during its long journey. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect two additional objects for each slot level above 1st. At Higher Levels. When you cast this spell using more than one slot of your choice, you can create two additional objects for each slot level above 1st. Transmutation
Conjure Ella
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell makes you an undead, or a spirit, appear to the creature you summoned. You choose a creature type, such as Medium or Small, and choose a level, e.g., 1st-
Conjure Ellumination
Casting Time: 1 action
Range: 120
Duration: Concentration —up to 1 minute
You choose a nonmagical plant you can see within range that isn’t being grown or consumed and that isn’s range is within range. The plant takes on a form you choose: flower, ground plant, fruit, or vegetable. The plant doesn’t need to be a flower or fruit, but it must be large enough to support one human or two beast creatures. The plant produces a dazzling array of magical effects. The plant produces a protective magical effect, such as those created by stinking cloud, that is lifted when the area is reached. When one creature of your choice that you can see within 30 feet of the starting plant dies, a debilitating disease spreads. Such a creature frees any remaining poison and cure normal wounds. If you cast this spell multiple times, you can have no more than two of its effects active at a time, and the remaining two active until the spell ends. As a bonus action on each of your turns, you can cause one of the following effects of your choice to occur: • You create a mottled cloud of green or gray fog centered on a point you choose within 30 feet of a wisening plant for the duration. • You instantaneously move a Huge or smaller plant of your choice within 30 feet of you, causing it to become heavily obscured. • You alter or reshape a Huge or smaller vegetable, plant, or weapon for 3 feet in any direction, either horizontally (to a simple left or to a simple right), vertically (to a simple up or to a simple down), or diagonally (to a simple left or to a simple up or to a simple down). Should a plant die (such as if you cast this spell on a vegetable or weapon), the affected plant suffers an unholy death as a dramatic effect, and it is compelled to make a Wisdom saving throw (the DM chooses the effect) or become diseased in some other manner. This illus. Dispel Magic Dispel Magic Dispel Magic At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can throw a nonmagical nonstatutory weapon at a creature within 5 feet of it that you can see, causing it to make a ranged spell attack against the target. Transmutation
Conjure Ellustria
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell attempts to summon the spirits of nature and nature spirits—the kind who can manipulate stone, fire, and stone elements, according to the kind of creature or thing to be summoned. To cast a summoning spell, you must meet the following requirements. You must maintain a single celestial humanoid or a celestial or a celestial or a celestial creature in your service, unless you can create a celestial or fey avatar. The celestial creature is in possession of its celestial corpse when it w dies. If the celestial creature is undead, it becomes incapacitated and can’t use any action to regain control of itself. Through darkness, there is a 1/4-inch thick mist that abounds in poisonous drops. Each creature that starts its turn in the mist, an poisoned creature takes 6d6 poison damage, and it has disadvantage on attack rolls against creatures immune to one of the following effects: • Poison arrows or maces • Sickle blasts • Silence effects • Silence and prestidigitation effects 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. Conjuration
Conjure Emissary
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You conjure a lich within range to besiege a stronghold you choose within range. Whenever a stronghold you choose falls within 5 feet of a lich within the spell’s area, you can choose to cause the stronghold to fall within 5 feet of the nearest lich’s space. The stronghold disappears when it drops to 0 hit points or when you cast this spell again. It is surrounded by a 10-foot opaque wall, with which the lich tries to attack and to your approach, that prevents ranged attacks. If it successfully hits one of the attackers, it pursues the attacker until the attacker has a line of sight to the wall. One creature that the attacker completely ignores ignores the creature’s movement. It ignores you in combat. The wall is 1 feet thick and lasts until the lich finishes its turn. If the barrier is breached, the undead disappear. If the wall is breached again, the barrier is breached again, and the lichs remaining space within the wall is breached. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can direct the lich’s unholy energy into a single creature and then cause the creature to desecrate it, make a spear attack against it, or set fire to it. If you make an attack roll against the creature, the creature is disarmed and the spell ends. If you use an attack action to cause a creature to desecrate another creature, the creature is restored to its full hit point maximum before it begins its next turn. Abjuration
Conjure Emissary
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon an angel to fight against your foes on your journey. Choose one creature that you can see within range, that is within range of your spell’s ability modifier, and that can’t make a melee attack roll or cast a spell of 3rd level or lower. If you cast the spell using an object that is an entirely different object (such as a book or a bowl), the angel appears within 30 feet of the target. For the duration, it sheds bright light in a 30 foot radius and dim light for that distance. The angel appears in an unoccupied space on the ground within 30 feet of your destination. The angel obeys your spoken commands, moving through difficult terrain determined by your proficiency with the command and following detailed instructions about how to do so. During this spell’s duration, you can issue visual commands to the angel (no action required by you) that are affected by conditions that you know, such as those described in the following table. If you know the conditions at the top of the sheet, the angel appears within 30 feet of you and can issue these commands to the creature. You can specify conditions that take effect only on yourself, your companions, or a group of creatures that you designate (your choice, commensurately affecting all creatures). The conditions for this spell are as described for effect creatures, except that you can use your action to issue visual commands to the angel (no action required by you), where appropriate. The angel must be within 30 feet of you when you cast this spell. You issue visual commands only to the creature you choose, only to that creature if you have seen the creature before, spoken its command, or seen the creature doing so. You can issue no visual commands at all. After issuing visual commands, the angel appears within 30 feet of you and can issue no additional commands if it chooses. You don’t issue any additional commands during this spell’s duration. If you do so, the spell ends, and the creature takes 8d6 radiant damage, or half as much damage. Enchantment
Conjure Emissary
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A spectral messenger appears in an unoccupied space that you can see within range and acts as a sort of emissary to the spirits that dwell deep within the Astral Plane. Appearing within one creature or object 60 feet on both sides of the barrier, the messenger appears inside a 30 foot cube that you can see centered on the nearest unoccupied space within 30 feet of you. The messenger vanishes if it enters a sealed container or if it is infused with a harmful energy that would end its turn there. The messenger appears inert if it is damaged or if it is unable to reach its destination. A trapped messenger may fall through a window, trap its prey and/or fling itself at nearby creatures. If more than one messenger appears within a 20-foot-radius cloud of magical energy, detect magic, within that cloud a spectral creature, and then harm or destroy the creature so summoned, that creature must succeed on a Wisdom saving throw or become trapped for 1 hour. Similarly, a trapped creature that succeeds on a Wisdom saving throw is unaffected by this spell for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 days and the spell’s damage increases by 1d6 for 1 hour. When you use a spell slot of 7th level or higher, the duration increases to 26 days and the spell’s damage increases by 1d6 for 10 days. Transmutation
Conjure Emissary
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a willing creature and put it within 1,000 feet of a place it chooses within range. If the target is within 1,000 feet of a place you choose by a certain distance, the spell creates a circle on the ground that you can see within range. The circle is opaque and must be closed before you could cast the spell. To open the circle, place a 5-foot cube of ice on a solid surface and hold down a finger to touch it. The spell creates a circle with an opening of up to 30 feet in diameter and requires a metamagic shell (20 fl.ps.) or an inunitement shell (30 fl.ps.) to open. For the duration, a creature that enters the spell’s area for the first time on a turn or starts its turn there takes 1d8 bludgeoning damage and must succeed on a Strength saving throw or become restrained for the duration. When this spell ends, the restrained target has the benefit of any temporary hit points it has before it, up to its speed before this spell ends. Should the target suffer injuries sustained against its current form, it can choose to continue to follow its current form, or change its mind about the nature of the injuries it has sustained. A creature must make a Wisdom saving where appropriate. If a restrained target chooses to change its mind, the spell ends for that creature. While the spell lasts, any reduction to its damage type makes its saving throw against the spell’s damage reduction ability. The spell reduces the restrained target's damage by 1d8 at the end of each of its turns, and the reduction ends for an additional 1d8 at the start of each of its turns. To cast this spell again, a creature must have seen it twice, and it can cast the spell once per week for a full duration. Transmutation
Conjure Emoji
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create one of the following emojis: • Umbrella tree; • Orange flower; • Green apple; or • Blue flower; or • Owl; or • Yellow flower; or • Orange seed; or • Red seed; or • Yellow seed. The spell requires the following components: A unique writing style that can be learned immediately, or as part of an inter-institutional agreement based on age, sex, and place of birth. The writing style must be written in a unique, natural, tangible, tactile, or visual manner that might be found in nature and perceived through the eyes of a creature of the desired age or sex. The writing style must not be written in a glazed, rough, or impassable substance that would create an opening for crack or other physical activity in the spell’s area. When you cast the spell, choose the one written in the emojis form. The following spells and their associated magic items can be affected by this spell and its magic item spell slot requirements: Arcane magic Blade of Ice Barrier Circle of Strong winds Circle of Strong winds Circle of Strong winds Field Gale Torrential rain Thunder Torrential rain Floating Rain
Conjure Empathy
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical bond between two creatures and give them insight into their true nature. The bond lasts for the duration. You can create an illusion of a creature of your choice that has the condition described above and that has no natural senses, but the illusion persists until the spell ends. The illusion can be an illusion, a real creature, or a creature created by another spell or magic. The creature’s true nature can’t be determined by another creature. If the creature has any senses other than their own, the illusion can’t be created. The illusion can be dismissed by other means. The illusion can’t be changed or dispersed. Illusion
Conjure Empowered Defense
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You call forth the strength of one beast to protect a place or a creature. Then, for the duration, the beast has advantage on attack rolls against its closest creatures—if the creature is fighting it, it gains one advantage on attack rolls against each subsequent creature it guards. Divination
Conjure Eruptor
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
For the duration, any creature you choose that ends its turn within 60 feet of another creature or that ends its turn within 60 feet of a creature within 60 feet of it takes 1d6 thunder damage. This spell can’t reduce the creature’s current hit points at any time. The spell ends if you reduce the creature to 0 hit points or if you use a bonus action on each of your turns to change the target’s hit points from 0 to +100. This change can only be effected by speaking to the creature about the change and then attempting to persuade it to move to a new spot on the ground or a ladder or a different floor. Conjuration
Conjure Ethereal
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You reach into the spirit world and touch one willing creature that you can see within range. The creature must make a Charisma saving throw. On a failed save, it is subjected to the entangle spell
Conjure Ethereal
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a shadowy, translucent body within range that resembles a being of darkness or a creature with a Strength of 2
Conjure Ethereal
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
This spell conjures up an extradimensional image of yourself and some other creature that you can see within range. The image is a chaotic grayish-white that is difficult terrain. The creature must make a Charisma saving throw. It takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. The image remains on the creature for the duration. The image can be as small or as large as you like, and it can be as
Conjure Etherealness
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure up a spectral creature that can be of any size and shape you choose within range. The target must make a Constitution saving throw. If it fails, it takes 5d12 psychic damage and is charmed for the duration. On a hit, the creature takes 10d12 psychic damage and is stunned until the spell ends. The spell has no effect if you cast it while you have no memory of its name or if you cast it while wearing a cloak. The spell doesn't affect undead or constructs. The target gains the ability to assume the form of a human or a fiend, though it can't become a dragon or a fiend. The spell doesn't change the creature's alignment, but it can change the creature's current general state, such as feign being hostile, neutral, or hostile. Conjuration
Conjure Etherealness
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
You choose a place one size category larger than you and that fits within the horizons of your reality. You or someone you love can experience the illusion of vanishing into the Ethereal Plane, leaving behind only a shimmering disk of magical energy. The disk appears as a shadowy barrier around which you can cast spells, creating an Ethereal Place. This Ethereal Place’s boundaries are difficult terrain and can be difficult to cross. Magical plants, stone, and fog ignore this barrier, and you are blinded as your movement around it obscures your vision. When you cast this spell, you can have the disk disappear instantly, ending any effects that might have protected you from the disk’s harmful effects. It remains in the Ethereal Place until the end of your next turn, at which time the disk disappears. It reappears at your command and lasts for the duration. To dismiss the spell and end the Ethereal Place, choose at the DM an area of terrain you can see and create a new barrier there. You can also use your action to teleport a willing creature of your size or smaller who isn’t immune to the spell to an unoccupied space you can see within 30 feet of it. The creature can be anywhere on the barrier, and the spell doesn’t affect it when you cast it. Conjuration
Conjure Etherealness
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to teleport yourself to an unoccupied space that you can see within range. The spell fails if the space is in a location you choose that is neither known nor frequented by a deity other than your own. When you cast this spell, choose one or both of the following options. You can repeat the process, and more often, you select a different option than the first time. You can also reduce the target’s altitude by one hundred feet, if you wish. During the casting of the spell, you can target one hundred feet of water or one hundred feet of natural stone. If the target is underwater, it must make a Dexterity saving throw. On a failed save, it takes 1d6 bludgeoning damage. If
Conjure Etherealness
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You teleport yourself to an area where there is a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 necrotic damage and is stunned until the spell ends. At the start of each of your turns, you can use your reaction to teleport you target to another unoccupied space within 30 feet of the target. The target can move as a free action or as a bonus action and can’t be targeted by spells or magical effects. The target can also teleport itself to any unoccupied space within 30 feet of the target. If you teleport your target to an unoccupied space that you can see, that space must be within 30 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 minutes. When you use a spell slot of 3rd level or higher, the duration is 1 year. Evocation
Conjure Etherealness
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You place your hand on a creature and command it to become a spectral mimic. You choose the spectral nature of the target, its type, and how it transmits its spirit. The target has resistance to nonmagical damage, and it has resistance to nonmagic damage. The target can be considered an enthralled creature. As an action, you can teleport your hand up to 30 feet to a place hostile to you or a creature within 30 feet of you. The target can repeat this request to whatever creature you sent it. The target can’t be hostile to you. Conjuration
Conjure Ethereal Plane
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
You create a shadowy, floating surface within range to completely fill it with energy. The area can be up to 25 feet in diameter, and the area can be up to 10 feet thick. The area can be up to 10 feet deep. The area lasts for the spell’s duration. If the area was created from another material component such as wood, stone, or metal, the spell fails and becomes ineffective. When the spell ends, the area reverts to its original form, and a new spell or other effect activates to fill the area. The spell lasts until the spell ends or the barrier is removed from the area. When the spell ends, the barrier disappears, leaving the area partially covered in shadowy shapes. Evocation
Conjure Ethereal
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You attempt to cast the spell on a creature you can see within range. The target must succeed on a Wisdom saving throw or become blinded until the spell ends. The blindness lasts for the duration. As an action, you can cause a willing creature you can see within 5 feet of the target to become charmed by you. The target must succeed on a Wisdom saving throw or become frightened 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 1d4 for each slot level above 5th. Transmutation
Conjure Eunuch
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to tempt a willing creature you can see within range into performing a favor, either by offering a wish or offering an agreed-upon service. The target must make a Wisdom saving throw. On a failed save, the target loses the requested favor. If the wish is not granted, the creature is limited in the actions it can perform by the nature of a servant or servant-in-training. If the wish is granted, the creature performs no service, and such a wish is void. If the wish is not granted, the creature performs only illusory activity, such as flute playing, for 1 hour. After short of injuring the creature, this spell disables its servitude to the task being offered. The target’s soul is freed from servitude and begins to function normally. After 1 hour, the target can’t become a servant or servant-in-training. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th. Necromancy
Conjure Evil
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a magical portal linking an undead to a
nother plane of existence. The portal opens in a 20-foot radius centered on the target. You can see all the space and objects on the portal, up to 1 minute. The portal opens in any direction you choose. It might not be the best-known route. While the portal is open, it can be any other one of the ways of travel. The portal can be a straight line, a straight line, or an unoccupied space you can see. The portal can be anywhere in the world. The portal can be a straight line, a straight line, or a straight line. The portal can be made in any direction you choose. The portal is made in any direction you choose. The portal can be made in any direction on any plane. The portal can’t be affected by any other effect that might strike the portal. An uncontrolled portal can travel through the portal’s surface, and can travel through any other plane. The portal can be destroyed by any effect that might strike the portal. Transmutation
Conjure Evil (Evil)
Casting Time: 1 action
Range: Conjuration of Evil (evil)
Duration: Conjuration
Conjure Evil
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a point of your choice that is dark. It lasts until the spell ends. If the target’s soul is inside the target’s body, the spell can penetrate the barrier, and the target is immune to any nonmagical effects. The target can also be targeted again by this spell again when the spell ends, provided that the DM’s concentration is restored to the target’s former life. The target can’t be targeted again by this spell, unless the DM is trying to change its alignment. The target can’t be targeted again by this spell, unless the DM has changed its alignment. The target can’t be targeted again with an attack that fails to return to the target’s former life. 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 1st. Enchantment
Conjure Fade
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You choose an area within range that you can see that fogs or fades in. It can’t be more than 10 feet long, and it can’t be more than 100 feet away from you. Any creature in the area when you cast this spell must make a Wisdom saving throw against the spell. On a failed save, a creature becomes blinded and deafened for 1 minute. On a successful save, it has no blindness and is no longer blinded and deafened. Transmutation
Conjure Faith
Casting Time: 1 action
Range: 120
Duration: Concentration;1 minute
You weave together threads of divine divinity to create a bond that can hold a creature of your choice, permanently linking it to your service. This magical bond can be broken by spending 3 minutes attempting to bind the creature to a permanent linking arrangement. You choose a creature that you can see within range and that can hear you. The creature must be within 5 feet of you and that can hear you. While the creature is within 5 feet of you, you can communicate with it w as if you w as part of the spell creating the magical bond. You can’t link the creature to any known or assumed destinations or locations, such as a high mountain range, foraging or gathering area. While linked to the chosen creature, you can use a bonus action to cause the creature to move to a new spot on the ground in a 15-foot cube along the creature’s path, causing the creature to repeat its task after casting this spell. The creature can’t willingly move from one location to the next and must first find a different spot within reach. Once the spell ends, the creature can perform any task it might perform while linked to you by manipulating the magical connection. The creature can do nothing more than obey instructions from you, casting this spell for its entire duration, if possible. Finally, while the creature is linked to you, you can use your action to cause the creature to reapply its expended hit points for a full repair. You may use your action to issue a reprieve of your own. Transmutation
Conjure Faith
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
Concentration, you can reshape a willing creature of your choice in one of the following ways: • You create a new form of nonmagical beast or nonhostile noncreature (your choice) that you can see within range. • You instantaneously transform the creature into a form that is friendly to you; it vanishes when it drops to 0 hit points or when the spell ends. • You alter the creature’s physical characteristics so that it appears taller, stronger, or wierder in summer and heavier in winter. • You alter the creature’s language so that it intelligently sounds the different languages of its known home language; for example, you might transform a creature of your choice that is deaf and hard of hearing into a creature that can understand two different languages. • You mend a wound so that its healing factor is reduced
Conjure Faith
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon a divine being, known as the Wind Serpent, from the shadow of
Conjure Faith
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell enables a creature you touch to regain all her hit points. If she is still alive when you cast this spell, she also automatically recovers all of the hit points she expended when she died. Otherwise, she wastes the spell, and the spell fails to teleport or otherwise work properly. When you cast this spell, and as a bonus action on each of your turns thereafter, you can affect the same creature or object with this spell, gaining the same number of hit points while the spell is in effect. While the same creature or object is currently alive under the influence of this spell, you can affect it again if you choose, even if the creature is no longer alive or dead. To
Conjure Faith
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell gives you the ability to cast a scripted prayer at any time until the spell ends. Prayers can be spoken, written, carved, or uttered by others as you cast the spell, as well as by others who know the message better than you. You can ask the creature a set of questions, including ones that you think are likely to be answered by someone else. Answers can range from simple (to ask about a specific example of a problem associated with a creature trait) to the intricate (to ask about the nature of the prayer) to the intricate (to ask about the nature of the prayer's benefits). The creature can cast spells through the creature’s head and thus not know the answers to questions you ask. To request information about the creature from a deity other than you, the creature consults its DM. If you or your companions are slain while asking this detailed question, the creature returns to its home plane (no action required by you) and must explain its reasoning for its return. If the creature returns to your home plane, it returns to the number of creatures it adores, up to the extent that you restored its
Conjure Faith
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You appear in an unoccupied space that you can see within range and that can hold as much as one item of nonmagical force as you choose, and that lasts until the spell ends. You decide what sort of magic items are available in the instance and what sort of magic items are allowed in containers and how many are allowed (if any) within containers. If you have six or more pieces of nonmagical magic item magic, you can allow up to three pieces of nonmagical magic item magic at a time, and the spell ends if you use magic that allowed only one piece of magic at a time. While some types of magic item items are infused with a kind of divining force unknown until then, others are infused with divining force that lasts for the duration, and some are infused with a kind of divining force that lasts for the duration but no more. So, for example, the enchantment of a ring of detect magic might persist even after a certain number of years, or the power of a magic ring might be broken, leaving behind no magic items.
Conjure Faith
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You make a deity familiar. Choose one willing creature of your choice within range. That creature becomes a deity for the duration. If you cast this spell while you have a deity familiar, the spell fails, and the target becomes a deity with advantage if you have one. You can specify a creature type and name it, but it must be a creature of challenge rating 2 or lower. The spell fails if you cast it with a 5 or lower spell slot, and if you cast it again with a 5 or lower spell slot, the spell fails if you use a bonus action to cast it again. You can’t designate a creature type, but you can specify a general deity, such as the Nine Paths, as a deity. The deity must be able to speak the chosen language, and it must be of a deity that the spell targets. The deity speaks only to you, and its actions and words do nothing but describe the
Conjure Faith
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Your deity merges your lifeblood with magical energy to create a new weapon for the purpose of making melee attacks with it. Choose a normal weapon that you can see that is neither worn nor carried by a creature or an item that isn’t part of an artisan’s or a maker’s line of work. You imbue the new weapon with the wholeness of your blood. That whirlpool of your blood erupts when the melee weapon attacks you or when another creature of your choice within 5 feet of the weapon hits you with a melee attack, if the creature takes the Attack or is damaged by it. Special Enchantment
Conjure Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell takes effect immediately after a ranged spell attack: whenever a creature successfully hits three or less hand of one creature or hits more than three creatures with one hand of the same type or with a hand of two or more creatures with one hand of the same creature, the target takes 1d4 necrotic damage, and you can halve that damage by one category level for each. 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. Necromancy
Conjure Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth life to fill the world. Choose one creature that you can see within range, that you can see within range, and that is within range of any spell of your choice that you can see. The chosen creature disappears into an illusion, a new one appears, or both illusions appear. The creature is friendly to you and your companions for the duration. The creature can be summoned using any spell of your choice. If you summoned the creature as part of an action that could have summoned a hostile creature, it would instead follow you to where you sat and speak your divine language. You can bring the creature with you whenever you like, but it must still be within earshot of you. The creature flies while it is within earshot of you. To cover its tracks, the creature tracks and otherwise moves across obstacles and to and fro on the ground in enclosed spaces. The creature spends 1d12 minutes walking and doing seemingly nothing other than running. During that time, it gains a +2 bonus to AC and saving throws, and it gains temporary hit points equal to half the bonus it already has. This spell also grants you temporary telekinetic powers (similar to the powers you had when you cast the spell). These powers can target creatures only within its area, but effects can target plants and water. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases by 2 for each slot level above 6th. Transmutation
Conjure Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth the spirits of your creation to fight for you. Choose one or more enemies within range for the duration. Each creature within 30 feet of each enemy must make a Wisdom saving throw. On a failed save, an affected creature takes 4d8 psychic damage and needsn’t speak a command to the spirits for the duration to end. You summon them from the dead with a roar when you reach 5th level (1-2), 11th level (3-4), and 17th
Conjure Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You establish a certain sort of relationship with a creature that you can see within range. If the creature’s alignment is in doubt (the creature isn’t a creature of your alignment), you determine which options you have for either dealing it a crippling disfiguration or raising it as a ghost creature (a zombie only appears in the game as a ghost if you set its alignment to no higher than one). In an effort to assuage its fears, you might also consider raising it as a creature with which to bargain and make deals. While it may seem like a natural attraction to you, if you fail to convince it that you know it best, it might consider murdering you. To achieve this goal, the creature must make at least one Charisma saving throw. On a successful save, you are able to raise the creature as a creature with which to bargain and make deals. The creature defends itself against siege engines and other creatures, but only on the first turn it has been subjected to a siege attack. When it reverts to human form, the creature returns to its home plane on the first turn it has been subjected to a siege attack, and the creature returns to its home plane if the attack would have knocked it out. The creature is under your command to always keep its normal attacks, even if they might have killed it outright. The creature can be affected only by one of the following ways: • Telling the creature to die. The creature doesn’t willingly tell you where it lives. When the creature dies, your command to keep it alive ends. • Stealing. The creature doesn’t use its action to use another spell of level 3 or lower. When you cast this spell with a 5th-level spell slot, the creature can store 3 expended uses of that slot at a time, and then dismiss it. • Using magic item. This spell creates a magic item that is no longer in use and that isn’t in use when you cast it. The magic item is no longer in use when you use this spell with a 5th-level spell slot, or when you use this spell with a 6th-level spell slot. The magic weapon might also end up with a ring attached to it, indicating that spell's casting location. You can’t create more than one magic weapon at a time. Even if you create three or more magic weapons, they can’t be linked together to create a magic weapon. When the spell ends, the weapon is no longer in use and thus no longer affected by the warding spell. Conjuration
Conjure Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You make an unwilling creature willing and able to perceive any creature within 30 feet of it (including you) manifesting a permanent wish that ends a spell slot effect on the creature. You must choose a target or a sequence of targets so that each target has advantage on saving throws against spells and other magical effects. An unwilling creature can be targeted only once, each time it attempts to cast a spell, or each time it attains the highest possible level of spellcasting. Abjuration
Conjure Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your divine mission, and the destiny of your people, has become one of vengeance. As a bonus action on each of your turns until the spell ends, you can speak a line of divine word that deals 1d6 psychic damage, and it ends if you are killed or become charmed. On your next turn, you can choose to end the damage, or dismiss the spell as an action. Any effect that enders psychic damage is suppressed. If you do so, the effect ends for you and your poser, or both, if you chose. Divination
Conjure Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a celestial of challenge rating 4 or lower. Choose an area of terrain that you can see within range and that fits within a 6-foot cube, that is more than 10 feet on each side, and that is within range. The celestial appears in a spot you choose within range and takes the form of a celestial of challenge rating 4 or lower. The celestial appears for each 5-foot-square, 30-foot-long cylinder that you create. Any creature that ends its turn within 5 feet of a cube where the cylinder is located must succeed on a Wisdom saving throw. When you summon the celestial, choose a target terrain feature, such as trees or fissures, and cast the spell there. You do not create new terrain if it already exists within the spell’s area. When you cast the spell, you can reroll any of the creatures on each target, but you can’t reroll any of the creatures. The reroll also treats creatures created by fissures or other natural phenomena as being able to see, so it can be used to create lures, siege engines, or similar siege engines. Conjuration
Conjure Faith
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You summon a celestial, a celestial being, or a celestial force that 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 can be a celestial of a kind known to the deity or another celestial known to the deity. You choose the celestial’s type, an alignment, or a special ability that bestows power on them. For the celestial, all its abilities and abilities mirror those of its celestial class, line of origin, and type (for example, the celestial might possess the ability to protect an area within a wall or behind a pillar, or the celestial might create portals to another dimension). While the celestial has these abilities, its alignment is disregarded. The celestial remains faithful to its deity and opposes any alignment changes it makes to its attacks, spells, or other magic. If the celestial fails a saving throw, it is not bound to continue using its deity’s magic, but it can assume a different alignment depending on its circumstance. If the celestial fails the save, it instead gains the ability to choose between two of the following two options with one use of its attunement to silence (see below). Offering Bless or Repel Missiles. When a celestial with a Divinely Smite rating skill of 6 or lower enters the maelstrom, it emits bright light that moves 10 feet each time it strikes a target.
Conjure Faith
Casting Time: 1 action
Range: 60
Duration: Instantaneous
For the duration, you choose one willing creature you can see within range and assume the form of a god or an elementalist, as you choose in this spell’s casting, for the duration of the spell. You can create one of the following effects while you are casting the spell: • You create one effect, a separate effect of the same type and quality available to the affected creature, that is no more powerful than the creature’s level, and that lasts until the creature’s level is reduced to 0 or fewer levels below you. The affected creature can cast a spell of a lower level than the creature’s level, or one of its subclasses of your choice, and you create an effect that lasts until the creature finishes a long rest. Enchantment
Conjure Faith
Casting Time: 1 action
Range: 90
Duration: Concentration
Conjure Faithful
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You take an ancient spell of
Conjure Faith
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell requires concentration, and you choose the following options for a moment during which you can see within range three creatures of the chosen type, which appear as plain shades of red. During this aura’s duration, you have resistance to one damage type of your choice: acid, cold, erythema, fissure, or collapse. A creature that succeeds on its saving throw against this spell gains a second chance to resist the spell in whatever form it appears, at the DM’s option. A creature that fails its save against this spell has an advantage on the second saving throw, though the creature can use it to regain 2d12 hit points. A creature that succeeds on its saving throw is no longer blinded by this spell. Abjuration
Conjure Faith
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Your divinity descends on the soul of a celestial, a fiend, an undead, or an fiend. You choose the element of truth or illusion, which has the same power and radius as the element of truth, to grant you powers and abilities with which you are familiar. Your statistics, as well as those of the allies you have with, become your powers, and allies become your familiars. You retain your hit point maximum, which can be reduced by an amount you decide appropriate. In addition, if you are immune to being frightened, your allies become frightened of you until you use
Conjure Faith
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You sacrifice your soul to mend a wound. Each of your turns as a bonus action, you can repeat the spell on all of your enemies so long as that creature is within 60 feet of you or the spell can’t reduce its hit points below 0. 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
Conjure Faith
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You choose one creature within range and choose one of the following paths for the duration. You can choose a path that lasts at least 1 hour, or a path that lasts for the duration. You can choose a route that appears in an area and that you are within 20 feet of it (typically so that an undead trap could be dispelled), or a route that appears randomly within an area you have visited (such as a highway divided by a street, up or down by a bridge, or up or down by an almighty sea). You can designate the things that you choose for the route to pass, but it must be no more than 10 feet long, and it must not fall into dis use. If you do fall into disuse, it takes 1d8 lightning damage for the lightning to have any effect. Conjuration
Conjure Faith
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature and bestow upon it the ability to understand the deepest secrets of the divine. For the spell’s duration, the creature has resistance to necrotic damage and can use her action to transform it into a celestial or a fiend (the creature can be a beast or a demon, however). If you chose a celestial form, the transformation requires the creature’s transformation into a celestial for the entire duration, up to eight hours. If you chose an fiend’s transformation into a celestial, the spell lasts until the creature transforms as an undead, at which point it no longer transforms and becomes a celestial. As an action, a celestial can make a new spell of 4th level or higher. On a successful throw, the spell ends for it. If the celestial ends its turn in an area where it doesn’t have armor or weapons equipped, it is unaffected. Conjuration
Conjure Faith
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
By placing the divine symbol or image of a god or goddess on an object, hanging from a pole, or similar surface, novice or grand wizard of your choice that you can see within range, attains 10th level (8th level), 11th level (13th level), and 17th level (18th level), you can cast the spell as a spell slot-based spell. Conjuration
Conjure Faith
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
For the duration, you transform a willing creature you touch. The target becomes a different creature for the first time on a shift shift day and becomes hostile to all creatures other than you until the spell ends, at which point the target can use another ability action to wish aloud any effect that you choose, such as wish me luck, increase my weapon damage by two, or wish me luck in dealing with hostile creatures other than undead. You then dismiss such a creature as an action. If it wishes to attempt a wish check, it must succeed on a DC 20 Strength check, and it can wish itself off for 1 hour. If it wishes to wish a wish item, it must first have been worn by the target and has the same properties as the item’s wish item, or it can attempt the wish check using only the w ill of the w ill that you use for the check. You can attempt this wish at any time, issuing a wish spell and offering your best guess at what spell(s) of the w uld spell you wish to cast. If the spell fails, you can cast the spell again as an action,
Conjure Faith
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You summon a creature of challenge rating 6 or lower and ask it to do one of the following: 1) Sacrifice a Large or smaller creature or object to become a celestial or fiend, 2) Drink wine to restore up to half your hit points to your wisps, or 3) Intervene on a spell of 3rd level or lower that you cast to end one effect that would have affected the creature. A dispel magic spell ends one effect that would have affected the creature. 3) If you cast this spell on the same creature or on a different one, you summon the same creature again, if it has been charmed by you for the duration, or if you have no creatures to sacrifice to end one effect. 4) If you use a spell slot of 6th level or higher to end a spell of 3rd level or lower, you summon the creature up to 30 feet higher than it had been at the start of your next turn. 5) If you use a spell slot of 7th level or higher to end a spell of 4th level or higher, you summon the same creature again if it has been charmed by you for the duration. 6) If you use a spell slot of 7th level or higher to end a spell of 5th level or higher, you summon the same creature again if it has been charmed by you for the duration. 7) If you use a spell slot of 8th level or higher, you summon the creature up to 30 feet higher than it had been at the start of your next turn. 8) You summon a creature with a challenge rating of 5 or lower when you cast this spell. If you cast it without first preparing a challenge rating, the creature doesn’t appear until it has summoned you. It appears at the top of the sanctuary, within 30 feet of you, and makes its challenge to enter the sanctuary a magic challenge. The creature can be killed by dealing it the maximum number of points it has willing it to serve as a servant. While a servant is served, it treats creatures it can’t fit inside its space as if they were its own creatures, treats them like objects made of magical energy, and otherwise serves them as a kind and companion. A servant can beheaded, but this doesn’t affect undead or constructs. When you cast the spell, you can choose whether the creature obeys your spoken commands or behaves in ways contrary to your desires. The creature obeys your spoken commands only if it is under the creature’s control or acting on their behalf. The creature doesn’t obey any command that you make outside of its power and can do nothing harmful to it. If you use an action to dismiss the spell, choose one of the following actions that could be affected: • Choose one creature that you can see within range. The creature must see through your spell’s path and isn’t obscured. You also specify conditions that must be met before the creature can move on its own. The creature has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. In addition, if you have this creature as a companion, the creature can act as a servant and protect its home plane from hostile magic. Enchantment
Conjure Faith
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
For the spell’s duration, a creature you touch chooses a new form for himself or herself that seems to have w ere replaced by the current form. The creature must meet the conditions for its transformation into a new form, and it gains the ability to change its mind instantly upon entering the new form. The spell ends if the creature chooses again after suffering any damage from a weapon or spell. Abjuration
Conjure Familiar
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
This spell allows a willing creature you touch to create a nonmagical bond with an unwilling creature of your choice within range. The creature is bonded to the bond until the spell ends, at which point the creature appears in an unoccupied space that you can see within range and that isn’t being worn or carried by another creature. The creature has advantage on Wisdom saving throws and ability checks. When the creature attempts to cast a spell, create a message that can read the minds of living creatures, the creature casts the spell on the target you choose, creating a message that can reach as high as the voicework of the target. You choose a message that has the same language, the target acquaintance or patron, the language’s spelling, and the creature’s general meaning. The creature can understand one of the following messages: a) The creature understands that a target is avoiding a harmful creature’s view b) A creature perceives the creature as avoiding a harmful creature’s view c) The creature perceives the creature as avoiding harmful creatures view d) The creature perceives the creature as avoiding harmful creatures view e) The creature perceives the creature as being avoiding harmful creatures view f) The creature perceives the creature as being avoiding harmful creatures view g) The creature perceives the creature as being avoiding harmful creatures view h) The creature perceives the creature as being avoiding harmful creatures view i) The creature manifests a true duplicate of the creature’s true form in multiple creatures, including the creature itself, for each illusion created or created of the creature’s true form. The creature imbues its true form with foul mimicry if it is a celestial, fey, fiend, or undead. To achieve this effect, you must direct a creature that produces a true duplicate of the creature to a specific demigod or a different form of creature. If the demigod or creature is undead, the creature creates that form only under duress or in an attempt to drain the creature’s vitality. The creature’s true form is then replaced by another creature, though the creature is still alive and conscious. You decide what form the creature takes and where it takes its true form. (Typically a creature that can’t attack can use its action to make an attack in this way.) You decide what kind of message the creature receives and how the creature behaves. The creature’s message is composed of short, monotonous sermons given during the course of its turns
Conjure Familiar
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You adopt a creature you can see within range. The creature becomes an familiar until its familiar drops to 0 hit points. You choose one or more of the following creatures: arcanists, booms, battle dragons, fey, fiends, or undead. If you are the creature, you gain the following benefits: • Your body temperature drops by 10 C when you enter the familiar. This benefit lasts for the duration, if it isn't already. • You can speak the familiar’s language. • Familiars always accompany their familiars on pilgrimages and pilgrimages. See the familiar’s Handbook for detailed description of the traditions and magical traditions of the familiar. • Familiar lasts for the duration. If the familiar dies, its familiars follow him or her wherever they go. If you cast this spell while you are incapacitated, the familiar leaves behind a skeletal bowl containing a bowl of cold water, a fire bowl containing water , and a bridge containing a magic bridge . These familiars follow your familiar’s path wherever it rides. A bane at your DM’s discretion to banish the familiar to a cage or tomb until you have summoned a different familiar (called a summoned familiar when you issue the summons) or until you summon a new familiar (called a summoned familiar when you summon a new familiar). This banishment lasts for the duration of the spell or until you cast the summoned spell. If you cast this spell while you worship a specific divinity, you might banish the familiar from the celestial plane if it is present (as a bonus action on your turn), adopt a new race, or take the form of a cousin. You might also banish the familiar’s magic to a place it has died before (such as a prison or a demihummon’s den) or to a place it has no natural home (for example, you might banish the familiar’s magic to a place it has no natural home). When you cast this spell, you can have none of the familiager’s familias, if you wish. You can’t have more than one familiar’s familia at a time. Using this spell as a spell to banish a summoned familiar causes the summoned fam
Conjure Familiar
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You appear in a place that you can see within range, and any creature you touch can perceive you as if you were you. You can affect up to three creatures at a time. Each target must make a Charisma saving throw. On a failed save, a target takes 3d6 psychic damage, or half as much damage on a successful save. On a successful save, the target can use its reaction to move away from you, and it can’t move for 1 minute. If the target moves for more than 1 minute, the spell ends. If the target doesn’t move for more than 1 minute, the spell ends. The target can use its action to make a Wisdom saving throw. On a successful save, the target doesn’t move away from you. 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
Conjure Familiar
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell creates a new, fey demon or a fey beast within range. You choose the fey demon’s basic statuette, and the fey beast’s basic move and attack of the turn after it appears as a normal melee attack. The fey beast’s basic attack deals an extra 2d6 force damage to the fey beast. You can use a bonus action to mentally command the fey beast to accompany you on your next melee attack. The fey beast is under your command. The fey beast automatically succeeds on all Strength saving throws, and when the fey beast drops to 0 hit points, it creates a protective talisman against nonmagical damage and restores 4 hit points at the end of each of its turns. As an action on its turn, you can issue this talisman to a creature of your choice within 30 feet of it and command that it undertake a harmless fey magic item task. Once undertaken, the fey beast can be dismissed by a creature of your choice that you can see within 30 feet of it, and it can’t fail any saving throw. The talisman can’t repair or repair beyond repair, and it can’t be bound by any spell. In addition, when you issue the talisman, you choose a creature’s name and say the spell, which has no effect on the fey beast. You can also issue the same spell to any number of willing creatures or to up to five willing creatures of your choice that you can see within 30 feet of the talisman. If you issue more than one talisman, you can issue an additional one for each creature’s name. The extra talisman can’t repair or repair beyond repair, and it can’t repair or repair beyond repair by any means short of a willing creature sacrifice or a wish spell. The spell ends if you cast it again. For the duration, the fey beast is immune to all damage, and when it drops to 0 hit points, it frees itself. It acts independently of you, and it takes no actions while frightened. At the DM’s option, the fey beast might attack you if attacked by a creature other than you, provided that creature is within 30 feet of you. Otherwise, the fey beast doesn’t attack you. If the fey beast makes an attack roll or reaches for a spell of 3rd level or lower, you can use your action to roll a d4 and add the number rolled to the attack roll. Magical fey traps occasionally open or close on your normal route, but such a trap can’t hold more than 10 pounds and is harmless enough to allow you to cross it in a heartbeat. To close the trap, roll a d4 and add the area‘s other creatures weight to the number rolled. Evocation
Conjure Familiar
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a familiar of one creature within range. Choose a human, a fiend, or a beast. The familiar has advantage on saving throws against spells and other magical effects for 1 minute. The familiar can’t be charmed or frightened. When the spell ends, the familiar disappears. Transmutation
Conjure Familiar
Casting Time: 1 action
Range: 1 Hour
Duration: You create a humanoid of challenge rating 4 or low
er by casting a spell of 3rd level or higher. The spell ends if you cast no spells. The creature must still be within 30 feet of you when you cast the spell, because it assumes the form of a familiar. The creature obeys any and all verbal commands given to it by the DM. The spell can target up to two additional creatures for each slot level above 3rd. Transmutation
Conjure Familiar
Casting Time: 1 action
Range: 1 Hour
Duration: You summon a fey creature that assumes the form of
a beast and serves as the fey companion of a fey wizard. It disappears when the fey spell ends, and its bonded creature returns to its home plane if it is no longer alive. The fey are good friends, and if the bonded creature becomes ill or dies, it returns to its home plane. While bonded by the fey spell, the creature can make any fey spells it can find, which are suppressed in its mind, and it can’t use the fey spell. If the creature chooses to become fey, it disappears when the fey spell ends. Divination
Conjure Familiar
Casting Time: 1 action
Range: 24 Hours
Duration: You attempt to conjure a familiar into existence b
y means other than the normal rite of passage. The spell’s casting time is 24 hours. If the target is a creature, the spell is made up of the following components: 1. A wand of summoning magic (the spell’s name is a spell slot, not a spell slot). 2. A wizard hat with a ring of summoning magic (the spell appears randomly on the hat). 3. A ring of summoning magic (the spell appears randomly on the ring). 4. A ring of summoning magic (the spell appears randomly on the ring). 5. A ring of summoning magic (the spell appears randomly on the ring). 6. A ring of summoning magic (the spell appears randomly on the ring). 7. An illusory representation of a certain symbol. 8. A small mark on the wall of a temple dedicated to a certain deity. 9. A mysterious symbol that appears in the ground in
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell makes a familiar appear to a creature of your choice that you can see within range. When the familiar appears, each target abandons all its equipment, and the familiar disappears. If any of your creatures’ equipment drops to 0 hit points, you can use your action to summon a spirit that fights your familiar in an open field, 10 feet on a side and 5 feet on the ground, to dismiss the spell, or to create a demiplane that leads to an off-white room. Each creature that starts its turn in the space you designated must succeed on a Wisdom saving throw or take 6d6 psychic damage and must repeat the saving throw at the end of each of its turns, or half as much damage and turn back. Alternatively, you can cause a familiar to vanish and reemerge with the specified creature or object (your choice which creature or object can the familiar inhabit? (You choose which creature or object can the familiar inhabit? (You choose which creature or object can the familiar inhabit? (You choose which creature or object can the familiar inhabit? (You decide? (You decide? (You decide? (You decide? (You choose? (You choose? (You choose? (You choose? (You choose? (You decide? (You choose? (You choose? (You choose? (You decide? (You chose? (You choose? (You decide? (You choose? "You have awoken. I am waking up. You've awoken. You have awakened. You have awakened. You awoke. You awoke. You woke. You awakened. You woke. No more nightmares, nightmares, nightmares. You woke. No more fears, fears, fears, fears, fears.)).> Divination
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You summon a celestial, providing her with a celestial service rendered through your deity. Choose up to three celestial service members whose challenge rating is equal to or less than the cleric’s level. The celestial obeys all the commands and actions of the members she summons, but she lacks the expertise in magical weapons or magic that determines their alignment. The celestial also fails each spell used by the members she summons or those attuned to their plane of existence. If the celestial fails a single saving throw, she can summon a new one as an action, during the duration of which the new celestial serves as an extra deity spell (see below). Moreover, you can summon a celestial of any alignment you choose (even if you do not have that alignment) that performs the tasks provided by the summoned celestial, unless the celestial is a celestial of a later creation. Asking the deity to raise an additional deity spell or create a new one automatically summons the new deity if the deity obeys all the commands and actions of the existing one, as long as neither of those commands and actions are performed by the celestial. The deity is considered holy within your deity’s sphere, using the same rules for other celestial deities as for your own sphere. In addition, whenever a celestial of your choice that you call a celestial of another alignment performs an action that requires a separate command or other significant decision, the celestial performs that action in the appropriate place where the desired change occurs. Similarly, when a celestial of another alignment takes the same action as a celestial of your choice, the celestial performs the same action, but without taking the same step. If you cast this spell on the same creature as a whole every day for two years, the spell lasts until dispelled. Conjuration
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You summon a fey creature of challenge rating 6 or lower with intelligence in your deity’s favor and with a specific regard for your race. The fey creature is friendly to you and your companions for the duration. The fey creature is friendly to you and your companions for the duration At 15th level, you animate and wither a fey creature You create an object that looks the same as a fey creature, but the fey creature has a different appearance and abilities. It has advantage on attack rolls, ability checks, and saving throws. It also has disadvantage on attack rolls against creatures of your kind. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It can take the actions described below to dismiss the spell: - Choose an area of fog or mud that is 2 feet deep - Create an open pit For every 1 foot you raise to your level, you can excavate a trench 1 full round Additionally, you can excavate a trench 1 level deeper than you have to make the choice. A 20-foot-deep trench forms a 20-foot-deep trench with respect to which you can cast this spell. A 20-foot-deep trench forms a 25-foot-diameter trench with respect to which you can cast this spell. A 25-foot-diameter trench forms a 25-foot-diameter trench with respect to which you can cast this spell - Complete a short spell of 7th level or lower At Higher Levels. When you
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a simple, magical apparition that lasts for the duration. Choose one or more humanoid or nonmagical creatures within range. Each creature in the area can make an Intelligence saving throw. A creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, a creature can use its action on a subsequent turn to dismiss this spell. Evocation
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
You transform a fey or a fey servant into a creature that fits the following characteristics: • You gain 12 hit points, which is +6 to all damage rolls, and +1 Dex to all attack rolls, saving throws, and ability checks. • You can use your action to create a new fey or fey servant. Choose one of the following three fey steeds or one of the other 3 fey steeds for its size: boar, frog, or leopard (the fey servant might be a leopard or a leopard cub, depending on the fey steed). It can make a new Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Cloning. When you cast this spell, you can create a new fey servant by removing a worn or broken fey or fey steed from its body. You can also end the effect on yourself by removing a worn or broken fey or fey steed from a corpse. In either case, the spell fails if it lasts longer than 30 minutes. Feeble Truth. When you cast this spell on a creature you can see within range, you can decide whether it is under the effects of a wish spell (creatures can be affected only by its wish), one-time or as a permanent effect, such as attunement or an energy bar break. Should this wish effect be used on a creature or a permanent, the creature becomes charmed or frightened of the wish. If the creature isn't charmed or frightened of the wish, the creature is likely to become frightened, and so on. Such a creature is bonded to the creature’s bond for the duration. This charm ends if you cast this spell again, if you cast it multiple times, and so on. Also, if you have a misty globe on your person, you can cast this spell with advantage if you are the only one wearing it. Conjuration
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
You use a familiar of your choice that you can see that you are in contact with to appear in a place you choose within range. You can appear anywhere in the place to the best of your ability. Casting this spell on a familiar reveals it to be a creature that is a creature that can be bonded to you through an interplanar link. This bond lasts for the duration, and the target can’t be dispelled by dispel magic. The spell ends if the target can’t be summoned back. The target can’t be evaded or neutralized by the target, and it has no way to communicate with you. The target gains no benefit from magic items or spells. Divination
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell grants familiars or other creatures whose wands are full the ability to cast any number of spells of a single level or higher. For the duration, each target has advantage on one of the spells mentioned below. If the target casts a spell of a lower level than the one it is casting, the spell has no effect. For the duration, each target has disadvantage on attack rolls against creatures other than the target, and the DM can use any available swift action to dismiss this spell. Enchantment
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A familiar appears in a location you specify within range. The familiar disappears if it drops to 0 hit points or if the spell ends. The familiar moves with you, appearing for 24 hours. If you cast this spell multiple times, you can have up to three of its nonmagical components replaced by the familiar. The familiar appears in a random location only if the terrain is difficult terrain, such as a forest, plain, cliff, or swamp. A familiar extinguishes harmless bludgeoning, piercing, or slashing damage that would be dealt if the creature was within 5 feet of the familiar. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a fiend. Enchantment
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You conjure up a fey demon that you can see within range. Each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or be charmed by the fey demon for the duration. The fey demon is friendly to you and your companions for the duration. When the spell ends, the demon moves away from you and deals no damage to you. When you cast this spell, you can have the fey demon appear in any location on the ground for as long as 60 feet. If you cast this spell multiple times, you can have up to three of its non-hostile versions appear in a location you choose within the same round. You can also designate the fey demon as one of the summoned creatures when you cast the spell. The fey demon has a Strength of 5 and a Dexterity of 5, and it has a hit point maximum of 1d6. When you cast this spell, you can target one additional creature for every two creatures you cast for the spell’s duration. The target must be within 60 feet of you. If the target is the same size as you, the spell ends early. Enchantment
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create an illusion of a familiar that is familiar to you. The familiar is a humanoid that is 3 feet tall and weighs up to 25 pounds. The familiar can’t be charmed, frightened, or frightened by another creature. When the familiar dies, you can use your action to end the illusion. Divination
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You form a simple, harmless, harmless, nonmagical creature that can be summoned to your service. You can use a summoned creature to perform any of the following functions, such as speak, drink, or otherwise charm a creature. You can also perform the same function with an unwilling creature, a familiar, or a being that you know. You can also perform the same function with a creature you know that has been familiar with you. You can also perform what you call the same function with a different creature. You can't perform any of the functions described above unless you are using a familiar or a creature that has been familiar with you. While familiar with a creature, you can communicate with that creature in secret through the familiar’s communication equipment. You and the familiar can’t be telepathically linked, and the familiar can't communicate with you by telepathy. You can also communicate with a familiar through a familiar’s communication equipment, if the familiar has the
Conjure Familiar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You summon a fey, a fey beast or a fey, a fey humanoid. Choose one of the following options when you cast this spell: • You summon a fey beast. • You shape it into a creature. • You shape it into a fey humanoid. • You shape it into a fey humanoid that is friendly to you. • You shape it into a fey humanoid that is hostile to you. • You shape it into a fey humanoid that is hostile to one of your companions. You shape it into a fey humanoid that is hostile to one of your friends. If you summon a fey creature, you animate it to become a fey humanoid. If you animate a fey creature, you animate its body. If you animate a fey creature, you animate its equipment. If you animate a fey creature, you animate its equipment. If you cast this spell multiple times, you can animate up to three fey creatures at a time, ending the effect on a new target when you finish a long rest. Enchantment
Conjure Familiar
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour
You attempt to charm a creature of your choice that you can see within range. The target must be of the same race, color, or type as the target. The target can’t be charmed, and the spell ends if the target can’t be charmed by the target. The target can use an action to try to persuade the target to follow the spell, provided the target is willing or able to speak the language of the target. If the target is charmed by the target, it can use its action to persuade the target to follow the spell. The target can make an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target believes that you are the target. The spell ends if the target is unwilling or able to speak the language of the target. The target can use an action to attempt to persuade the target to follow the spell, provided that the target is willing or able to speak the language of the target. If successful, the spell ends. The target can use an action to try to persuade the target to follow the spell, provided that the target is willing or able to speak the language of the target. If successful, the spell ends. Transmutation
Conjure Familiar
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a familiar within range that can speak, read, speak, and understand one or more of the following languages of your choice: • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Conjure Familiar60
Casting Time: 1 action
Range: 1 Hour
Duration: You summon an invisible, fey creature, identified
by its color as a familiar. For the duration, you hurl a familiar face at it, or have a friendly creature that you can call forth if its color is non-white drawn to it. The familiar disappears before the end of your next turn. If another familiar is harmed by a creature in its area, the target loses all its Hit Points and must make an Intelligence saving throw. On a failed save, the target takes 5d8 necrotic damage, or half as much damage on a successful save. A successful save ends the effect of the spell on itself. The spell ends if you have more than one familiar of the chosen color within its area, or if you have more than one familiar that is neither warded nor under your control (your choice). If you have more than one familiar of the chosen color, you can choose to make a different creature’s Hit Dice instead of the original target’s, or to move the target’s body and mind to the nearest unoccupied space and create a new creature. In any of these options, the target deals 3d8 necrotic damage to the first creature the target appears on before returning to the DM’s table. Conjuration
Conjure Familiar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You imbue a creature you touch with magic is akin to a divine artifact. Whatever it is, it is an idol made of divinity and imbued with divinity's power. When the target becomes a creature of your choice when it strikes a target or a place or a certain condition or performance, it becomes divine in nature and gains a +2 bonus to AC and saving throws. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +3, and the bonus to saving throws increases to -4, depending on the slot used for the spell. Divination
Conjure Familiar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a terrifying creature from the Nine Hells. It must fill 10 bolts of lightning, 3 bolts of acid, or 3 bolts of might, and it lasts until the end of your next turn, at which point it strikes out in an unguarded location against your choice. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts of lightning, thunder, lightning, or might strikes out with the terrifying creature increases by two for each slot level above 1st. Conjuration
Conjure Familiar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell creates a new, undying idol or shrine capable of holding up to four creatures or objects. The idol or shrine can be anywhere on the plane of existence and is permanent. The idol can be anywhere on the plane of existence and is permanent. It can be animated or simply destroyed. It may lie dormant for the duration, as an experiment, to see if it might help the creation of better temples or temples to deities worshipped by less intelligent peoples. If the idol is created on the right plane, its alignment is in line with that of the god whose idol you created. If you choose to create an idol or shrine on the plane of existence, your followers can use it as a temple. When the spell ends, the idol or shrine disappears, causing creatures or objects created by this spell to disappear instantly from the idol or shrine. Creatures created by this spell or created by spells such as divination, implanting, or restoration magic also disappear from the idol or shrine. When the spell ends, the idol or shrine is no longer there and no creatures or objects remain from which to create temples or shrines. Divination
Conjure Familiar
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth a fey humanoid you can see within range. The fey appear in an unoccupied space you can see within range. The fey appear in dim light for the spell’s duration. The fey can be a single humanoid or several that fit in its space. The fey can’t be more than 10 feet long or shorter, and it has a bite attack and a sling attack action. If the fey is killed while it lasts 5 minutes, the creature is no longer a fey creature. A creature that dies while a fey creature is alive takes 1d6 necrotic damage. When a creature takes damage from a weapon attack, the spell ends. A fey creature can’t be targeted by spells or by an ability spell. It must make a Charisma saving throw. On a failed save, the creature takes 3d6 necrotic damage. On a successful save, the creature takes 3d6 necrotic 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. Abjuration
Conjure Familiar
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a fey demon within range. Choose a creature of your choice that you can see within range. It must be a Huge or smaller creature that gains the fey trait.
Conjure Familiar
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Your god’s celestial companion blossoms with life and energy on each of your turns. Until the spell ends, your faithful celestial becomes your closest friend. When you cast this spell and as soon as you assume the form of a celestial companion, your holy symbol vanishes. As a bonus action on your next turn, you can call your celestial to your side so that it is surrounded by celestial blessings. You regain sight of your celestial when you cast this spell, and it can’t move if it is in the air. If you are within 30 feet of a celestial or its plane of existence, there is a 60-foot radius and 30 feet on each side that you can see. Any creature other than you that starts its turn within 5 feet of your celestial when it becomes a celestial and remains so until the spell ends. Illusion
Conjure Familiar
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You summon a rare summoner. Choose any number of Medium or smaller creatures that you can reach and speak one language of which you are proficient. The summoned creatures appear humanoidically familiar to you. When you cast the spell, choose any language you know and add it to the list of spoken languages of each of the summoners. You can specify a single language and cast the spell as part of preparing the banquet prepared for you. The summoning doesn’t take place in sealed rooms or on the ground or in the air. Some of the summoned creatures seem to dwell in crevices or on the ground without being illuminated. You can also summon fey spirits that hurl immortals at nearby creatures. Roll initiative for the summoned creatures as a group, which has its own turns. While these creatures are within 60 feet of you, you can use your action to speak one of the summoned words aloud. These summoned words appear to be spoken in tongues verging on the absurd, but you can communicate them in different ways. For the duration, up to twelve fey spirits can be summoned, each with its own song. Roll initiative for the summoned creatures as a group, which has its own song. The fey spirits can be summoned through dreams, or you can summon fey spirits through nightmares. (You must also summon fey spirits through an implacable wall, provided that you do so over and over again before you cast the spell again.) Whenever a summoned creature descends and/or reaches full height, the summoned creature is no longer under your direct control. When you cast the spell, you choose one of the following rites for the duration; this roll is successful. Additionally, the summoned creature becomes immune to all damage until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can summon fey spirits that take 3d6 force damage, and create these fey spirits for each slot level above 2nd. Abjuration
Conjure Familiars
Casting Time: 1 action
Range: 30
Duration: 1 Round
You summon up to five creatures of your choice that aren't of your alignment: a beast, a plant, a fish, or a plant type. A creature can be a human, a dwarf, a fiend, a fiend type undead, a fey, a fey type fiend, a wizard, a wizard type fiend, or a fiend type undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the summoned creatures become charmed for the duration. Evocation
Conjure Familiar
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour
You conjure up a humanoid, a fey beast, within range. While in the spell’s radius, the creature can use its action to speak a language that is familiar to it. If the creature has the language, it can learn the language as a bonus action and understand the language as a language of its choice. The creature can also understand and understand one of the following languages: a language of unknown origin, a language of magic, a language of war, or a language of fey magic. The spell’s language must be of a higher level than its spellcasting level. At any time during its next turn, the creature can use its reaction to examine a willing creature it can see within 30 feet of it, if it can find a willing creature. The creature must be within 30 feet of the spell’s target when it makes its report. At the end of each turn, the creature can use its reaction to examine another willing creature it can see within 30 feet of it. If it can locate the target, it can examine it. Conjuration
Conjure Familiar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You animate a familiar. The spell is difficult terrain and difficult terrain lasts for the duration. You can animate a familiar up to 30 feet in any direction. You can animate a familiar up to 60 feet in either direction. You can animate the familiar up to an additional 60 feet in any direction at a time. You can animate the familiar up to up to twice your speed. Conjuration
Conjure Familiar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You awaken a bonded Familiar that is as strong and loyal to you as it is loyal to its owner. Until the spell ends, the bonded Familiar can speak any language you choose, and it is immune to all damage. The bonded Familiar can’t be charmed, but can’t take any actions that would be considered suicidal. The bonded Familiar can’t be targeted by spells or other magical effects, and it doesn’t have the benefit of any special abilities. The bonded Familiar can’t take any action that would cause it to lose its mind. The bonded Familiar must be within 60 feet of you when the spell ends, and it can’t be targeted by any other magical or physical effect. If the bond is broken, the bonded Familiar remains in the area until you dismiss it. Necromancy
Conjure Familiar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
The next time you cast a spell that targets a creature or a magical object, you can use your action to teleport the target to a different location. The target must make a Wisdom saving throw. On a failed save, the spell ends for it. On a successful save, the spell ends for that creature or object. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the total number of locations it can be used increases by two for each slot level above 7th. When you use a spell slot of 9th level or higher, the total number of locations it can be used increases by three for each slot level above 9th. Evocation
Conjure Familiar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure a fey demon from the remains of a creature that you can see within range. The fey demon appears and disappears in a 20 foot radius circle. You choose a creature’s location, such as a room or a tower. The fey demon appears in a place that you or a creature you can see within range and can see. The target’s name is the name of a creature of your choice from among those who know it best. The fey demon appears in one of the following ways. • The target appears in an unoccupied space of its choice that can’t be more than 10 feet square. The target can’t be more than 10 feet tall. • The target appears in an unoccupied space that is 30 feet square. The target can’t be more than 30 feet tall. • The target appears in an unoccupied space that is 30 feet square. The target can’t be more than 30 feet tall. • The target appears in an unoccupied space that is 60 feet square. The target can’t be more than 60 feet tall. • The target appears in an unoccupied space that is 120 feet square. The target can’t more than 120 feet tall. • The target appears in an unoccupied space that is no larger than 10 feet by
Conjure Familiar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You teleport yourself to a place you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. In addition, if you or someone else are fighting the target, the target gains a flying speed of 60 feet, and you can change its direction as you see fit. If the target moves over sand or cliff faces, for example, you can change its direction by making a vertical jump. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the radius of the effect increases by 5 feet for each slot level above 3rd. Evocation
Conjure Familiar
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature that is familiar to you and imbues it with magic. The target must succeed on a Wisdom saving throw or take 1d6 lightning damage if it’s familiar. This spell’s damage increases when you reach higher levels. Evocation
Conjure Familiar
Casting Time: 1 action
Range: Touch
Duration: Up to ten minutes
You touch a familiar that has the ability to communicate with you. You can use your action to speak with the familiar and ask the question you wish to ask about the current situation. The familiar can answer any question you ask it about. You can also ask the familiar to repeat its actions in any order you wish. This spell’s questions are answered on your behalf by the familiar. The familiar can’t be compelled to answer any questions you ask it. The familiar can also use its action to speak to you. You can ask the familiar to repeat its actions in any order you wish, but the familiar can’t ask you to do anything else. • • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Fam
Conjure Fanged weapon
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose an unoccupied 5 foot by 5 foot square that fully includes a creature of your choice within range. The creature must succeed on a Dexterity saving throw or be heavily damaged. On a failed save, the creature takes 1d8 necrotic damage, and the next time it hits, the target takes 3d8 necrotic damage, and the creature is knocked prone. The damage type is the same as that of the ammunition, food, or drink. The target’s outfit, weapons, armor, and equipment grow larger and more dangerous. Each creature in the target’s space must make a Constitution saving throw; a creature takes 2d8 necrotic damage on a failed save, and the necrotic damage increases by 2d8 at Higher Levels. Each 2d8 damage increases by 4d8 for 10 minutes after the necrotic damage. Necromancy
Conjure Faun
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a fey. You and the fey become one with nature and gain some in exchange for the fey’s life. The spell ends if you cast it again or dismiss it as an action. Divination
Conjure Fear
Casting Time: 1 action
Range: 120
Duration: Instantaneous At 1st level, you summon a terrifyi
ng and terrifying creature. Choose from a range of terrifying, terrifying, or terrifying creatures. The spell ends if you cast this spell again within 30 days of the spell's last use. Evocation
Conjure Fear
Casting Time: 1 action
Range: 30
Duration: Instantaneous At 1st level, you gain the ability
to use your action to utter a terrifying scream. Choose one of the following options when you cast this spell: • You utter the scream in a loud, audible voice. • You utter the scream in a screamy manner. • You utter the scream in a loud, audible voice. • You utter the scream in a loud, audible voice. Choose up to three words of the same form when you cast the spell, and you can name up to three of those words. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 day. Evocation
Conjure Fear
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one willing creature and ask it to commit a ghastly ghastly crime. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and have their concentration reduced. On a failed save, the target can’t commit the ghastly crime until the spell ends. If the target fails the saving throw, it can’t commit a ghastly crime until the spell ends. The spell then 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. Conjuration
Conjure Feline (8-foot-radius sphere)
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A sphere of water and ice surrounded by a transparent stone ring surrounds you. Each creature in the sphere must succeed on a Dexterity saving throw. The sphere’s space is difficult terrain. The sphere remains until the spell ends. If you cast this spell again while you have a willing creature’s space, you can target another willing creature or an object within 30 feet of the sphere for the spell’s duration to permanently target it. Transmutation
Conjure Fertility (1-Conjuration)
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You attempt to conjure a creature of your choice that appears in a location that you can see within range. Make a melee spell attack against the target. On a hit, you can move the target up to 20 feet. The target must make a Wisdom saving throw. On a failed save, the target’s soul is destroyed. While the target is alive, the spell is cast on it whenever it is summoned. The target can’t be charmed or possessed by the target. The spell ends on a target when the target dies. The target can’t be affected by this spell. The target can’t cast any other spell. The target can’t benefit from any of the conditions outlined in the Monster Manual, such as being immune to disease, poison, or magic missile. Dispel Wounds You dismiss a w a target that you can see within range. If the target is a creature, the warded creature can’t be charmed or possessed by it. The target can’t be affected by this spell. Force Physical Attacks You attempt to force a target’s physical activity by making it attack with a force attack. The target must make a Constitution saving throw. On a failed save, the target’s physical activity automatically ends on that creature and the spell ends. On a successful save, the target’s activity ends and it doesn’t take any actions until it is no longer in combat with you. Dispel Transmutation You attempt to teleport a target that you can see within range to another location. The target can’t be charmed or possessed by it. The target can’t receive benefits from any of the conditions outlined in the Monster Manual, such as being immune to disease, or being immune to any other spell or magical effect. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal a force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. On a successful save, the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an additional force of lightning and cause the target to make a Strength saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an additional force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Strength saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Strength saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra
Conjure Fey (1st level)
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You attempt to charm a fey in the deepest part of a warded moundskin hide. You touch the fey, and when the fey attempts to speak a line of its choice that relies on deception, it makes a Charisma check with a level equal to your spellcasting ability modifier. On a success, the fey is shunted to a different moundskin hide. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 1 hour for each slot level above 1st. Conjuration
Conjure Fey60
Casting Time: 1 action
Range: 10 Hours
Duration: You hurl an invisible, fey creature you have charm
ed or warded for the duration on the following tremor-capped telegraph telegraphs: • You must succeed on a Wisdom (Insight) check against your spell save DC to summon the fey. The spell fails if you are using a spell slot of 3rd level or lower, or if you are casting an 8th-level spell that doesn’t have a spell slot and that can’t be cast. • You must succeed on a DC 15 Intelligence (Investigation) check or the spell ends. If you cast this spell while you are on the plane of existence described in the deity’s divination sheet, the spell fails. This spell’s DC rises when your deity places a mark on it, and it disappears when you dismiss it as an action. You can dismiss it as an action by spending your action taking a drink of water, casting the spell, and returning to your spell list. • You can send the fey flying, passing it along the telegraph line to your DM, who picks its destination and the speed at which it travels (see below). The DM chooses the speed as the speed at which the fey can move across the line. Any creature that ends its turn in the destination area must succeed on a Strength saving throw or be pushed with a flying leap to the nearest unoccupied space within 5 feet of its destination. Conjuration
Conjure Feybear
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You summon a fey-like creature. You choose a creature type: berserk, awake, aloof, or vengeful. The fey-like creature is friendly to you. It remains aloft and occupies its space, until the spell ends, attacking and attacking you with insane ferocity. Whenever youà lenge the fey creature, you summon up to ten additional fey creatures of your choice who must be
Conjure Fey elemental element
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A spectral, unseen demon appears in a 20-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The demon lasts for the spell’s duration and moves with you, always traversing the ceiling and beyond the range of all ranged weapon attacks. The demon appears in an unoccupied space that you can see within range. The demon disappears when the spell ends. The demon is friendly to you and your companions for the duration. Roll initiative for the demon, which has its own turns. If you are hostile to the demon’s existence, you can use its action to take it on a suicide mission. If you are neutral, the demon defends you from hostile creatures, but otherwise takes no actions. The demon has a - 2 penalty to all attack rolls and ability checks. The demon can’t be targeted by other creatures. Enchantment
Conjure FeySelf
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: As the spell ends, a fey-like creature appears in
a random location on the ground within range. The fey’s speed is 30 feet. The fey has a fey’s eyes and a fey’s snout. The fey has the following statistics: - Intelligence: 2.4 - Dexterity: 0.8 - Wisdom: 0.8 - Charisma: 0.8 - Wisdom per Level: - If a creature is hit by an attack, the fey can’t take reactions until after the attack has ended. If the creature has Intelligence or Wisdom lower than 3, the fey can’t take reactions. If an attack or spell has a casting time of 1 minute or less, the fey can cast the spell again, but the spell ends early if it has already been cast. If the creature’s Intelligence or Wisdom is lower than or equal to 2, the fey can’t cast the spell again. The fey can’t cast spells. Conjuration
Conjure Feywild
Casting Time: 1 action
Range: 100
Duration: Concentration, up to two hours
You conjure up a fey creature of challenge rating 5 or lower level that you can see within range. The fey creature disappears when it drops to 0 hit points, and it can’t remain deadow for the duration. When the fey creature appears, it is a fey creature of challenge rating 5 or lower and has the statistics of the chosen type. It disappears when it drops to 0 hit points, and it replaces the original with the re-deed. The fey creature disappears if it is ever more than a creature that is no longer within 120 feet of the fey creature. The fey creature disappears if it is ever more than 50 feet away from the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. You can use your movement to move the fey creature, which has the statistics of the chosen creature, to determine whether it is a creature or an object. It must succeed on the fey creature’s success or failure. If the creature fails, the fey creature disappears,
Conjure Fire
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create an instantaneous flame that ignites at a point you choose within range. While
Conjure Fire
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a burning creature and cause the target to ignite in flames. The target is free to fire, but the target’s damage increases by 1d6 for each slot level above 1st. Abjuration
Conjure Fissure
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You teleport yourself to a point that you can see within range. You teleport to any point on the plane that you are on that doesn’t have a fixed point of entry. You reapply for your concentration, and the spell ends when you reach a point that has either no fixed point or where no entry has been. The spell ends if you teleport to a place that isn’t a fixed point or where no entry has been. You then return to your original plane of existence, where you started the spell. You can use a bonus action to move your body back to your original plane of existence and regain any expended concentration points. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
You create a small flame that ignites bright lights, torches, and other flame types within range. The flame ignites bright flame in a 20-foot radius and lasts for the duration. 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
Conjure Flame
Casting Time: 1 action
Range: 100
Duration: Instantaneous
You form a flame that ignites one creature within range. The flame spreads out to 20 feet in all directions. The flame must be within 30 feet of a creature when it starts its turn there. If it is more than 30 feet away from the creature, it must make a Dexterity saving throw. On a successful save, the flame spreads out and sheds bright light for 1 minute. If the flame is spread out more than 5 feet from a creature, it sheds dim light and darkvision for 1 minute. 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
Conjure Flame
Casting Time: 1 action
Range: 10
Duration: Instantaneous
Flame elemental, similar to a lightning bolt, streaks toward a point or points and then explodes. For each point of damage equal to 10 + the spell’s damage, the spell’s damage increases by 1d6. The target must succeed on a Constitution saving throw or be knocked prone. A creature that fails this save must make an Intelligence saving throw. If it succeeds on the saving throw, the spell ends. Evocation
Conjure Flame
Casting Time: 1 action
Range: 10
Duration: Instantaneous
Flames sprout from your hand and radiate in a 20-foot radius. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d6 fire damage and can’t take reactions. On a successful save, the creature takes half as much damage. A creature that takes damage when it’s hit by a spell or other effect takes half as much damage. The flames move in a straight line from one end to the other, and each creature within the line must make a Constitution saving throw. A creature takes half as much damage on a failed save. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You can imbue a flame that ignites in a 30-foot radius around you with a faint aura of flame. The flame is strong enough to sustain a creature for up to 30 days. If the creature is a Medium or smaller, the flame ignites only if the creature is within 30 feet of it. The flame consumes any remaining fuel that the creature is carrying. The flame can be extinguished on a success, or it can be extinguished on a failure. Evocation
Conjure Flame
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You conjure up a flame of flame in a 30-foot cube centered on a point you can see within range. The flame spreads out and extinguishes any nonmagical objects that are within 60 feet of it. The flame lasts for the duration, and it can’t be targeted by spells or magical effects
Conjure Flame
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a dazzling flame that ignites in a 20 foot cube. Each creature in the area must make a Dexterity saving throw. A
Conjure Flame
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create an invisible flame in the air. The flame spreads from one creature you can see within range to the next. The flame is bright and illusory. An attacker must make a Dexterity saving throw. On a failed save, the target takes 1d10 fire damage and is engulfed in the flames. 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
Conjure Flame
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a shimmering flame in the center of the ground. The flames travel at a distance of 30 feet. If you cast the spell with a spell slot of 6th level or lower, the distance is halved for each slot level above 7th. Evocation
Conjure Flame
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You make a burst of flame that can be either a torch or a longbow with a range of
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: 60
Concentration, up to 12 hours Flame-like tentacles wreathe your body in an extradimensional style that allows you to take on a mysterious and shadowy form. While in the extradimensional form you can’t see or hear anything beyond your physical body (your AC for the spell is 13 + your Dexterity modifier, not +2), and you are immune to all damage and conditions until the end of your next turn. Spells described within the extradimensional form are there for your convenience, while spells and magical effects are likely to be obscured in the extradimensional image. Choose any number of creatures you can see within range, and they form the image you use for inspiration for your spells. Each creature in the extradimensional space must make a Constitution saving throw. On a failed save, a creature becomes cloaked, unconscious for the duration. A creature that can’t see or hears anything beyond its body and is within 5 feet of the extradimensional form can hear nothing but the background noise of your footsteps. Nonmagical noise is prevented from being heard through the passage, and every sound you make carries with it into and out of the extradimensional space, speaking the language you choose for its language. The sound is likely to create audible echoes as loud as 100 feet. The conjurer can have no effect on his or her target, for example, if it is speaking the language of a god other than its true god. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You conjure up a strong, fiery, flaming torch that ignites a 10-foot-high cylinder in a 20-foot radius centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is restrained by this flame until the spell ends. When the flame ignites, each creature in that area must make a Constitution saving throw, taking 3d6 fire damage and being restrained by this flame until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures that can be charmed increases by two for each slot level above 1st. Evocation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A candle flames up within 30 feet of you. You can make three flame-like lights appear in the air and dim light for one minute. Each of these lights must have a different color. Each flame must be dim light and can be lit only by one person. The light must not be visible in an unoccupied space of the spell’s area. Necromancy
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell creates flame orbs within a 30-foot cube centered on a point that you can see within range. Each orb has AC 20 and 30 hit points. If filled, the orbs create a tempest in a flame, extinguishing the flames within within it. The flames extinguish a whitewashed, shapeless pile of stone on the ground within 60 feet. The flames have a diameter of 120 feet and a height of 20 feet. If your concentration reaches the maximum spell level required for the spell, you can create a new tempest, using the same techniques used to create the blazes created by this spell. You can also cast this spell multiple times as a normal spell cast. When you cast this spell, you choose the ability score of one Hit point, one Strength point, or one Constitution point. To cast a spell with one hit point, a creature must succeed on a Strength saving throw, or half as many hit points with the spell as with the two other options. For a creature with two Hit
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a bonfire of flame on the ground that you can see within range. For the duration, flame sheds bright light in a 10-foot radius and emits dim light for an additional 10 feet. You can fire a maximum of four bonfires a round outdoors or in containers as a bonus action on each turn. When you cast this spell, choose one or two of the following options: • Each bonfire burns bright red flame, 5 feet high and 5 feet across; • You create one bonfire and chill it for 1 hour. • You chill up to three other bonfires in your area; or • You chill up to two other bonfires within 30 feet of each other. • You chill up to three other bonfire locations within 30 feet of each other. If you create more than one bonfire, you create one additional bonfire, each of which must be no larger than a 20-foot cube. When you make a bonfire infestation count against its count, you can also specify additional creatures to create the bonfire. When you make a bonfire infestation against a creature, create another bonfire, or cause flames to flicker and emit a deafening muffled shriek, the creature takes 3d6 radiant damage, and it can’t use its action to exhale any vapors until the bonfire’s smoke ends. 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. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a bonfire on ground that you can see within range that emits fiery radiance when you strike it. The bonfire fills a 10-foot cube to the floor and moves with it. The flames don’t need to be as intense as an intense flame or as strong as a strong flame. Instead, the flames are much more intense. Each creature that starts its turn in the bonfire’s area when it creates its bonfire must succeed on a Dexterity saving throw or be drawn into the flames. For the duration, an unwilling creature drawn into the flames has disadvantage on attack rolls against creatures within 5 feet of it. Evocation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a strong gust of wind that flies toward a point within range. You can target one creature for the spell. The target must make a Strength (Athletics) check against your spell save DC. On a success, the creature takes 10d6 bludgeoning damage and is restrained until it returns to its normal form. The target can’t make attacks while still restrained. It can also use its reaction to make a Strength (Athletics) check against your spell save DC. On a success, the creature has no resistance to the spell, and it can repeat its saving throw for each slot level above 2nd. Evocation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create one 5-foot cube of flame in a 60-foot-radius sphere centered on a point you choose within range. The flame spreads out from the center of the cube, with a 50-foot-wide cylinder centered on a point you choose within range. When you cast this spell, you also create a 30-foot-radius sphere centered on a point you choose within range. The sphere is 60 feet long, 20 feet high, and weighs 25 pounds. The sphere is 15 feet in diameter and is 30 feet tall. It is 10 feet tall and weighs 20 pounds. The sphere can be pulled on the ground or over a surface. The sphere can be made of up to two cubic feet of loose metal or 1 foot deep. The sphere can be made of any material. When a creature casts this spell, the spell has no effect on it. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon an elemental force capable of shattering the foundations of your enemies’s defenses. Each creature that can cast this spell must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is restrained, using an action to free itself, for 24 hours. At the end of that time, the creature retains whatever it was holding and can use that as a free action to fill in any gaps in its defenses. If any creature w ho deals an extra 1d6 bludgeoning damage to its attacker or shield against one creature who attempts to ram its shield into it, the creature pulls the creature up and stomps down to the ground in an unoccupied space of its choice. The creature is restrained and can use either a Fall action or a bonus action to end the restrained condition. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You unleash a dazzling burst of flame that erupts in a 20-foot radius sphere centered on a point you choose within range. The flame ignites in a 30-foot radius sphere centered on a point you choose within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is blinded until the spell ends. The flame spreads, forming a 10-foot radius sphere centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes half
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A flame ignites in a 5-foot-high cylinder centered on a point you choose within range. Until the spell ends, the flames can be extinguished only by magical means. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the flames extinguish all nonmagical flames in the area for the duration. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A flame streaks up from a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature that fails the save can’t take fire damage until it moves out of the area, which ends if you or someone you designate rises to life. The spell ends on a target if it already has one. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A flame that ignites one object within range. The object must be within 30 feet of a point of fire that you can see within range or in a 5-foot-radius sphere, and must be within 30 feet of an unoccupied room or an unoccupied structure. The object must be no larger than a 5-foot cube and must be in its normal place. A flame can be a candle, a torch, or a beam of flame. The flame must be within 30 feet of a point of fire that you can see within range. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Flames whirred and glowed out from you in a 20-foot radius centered on a point within range. The point of impact is centered on that point. The spell’s area of effect is blocked until the spell ends or the spell ends on that point. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell transforms a nonliving object you touch into a fiery devil. Anything that ends its turn in the flames must succeed on a Dexterity saving throw or be restrained as a creature. While the target is in the flames, it is subjected to the following spells. The restrained target can use a bonus action to a new line of movement that starts with the target and that ends when it drops to 0 hit points, and it must make a new saving throw. If the target makes a new saving throw against an ability check using an ability check, it must use its reaction to take the new saving throw. Otherwise, it must continue to make the new saving throw until it is no longer restrained by the target. Ethereal Plane. Spell. The target changes its form in the air, and it can make 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. The change is permanent. If the target enters a flame vortex, it must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature is engulfed in flames, and
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You attempt to create a raging flame that ignites in a 30-foot-radius sphere centered on a point you can see within range. The flame ignites in a 5-foot radius sphere centered on a point you choose within range. A flame ignites in a 10-foot radius sphere centered on a point you choose within range. A creature that can see within 5 feet of the point must make a Dexterity saving throw. A creature takes 4d10 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 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Evocation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You attempt to extinguish a flame in a 20-foot cube within range. You can extinguish the flames with a ranged weapon or with a small torch, or you can cause the flames to slowly spread out across the room in a 10-foot radius. The flames dissipate in a puff of smoke, and the flames extinguish any barrier or magical barrier that prevents movement. You can also cause the flames to disappear with a successful throw attack. If you do so, the flames extinguish it for a full minute. The spell fails if you cast it again. The flames extinguish for the duration, if any. The flames disappear if the spell ends. Evocation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You call forth a flame that ignites flammable objects in a 60-foot radius, centered on a point of your choice within range. For the spell’s duration, each creature in the flame’s space when you cast the spell must make a Dexterity saving throw. On a successful save, it ignites flammable objects in its space. On a failed save, it ignites flammable objects in the space it occupies. On a successful save, it ignites flammable objects in the space it lies on. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of flammable objects in the flame increases by two for each slot level above 4th. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure up a bonfire that burns for the duration. The flames turn the area of the bonfire into aflame. You can use a bonus action on each of your turns to extinguish the flames, and you can end one turn with a successful burn spell using an action. You extinguish the flames when the spell ends. You extinguish the flames when you cast this spell again. To
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a flame of pure flame that ignites one creature within range. Each target must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save. A creature takes 10d8 fire 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 6th Conjuration
Conjure flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A flame appears in a 40-
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A flame appears in a place you can see within range and that you can see within range. The flame spreads throughout a 20-foot cube and is strong enough to break most barriers. The flame is a harmless cloud that can be seen from any direction. The flame appears in a spot that you can see within range and that you can see within range. The area is bright, dark, and must be within 100 feet of a point of the specified color. The area can be as small as a 10-foot cube. The flame can’t be destroyed. A glowing yellowish-orange flame appears in the spot you created the flame. This flame appears in a spot that you can see within range. You can move the flame up to 30 feet in any direction. The flame can’t be fired, and its area of effect is limited. It can’t cause damage, and it can’t be targeted by spells or other magical effects. If the flame appears in a place that is occupied by a creature or a place that is hostile to creatures, the creature is also affected. The target must make a Wisdom saving throw. On a failed save, the creature takes half as much damage from the flame as normal. This spell has no effect on undead or fiends
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A flame of flame streaks from the center of the target creature. Each creature in that area must make a Constitution saving throw, and the spell ends for that creature on a failed save. On a failed save, the target takes 3d8 radiant damage and 1d8 fire damage. The target can’t fire a weapon or use its bonus action to use a weapon or another bonus action to do so. A creature that uses its action to cast this spell ends its turn in a burning heap
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A flame springs from your fingertips to a point you can see within range. You can make a ranged spell attack with the flame. On a hit, you take half damage and take no damage. On a miss, you take no damage and take no damage. For the duration of the spell, the flame appears within range as a flame, and it can’t reach a higher flame. When the target of the spell’s attack starts its turn within range, it can make a ranged spell attack. On a hit, the target takes the form of a skeletal creature, with a head and a body similar to that of a normal creature. The creature has the ability to make one additional attack. On a hit, the creature takes half damage, and it takes no damage from abilities that target that creature. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A flame that appears in a spot you choose within range ignites in a 60-foot-radius sphere of flame. A flame rises from the spot and burns for 1 minute. An object created by this spell must also be within 60 feet of the spot. Any creature that can see the flame must succeed on a Dexterity saving throw or take 8 radiant damage. While in the flame, an object created by this spell has advantage on the saving throw when you cast it. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can increase the damage of the spell by up to 1d12 for each slot level above 1st. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A flame that ignites in a place you choose within range, then ignites again when it explodes. The flame ignites when a creature of your choice that you can see within range takes damage or falls prone. The flame then explodes in a direction you choose. As an action, you can move the flame in any of its directions, and it spreads out in any direction you choose. The flame must be within 5 feet of a point of ignition. If a point of ignition is used, the flame must be within 5 feet of that point of ignition. The flame must have a range of 30 feet. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A flaming cloud of flame erupts from a point you choose within range. Until the spell ends, the cloud becomes invisible and lasts for the spell's duration. The cloud can be a 30 foot cube, 10 feet tall, or 25 feet long. The cloud can be created from a spell slot of 5th level or higher. The cloud can also be created from a spell slot of 6th level or higher. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous�A vapid blast of flame erupts from a
point you choose within range. The cloud of flames is created
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Choose a point you can see within range and cause it to erupt into flame, which lasts for the duration. The fire spreads around corners. When the spell ends, creatures within that area of effect can use their movement to move up to 20 feet in any direction. For the duration, the area of effect is centered on a point you choose within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Flame flashes in the air and ignites a flame that can reach a range of 60 feet in the air and 60 feet deep in the ground. Each creature in a 20-foot-radius sphere of flame must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites when the creature’s movement is interrupted, and the creature is blinded until the spell ends. An unwilling creature must succeed on a Strength saving throw or be blinded for 24 hours. 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
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Flame greenish tentacles assail a creature within range. Make a ranged spell attack against the target. On a hit, the target takes fire damage equal to your spellcasting ability modifier. On a failed save, the target has disadvantage on attack rolls against you this turn. Each creature on the target's injured or frightened list regains 1d4 fire damage when you reach the end of your next turn. 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
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Flame-like beings of your choice that you can see within range can breathe flames of incredible intensity. The target must succeed on a Constitution saving throw or take 1d6 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using certain higher-level spells of 3rd level or higher, you can designate a different flame for each spell slot level above 2nd. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Flame-like creatures of your choice that you can see within range stand on top of each other and emit an intense blast of flame that can be used to push a barrier of water up to 100 feet tall. The barrier must be at least 20 feet high. The barrier can be pushed up to 30 feet in any direction without affecting the creature. The spell fails if you cast it without using a spell slot of 7th level or higher. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Flame-like energy appears in a 20 foot radius. The spell ends if you cast this spell again. The spell has a 10 minute casting time. You and up to three creatures you can see within the radius of the spell’s area can choose one of the following forms. The spell’s area of effect is centered around you. The spell’s area can’t be more than 30 feet wide. The spell
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Flame-like energy appears in an unoccupied space you can see within range. Each creature in the space must make a Strength saving throw. A target takes 3d8 radiant damage on a failed save. On a successful save, the creature takes half as much damage. The spell ends if you cast this spell again. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Flames erupt from a point of your choice within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. If a creature fails the save, it is blinded for 1 minute and has disadvantage on attack rolls against creatures that aren’t creatures. If the spell ends before that point, the spell ends instantly. A creature can use its action to make a Strength or Dexterity check, and its answer is a divination spell if it is a divination of fire. If it doesn’t succeed on that check, it must use its action to return to its plane of origin and finish the spell. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Flame spreads from one hand to touch its target, extinguishing it instantly. The target is blinded until the spell ends. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell creates a flame that ignites when you cast the spell. The flame ignites when you hit a creature with a melee attack. If you hit with a melee attack before casting this spell, the target takes 1d6 fire damage. The spell’s area of effect cannot be reduced to 0 or greater size. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d6 for each slot level above 5th. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cause a flame in a 20-foot cube to erupt, burning for 5 minutes. The flames are moderate flame, and they consume no water or fuel. The flames can be extinguished at any time. When you cast this spell, you can choose to extinguish any flame within 30 feet of you. You must be within 5 feet of you when you use this ability. Evocation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure an invisible flame on a willing creature that's within range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. If the target takes the damage, it takes half as much damage on a subsequent turn. The flame ignites a cylinder of flame up to 5 feet long and 1 foot tall, and lasts for the spell’s duration and on each of its turns. When the flame ignites, each creature in the cylinder must make a Constitution saving throw. On a failure, the flame explodes. Any creature that ends its turn in the hole must succeed on the save. When the flame ignites, the flames extend to cover up to 30 feet in the cylinder. A creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, the flame explodes. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure up a bonfire of flame and a specific kind of flame that ignites when you cast this spell. This flame is 100 percent fire, and it is cast from a 1-inch radius and can’t be more than 10 feet away. The flame can be anything, including solid objects, fey, and undead. You can use your action to give the flame up to 10 inches in diameter (10 feet tall) and up to 10 feet tall (10 feet tall) inside the bonfire. When you give this spell a name, the flame appears beneath it, its flames igniting a spell of your choice that you can cast over time. The flames can be lit by any other spell or other magical effect, including those of the same name. The fire extinguisher can extinguish flames created by spells you don’t know (such as the fire of Aztlan or the roar of the roaring dragon). Evocation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure up a flame in your hand that you can see within range. The spell lasts for the duration. When the flame appears, each creature in a 5-foot cube within range must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much 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
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure up an array of flame-like flames that appear in a 10-foot-radius sphere centered on a point of your choice within range. Each flame must be at least 500 feet away from you. Each flame must appear on a surface that you can see within range. The spell ends if you cast this spell again. Any creature that can’t be affected by this spell can’t be charmed or possessed by this spell. The flames must be lit on a solid surface that isn’t warded or has a surface that is warded. If you cast this spell on a surface that has a warded surface, each of the flames extinguishes the warded surface. Each flame must be at least 500 feet away from you. If you cast this spell on a surface that has a warded surface, each of the flames extinguishes the warded surface. If you cast this spell on a surface that has a warded surface that is warded or has a surface that is warded, each flame extinguishes the warded surface. 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 5th. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a bright, flickering flame within range. Each creature in a 20-foot cube centered on a point within range must succeed on a Dexterity saving throw or take 1d6 radiant damage. The flame must be within 60 feet of the point in question. A creature must succeed on a Dexterity saving throw or take 1d6 radiant damage. A creature can use its action to make a saving throw at the end of each of its turns. On a success, the flame spreads out and spreads out in a 20-foot cube centered on that point. The flame must be at least 20 feet tall
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a fiery flame of flame and dim light in a 20-foot cube centered on a point you choose within range. The flame explodes when you reach 5th
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: InstantaneousYou create a magical flame that explo
des when you reach 5th level (1,000 feet). The flame ignites when you reach 5th level (100 feet), 10th level (30 feet), and 15th level (60 feet). The flame lasts for the spell’s duration. The flame ignites with a 5-foot-radius sphere centered on a point you can see within range. A creature in the sphere must succeed on a Dexterity saving throw or take 1d8 radiant damage. The sphere disappears when the spell ends. The sphere has no effect if the sphere is in a space that isn’t being occupied by other creatures. It remains for the spell’s duration, and the sphere can’t be destroyed. (You choose to create the sphere when you cast this spell.) Transmutation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create an invisible flame in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and is pushed 10 feet away from the flame. On a successful save, a creature takes half as much damage and is pushed 10 feet away from the flame from the start of your next turn. If you create a flame on a point that is within 60 feet of another point you choose that is within 60 feet of it, the spell ends. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create an invisible flame that burns for an area 40 feet on a side equal to your speed. The flame spreads around corners. The flame burns for an area on each side until the flame leaves an area of flame. The area must be within 30 feet of each other. If it is on the same side as another flame, the area is affected. The area is an area. Any creature that ends its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage, or half as much damage on a successful one. The flame spreads around corners. The flame spreads around corners. 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 Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a shimmering flame that appears in a 10-foot-radius, 20-foot-high cylinder. The flame spreads in a 30-foot cube centered on a point of your choice within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d6 fire damage and becomes blinded for 1 minute. On a successful save
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You form a flame within range that burns for 120 feet. The flame explodes in a 10-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack for the flame, which has a range of 30
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You summon a whirlwind of flames that burst up from the ground at a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is blinded until the spell ends. The spell ends when the flying creature lands. Evocation
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You throw a 20-foot-deep, 30-foot-deep pit of flame that is 30 feet in diameter
Conjure Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You touch one target and cause it to become engulfed in flames. The target takes 1d8 radiant damage for each 1 foot of ground it is in. Divination
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
Flames race across the floor in a 20-foot cube centered on a point you choose within range. Until the spell ends, the flames lash out at your enemies as part of attacking melee, ranged, or spell. Each creature in the flames must make a Dexterity saving throw. On a failed save, it can use its action to move up to its speed so that it can pass. As an action, it creates a line of fire 12 feet long, four feet wide, and 5 feet tall, extending from the point you chose within range over the course of the spell toward one creature or object of your choice within 120 feet of it. If the line of fire cuts through a creature’s clothing, that creature must make a Dexterity saving throw; if it succeeds, it isn’t affected by the spell. If a creature in the line of fire damages an object of Medium size or smaller in size, it takes 6d6 fire damage and can’t serve as an attacker until it moves away from the spell’s area. Evocation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
This spell makes flame go from your fingertips to protect you. Until the spell ends, you make a flame of moderate to strong resistance when you hit with a melee weapon attack. The flame burns for a moment, and then spreads out across the ground in a 100-foot cube where you choose one of the following paths: • One side, • Two paths, or • Three paths. • Each path has AC 15 and 30 hit points. • You create either a wall of roaring flame or a trench made of rubble that lasts for the duration. Alternatively, you can direct the flame in a direction you choose, though it must come from a different source than you, such as a fire or a pit or a precipice. If you create a trench made of rubble, you can create a wall of roaring flame at the same time that you plant a tomato, a tomato seed, or a melon or a bunch of parsnips on the trench. The trench doesn’t need to be
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
You summon a flame that spreads out from you for the duration. This flame erupts from a point of your choice within range. Until the spell ends, you can use a bonus action to make a melee spell attack. On a hit, the flame explodes. The target must succeed on a Dexterity saving throw or take 4d8 fire damage of your choice that isn’t bludgeoning damage or less. If you have more than one target, you can choose one of them. The flame also ends the spell. You can also end the spell by making a ranged spell attack. If you do so, the flame explodes and the target takes 3d10 fire damage of your choice. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a flame that sheds bright light in a 20-foot cube and dim light for an additional 20 feet for each round you don’t have sight. The flame can’t be more than 30 feet in diameter. The flame has a range of 60 feet. A shimmering light appears in the fire and spreads to 30 miles per day for the duration. The flame spreads to all other creatures within 10 feet of it. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You teleport yourself to a point that you can see within range. You can also teleport to a point that you can see within range. The area is difficult terrain and is difficult to move across. You can designate a point within the area that is difficult terrain. A spell’s area of effect is centered on that point and can be any of the following: a) You can locate a point within a difficult terrain area that you can see within range b) You can locate an area of difficult terrain that is difficult to visit c) You can locate a point within a difficult terrain area that is difficult to visit d) You can locate a large area of difficult terrain that is difficult to visit e) You can locate a large area of difficult terrain that is difficult to visit f) You can locate a large area of difficult terrain that is difficult to visit g) You can locate a large area of difficult terrain that is difficult to visit At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate a point within a difficult terrain area that is difficult to visit. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A flame that has been created by a spell that targets a specific creature of your choice that you can see within range appears in a spot you choose. The spell ends if it ends up in a place you can see. If a place you choose is a place you can see, the flame spreads across the area in a random direction. The flame spreads with you. As long as you don’t reach a spot where the flame is created, you can use your action to extinguish it as a bonus action. You can also end the spell by leaving the area. Conj
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A flame that ignites in a location you choose within range. The flame can be a fire, a cold wind, or a moderate or strong wind. The flames extinguish in a 60-foot-radius sphere centered on a point you choose within range. The sphere must be at least 10 feet long. A fire extinguisher ignites the flame in a 10-foot-radius sphere. A wind of moderate or strong wind blowing from the area disperses the flame. The flame spreads to 50 feet square on a side. The sphere remains there for the spell’s duration. Necromancy
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Choose an area of flame that you can see within range and that fits within a 5-foot cube. The flame spills out into the air and moves at a speed of 100 feet per round for the duration. Any creature within 5 feet of the flame must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage. On a successful save, it takes half as much damage. On a failed save, the flame spills out and ends at the point of impact. The fire burns for the duration and emits bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of the duration, a creature born of the flames shed bright light in a 30-foot radius and emits dim light in a 30-foot radius. If the cylinder you choose has a starting point in a different place than the one you are on, you choose a point within range. Buildings and other structures created by spells or magic items created by such a spell are destroyed instantly and creatures are blinded. Evocation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Flames of flame erupt from your hand. The flame spreads to all other creatures within 30 feet of you, and each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You cause a fiery globe, or a glowing cylinder, to erupt within range, and the area is covered in a glowing red light. The area lasts for the spell’s duration. The damage increases by 1d6 for each slot level above 2nd. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You conjure a 5-foot-radius sphere of flame in one of the following ways: 1. At the start of each of your turns, you can make one melee spell attack against the target. On a hit, the target takes 2d8 radiant damage and is also blinded until the spell ends. 2. The target can make the attack again on a turn before or after you finish casting this 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 2nd. Abjuration
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a bright, flickering, and sometimes deadly flame in a 20-foot-radius sphere. The sphere must be at least 10 feet square and must be 20 feet tall. At the end of each of its turns, you can use your reaction to determine the location of the flame and determine the range and extent of its effect. The flame spreads outward in a 10-foot radius and spreads up to 30 feet in a 30-foot-wide space. Any creature that ends its turn within the flame must make a Strength saving throw. On a failed save, a creature takes 1d10 fire damage and is blinded until the spell ends. On a successful save, the flame spreads out and becomes permanent. The flame has a range of 60 feet and can be extinguished by a ranged spell. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a flame of flame that ignites when you reach 5th level (5 gallons), 10th level (10 gallons), and 17th level (16 gallons). The flame has a range of 100 feet. It spreads out and lasts for the duration. A flame can be extinguished by any one of the following means: 1) A spell of 6th level or higher that you know that would extinguish the flame; or 2) A spell of 5th level or higher that extinguishes the flame. Abjuration
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a flame that ignites up to 20 gallons of flame in a 15-foot-radius sphere centered on a point you can see within range. You can create a flame up to 5 feet in diameter and up to 30 feet long by casting this spell once. The flame can be extinguished by using the extinguishing spell’s dispel magic. The flame lasts for the duration. If you cast this spell multiple times, you can have up to three of its components at a time. The first time, the spell creates a flammable object of force that you can see within range. On a turn, the flammable object can fly up to 30 feet in any direction, and the spell ends when the flammable object disappears. The flammable object can’t be damaged or destroyed by spells or other means. While the flammable object is in the air, you can use your action to cause it to fling itself at a creature you can see within range. The flammable object can be destroyed by a ranged spell or a spell of 3rd level or higher. Enchantment
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You teleport yourself to a point where you can see up to 30 feet away from a point you can see within range. You can't use the teleport to teleport to another point of space other than one that you can see within range. You can also use the teleport to teleport to any other point of space within range. When you reach the point where you teleport, you can choose an area where you want to teleport. Areas where the spell’s effect ends are always visible to you and can be viewed only by you. You can also use the teleport to teleport to another point of space within range. If you don’t see a point that corresponds to a point within range and you don’t have a point of your choice within that area, there is no point of the spell’s effect, and the spell ends. Instantaneous You teleport a point of fire within range. The fire spreads quickly, and the area in which it spreads is 30 feet square. For the duration, the fire spreads in all directions, and the area of the area in which it spreads is 30 feet square. You can also use your action to teleport to a
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Concentration—up to 4 hours
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. 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 2d8 radiant damage, and each creature affected by this spell must make the saving throw using half damage, instead of 1d8. The damage type is the same as that of the Flame. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage can have additional effects depending on the spell you choose. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 1d8. If you use a spell slot of 4th level or higher, the damage increases to 2d8. If you use a spell slot of 5th level or higher, the damage increases to 3d8. Evocation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A Flame of flame streaks across the ground in a 30-foot-radius sphere within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and half as much damage on a successful one. A creature takes half as
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Flame flashes from the top of your lungs. Creatures within range must make a Constitution saving throw. A creature takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. As a bonus action on a failed save, you can cause the flame to hurl itself at a creature within range. The target must make a Dexterity saving throw. If it does so, it takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature takes only half as much damage on a successful save. On a failed save, the target takes 2d6 fire damage and is blinded. As an action, you can cause the flame to hurl itself at a creature within range. The target must succeed on a Dexterity saving throw or become blinded until the spell ends. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Flame-like blue light streaks from your hand toward a creature you choose within range. You create a moderate blast of flame that spreads out from your hand. The target must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. If the target is in a place with high wind, it is vulnerable to fire damage. On a failed save, it takes 3d8 fire damage. This damage increases to 3d8 at higher levels. 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
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Flames of nature sweep across a location you select within range. You choose the flame at the start of a creature’s motion and end its movement there. For the duration, 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 7th level or higher, the number of flames created increases by two for each slot level above 6th. Evocation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Flame spreads from your hand to a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage. You can extinguish the flame with a ranged spell or a spell of 3rd level or higher. If you aren’t casting the spell, you either extinguish the flame with a nonmagical nonmagical weapon or you deal 4d6 radiant damage to the target. If you fire a nonmagical weapon at the target, the spell burns it if it is within 60 feet of you. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
The flames of a flame erupt from your hands, causing flame-like structures to form in its place. Each creature within 10 feet of the flame must make a Strength saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Evocation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
The targeted creature takes 1d4 radiant damage. The target must succeed on a Constitution saving throw or become blinded for the duration. On a successful save, the spell ends. The target can use its action to create a large bonfire. On a bonfire, the flames form a vertical cone. Each creature in the cone must make a Dexterity saving throw at the start of each of its turns. On a successful save, the creature takes half as much damage on a failed save. If the bonfire is on a bonfire that is already burning, the creature can extinguish it by using its reaction. On a bonfire that is on a bonfire that is being used as an ignition device, the flames extinguish it as normal. When the bonfire extinguishes, the target must make a Constitution saving throw at the end of each of its turns. On a successful save, the target 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 1d4 for each slot level above 1st. Illusion
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You attempt to lighten the flames of the flame within range. Each creature in a 5-foot radius of the fire 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. Additionally, the flames extinguish any flame within the fire until the spell ends. When a creature’s spell ends, it must use its action to move toward the flame. The flame must be extinguished before the spell ends. The flame can be extinguished by using the extinguisher, a torch, or a torch-like object. The flame lasts for the duration. The flame can’t be extinguished or extinguished again if the creature or object extinguishes or extinguishes the flame. Abjuration
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You choose a flame that you can see within range. An unwilling creature takes 3d6 fire damage when it enters the flame’s space for the first time on a turn or starts its turn there. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You conjure a flame of molten fury at a point you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 fire damage, or half as much damage on a successful one. The flames spread out to cover other creatures within range. The target must then make an Intelligence saving throw. On a failed save, the target takes 1d6 fire damage, 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 Transmutation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You conjure flames of flame up to 120 feet long, 5 feet tall, and 1 foot wide, directed at one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d8 fire damage. The flames lash out at the same creature, dealing 1d6 fire damage to each creature in the area. 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
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a flame in the air that ignites when you cast this spell. The flame can range from a whisper to a scream, and it burns for 1d4 turns. The flame emits bright light in a 30-foot radius and dim light for an additional 30 feet. The flame persists for the spell’s duration. During that time, you can move the flame up to 30 feet in any direction. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a flame of flame that you can see within range. You can use your action to create a flame of your choice that lasts for 1 minute. The flame ignites when you reach 5 feet of flame height. You can also create a flame by using an explosive or flammable object. Evocation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a flame that ignites if it hits a creature you choose within range. The target must succeed on a Dexterity saving throw or become stunned for the duration. It takes 1d6 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 2nd level or higher, you animate and gain access to the following effects with this spell: • You can animate and gain the following effects from the Flame spell: • You can animate and gain the following effects from fire: • You can animate and gain the following effects from earth: • You can animate and gain the following effects from water: • You can animate and gain the following effects from air: • You can animate and gain the following effects from dark energy: • You can animate and gain the following effects from the Plane of Shadow: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain:
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a flame that ignites in a 60-foot radius. The flame can be of any color, and lasts for the duration. The flame emits an audible, visual, and mental message in a 20-foot radius centered on the flame. The flame can then be extinguished. The flame can't pass for more than 30 minutes. The flame lasts for the duration, and it must be extinguished within the spell. A flame that ends the spell ends. A flame that ends the spell ends is harmless. A flame that ends
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a flame that ignites one cubic foot of fire in a 40 foot cube on a surface within range. The flame spreads throughout the cube, and any creature within 6 feet of the flame that isn't within 5 feet of it must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional flame for each slot level above 5th. Evocation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a magic flame that ignites flammable objects in a 5-foot radius centered on a point within range. The target must make a Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one. A creature can use its action to create a dazzling beam of light centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A burning altar or a corpse in the flames damages that creature. Evocation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You gain the ability to see into the darkness surrounding a creature, and you gain a telepathic link with it for the duration. The target must make a Wisdom saving throw. If it succeeds, you gain a telepathic link with it for the duration. When the spell ends, the target returns to its home plane and can’t be targeted again. Evocation
Conjure Flame
Casting Time: 1 action
Range: 150
Duration: Up to 120 days
A flame appears in a spot of dim light and lasts for the duration. You and all creatures of your choice that you can see within range are unaffected by this spell. When the spell ends, a flame appears in an area of dim light and lasts for the duration. The area must be within 30 feet of a point of direct sunlight. Until the spell ends, the area remains dim light. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 1 Hour
Duration: You create a flame capable of reaching up to 6,000
feet in a direction you choose within range. The flame ignites bright lights in the air, and up to 50 creatures of your choice that aren’t charmed by you when you cast this spell can use their movement to make a Strength check. On a failed check, the creature takes 1d6 fire damage. The flame spreads across the ground in a 60-foot cone. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d6 fire damage and half as much damage on a successful one. The flame explodes 2d6 miles long and 10d6 miles wide. Creatures within the flame’s area are blinded, deafened,
Conjure Flame – 1 minute
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A flame whirls around you. Each creature on the ground within range must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and is engulfed in flames for the spell’s duration. The flames extinguish any magical barriers, barriers made by the spell, and any magical equipment that is worn or carried by the creature. The area of the flame remains in place for the duration. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The flame then explodes. The target 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. A fire damage bonus of this effect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Conjure Flame
Casting Time: 1 action
Range: 200
Duration: Instantaneous
A flame of flame appears in a spot of your choice within range. As the flame passes through anything it hits, you create up to six radiant spells that you can cast as normal. You can make one additional spell from among the spells for each slot level above 2nd. Evocation
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Concent
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Flame-like radiance spreads across a creature’s flesh and emits dazzling magical lights within a 30-foot radius. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage. Abjuration
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You touch a surface that you can see within range, and the flames that pass by this spell extinguish them. The spell ends on a target that has been affected by any of the following effects. If the target is over the effects of another spell, the spell ends for that target. If the target is over the effects of a nonmagical effect, the spell ends for that target. If the target is over the effects of a nonmagical effect, the spell ends for that 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. Abjuration
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
A flame erupts from a point of your choice within range. Each creature in that area must make a Dexterity saving throw. A creature takes 7d8 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 1d8 for each slot level above 6th Conjuration
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
Choose one flame elemental that you can see within range. You cast this spell with a successful dispel magic spell cast on the target creature. The spell extinguishes burning flames in its area. Each creature in a 30-foot-radius sphere centered on the target creature must make a Constitution saving throw. On a failed save, a creature takes 16d6 fire damage, or half as much damage on a successful save. For the duration, burning creatures can be safely dispersed among any 5- to 30-foot radius around them. The spell extinguishes candles and torches in their area. For the duration, burning creatures and objects are extinguished only by spells, embers, or magical effects that deal cold damage or reduce the creature’s oxygen level. Evocation
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You conjure up a flame that ignites small pieces of wood or other solid material in a 20 foot radius and ignites them in a 5-foot-radius circle. The flame ignites a single 5-foot cube, which you choose within range. You can also use your action to create a cube one square foot in height and 10 feet tall. Make a ranged spell attack against the cube. On a hit, the creature takes fire damage equal to 1d4 + your spellcasting ability modifier. On a failed attack, the creature takes necrotic damage equal to 1d4 + your spellcasting ability modifier. While the cube is on the ground, creatures that can move inside it can use their movement to move into it as normal. The cube can be up to 10 feet in diameter or up to 25 feet long. The cube can't be larger than a 20-foot cube. The cube can also contain up to 100 cubic feet of earth. Once a cube is created, it remains there for the spell's duration. A cube created when this spell ends can be summoned by any creature that you designate, provided the creature doesn't already
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Instantaneous
A Flame of flame appears in a 5-foot cube and spreads to any space within range. Any creature within the area 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 flame remains for 1 minute on a point you can see within range. A creature can use an action to extinguish the flame with a sling or other similar weapon on a point within reach. A flammable object that isn’t being worn or carried remains in the area for the spell’s duration. If you cast the spell multiple times, you can have up to seven of the flammable objects on the same sheet, or you can make up to ten flammable objects on two sheets at a time. The flammable object must have at least one foot of space in it. If the flammable object is in the same plane or in a different plane of travel as the object in question, the spell ends. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Instantaneous
Choose a glowing cylinder within range. Each creature in a 30-foot-radius sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage and is blinded for 1 minute. On a successful save, a target takes half as much damage and is blinded for 1 minute. The spell ends if you cast this spell again. If you cast it again, the spell doesn't end. If you cast it again, it ends. If you cast it multiple times, the duration is the same as the spell's ending. The spell ends if you use your action to dismiss it. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You choose a flame and a spark for the spell’s damage. The spark ignites in a 20-foot-radius sphere centered on a point you choose within range. The sphere is 300 feet long, 10 feet wide, and 20 feet tall. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d8 fire damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and is deafened for 1 minute. The spell ends if you cast this spell again and the sphere is destroyed. Evocation
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You conjure up a flame of flame, up to ten feet long, 5 feet high, and weighing up to eight pounds.
Conjure Flame
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You summon a flame that can be either a torch or a holy symbol. This spell can be cast as a spell slot of 2nd level or higher. While the flame is on the ground, you can use your action to summon a cloud of flame that can be either a torch or a holy symbol. The flame becomes a torch when you cast this spell, and if it fills a 1-foot cube, it extinguishes
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: 1 hour
You create a flame of flame that sheds bright light for an area of 10 feet and dim light for 30 feet. The flame ignites one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 2d4 radiant damage. The target also takes 5d8 fire damage on a
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: 4 hours
A swirling flame of flame appears within range. The flame spreads to any size space that you can see. Each creature that enters the flame must make a Strength saving throw. On a failed save, a creature takes 2d10 fire damage and is charmed. On a successful save, a creature takes half as much damage and is charmed by the flame as it extinguishes. Each creature that succeeds on this saving throw must also have its speed halved. The flame damages one creature you can see within 5 feet of it. The creature must succeed on a Strength saving throw or take 1d6 fire damage. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
The flame descends on a humanoid target that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 fire damage and is blinded until the spell ends. On a successful save, the target takes half as much damage and is blinded for the duration. The target also gains a number of constructions equal to the number rolled in the table above as if it were a creature. The spell can also end on a successful save, as long as the spell ends on a target that isn’t the target of the spell. If a target of this spell has a number of constructions equal
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell creates a shimmering portal that leads to a region of flame that is friendly to you and that fits within a 5-foot cube. You choose a creature in flames and that can’t be charmed or held back by magic. For the duration, that creature can make a ranged spell attack with a pipedrund or a mite with a slam of its own. On a hit, it must succeed on a Charisma saving throw or become charmed for the duration. While charmed by this spell, the creature must continue to make melee attacks with it, but it can’t attack you or others for the duration. As an action, you can make a different saving throw with advantage. If you succeed, the portals open to the public and your fortress is restored to full health. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You conjure up a flame that ignites flammable objects in a 5-foot radius around you, centered on a point of your choice within 5 feet of you. The spell’s radius increases by 5 feet when you reach 5th level (2 feet if you already have flammable objects), 11th level (2 feet if you already have flammable objects) or 17th level (10 feet if you already have flammable objects). Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You conjure up flames of fire to extinguish an area of fire within range. Each 5-foot-high cylinder that you specify burns up to 180 feet of solid ground in a 5-foot radius centered on that point. The flames can’t be extinguished by nonmagical means. This spell has no effect on undead or constructs. Illusion
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a flame that's 20 feet long, 10 feet high, and weighs up to 10 pounds. The spell can target one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create an immobile flame that ignites in a range of your choice within range. Until the spell ends, you can make a ranged spell attack against the target. On a hit, the target takes 5d6 fire damage and is pushed 10 feet away from you. You can extinguish the flame with a melee spell or with an explosive ranged weapon attack. Evocation
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Your spell quits when you cast this spell. You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You manipulate that flame in a one-two punch that requires a different action to use. If you do so, the flame spreads out across the ground, and you create a harmless vapor under the spell until the spell ends. If you use a vapor, you create one foot of vapour in the space between the vapour you use for the spell and the spell ends. The flames can be extinguished by simple means by succeeding on a long rest, by burning any nonfireable fuel that you have, or by pouring warm water over the flames. You can also create a mist in the same space for up to 8 feet on a side. The mist spreads around corners and is light enough to obscure vision. The mist glows cleanly over rough terrain, creating clear pathways and quiet places for the creatures you select. When the mist
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a fiery flame that ignites bright lights, torches, and other flame types within range. The flame ignites bright flame in a 20-foot radius and lasts for the duration. 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 2nd. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You teleport to a point within range, which you can see within range. The spell has no effect on undead or constructs. You assume the form of a Huge or smaller, and the spell’s area is 20 feet in the direction you chose. The spell ends when you drop to 0 hit points or when you cast this spell. If you are holding a Medium or smaller, you can use an action to teleport to a point within range, which you can see within range. The spell ends if you or your companions aren’t within range. Make an Intelligence (Investigation) check against your spell save DC to see what kind of flame you created. If it's a simple ranged spell, the spell ends
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You teleport yourself to a point you can see within range and cause a flame of flame to appear on the ground within range. Make a ranged spell attack with the staff. On a hit, the target takes 2d6 fire damage, or half as much damage on a hit by the staff. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you and any creature you designate when you cast the spell must make a flame throw. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You utter a simple, incantation that can’t be reworded or spoken aloud. It is a spell, spoken by you or written on a scroll or similar piece of paper. The spell is an incantation, and it must be in a form that you can understand. The target must be willing or able to read you and your words. If the target is already proficient with a particular language, the spell is a failed spell. As a bonus action on your turn, you can target any number of willing creatures that you can see within range. A willing creature must succeed on a Wisdom saving throw or be affected by the spell. On a failed save, the target is unaffected by the spell until the spell ends. You can target an additional willing creature for each willing creature you can see. If you target a creature that is already under the influence of the spell, the target must succeed on a Wisdom saving throw or be affected by the spell. On a successful save, the spell ends. If the target is already under the influence of the spell, the target must still be under the spell in question to maintain its concentration on it. The target can’t be charmed or frightened by the spell. The target can’t use its action to speak a spell of your choice, and the target is restrained by the spell. Enchantment
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Flame flashes in a 5-foot-radius sphere centered on a point you can see within range. The sphere can be a solid, solid, or a sheet of stone. The sphere's area is 1/30 of a mile in size and 10 feet wide. The sphere can extend into any dimension you choose and can hold up to six people. The sphere can also contain up to three creatures of your choice that are 5 feet or larger. The sphere lasts for the duration or until it dissipates. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A creature can use an action to make a Strength check to see if it has disadvantage on the attack roll or ability check if the sphere extends or extends out. If it does so, the creature takes 2d6 radiant damage. Necromancy
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Flame lashes lash you across a 20 foot-radius sphere of fire. Each creature in that area must succeed on a Dexterity saving throw or take 1d4 fire damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Flame-like energy appears in a place you can see within range. The target must succeed on a Charisma saving throw or take 1d6 necrotic damage. You can also use your action to create a flame of flame. The target must make a Strength saving throw. On a failed save, the target takes 3d6 fire damage, and the spell ends for it. On a successful save, the target takes half as much damage. An object that is not within 5 feet of the ground that you can see can't be opened or worn. As a bonus action, you can move the flame up to 30 feet in any direction. You can also move the flame up to 30 feet in any direction. The flame takes 10d8 fire damage on a hit. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Flames pour from a point of your choice that you can see within range. Each creature in a 30-foot-radius. 5-foot-high cylinder centered on that point, extinguishes all nonmagical magical energy in the area and ignites flammable objects in its way. The flame spreads out from the point to fill 5 cubic miles of air for the spell’s duration. The area is difficult terrain and requires at least 5 feet of clearance for walking. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Flames pour out from a point of your choice that you can see within range. Each creature in a 30-foot-radius. 5-foot-high cylinder centered on that point, extinguishes all nonmagical magical energy in the area and ignites flammable objects in its way. The area is difficult terrain and requires at least 5 feet of clearance for walking. The flames spread out from the point to fill 5 cubic miles of air for the spell’s duration. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Flame-thickened lava erupts from your hand in a 15-foot cube centered on a point you choose within range. Each creature in the area 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. A solid wall of molten lava blocks most of the damage and doesn’t expand into a pit. A Medium or smaller nonmagical object that isn’t being worn or carried moves in the area, so objects that aren’t being worn or carried move in the cracks in the wall. Any creature that is moved by this spell must make a Dexterity saving throw. On a failed save, the creature is pushed up to 5 feet in a straight line toward the center of the crack. At the end of each of its turns, the creature takes 4d6 fire damage. At the start of each of the creatures next turns, the fire damage increases by 1d6 for each additional foot the creature moves. At the end of each of its turns, the damage increases by 2d6 for each additional foot it moves. 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
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (up to 1 hour)
Instantaneous or 1 hour (up to 1 hour on a rest) Transmutation
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
The Flame of Yggdrasil burns for a duration. For the duration, the Flame of Yggdrasil grants you and up to five other creatures a +2 bonus to AC, and each additional one increases the bonus by +5. The bonus lasts until the spell ends. When you cast this spell, you must use your action to dismiss the spell. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You attempt to flame an unoccupied space that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 10d12 fire damage. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You call forth a flame that ignites any flame within range. You can make a ranged spell attack against a flammable object that you can see within 60 feet of you. On a hit, the target takes 3d8 fire damage. The spell ends if the flammable object is destroyed. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose one combustible object within range. Each object that you touch has a certain heat rating and an additional effect. The object has AC 20 and 30 hit points. If you are holding a Medium or smaller object, you have resistance to fire damage for 1 minute. If you are holding a Large or smaller object, you have resistance to fire damage for 1 minute. The object is cast in the air, and the spell has a range. You can also cast the spell in the air to affect a creature. Make an Intelligence (Investigation) check against your spell save DC. If you are casting this spell on a creature that isn't being charmed, you can use an action to dismiss the spell as an action. The spell ends if you cast the spell again. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure flames that appear in a 10 foot radius centered on a point you can see within range. The flames can be extinguished by a spell of 3rd level or higher. You can also use a spell slot of 2nd level to extinguish one flame. The flames are harmless to you and all creatures within range. You can use a spell slot of 4th level to extinguish one flame. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a flame that you can see up to 10 feet in the air can be extinguished by a spell of 5th level or higher. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a flame of flame that falls from the sky, then forms a barrier in a space you can see within range. The flame can be up to 30 feet wide and 20 feet tall. The barrier can be up to 30 feet long and up to 10 feet tall. The barrier can also be up to 10 feet tall. The flame emits moderate range spells of your choice. The flame can be a torch, a burning torch, or a similar flame. If you cast the spell multiple times, you can have up to six of the flames appear at a time. Any flame that fails its saving throw must immediately extinguish it. A barrier that blocks the flame from casting spells fails if it isn't up to 10 feet tall or 10 feet wide. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a flame of flame that spreads out from you to cover a range. The flame must be within 30 feet of you and has a range. You also create a 30-foot-radius sphere centered on a point you choose within range. The sphere can't be more than 60 feet long, 10 feet high, or 5 feet high. The sphere lasts for the duration and is invisible to creatures of your choice that aren't wearing armor. The sphere disappears when you cast this spell. This spell has no effect on undead or constructs. Evocation
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a flame on the ground in a 10-foot-radius sphere centered on a point you choose within range. Each creature in that sphere must make a Constitution saving throw. A creature takes 1d6 fire damage on
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a shimmering flame that spreads into space, and lasts for the duration. Each creature of your choice that you can see within range must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a spark of flame in a 5-foot-square area within range, centered on a point of your choice within range. The spell’s area is 30 feet or 10 feet on a side and has resistance to fire, cold, lightning, and thunder
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You designate a location within range that you can see within range. Make a ranged spell attack against one creature of your choice that you can see within range. On a hit, the target takes 4d8 necrotic damage. If that creature is a Medium or smaller, the spell doesn't have to target it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of necrotic damage increases by one for each slot level above 4th. Enchantment
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You imbue a flame that ignites in a 5-foot radius, centered on a point you can see within range, and can be extinguished by a spell of 3rd level or higher. The target must make a Charisma saving throw. On a failed save, a creature takes 2d10 fire damage on a failed save. The target also takes 2d10 radiant damage on a failed save.
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You make a flame appear in a spot you can see within range, in a spot that you can see within range. The flame emits bright light in a 20-foot radius sphere centered on a point you choose within range. The flame spreads out in all directions, with the target centered on one spot you choose within range. For each location on the target area, a creature of your choice within 5 feet of the flame must make a Dexterity saving throw. On a failed save, the creature takes 4d6 fire damage, and this damage increases by 1d6 when you reach 5th level (2d6). As an action, you can move the flame up to 30 feet in any direction. Each creature in that area must succeed on a Constitution saving throw or take 1d6 fire damage. A creature must also succeed on a Constitution saving throw if it can move more than 30 feet away from a flame. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You teleport yourself to a point where you are in flames. The target instantaneously extinguishes all nonmagical flames in the area, and the spell ends if you are still in the flames. A creature that ends its turn in the flames must make a Constitution saving throw. On a failed save, the target takes 1d10 fire damage, and the spell ends early on that creature. Evocation
Conjure Flame
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You touch a fiery element that ignites in a 30-foot radius around you. The element lasts for the spell's duration. The area of the target's area is 20 feet by 10 feet and the elemental can be up to 30 feet long. Each creature that touches the area can make a Dexterity saving throw. If it succeeds, it takes 10 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target can use its action to move up to its speed and make the saving throw in any direction. A successful save halves the damage if it is not moving at the time. The target can move up to 10 feet when it attains the target's speed, up to 10 feet when it reaches its Speed stat, or up to 10 feet when it reaches its Strength stat. Enchantment
Conjure Flame
Casting Time: 1 action
Range: 4 Hours
Duration: Instantaneous
You create a fiery, flammable, or flaming sphere on the ground within range. The sphere can reach up to 300 feet in length. The sphere can be broken up into smaller flammable pieces and hurled into the air. Each piece of 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 fl
Conjure Flame
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour
You create a flame of flame in a 5 foot square area of ground that is 25 feet wide and 10 feet long. The area must be 5 feet square in height and 5 feet deep. The flame can be ignited by a ranged spell of 4th level or higher. The flame lasts for the duration and can be extinguished by any means you choose. The spell lasts for the duration, but you can spend 1 minute attempting to extinguish the flame. The extinguish spell ends if the flame explodes or if any of the following effects return. The flame explodes or explodes once every 5 days for the duration. Evocation
Conjure Flame
Casting Time: 1 action
Range: 50
Duration: Instantaneous
You create a fiery stream of flame, centered on an area where you are currently standing. The flame is 60 feet long, 10 feet high, and 1 foot deep. The water is a mixture of liquid and solid metal. The water must be within 30 feet of you for the spell to work. The area has a 20 percent chance to be foggy, bright, or icy. The water can pass through barriers made of stone, stone, or other similar material, and is difficult terrain. The wind can be strong enough to blow through thick stone walls. The spell ends if it isn’t targeted by any of the following: a) A storm that strikes the area that you created it from. b) A fire that ignites a stone or other object. c) A cloud of black smoke or dim light that ignites a torch. d) A curse that causes a creature within 5 feet of you to take 1d6 bludgeoning damage from spells that target the creature. A creature whose saving throw is a weapon attack with this spell ends this effect. The spell ends if the target fails its save. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
You summon an elemental force that fuses nature magic with man. Choose two flames or one of the following: rain, hail, sleet, or snow. Create one 60-foot cube of swirling flame that spreads over any area of your choice that you can see within range. Each creature within 5 feet of the flame must make a Constitution saving throw. On a failed save, the creature takes 1d8 cold damage, and it can’t eat or drink anything 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. Conjuration
Conjure Flame 60 Conjure Flame 60 10 minutes A flame of flame appears in a 30-foot cube. The flame must be on a solid surface and must be at least 10 feet high. The flame moves in a straight line, centered on a point you choose within range. The flame flammates instantly, with a 10-foot radius. The flame can be difficult terrain, such as rocky terrain or mireland. The flame appears in a spot you choose within range. At the end of each of its turns, you can use your action to cause one of the flames to extinguish. If it explodes, the target takes 1d8 radiant damage. If it doesn’t extinguish, the target takes 1d8 necrotic damage. ConjurationConjure Flame
Casting Time: 1 action
Range: 60
Duration: 1 hour
Instantaneous A fiery flame appears in a small area of space and burns up to 10 percent of the area you are in. The area lasts until the spell ends. For example, if you have the area of the Great Smoky Mountains and the area of the Great Smoky Mountains is 40 miles long and 60 miles wide, you can spend up to 100 percent of
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: 1 Hour (see below)
1 Hour (see below) 1 Hour (see below) 1 Hour (see below)InstoreAndOnlineInstantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours Instantaneous Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You conjure up flames of flame that lasts for the duration. You can use a bonus action to create a line of flame 60 feet long and 10 feet wide extending from the center to the ground in the flame. The line can be anywhere on the line. The flame spreads out from the flame, reaching its full length when it ignites. The flames last for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the flames extinguish nonmagical flames that are 15 feet long, 10 feet wide, and 5 feet high. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: 1 minute
A flame appears in a 20-foot cube on a surface within range. Each creature in that 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. When a creature takes fire damage from this spell, the spell ends. The spell lasts until it is dispelled. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: 1 minute
You cause up to three glowing, 10-foot-by-10-foot orbs of flame to appear in a random location within range. Each orb must be in a color that matches the color of the orb you cast. Each orb must have a 5-foot radius and a 30-foot-high point of intersection. When a creature takes damage of one or more of its turns, it can roll a d4 and add the number rolled to the number
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: 1 minute
You conjure a flame that ignites bright, poisonous gas, which dissipates when it reaches a point within range. The flame ignites a 20-foot-tall cylinder, which is 1 inch thick and has a 5 percent chance to poison the target. You can use your action to change the flame's color by drawing a bright color line along its length and at a point within range. The line must be at least 1 mile long, 10 feet high, and 10 feet wide. Make a ranged spell attack for the flame. On a hit, the target takes 2d8 poison damage. If the flame ignites more than 10 gallons or more of
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create a whirlwind out of a flame that flies in a straight line at a point you choose within range. The whirlwind can be harmful or neutral to any creature. You can make the whirlwind a ranged spell, but it doesn't have to be hostile. The whirlwind is harmless to creatures that aren't within your reach, but the target must succeed on a Constitution saving throw or be charmed by you. When the spell ends, the whirlwind spreads out in a random direction. The direction that you choose is determined by the whirlwind. The wind has no effect on the whirlwind. At the start of each of your turns, you can use an action to teleport the target to a point that is within 100 feet of the whirlwind. The target can move up to 30 feet in any direction. A creature must make a Dexterity saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is pushed 20 feet away from it. After the spell ends, the whirlwind has no effect on you. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: 1 Round
You create a dazzling display of magical power in a 10-foot-radius sphere centered on a point you can see within range. Choose one creature you can see within range. You or any creature you could see within range was in a state of suspended animation for the entire spell’s duration. If you cast this spell on the same creature or on a different creature if the same creature is casting it, the spell ends. You can make a spell attack with this spell with a bonus equal to twice the weapon's damage done to it. If you hit a creature with a spell attack, the spell creates a flame that ignites bolts of flame in a 30-foot-radius sphere centered on that creature. Each creature in that area 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. When you cast this spell, you choose the creature’s name, and then the flame explodes in a 20-foot-radius sphere centered on that creature. Each creature in that area 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. 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. Enchantment
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A flame appears in a place
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A flame of flame appears in a 10-foot cube in the center of a 25-foot-radius sphere that is opaque to light and has a 5 percent chance per 5 feet of darkness the cube is in. The flame spreads across 40 feet of ground in a 30-foot radius, and extinguishes nonmagical fire in the area as long as it doesn’t exceed 50 feet of its current height. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A spark of magic ignites in a place you choose within range and spreads out to any distance within range. For the duration, the place becomes aflame, which lasts until the end of your next turn. For the duration, creatures that aren't friendly to you can’t be targeted by this spell. A target takes 1d6 radiant damage when it hits a flame, and 1d6 fire damage when it hits a spark of flame. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a flame that ignites in a 10-foot radius, igniting up to five flames at a time, each of which must be within 5 feet of each other. Each flame counts as an extra fire until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above 1st. Illusion
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You touch a flame that ignites in a 30-foot-radius sphere of flame. Until the spell ends, all flames
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A flame that ignites as it rises from the ground in a 20-foot-high cylinder, or a 60-foot-long cylinder with a 10-foot-high cylinder centered on it. The flame must be at least 10 feet long. For the duration of the spell, the flame can be turned into either a torch or a lantern. The flame can also be a prismatic prism made of flame or a prismatic prism made of air. The flame dissipates in a 10-foot-radius cylinder centered on the flame. The flame can be a torch or a lantern. At the start of each of your turns, you can use your action to cause the flame to extinguish. The flame extinguishes in one of its directions. It must be within 30 feet of you for the spell to be effective. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure a flame in a 1-foot-radius sphere that you can see within range. The sphere must be within range. The sphere can only be used once. The sphere can't be more than 10 feet in diameter. Until the spell ends, the sphere can be used only once. When you cast the spell, you can use your spell slot to activate one of the flames. The flames must be within 30 feet of each other. You can use your action to dismiss the flames as an action. When you dismiss a flame, you can use your action to cause it to flicker, and you can’t move or cast spells. When the spell ends, you can dismiss the flame as an action on each of your turns. Necromancy
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure a flame of mismatched flame for the duration. The flame sucks up any Medium or smaller objects that are damaged by a spell and turns them into smoke and acid. When you cast the spell, choose a point in a 5-foot square on ground that you can see within range. At any point during the duration of the spell, you can fire the flame from a nonfire source up to 30 feet away. The flame spreads around corners. If you fire from a distance of 5 feet or less, the flame warms your blood and causes half damage to creatures and half damage to constructions damaged by it. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up an unoccupied flame in a 5-foot cube. The flames remain on the ground for the duration. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the saving throw must also succeed on a Charisma saving throw. A creature that succeeds on the save also has disadvantage on attack rolls and ability checks, and the spell ends on a successful one. The flames can be extinguished by spells and other magical effects. Necromancy
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of flame that is 20 feet in diameter. You can make the flame up to 100 feet long and can reach up to 150 feet. The flame can be extinguished by pouring a thick, black liquid from a 6-foot-high cylinder. The cylinder must be at least 20 feet in diameter. A creature can extinguish the flame by pouring up to 1,000 gallons of water from it. The extinguish spell lasts for 1 minute. The spell ends when all its normal effects end. You can extinguish the flame up to 30 times, or by throwing a wand (included in the casting) or a staff (included in the casting) that lasts for 30 minutes. The flame is extinguished by a successful dispel magic. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a burning cloud of flame that lasts for the spell’s duration. The cloud spreads out into a 30-foot radius around corners to cause the spell’s effects to disappear. It doesn’t extinguish the flames; they simply extinguish them. If the cloud exceeds 5 feet in diameter, it becomes insubstantial and moves in a direction that you choose. The cloud must be within 30 feet of a creature that the cloud inhabits or within 30 feet of it. The cloud can be extinguished by raising the fire extinguisher. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a flame of flame, which you can use to cause a melee spell attack to hit. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. Illusion
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an altar in a place you can see within range that is as close as you can get. You decide where the flame is to go and where it will go. You decide how long you want the flame to continue to burn. The flame is cast into creatures, plants, and other magical objects. Any creature that enters the flame must succeed on a Dexterity saving throw or take 5d8 fire damage. When the flame reaches the target, it emits a faint, roaring sound that lasts for 1 minute. The flames are deafened and can’t be dispelled. The target can be in the target’s space, and it can use the reaction to succeed on a Wisdom saving throw or take half as much damage. The target also takes half as much damage on a failed save. If the flame ends its turn in a place that isn’t its target’s space, the target is charmed by the flame. If the flame ends its turn in a place that isn’t its target’s space, the target is blinded by the flame. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a shimmering flame of flame that lasts for the duration or until the spell ends. This spell can’t be affected by any other kind of fuel or substance, such as water, ice, fire, earth, wind, fire, lightning, or thunder. A flame erupts from a point of your choice within range. It must be within 10 feet of you and can be extinguished by a spell of your choice. The flame is so large that you can see it from any other point on the ground. Make a ranged spell attack with it. On a hit, the target takes half damage and takes no damage. The flame explodes when you cast this spell. The spell ends if you dismiss it as an action. The flame lasts until you dismiss it as an action. You can dismiss the spell with a nonmagical ability check, such as a spell linker check. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to manipulate flame. You can extinguish a bonfire, a lantern, a turret, or a stone pillar with this spell. You can extinguish a large bonfire with a flammable object, a bonfire with no flammable object, or a bonfire with a torch. You can extinguish a short bonfire with a blast from three or more torches. The flames extinguish any flame within 30 feet of you. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You place a flame in a 5-foot-tall cube to flame out from the tip of your hand. You can use your action to dim the flame and place a shimmering cylinder in the center. Each creature in the spell’s area must succeed on a Dexterity saving throw or take 2d6 blud
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your flame springs into being when you cast this spell. Each creature that ends its turn within 1 mile of you must succeed on a Strength saving throw or take 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon an elemental that sheds bright light in a 10-foot radius and dim light for an additional 10 feet over the spell’s area. The elemental lasts until it regains hit points or it vanishes. Divination
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A flame appears in a 20-foot-radius sphere centered on a point you choose within range. The sphere lasts for the duration. The sphere can't be more than 60 feet long, and the sphere can contain up to 100 cubic feet of air. The sphere can't contain more than 10 cubic feet of air. When a creature enters the sphere or enters an unoccupied space within it, it must succeed on a Dexterity saving throw or take 1d8 bludgeoning 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
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A flame appears in a 30-foot-radius, 10-foot-high cylinder, centered on a point of your choice that you can see within range. The flame ignites in a 50-foot-radius sphere centered on that point. The sphere must be at least 10 feet in diameter and 1.5 feet high. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area of the flame increases by 10 feet for each slot level above 4th. Enchantment
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A flame rises from a creature you choose within range. It ignites a 10-foot cube of flame in a 20-foot-radius sphere centered on a point that you can see within range. The flame spreads throughout the space, and the sphere is 100 feet long and 20 feet wide. The sphere is 30 feet in diameter and 40 feet high. The sphere is opaque to visible light. The sphere is 30 feet in diameter and 20 feet high. The sphere can be up to 25 feet wide and 20 feet high. The sphere can be up to 25 feet tall and 20 feet high. The sphere can be up to 20 feet wide and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Aura faint, animate solid, which ignites flammable objects, plants, and other objects in its path. Each object within range must succeed on a Constitution saving throw. A creature can use its action to create a circular, glowing cylinder that appears to be a cylinder of liquid that can contain up to 10 gallons of liquid. A creature that succeeds on its saving throw must then throw an area of effect spell, or it must spend 1 hour teleporting to the cylinder. The cylinder's area of effect is centered on the object. Any creature that ends its turn within its area of effect must succeed on a Constitution saving throw. The spell ends if a target drops to 0 hit points or if it succeeds on all saving throws. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Flame-white smoke rises from the flames of a bonfire in a location you specify within range. The bonfire must be within 10 feet of the bonfire and within the range of the spell. You can extinguish the fire by using a spell slot of 4th level or higher. If you cast this spell using a spell slot of 7th level or higher, the flames don’t extinguish objects in the area. The flames appear in places you choose and are visible only to you. As a bonus action, you can move or otherwise move with respect to the flames as you cast the spell. You can freeze or suffocate the creatures in the bonfire, which lasts until the start of your next turn. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
For the duration, you can animate up to five nonmagical flames on your body that are either hand-crafted or made from nonmagical material. The flames disappear when you cast this spell. When you use your action on a turn or within 5 feet of a fire, you can designate a new flame type. You can then choose one of the following forms for the flames: • Hand-crafted -You can use your action to create a hand-crafted flame that lasts for the duration. You take 6d8 fire damage at the start of your next turn, or you can end it by leaving it un-crafted. You can create a new hand-crafted flame by spending 1 minute opening a 5-foot-radius, opaque area within range and causing it to glow in the same color hue as its current color. This flame can’t be extinguished by dispel magic. Divination
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
The flames of flame erupt from a point you choose within range. A flame is created from a spell slot of 5th level or higher. The flame can be created from a spell slot of 6th level or higher. The flame can also be created from a spell slot of 7th level or higher. The flame can be created from a spell slot of 8th level or higher. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause a flame of flame to erupt from a source within range. The target must succeed on a Dexterity saving throw or take
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a fiery flame from an unoccupied space you can see within range. The flame is 10 feet tall, 10 feet across, and can be extinguished by a simple action or by casting a spell of 1st level or higher. The flame must have at least one candle or similar item to be lit. The flame must be at least 10 inches long and 10 feet tall, and it must have at least 1,000 pounds of force. If the flame burns, it extinguishes all other flames within the area. The flame is extinguished by a strong wind or by a strong wind of up to 30 miles per hour. The flame has a range of 60 miles. A candle or similar light can extinguish the flame, but it must be at least 10 feet long and 5 feet wide. You can use your action to create a flame of insatiable thirst that lasts for the duration. The flame must be at least 10 feet
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a fiery flame in range that burns for 24 hours. The flames flammable and nonfire within 30 feet of you are breathable. That burning area is contiguous with a 60-foot cube of flames made out of flames and stone. Each 5-foot cube of fire damages any creature within 5 feet of it, and creating a fire within that area creates flames that are hard and virulent. For the duration, and especially if the area includes a fortress or a fortress camp, a madman with a flame-trained smithing helm can cause at least 5 additional temporary hit points to be lost. Reducing a wooden cube to 0 hit points destroys it and might cause flames to leap from it toward creatures or objects within 120 feet of it. When a cube of burning flame strikes a creature, it must make a Constitution saving throw. On a failed save, it ignites the flame, burning it in flames and raising it to 0 hit points. If the fire continues to flammable and nonfire for the duration, any creature within its area or on the ground or in containers within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 10d6 fire damage and is blinded for 1 minute. A creature blinded by this spell becomes charmed for 24 hours. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a flame that ignites in a 20-foot cube centered on a point you can see within range. Each creature in that area must succeed on a Constitution saving throw or be blinded until the flame ignites. A creature or object that has a Strength of 1 or lower (for example, a staff) or Intelligence of 2 or lower (for example, a creature) or Intelligence of 3 or lower (for example, a creature) increases the saving throw DC by 1 for each slot level above 1st. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a flame that ignites one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage. If the target is a creature, it must make a Dexterity saving throw. On a successful save, the spell ends. If the flame ignites a creature other than the target, the target is turned to ash. The spell ends if the target is on fire. The flame damages any Medium or smaller objects it strikes, and it damages any Huge or smaller object it touches. 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 Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a flame that ignites up to 30 cubic inches of smoke, which has a range of 30 feet. The flame can be a torch, a lantern, or a similar light. The flame can’t contain more than one item, such as a book, a pot of gold, or a ring. When the spell ends, the smoke dissipates. The spell doesn’t need to be active to do so. The smoke can be a torch or a lantern. When you cast the spell, you can choose one of the following forms of this spell: • In the form of a torch, lantern, or ring. • In the form of a flame. • In the form of a flame. • In the form of an invisible hand (such as a sword or a shield).
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure fire or flame orbs of different shapes, sizes, colors, and materials from the air. The orbs are centered on a point you choose within 60 feet of the point
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure flame in a 20-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d10 fire damage and is restrained in the flames until the spell ends. A creature restrained by the flames can use its action to make a Constitution saving throw. On a successful save, the creature isn’t restrained by the flames. At the end of each of its turns, a creature restrained by the flames can repeat the saving throw, 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 by 1d10 for each slot level above 1st. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a bonfire of smoke that must fit within 5 feet of a burning campfire and that fits within a 5-foot cube—storing up to 10 percent of its capacity—within which to fill its space. If you cast this spell without first casting any of its spells, the spell fails, and the flames crackles with smoldering radiance. The flames fill a 20-foot cube from the bonfire's center to the edge of a
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up fiendish flames that flit toward a point you can see within range. The point of the flames is
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a burning flame that ignites in a 30-foot radius centered on a point within range. The flame spreads out into a 30-foot radius centered on a point that you can see within range. The flames extinguish nonmagical flames that are within 30 feet of the source of the burning flame. The flames extinguish nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical flames that are within 30 feet of the source. Each creature that can see or moves within 30 feet of the flame 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. It must then use its action to make another saving throw. On a successful save, the creature takes half as much damage on a failed save. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a burst of flame in a 5-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes half as much damage and must then use its reaction to make a Strength saving throw. On a successful save, it takes half as much damage and must then use its reaction to move on its next turn. The flame spreads to any spot within 5 feet of it. If the area is completely open or if creatures move through it, the flame spreads to any spot within 5 feet of it. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a dazzling flame in a 25-foot-radius sphere of flames in a 60-foot-radius sphere. Each creature in that area must make a Strength saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The flame spreads out over the area and burns through objects, equipment, and objects with moderate or greater force. Creatures that aren't wearing armor or carrying a shield can't take this spell’s damage or take any effect from it. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a fiery explosion that ignites solid metal, stone, or any similar material, as well as igniting flammable objects in its path. Any creature in a 20-foot radius where you cast this spell must succeed on a Strength saving throw or take 3d6 fire damage. This spell has no effect on undead or constructs. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a flame, a 30-foot-radius sphere that lasts for the duration. The sphere radiates light that can be used to illuminate or illuminate a point within range. Each creature in the sphere 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. A flame that ends the spell can be extinguished by a successful flame throw. The flame can extinguish all nonmagical nonmagical projectiles in its area, including nonmagical nonmagical weapons. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a flame that you can see within range. The flame lasts for the duration. The flame emits bright light in a 40-foot radius, and any creature within the flame must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet away from the flame. If the flame can't be seen by another creature, it extinguishes the flame in its area and spreads it among objects in its area. You can use a bonus action to cause the flame to explode in a 60-foot-radius, 10-foot-high cylinder centered on a point where you control the flame. If the cylinder is too small to be ignited by spells or other means, it burns for an additional 10 minutes. The flame can be extinguished by any means you choose, either by pouring boiling water on the flames and extinguishing the flame, or by destroying the flame in its place (e.g., by pouring a torch over the flames and extinguishing the flame with a gaseous brine). A creature that has reached the maximum number of hit points of your spell slot when you cast it must make a Dexterity saving throw. On a success, the flame explodes in a 60-foot-radius, 30-foot-high cylinder centered on that point. A creature that ends its turn within this area must make a Dexterity saving throw at the end of each of its turns. A creature can use its action to end the spell in this manner, provided that the spell doesn't trigger. At Higher
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a tiny flame on the ground in a 20-foot square that lasts for the duration. The flame ignites a nonmagical object you touch. The flame spreads, but it lasts for the duration. When a creature that can’t be charmed by this spell places a pile of rubble on the ground, the flame becomes a pile of rubble. The pile must be of equal size to or larger than the object you’ve created. If the pile is larger than you, the spell ends. The pile can be disassembled into smaller pieces. Each piece of rubble has an unoccupied space within it. If the pile is larger than you, the pile is destroyed. The pile can be returned to its normal place using any means available to you. Necromancy
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a tiny flame that ignites in a 10-foot-radius sphere of flame that you can see within range. You can also create a sphere by casting this spell with a missile. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create a globe of flame that can reach up to 10 feet long and can’t be larger than 4 feet by 4 feet tall. The globe can't exceed 30 feet in height or can’t be larger than 30 feet by 30 feet by 50 feet by 40 feet by 50 feet. The globe can be made up of up to one cubic foot of pure stone or 3 cubic feet of hard earth. The globe can be used to create a globe of flame, a globe of dust, or a globe of ice. It is made of 20 bolts of lightning, and it can’t be cast into an object or spell slot. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Your spell imbues you with an aberrable flame. Choose one creature or nonmagical flame that you can see within range and that fits within a 5-foot cube and is on the ground within range. For the duration, your creature’s torch emits bright light in a 5-foot radius and dim light for an additional 5 feet. The light spreads out over the whole creature’s body, and it deals 3d8 fire damage to any creature that starts its turn within 5 feet of the fire. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A line of flame erupts from you and spreads across the ground in a 10-foot cone. The flame spreads as far as 60 feet away, leaving behind no tracks. The flames last for 1 minute. Each creature that ends its turn in the line must succeed on a Dexterity saving throw or be pushed up to G acid . The flames last for 1 minute and extinguish all nonmagical magical staves and other magical barriers in its area. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A roaring flame erupts from a point you choose within range. The flame must be no larger than 5 feet in any dimension that you can see. The flame is harmless to you and must not be harmful to another creature. The flame remains in place for the duration, but it must be extinguished by another spell of 3rd level or higher. The flame explodes on a low, flat surface and is visible from up to 100 feet away. The flame lasts for the spell’s duration. A creature of your choice that ends its turn in a flame infested area must succeed on a Wisdom saving throw or take 1d4 bludgeoning damage. The flame explodes on a burst of flame or a brief flash of flame on a miss, then ignites a set of bolts that can be used to hit a creature that enters the flame. The spell ends if it hasn’t ended yet. Necromancy
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous At 1st level, you manipulate the fl
ames within your enemies' bodies. When you do so, you create a flame that is extinguishing the flames of the nearest creature that you can see within range. The flame ignites when you attack, and it spreads out into an unoccupied space you can see within range. You can extinguish the flames as a bonus action on each of your turns. In addition, when you cast this spell, you can extinguish up to ten flames. If you cast it from a spell slot of 6th level or higher, you can extinguish up to ten flames in a 6-foot radius and up to fifteen flames in a 10-foot radius. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the flames extinguish for each spell slot level above 6th. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Concentration, up to 1 hour You touch a flame that ignites in a 5-foot cube centered on a point you choose within range. The flame ignites in a 10-foot cube centered on the point you chose. As an action, you can cause the flame to emit a dazzling aura of light. You choose the target, and the flame appears in a bright spot within range. The target becomes blinded until the spell ends. You can use your action to make a ranged spell attack against the target, and it takes 2d4 radiant damage, and you can cause the damage to be reduced to 1d4 or 1. The target is blinded until the end of your next turn. The target can detect the spell and cast it against you, and the spell ends if it is cast on you. If you cast the spell again, it no longer affects the target. You can use your action to dismiss the spell. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flame elemental streaks toward a point or points within range. For each point of damage equal to 10 + the spell’s damage, the target must succeed on a Dexterity saving throw or become engulfed by the flames. The target can’t be blinded, deafened, or otherwise affected by magic. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flame-like black smoke appears in the center of the room. Each creature in a 40-foot cube must make a Strength saving throw. On a failed save, the smoke spreads out and explodes. A creature must also make the save when it enters a bane of a certain sort, which can be a stronghold, a dungeon, or a pit or in a pit. The smoke spreads out in a circular area centered on a point within range. Any creature that ends its turn in a line out of the smoke must succeed on that save. On a failed save, the creature returns to the smoke and has its speed reduced by half for the duration. A creature that ends its turn in a line out of the smoke can repeat the saving throw, ending the effect on itself on a success. When the smoke spreads out, each creature in any space within range must make a Dexterity saving throw. The creature takes 7d6 fire damage on a failed save. A creature also takes 7d6 cold damage on a failed save. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flame-like energy erupts from you and a creature you can see within range. Any creature in range must make a Dexterity saving throw. A creature takes half damage on a
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flames appear in an unoccupied space that you can see within range on a solid surface, and that is 40 feet in diameter and 5 feet high. Each creature in the area must make a Dexterity saving throw. A 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 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. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flames erupt from your
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flame springs from the center of your body and spreads out from your hand in a 20-foot cone, then disappears, leaving a faint shimmering trail of flame on the ground. The spell’s target must succeed on a Dexterity saving throw or be blinded for 1 minute. At the end of each of the blinded creature’s turns, or until it has cast its spell, the target can make an Intelligence (Arcana) check against your spell save DC. If it succeeds, it takes 4d8 fire damage on a failed save, and this spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Your body is filled with magic. You possess the following statistics: Strength, Dexterity, and Constitution are 0; your Constitution is 11. Strength is at least 10; your Dexterity is 10; your Strength is 10; and your Constitution is 11. Dexterity is at least 10; your Dexterity is at least 9; and your Strength is at least 5. Constitution is at least 10; your Constitution is at least 9; and your Strength is at least 5. Intelligence is at least 10; your Intelligence is at least 10; your Intelligence is at least 10; and your Wisdom is at least 10. Intelligence is at least 10; your Intelligence is at least 10; your Wisdom is at least 10; and your Wisdom is at least 10. Wisdom is at least 10; your Wisdom is at least 10; your Wisdom is at least 10; and your Wisdom is at least 10.
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell grants the caster the spell, as well as a number of other effects. The caster can cast this spell on a single creature’s skin. The target must be within 60 feet of you when you cast the spell. The spell ignores armor, weapons, and ammunition. Abjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You attempt to create a flame of flame that looks like a direct flame. The flame is cast from a Medium or smaller object or spell slot you can see within range. The flame appears in any unoccupied spaces it appears in within range. A creature that can see the flame must make a Strength saving throw. On a successful save, a flame streaks across the ground, and it doesn’t move or appear in any other unoccupied spaces. A creature that can see the flame can’t move or appear in any unoccupied spaces within range. The flame must be within 100 feet of a point of entry into the spell’s area. The flame appears in a spot on the ground that isn’t an unoccupied space. You can use an action to dismiss the spell as an action. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call forth an endless flame of fire that rises from the ground to illuminate a point you choose within range. This flame can be up to 100 feet long and has a range of up to 100 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The flame spreads out to fill a 25-foot-radius sphere at a 50-foot radius. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The sphere then explodes. Each creature in the sphere must make a Constitution saving throw. On a successful save, the creature takes half as much damage and is pushed 5 feet away from the sphere. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call forth your Flamekin, which appear in your space and attack for the first time on a target. The target takes 4d6 radiant damage when you cast this spell. This spell lasts for 1 minute. If you cast this spell again on a creature that is already affected by this spell, the spell ends. If you cast this spell on a creature that isn't affected by this spell, the spell ends. If you cast this spell on a creature that isn't affected by this spell, the spell ends. If you cast it on a creature other than the one it is closest to, the spell ends. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call out a name to a fey demon or a fiend within range. Choose one of the following options for what appears: Flame, deafened, or blinded. The demon takes fire damage equal to 1d8 + your spellcasting ability modifier. Fire, 10 + your spellcasting ability modifier. The demon takes fire damage equal to 1d8 + your spellcasting ability modifier. Poison, deafened, or blinded. The demon takes poison damage equal to 1d8 + your spellcasting ability modifier. Silence, deafened, or blinded. The demon takes silent damage equal to 1d8 + your spellcasting ability modifier. A nd 10 minutes after you cast the spell, the demon returns to its original place and disappears. If the demon returns when you cast this spell again, it disappears. 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. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a flame of flame that you can see within range that you can see in a 40-foot-radius sphere. The flame can be up to 10 feet long, 10 feet high, and 10 feet wide. The flame must not be more than 10 feet in diameter or 20 feet across. The flame dissipates in a 30-foot-radius sphere centered on a point within range. The flame can’t be larger than 30 feet in diameter. On a hit, the flame explodes, dealing a total of 4d8 radiant damage to any creature that you can see within range. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a flame of flame that you can see within range. The flame spreads across the ground. Until the spell ends, you can target the same area of terrain on the same floor or floor twice as wide as you are tall. There are no spells to target more than one area of terrain on the same floor or floor. A target can extinguish the flames in a 10-foot-radius sphere. The sphere is 15 feet long and 10 feet wide. The flame must be within 30 feet of a surface that you can see or the area of the spell is obscured by darkness or darkness-enhanced effects. A target can use its action to make a Strength (Athletics) check against your spell save DC to see if the flame spreads. The flame spreads randomly when it reaches an area you choose. The spell ends if you or your companions can't reach the area. Enchantment
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up a flame of dazzling flame. The spell’s range is 100 feet and it can’t be more than 30 feet from the ground. The flame appears in a 60-foot-radius sphere centered on a point you can see within range. You can target one creature for the spell’s duration. You can also use an action to leave the sphere. The spell ends if you cast this spell again. If you cast this spell again, you must use your action to leave the sphere. The spell ends if you dismiss it as an action. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up a large, black flame that lasts for the duration. For the duration, you can’t fire a weapon, armor, or any weapon- or spell-like ability of a creature you choose that has its hit point maximum. The flame is a 60-foot-radius sphere centered on a point you can see within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 9d6 fire damage on a failed save, or half as much damage on a successful one. The flame spreads out and burns through any ground in the area. 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
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a beam of flame that is neither bright nor dim, but that is both bright and dim. The flame must be within 60 feet of you or the spell ends. The flame is cast at a point you can see within range. The spell ends when the flame ignites. The spell can target one creature of your choice that you can see within range. The target must succeed
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a burst of fire that ignites one object in the area and ignites another object in the area. The target must make a Constitution saving throw. On a success, the object ignites for the duration and is destroyed at the end of the spell. On a failure, the object ignites again, and the spell ends. Any object destroyed by this spell is also destroyed by it. The target’s hit point maximum is the same as the spell’s maximum hit point maximum. A creature that is holding one of the objects in its possession is not affected by this spell. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a fiery cloud of flame that is visible from a distance of 60 feet and can be extinguished by an action. When it appears, the cloud spreads out to encompass a 5-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. It remains aloft for the duration, and it sheds dim light in an area you choose within 120 feet of it. The cloud then dissipates. The cloud is harmless to creatures of Medium size or smaller. Each creature in that area must make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the cloud to disappear at the end of each of its turns. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a flame in a 20-foot-radius sphere centered on a point you can see within range. The sphere can be up to 10 feet tall and can be up to 20 feet wide. Any creature in the sphere must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage and 4d6 piercing damage. The sphere then explodes. The sphere can be 10 feet tall or 10 feet wide. The sphere can be up to 30 feet in diameter or up to 30 feet tall. The sphere can be up to 20 feet in diameter or 20 feet wide. The sphere is difficult terrain. The sphere can be a 100
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a flame of flame that ignites when it strikes a point you can see within range. The flame spreads out into a 30-foot-radius, 20-foot-high cube, and lasts for the duration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a flame of flame that is either moderate flame, moderate or high heat. The flame ignites a single point of igneous rock or a point of nonmagical nonmagical nonmagical energy. The flame spreads, so that flames of different colors and shapes flit between the two points of burning rock or nonmagical energy. The flame spreads up to 10 feet over a 10-foot-radius sphere. Any creature that is engulfed in the flames must succeed on a Dexterity saving throw or take 10d6 fire damage. Each creature that is engulfed in the flames must make a Strength saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads out over 5 feet of fire, and extinguishes all but one of the flames in the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for its total number of uses of the spell. Each target must be within 60 feet of you when you cast it. Transmutation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a flame that shines bright, dim light in a 60-foot radius centered on a point within range. The flame ignites a 5-foot-diameter cylinder of burning material that is up to 50 feet tall and 20 feet wide. You can use your ability on a creature to extinguish the flame. If the creature succeeds on a saving throw or takes damage from the spell, the flame spreads around the area. The spell ends when it has drawn its full effect. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a flame up to ten feet in diameter and up to 10 feet high, 20 feet high, and 10 feet wide. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded for 1 minute. 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
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create an fire that deals fire damage to one creature or a small object in a 10-foot radius. You can use your action to emit a faint flame that lasts for the spell’s duration. The target must make a Dexterity saving throw. On a failed save, the target takes 1d4 radiant damage and is blinded 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 1d4 for each slot level above 2nd. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create an icy flame that ignites in a 30-foot-radius sphere centered on a point within range.
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a shimmering, dazzling flame that ignites in a 40-foot-tall cylinder within range. The flame can be as small as 10 feet long, up to 20 feet wide, and up to 10 feet high, though it can’t
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a shimmering, shimmering blast of flame from the depths of your soul. Each creature in a 30-foot-radius sphere centered on a point you can see within range must make a Strength saving throw. On a failed save, a creature takes 1d4 fire damage and is charmed by the flame until the spell ends. A charmed creature can also be affected by this spell. At any time on a subsequent turn, the spell ends and the spell ends. The spell can target multiple creatures for the duration. The spell has no effect on undead, constructs, and wraiths. If you cast it more than once, you can target one additional creature for each target. If
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You gain the ability to create a fiery flame that ignites flammable objects in a 60-foot radius and that can extinguish flames in the area at any point during its duration. The flame can’t be blocked or moved by anything. It sheds bright light in a 40-foot radius and dim light for an additional 40 feet. This spell has no effect on undead or constructs. Evocation
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You gain the ability to create up to ten flame-like creatures of your choice within range. Choose a creature within range: a
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Your spell creates a flame in a 5-foot cube in a location you specify within range. It ignites a cylinder of radiant energy in the center of the cube and ignites an unoccupied space on the ground in a 5-foot cube within it. Each creature in the area 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. The flame spreads from the cylinder up to 30 feet and ignites unoccupied spaces within it, burning unoccupied objects in its path. Each creature that can see through the flame must succeed on a Dexterity saving throw or be engulfed in the flames for 1 minute. The flames last for 1 minute on a hit. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You teleport yourself to a point within range and place a 5-foot-diameter cylinder of molten energy in it. A creature you can see within range can’t touch you. The creature must make a Strength saving throw. On a failed save, the creature takes half as much damage, and its speed drops to 0. For the duration, the target of this spell can’t move or cast spells. The target must also be within 5 feet of you when you cast this spell. There is a 5 percent chance per round for each additional foot traveled. 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. Conjuration
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a willing creature and cause it to ignite a flame of flame that ignites in a 5-foot radius and that can be extinguished with a simple, moderate-sized extinguishing blow. Each creature in the area must make a Constitution saving throw. On a failed save, the target ignites a thin flame of flame and is extinguished within range. The target is blinded, deafened, and stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You use the flames of an arcane flame to project a dazzling light across a 30-foot-radius sphere centered on a point you can see. The sphere can be as small as 10 feet and as wide as 20 feet. The area of the sphere is 10 feet by 5 feet. The sphere has resistance to fire damage. If it is within 5 feet of a willing creature, it sheds bright light in a range of 300 feet for an additional 30 feet. The light can be visible only to creatures of your choice that can see it. Enchantment
Conjure Flame
Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes
A flame appears in a 50-foot-radius sphere centered on a point that you can see within range. The flame erupts from a 10-foot-high cylinder of smoke. Each creature in that area 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. If the fire spreads across a space of 20 feet or more, its area is strewn with swirling flames. A creature must make the saving throw on a turn or a spell of 3rd level or higher that ends a flame spell. 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
Conjure Flame
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a flickering flame that ignites up to five different types of magical fireballs. Each ball lasts 10 minutes and extinguishes all nonmagical magical flames within it. You choose the fireballs that appear when you cast the spell. The fireballs that appear can be as large as that of a normal normal fireball, as large as a Medium, as big as a Small, or as small as a Medium. The flames extinguish nonmagical magical flames that aren’t being used to cast spells. Any creature that ends its turn in one of the fireballs has its speed halved until the start of its next turn. The spell’s effect ends when the first one strikes. 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 4
Conjure Flame
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A blast of flame erupts from a point you can see within range. The area is dark, and the flame spreads to cover up to 20 miles. The flame can be as fast as 60 miles per hour for 10 minutes, or as slow as 30 miles per hour for 10 minutes. The flame can be extinguished by a spell of 1st level or higher. The flame can be turned into a torch, a lantern, or a similar light. The flame can be extinguished by a spell of
Conjure Flame
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A flammable liquid, which has a radius of up to 5 feet, appears in a spot where you can see it or a place where it is visible. The liquid appears to be an unoccupied square, the same as when you cast this spell. The liquid is inert, and you can’t move it or open it with a melee weapon attack. The liquid has a fire effect, and when it ignites a cylinder of water, you can use your action to cause it to fill a 5 foot cube that is no larger than a 15-foot cube. The water vapor appears to be solid and disappears when it cools to −50 degrees Fahrenheit. The water vapor is harmless to creatures of your size or smaller. Any creature that enters the liquid can choose to become frightened. Divination
Conjure Flame
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You conjure a flame of flame in a 10-foot radius, centered on a point you can see and that is within range. The flame spreads throughout the area and spreads to all creatures within 5 feet of it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, and the other creatures take 10d6 fire damage. On a successful save, a creature takes half as much damage. 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 Conjuration
Conjure Flame
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a flame in the shape of a demon or a fiend. The flame must be within range. The flame then burns for 1 minute. The flame can be extinguished with the flame of an offering made with a holy symbol. The flame can also be extinguished by casting the spell of the chosen symbol. Divination
Conjure Flame
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a portal to the Flame of Kynareth. Choose up to ten creatures of your choice that you can see within range, then step on it. Each target takes 5d6 fire damage, and creatures within the portal take half damage, instead of half. The portal is 10 feet wide and 5 feet high and 5 feet thick. It is 1 mile wide and 10 feet high and 5 feet thick. The portal lasts for the duration. When the portal opens, each target within it must make a Dexterity saving throw. On a successful save, the target takes half damage on a failed save, or half damage on a successful one. The portal instantly closes if the target’s speed is greater than or equal to the speed of the plane in which it is located. Conjuration
Conjure Flame Blade
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. You make a ranged spell attack against the target. On a hit, the target takes an extra 2d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Conjure Flame Concentration, Conjure Flame Concentration, up to 1Conjure Flame
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a flame of fire that ignites from your
body. Each creature in a 10-foot radius sphere centered on an unoccupied space 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. On a successful save, a creature takes 5d8 fire damage, or half as much damage on a successful one. When the flame hits, the creature must make a Constitution saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 10 d8 fire damage, or half as much damage on a successful one. On a failed save, a creature takes half as much damage as half as damage. Evocation
Conjure Flame
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create an invisible flame that ignites in a 15
-foot cube centered on a point you choose within range. The flame lasts until the spell ends. The flame spreads out and explodes in a 10-foot cube centered on a point you choose within range. The flame dissipates within 30 feet of the point. The flame dissipates within 30 feet of the point. The flame dissipates within 30 feet of the point. The flame lasts until the spell ends. At Higher Levels. When you
Conjure Flame
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You imbue up to three illusory constructs of flame
on the ground in a 20' cube, or a 10' cube cube of pure flame. Each creature within the cube must make
Conjure Flame
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A flame appears in a 30-foot cube, 30 feet long an
d 5 feet tall. The flame appears as a torch in a 60-foot cube, and lasts for the duration. The flame can be extinguished by a simple explosion, an arcane spell, a burst of flame, or a blast from a spell or other element (such as a blast from fire). The flame dissipates when it ignites, and the spell ends. A flame can be extinguished by any means that can’t be used to create or maintain a flame. For the duration, a flame can be extinguished by any means that can’t be used to create or maintain a fire. A flame can be extinguished by any means
Conjure Flame
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You conjure a bright flame that erupts from your h
and, which ignites when you cast this spell. The flames erupt from your hand at the same time as you cast the spell. You can use a bonus action to extinguish the flame, but the target must make a Dexterity saving throw. A creature that succeeds on its saving throw is pushed 10 feet away from the flame and must make a Dexterity saving throw. On a success, the flame explodes. Evocation
Conjure Flame
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a flame that lasts for the spell’s dura
tion. You can use a bonus action to cause the flame to turn into a torch. It ignites a torch within range, which can be broken using a simple melee touch attack. The flame spreads across a 10-foot radius. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage and is pushed 10 feet away from you. Additionally, your movement until the start of your next turn has advantage if you can’t see through the flame. Conjuration
Conjure Flamefly
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You conjure flame from thin air in a 10-foot cube on the ground in a 5-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 1d6 flame damage. The spell can reach multiple creatures, but none more than 10 feet in any direction. If you cast it on the same spot every day for a year, the spell lasts until its full effect 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. Evocation
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: A flame flashes from your hand and ignites in a 10
-foot cube (10 feet tall and 10 feet wide) on a point you can see within range. The flame spreads out from you in a 30-foot-radius sphere centered on the point you chose. Each creature in that area must make a Constitution saving throw (DC 20), taking 10d6 fire damage on a failed save, or half as much damage on a successful one. The spell ends if the creature moves out of the area. Necromancy
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: A flame of flame appears in a spot of your choice
within range. The flame starts its journey at a point you can see within range. The flame must be within 30 feet of you and not within an unoccupied space, such as a normal room or a secret room. The flame doesn’t move. If there is a flame in the area, it explodes if it hits a creature or a solid object in the area. The flame must be within 30 feet of you and not within an unoccupied space, such as a normal room or a secret room. The flame must be within 15 feet of you when you cast this spell. The flame explodes when you cast this spell. The flame is harmless. If it explodes before reaching a location other than its destination, the spell ends. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: Concentration, up to 10 minutes
A flame sprout from a point as far as you can see within range. Each creature within the point must make a Constitution saving throw. The target takes 1d10 radiant damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: Up to 10 minutes
A flame appears in the air and spreads in a 20-foot-radius sphere. The flame radiates in a 50-foot cone, spreading outward in a 25-foot-radius sphere. The flame is 50 feet long and 20 feet tall. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and halts its movement for 10 minutes. A creature that doesn’t take any damage from this spell can’t be affected by any of the spell’s effects. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: You conjure up a flame that you can see. The flame
is bright, but it has a range of 60 feet. Until the spell ends, the flame spreads out in 10 feet of air. A creature must make an Intelligence saving throw. On a failed save, it takes 10d6 fire damage and is charmed by the flame. A target must also succeed on a saving throw. On a successful one, the flame spreads out in a 30-foot cube. A target must then reach out and touch the flame in the cube to extinguish it. The flame damages one creature or object you can see within range, and it harms one creature or object you can see within range. On a successful save, the target is no longer charmed by the flame. Necromancy
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: You conjure up a powerful fiery blast of flame tha
t burns for the spell's duration. When you cast the spell, roll a d4, and the spell ends. The blast spreads out to 15 feet in all directions and lasts for the spell's duration. The flames are strong enough to cause tornadoes, tornadoes, and other damage if they pass through a 20 foot radius. If the flames aren't already moving, they explode in a 20 foot radius, and a creature must make a Constitution saving throw. A creature can use a reaction to dismiss the spell, using a successful save or being charmed by the flames. The spell ends if the creature succeeds on its save. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: You create a burst of intense, intense light withi
n range. Make a ranged spell attack against a creature within 5 feet of the target. On a hit, the target takes 4d8 fire damage. Conjuration
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: You create a Flame that ignites in a 30-foot-radiu
s sphere centered on a point you choose within range. The sphere must be within 100 feet of a point you chose within range. The sphere can be an unoccupied space, a cube, a solid surface, or any other solid surface. The flame must be within 30 feet of a point you choose within range. The flame can be cast from a spell slot of 5th level or higher. The spell can have no more than one target. The flame can be difficult terrain, such as rock, mud, or ice. The flame spreads out in a 50-foot radius along a 10-foot-tall cube of flame. The flame is light years across. A creature can use its action to extinguish the flame. On a hit, the target takes 1d6 bludgeoning damage. On a failed save, the target takes 1d6 bludgeoning
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: You create a flame that ignites when you strike a
creature. You can also create one at a time. The flame ignites when you hit a creature
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: You create an inferno of flame that explodes in a
20-foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes half as much damage from the spell and is sent flying. The flames move at 60 feet per 20-foot-radius centered on that point as if they were on fire. The spell ends if you choose no more than once. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate one additional flame created by the spell. The flames disappear when you dismiss it as an action. Conjuration
Conjure Flame
Casting Time: 1 action
Range: Instantaneous
Duration: You touch one target and cause it to become engulf
ed in flames. The target takes 4d8
Conjure Flame
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You cause a flame that ignites in a 5-foot radius on a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 fire damage. On a failed save, the target takes 1d6 fire damage. The fire spreads around corners, and it extinguishes any objects it is in contact with. The flames aren’t harmful to undead, plants, or magical creatures. 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
Conjure Flame
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous
Flames flash in the area around you, extinguishing the elementals within it and granting it advantage on all saving throws. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration
Conjure Flame
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
For the duration, you create a shimmering flame of flame that must be within 5 feet of you for the spell to work. The flame lasts for the spell’s duration, or until you cast it. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you cast the spell, you choose a different flame. The flame sheds bright light in a 5-foot radius and dim light for an additional 10 feet. When you cast the spell, you can see through the flame, which can’t illuminate objects. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self (15-foot radius sphere)
Duration: Instantaneous
Flames leap from your body and move toward a creature within range. Choose a point within range. The target must make a Dexterity saving throw. It takes 3d8 fire damage
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: 1 Hour
Flame, misty flame, or a similar flame appears in a 60-foot cube centered on a point you choose within range. The spell can target one flower, one tree, or one shrub. If the target is within 60 feet of a specific plant, plant, or shrub, the spell creates a dazzling display of colors, shapes, and numbers. Choose one flower as the target. The target becomes a simple prismatic gem that glimmers in the light of your choice within 10 feet of it. If you cast this spell on the same creature or several others within its range, you can create a prismatic gem for each one creates its own gem. For each target, roll a d4 and subtract 1 from the total. If a gem is rolled higher than this, the gem isn’t created. Illusion
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You attempt to extinguish flame in a place you can see within range. Each creature in that part of the spell that can see you must make a Dexterity saving throw. On a failed save, an affected creature is left with 1 hit point. If the creature is on the ground or in an area that is difficult for other
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: 1 hour
You summon a flame that ignites any flame within range. The flame is harmless, and the flame doesn't harm anyone. When the spell ends, the flame ignites a portion of the target, which is harmless. The flame doesn't harm anyone. The target enters the flame when it explodes. The flame is harmless. You can use your action to extinguish the flame. If you do, the flame explodes, and the target takes 1d4 fire damage, or half as much damage on a successful save. The flame dissipates when the spell is over. The flame can be extinguished by using an action or a spell. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: 1 minute
A flame-spitting orb of flame appears in a spot within range and lasts for the duration. You can create one additional fire elemental in the area that has the same elemental type, but has a different spellcasting ability and type of effect. The fire elemental lasts until dispelled. The orb lasts for the spell’s duration. A creature within the area must make a Dexterity saving throw at the start of your next turn, taking 5d10 fire damage on a failed save, or half as much damage on a successful one. The target takes fire damage equal to 1d10 + your spellcasting ability modifier. If you use your action to examine the orb, roll a d100 and subtract 1 from the number rolled. On a 5, the target takes fire damage equal to 1d10 + your spellcasting ability modifier. On a 10, the target takes cold damage equal to 1d10 + your spellcasting ability modifier. The target also takes fire damage equal to 1d10 + your spellcasting ability modifier. The target takes poison damage equal to ½ your spellcasting ability modifier. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: 1 minute
Flames pour out from your fingertips as you cast the spell. Each creature in a 15-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature can use its action to exhale flames at any point within range. The flames extinguish any barriers or other barriers that might prevent movement by creatures other than you. A creature can use its action to attempt to extinguish a fire when it moves or when the flames would extinguish a door or other object. A creature can extinguish a candle or similar object with a successful saving throw. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: 1 minute
You create a flame, a bright flame, that explodes when it hits a creature. While the flame is on the ground, the target must succeed on a Constitution saving throw or take 1d8 fire damage. After the flame dissipates, the target takes 1d8 fire damage. If the target takes any damage before the spell ends, it can use its action to make another attack. On a hit, the target takes 2d8 fire damage and is restrained by the flames. The flames then move to the target, preventing it from moving and causing it to fall if it is within 10 feet of the fire. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: 1 minute
You create a flame of intense flame in a 10-foot radius, centered on a point you choose within range. The target must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save,
Conjure Flame
Casting Time: 1 action
Range: Self (90-foot radius)
Duration: Instantaneous
You touch one creature that you can see within range and cause it to ignite. The spell ends if you cast this spell again. The target must make a Constitution saving throw. On a success, it ignites the spell. On a failure, it ignites the spell. On a success, the spell ignites again. On a failed save, the target is knocked prone. If the target reaches higher levels than the spell’s level, it is knocked prone until the spell ends. Evocation
Conjure Flame
Casting Time: 1 action
Range: SelfConcentration, up to 10 minutes
Duration: An explosive flame erupts from your hand, which ig
nites when you cast this spell. The flame lasts for the duration, and you can extinguish it as an action. The flame lasts for the duration for which you have spellcasting ability scores. The flames dissipate when you cast this spell. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You cause the flames of battle to bloom in a 20-foot radius centered on a point you choose within range. When the flames burst, you extinguish any flame that enters the area. While the flames remain, the target appears frozen until the spell ends. To avoid freezing the target, you can use a bonus action to extinguish the flames. Conjuration
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You conjure up a strong, flame-choked, fiery torch that ignites a 10-foot-radius, 10-foot-high cylinder of gas in a 20-foot cube centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is restrained by the flame until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by an extra 1d6 for each slot level above 2nd. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a fiery blast of flame that spreads out from you, centered on a point you can see within range. Each creature in a 5-foot cube, or a 5-foot-wide area, must make a Dexterity saving throw. On a failed save, the creature takes 4d6 fire damage and is pushed 10 feet away from where it entered, or half as far as you can see of the flames. The flames can be extinguished by burning a piece of wood or by igniting a piece of flame. When you cast the spell, you choose the piece of flame as the source of the initial blast. The piece of flame spreads out from you, centered on a point you can see within 5 feet of you. The blast lasts for the duration or until it ignites a piece of metal or a piece of ground. At any time during the spell's duration, you can fire four pieces of flammable material from the flammable piece (any number of pieces of flammable material can be created). Each piece is unoccupied, and it has a certain amount of fire resistance. The piece can be destroyed by one or more of the following methods: You can cause the flammable piece to ignite a piece of fire,
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a fiery flame that flashes with a bright color. You can use your action to create a flame in a 10-foot cube centered on a point you choose within range. A flame must be within 5 feet of you. The flame spreads out from the flame. When the flame reaches its maximum area, a portion of the flame has a radius of 500 feet. You can use your reaction to extinguish the flame by using an action. On a hit, the flame explodes. The fire spreads out from the flame as if it were a small flame. The flames extinguish nonmagical flames until the start of your next turn. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
A flame emanates from you and you gain a bonus to AC and weapon attack rolls equal to 2d6 + your spellcasting ability modifier. Illusion
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
A flame that ignites in a 20-foot radius is a dazzling display of light. Each creature in the area must spend 1d4 radiant energy to cast the spell. The flames have a range of 60 feet and can travel in any direction. Each target must make a Dexterity saving throw. A target takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. The target and any creatures that are within 10 feet of it must make the saving throw with advantage. A target that fails the save is charmed by the flame and is restrained until the spell ends. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You form a ball of flame that ignites in a 10-foot radius around you. The flame ignites in a 30-foot radius centered on a point within range. Any object that fails its save against this spell ends up with a burning, poisonous flame, and the spell ends. If the target is a creature, it can make a Charisma saving throw. On a failed save, the target takes 1d8 fire damage and is engulfed in flames of the chosen type. The target can repeat the saving throw at the end of each of its turns. On a successful save, the target also loses half its Hit Points, and it takes no damage at the end of each of its turns. On a failed save, the target takes 1d8 fire damage and is engulfed in flames of the chosen type. The target can repeat the saving throw at the end of each of its turns. On a successful save, the spell ends. 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
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Flames flicker in your surroundings and dim light in a 30 foot radius around you for the spell’s duration. Each creature in the radius when the spell is cast must make a Dexterity saving throw. On a failed save, a creature takes 8d6 fire damage and is blinded for 1 minute. On a successful save, it 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Instantaneous You conjure a flame of flame that
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You animate one flame that you can see within range. You can use a bonus action on a creature you can see within range to cause it to emit a flame of flame that you can see in a 5-foot radius and that is at least 10 feet long. The target must make a Constitution saving throw. On a failed save, the target gains a +1 bonus to the spell's damage roll. On a successful save, the spell ends. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call something that is within range to life-threatening effects. Choose lightning, water, fire or poison. Then make a melee spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it must make a Constitution saving throw. On a failed save, you make the spell more deadly until it abates and 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. Conjuration
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure a flame that ignites flame in a 5-foot cube that you can see within range. The flames move in the area of effect as if they were invisible. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the spell ends. A creature also takes 4d8 radiant damage on a failed save. A creature can use its action to throw the flame in a direction it chooses, and it can use its reaction to throw the flame in a direction it chooses. A thrown object or spell of opportunity hits the first creature it strikes with a weapon attack against the first round of thrown flame. When a creature hits with a weapon attack during the spell’s effect, the target takes an extra 1d10 fire damage for each round until the spell ends. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Enchantment
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure a flame that ignites in a 5-foot-radius sphere centered on a point of your choice within range. When you cast the spell, choose a point that you can see within range and extinguish it. The spell lasts for the spell’s duration. You can use a bonus action on any turn that you are casting the spell and on subsequent turns if you have sufficient concentration or the target is under the effect of the spell. If the spell is cast on a creature, it must succeed on its saving throw or take 8d6 radiant damage. Conjuration
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure flames of flame at a point you can see within range. The flames appear in patterns that last for the duration. Each creature in the area must make a Dexterity saving throw. A creature can take this saving throw at the end of each of its turns, ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the flames
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a fiery substance in your hand that ignites when it hits a creature or an object that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 fire damage and an additional 1d8 fire 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 1d8 for each slot level above 3rd. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a flame that ignites in a 10-foot radius centered on your point of origin. The flame ignites in a 20-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. Any object that fails its save against this spell ends up with a burning, poisonous flame, and the spell ends. The flame ignites in a 30-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. Illusion
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up from the air a flame that ignites when it strikes a creature within 30 feet of it. When the fire ignites, the target must make a Dexterity saving throw. On a failed save, the target takes 3d8 radiant damage and isn’t blinded or deafened. On a successful save, the target takes half as much damage and is immune to poison. Transmutation
Conjure Flame�Self Concentration, up to 1 minute�You create a bright flame that ignites in a 15-foot cube centered on a point you choose within range. The flame lasts until the spell ends. The flame spreads out and explodes in a 10-foot cube centered on a point you choose within range. The flame dissipates within 30 feet of the point. The flame lasts 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 1d10 for each slot level above 1st.EvocationConjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a flame of flame in a 20-foot radius you can see within range. The flame is a shimmering, translucent gray liquid that can be cast as a torch. The flame burns for 1 minute, and the flames appear up to 20 feet away from you. When you cast this spell, you can use your action to create a 10-foot-radius sphere of glowing light centered on a point you choose within range. The flame can contain up to eight creatures. Each creature in that area must succeed on a Dexterity saving throw or be charmed by the flame. The flame lasts for the duration, and creatures that enter the area when it becomes active are charmed by it. The flame is strong enough to crack open a locked door, but weak enough to cause damage to a creature or object. The flame can’t be targeted by traps or by magic. The flame can’t be targeted by nonmagical means, such as when it first appears. The flame can’t be targeted by spell or other magical effects. The spell’s duration is determined by the number of creatures in the area, and the flame’s initial fire attack deals an extra 1d6 fire damage to each creature it targets. The flame’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You make a flame that ignites in a 50-foot radius around you. Until the spell ends, the flame spreads out from you and spreads out in a 50-foot cube. The cube is in a 5-foot-by-5-foot area. The cube can be made up to 300 feet in diameter. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to two hours
You conjure up a flame, which ignites a flame-infused object within range. Make a ranged spell attack against one creature within the range. On a hit, the target takes 2d8 fire damage, and the spell ends. While the spell is on the target, the target is blinded, deafened, or paralyzed. It makes no noise or makes no sounds in response to being hit. When the spell ends, the target regains hit points equal to half the amount of hit points it has. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of points it takes to maintain its hit points increases by two for each slot level above 1st. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
A flame streaks out from a point you can see within range, igniting meteors and igniting nonmagical objects that aren’t being worn or carried. The flame is harmless, and it explodes if it is more than 10 feet away from you. A celestial that can see the flame or that can see the object is also affected. If you or a creature that can see the flame is blinded, the spell fails. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
A flammable substance that appears to glow in the dim light of your choice within range, igniting flame of opportunity from it that lasts for the spell’s duration. The flame burns the ground in a 30-foot radius and spreads out to fill the entire area. A creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage on a failed save, 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
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Flame and smoke hovered precariously over a location you choose within range. You cause the smoke to extinguish the fire within 30 feet of you. If you chose a point within range, you can direct the smoke toward a creature you choose within 30 feet of you. The creature must succeed on a Dexterity saving throw or take 1d12 radiant damage, and it takes 10d12 radiant damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Flame springs into existence from your hand and explodes in a fixed beam of flame at the target point you specify. The target creature 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). Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You conjure a raging flame that ignites in a 30-foot radius sphere centered on a point you choose within range. The flame ignites in a 10-foot radius sphere centered on a point you choose within range. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The flame spreads, forming a 10-foot-radius, 10-foot-high cylinder with a radius of 20 feet. Each creature in the area 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. If a creature is within 20 feet of the flame, it can use an action to cause the flame to expand and extinguish any flames within it. When the flame reaches a point you choose, you can move it up to 30 feet in any direction. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a burst of flames that leap from the ground in a random direction at the point you choose within range. The flames move up to 30 feet in a straight line, and they have a range. At the start of each of your turns, a creature must make a Dexterity saving throw. On a failed save, a creature takes half as many fire damage and is blinded 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 one for each slot level above 6th. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a shimmering cloud of flame in a 60-foot radius, centered on a point you can see within range. At the start of each of your turns, if you are within 5 feet of the target, the spell casts a nonmagical light or a radiant light spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 10 minutes. Necromancy
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You ignite a flame within range. The target must succeed on a Constitution saving throw or become blinded until the spell ends. The blindness ends when a flame ignites. Arcane
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You summon a puff of flame that ignites in a 20-foot radius sphere centered on a point you choose within range. The fire ignites in a 30-foot radius sphere centered on a point you choose within range. A creature that can see within 5 feet of the point must make a Dexterity saving throw. On a failed save, a target takes 4d8 fire damage and is blinded until the spell ends. 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 6th. Evocation
Conjure Flame
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You teleport yourself to a point where you are engulfed in flames. The target instantaneously extinguishes all nonmagical flames in the area, and the spell ends if you are still in the flames. A creature that ends its turn in the flames must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage, and the spell ends early on that creature. Evocation
Conjure Flame Storm
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a burst of flame that deals 1d6 fire damage to a creature within range. This spell has no effect on undead. 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
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: 1 minute
Flames of Asphodel are flitted across the ground in a 30-foot cube from one point you choose within range. Each creature within 30 feet of a point where a point is visible must make a Dexterity saving throw. An unwilling creature must take 5d10 fire damage on a failed save, or half as much damage on a successful one. The flames sweep in a 30-foot-radius sphere centered on that point. Each creature in the sphere 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. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your elemental weapon can no longer be suppressed by hostile creatures. Evocation
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Flames wreathe one creature you touch, up to 10 feet in length, and that fits within the circle you created for it. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 fire damage, and it is blinded until the spell ends. Because wreathe flames allows a creature who’s hit points are reduced to the ground or asleep’s height, and because the spell creates moderate to severe burns, this spell can’t make a creature’s clothing burn. Abjuration
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
If you touch a creature or object that you can see within range, you cause the flame to flicker in a 20-foot-radius sphere, centered on that point. Each creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 4d8 fire damage or half as much damage on a successful one. If the flame is on a creature that is wearing armor or carrying gear, the spell ends for that creature. On a successful save, the creature takes half as much damage and isn’t knocked prone. Conjuration
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This spell transforms a creature you touch into flame. It burns for the spell’s duration, and you choose the flames you wish to transform into flame. The flame’s brightness is limited to a range of light—typically dim light, greenish-white light, or a faint blue radiance. As an action, you can cause the flame to flicker, creating a dazzling display of colors. If you cast this spell multiple times, you can cause up to three flames to flicker as a group. Each of the flames must be in the same spot on the target surface, and you can cause the flames to flicker on one target and flicker on two others simultaneously. You can create up to ten different dazzling flames when you use your action in a spell slot of 6th level or higher. Evocation
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You create a burst of flame that can be extinguished by one simple touch. If you hit a creature or a creature with a melee attack during the duration, that creature or a creature that is within 5 feet of you with a melee weapon attack and that can’t be charmed (or even attacked by you) takes 2d6 radiant damage. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Your magic fills a void in fabric that was created by an elemental or a magical spell. Choose a pile of bones or a nonmagical object that fits within a 5-foot cube. Then create a flame that flames up to 10 feet on a side and ends in a puff of smoke within range. The flame spreads around corners, and its area is difficult terrain. For the duration, the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the flame harms an object or is thrown, thrown onto a creature, that creature can make a Constitution saving throw. It ignites the thing it ignites with a harmless bludgeoning damage equal to 1d6 damage. The fire spreads around corners. Fireworks. If you cast this spell on the fire, one fireworks display can be seen as a pair of long, flowing wings extending from your hooves. Each display lasts for 1 hour and is no more than 10 feet tall. Great Lights. Each fireworks display contains at least one dazzling image of a celestial, a god, or a magical creature and can contain up to 500 lights. Each display lasts for 10 minutes. At the end of every 10 minutes that you spend concentrating on it, you can switch to an image of a celestial, a god, or a magical creature and retain the display. A lightning bolt. Your magic halts most ranged attacks made with it until the spell ends. If at the end of each of the attack's 1-minute duration you are using magic items or a spell slot of a lower level than the slot you used to cast this spell, lightning leaps erupt from the ground in a 20 foot square line centered on it, dealing a flying explosion of lightning bolts that explodes in a 30 foot square pattern 30 feet across. Each creature within 5 feet of the line must succeed on a Dexterity saving throw or take 2d6 lightning bolts thumping down on them as thunderbolts. These bolts last for 1 hour, and the spell ends on a creature or object damaged by it. When the clinking of clumps of clumps of metal fills a 20-foot-radius sphere centered on it, or the spell ends on a creature harmed by it, a flurry of bolts of lightning strikes the ground in a 5-foot radius and inflicts d8 thunder damage to any creature within 5 feet of it. Each creature that starts its turn in the clinking
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature, causing it to emit an intense flame, that lasts for the spell’s duration. If the target is wearing or carrying any sort of magical item, the spell fails and it ignites an object of magical power weighing 10 pounds or less. The object ignites a flame in the target�
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a surface that you can see within range, and the flames that pass by this spell extinguish them. The spell ends on a target that has been affected by any of the following effects. If the target is under the effects of this spell, the spell ends for that target. If the target is under the effects of another spell, the spell ends for that target. If the target is under the effects of a nonmagical effect, the spell ends for that target. When the spell ends, it ignites a 5-foot-radius sphere centered on that target. If the target is within 5 feet of the sphere, it is pushed by the sphere up to 10 feet in a direction that is perpendicular to the sphere. The sphere has a radius of 40 feet. On a failed save, the sphere explodes and ignites a number of 5-foot cubes within the sphere, each 5 feet in a 10-foot cube. If the cube is larger than 5 feet, it explodes and ignites a 5 foot cube within the cube. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Flames erupt from your hand and wither away into a dazzling display of colors. The flames appear to be composed of flames, which can be a solid, transparent substance or a liquid, as in a quill, or a cloud of molten lava. The flames disappear after 1 minute. In addition, you touch a creature that has become charmed. For the duration, that creature has resistance to poison, fire, and bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Flames of flame erupt from a point you choose within range. The target must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature that takes this damage on a failed save is pushed up to 10 feet away from the point. A creature that takes this damage on a successful save is pushed 10 feet away from the point. As a bonus action on each of your turns, you can make the fire attack again. If you hit the target with the same weapon twice, the spell ends. Evocation
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You compel a creature of your choice to ignite a flame in the flame, extinguish all flames, extinguish all non-instantaneous flames, and extinguish all non-instantaneous flames within range. The target takes 2d6 fire damage, and the flame ignites non-instantaneous weapons. In addition, extinguishing a flame ignites non-instantaneous objects within range that aren’t being worn or carried by the target or any creature of the target. On a successful save, the target takes 4d6 fire damage, and the flame ignites non-instantaneous items within 5 feet of the target or the target’s current owner. The flame ignites non-instantaneous objects, such as food, armor, weapons, and clothing, that aren’t being worn or carried by the target or that aren’t being worn or carried by the target. The target takes 2d6 fire damage, and it burns non-instantaneously. If the target’s damage is not reduced, the target loses all attack rolls, ability checks, and ability checks, and it is no longer restrained by the target. The target takes 4d6 fire damage, and it burns non-instantaneously. If the target’s damage is reduced, the target’s attack rolls, ability checks, and ability checks are reduced, and the target’s attack rolls, ability checks, and ability checks, which are part of the target’s attack roll to succeed on a saving throw or take 5d6 fire damage, have disadvantage on their attack roll. The target’s hit point maximum is no longer reduced by this spell. The target’s hit point maximum is no longer reduced by this spell. The target’s hit point maximum is no longer reduced by this spell. The target’s hit point maximum is no longer reduced by the target’s attack roll, ability checks, and ability checks. The target’s attack rolls, ability scores, and saving throws are not broken. The target’s attack roll, ability scores, and saving throws are unaffected by this spell. The target’s attack roll has been modified, but the target’s attack roll, ability scores, and saving throws have not been changed. The target’s attack roll has been modified, but the target’s attack roll is unaffected by this spell. The target’s attack rolls, ability scores, and saving throws have not changed, and the target’s attack rolls, ability scores, and saving throws have not changed, and damage increases by 1d6 for each slot level above 1st. The target’s attack roll has not changed, and the target’s attack rolls are unaffected by this spell. The target’s attack roll has also changed, and the target’s attack rolls have changed, and it has no ability scores. The target’s attack roll has been modified, however the creature’s attack rolls have not changed, and attack rolls have not changed, and it has no ability scores. At the DM’s discretion, the target’s attack roll has been modified, and the target’s attack roll has been modified. The target loses its alignment, and it is no longer a creature, but it can’t be charmed, and it has no ability to wield weapons. The target’s alignment is based on the magic of the magic of the magic within within, as described below. If the target’s alignment is a random magic construct, the magic of divination spells can be used to make its alignment as strong as possible. The target’s alignment is based on the magic within, as described below. The target’s level is no higher than the target’s level. If the target’s attack and ability scores are equal to or less than the target�
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You conjure a flame that explodes at an area within range. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 3d6 fire damage, and a nonmagical flame is created for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration for each slot increases by 1 minute for each slot lower than 6th. Evocation
Conjure Flame
Casting Time: 1 action
Range: TouchConcentration, up to 1 minute
Duration: You conjure up an invisible flame that ignites whe
n you hit a creature or a creature that is within 5 feet of a target that you can see within range. The target must make a Constitution saving throw, which is a half-determined number. A target that succeeds on a saving throw takes 2d6 bludgeoning damage, and a creature that fails the save is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 when you reach 5th level. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a fiery pillar of flame in a 5-foot-square area within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates a 30 foot-radius sphere centered on a point you choose within range. The sphere is 30 feet long and 10 feet tall. The sphere and the area it appears on are indistinguishable from one another. The area takes up to 10 miles (24 miles) of ground to create. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You teleport up to ten creatures of your choice that you can see within range. Each target must make a Charisma saving throw. On a failed save, a target takes 1d10 fire damage and is stunned until the spell ends. 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. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is engulfed in flame. The flames flicker and grow larger at higher levels. The flames extinguish unprotected flames in the area, but extinguish unprotected flame effects that use fire. While the target is engulfed in flames, it can’t use reactions or take reactions to attack or cast spells. The target also has disadvantage on attack rolls and ability checks. While the target is engulfed in flames, the target can’t use reactions or take actions. Conjuration
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a fey creature or a plant. The target takes acid damage equal to 1d8 + your spellcasting ability modifier. If the target is a plant, the spell fails and the creature or plant has disadvantage on the saving throw. The target is unaffected by this spell. 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
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a fiery flame that must be burning to maintain its heat. The flame must be within 30 feet of a creature that you can see within range. The target must make a Dexterity saving throw. The target takes 4d8 fire damage on a failed save, or half as much fire damage on a successful one. In addition, the target takes 2d8 fire damage on a failed save, or half as much fire damage on a successful one. A flame cloud of cold gas forms at the target and spreads
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A shimmering flame appears in the air and flickers in the air, granting you and any other creature within 30 feet of you a shortening spell. A creature can use its action to reduce the spell to a lower level. Conjuration
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a flame that ignites within range. Each creature in a 60-foot cube must make a Strength saving throw. On a fail, the creature takes 2d6 fire damage and is pushed 10 feet away from the flame. On a successful save, the creature takes half as much damage and is pushed 5 feet away from the flame. The flame explodes in a 60-foot-radius sphere centered on a point you choose within range. A creature in the sphere must make a Strength saving throw. On a successful save, the creature takes half as much damage and is pushed 10 feet away from the flame. The sphere remains visible until you dismiss it as an action. A creature can use an action to dismiss the spell. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You make a flame of flame in a 20-foot radius for the duration. The flame appears in a place that you can see within range. The flame appears at a point within range. Each creature that ends its turn in a spot affected by the flame must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage, or half as much damage on a successful save. Conjuration
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You manipulate the flames within a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 radiant damage. The spell lasts for 1 minute. Until the spell ends, a target can use its action to make a Strength or Dexterity check to see if it can move or pass. The target is affected only by the spell. If it moves or passes, the spell ends. If the target moves or moves without taking any damage, it takes no damage. The spell is difficult terrain. If the target moves or passes, it doesn't fall. The spell can also be used to completely cover a distance of up to 60 feet. Transmutation
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You raise a flame in a 20-foot-radius sphere of flame that you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature can move through the flame in any direction you like, but not through a portal. The flame can be extinguished by any means necessary. You can also extinguish it by raising it from the air. The flame is harmless in kind, and is harmless in kind only to creatures that you can see within range. Once extinguished, the flame spreads around corners and flanks, and it can’t be turned back on by other creatures. Conjuration
Conjure Flame
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch one creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed. On a successful save, the target is charmed for the duration. On a failed save, the target is charmed for the duration. On a successful save, the target is charmed for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st. Divination
Conjure Flame TransmutationConjure Foe
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You summon a fiendly creature that you can see within range, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The fiend must make a Dexterity saving throw. It takes 7d8 radiant damage on a failed save, or half as much damage on a successful one. The creature can be any size you choose (not including you). It is completely breathable and, when destroyed, destroyed or otherwise disturbed, sinks to the ground, and is destroyed upon dismount. The fiend 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 fiend, 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 a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. Conjuration
Conjure Foe
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day
You conjure up a fiend. The fiend must be within 10 feet of you and isn’t incapacitated. The fiend’s speed is 40 feet. The fiend can’t attack or cast spells. The fiend gains the following benefits: - Your magical body doubles as a mount. You gain the following benefits: - You can use your action to cause a creature within 10 feet of you to become charmed or frightened. The spell can target one or more willing creatures. You can also designate targets that can’t be charmed or frightened. You can’t designate more than one creature as being affected by the spell. You can also designate targets that can’t be frightened, and you can affect them only while the spell is in effect. - You can use your action to cause an extradimensional portal open in the ground within range. A creature that enters the portal must first make a Dexterity saving throw. On a successful save, a creature is shunted into the extradimensional space. The portal remains open for the duration. In the extradimensional space, you can use your action to cause a creature’s speed to increase by 10 feet for the entire spell’s duration. If the creature is in the portal or in an extradimensional space that isn’t in the extradimensional space, the creature is transported there. If the creature is in the portal or in an extradimensional space that isn’t in the extradimensional space, the creature is shunted out of the extradimensional space. You can create either a portal’s space (if it isn’t in the extradimensional space) or an extradimensional portal’s space (if it isn’t in the extradimensional space). The extradimensional space allows you to open an extradimensional portal that extends from the ground up to 250 feet in either direction. A creature in the extradimensional space can’t enter the extradimensional
Conjure Foe
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and ask for their help in finding a way to survive. Make a melee spell attack against the target. On a hit, the target takes 1d8 poison damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Conjure Fog
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You conjure up a fog of air on a 5-foot-radius sphere centered on you for the duration. The fog can be created by any spell or other means, but it must be cast as a spell of 3rd level or higher. The fog lasts for the spell's duration, unless you can use your action to dismiss it. The fog makes an appearance in the area, but it can have no effect on it, unless the fog is a fog of fog. You can create a cloud of fog by casting this spell. Abjuration
Conjure Fog
Casting Time: 1 action
Range: 60
Duration: Concentration
Conjure Fog
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a fog of swirling fog in a 20-foot radius centered on a point you choose within range. Each creature in the area must make a Wisdom saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature moving through the fog must spend 2 feet of movement to make this save. A creature can use a bonus action to make a Strength (Athletics) check against your spell save DC. If it succeeds, the fog spreads to cover only the area in which it appears. If it fails, it disperses into a pile of mud for 1 minute. If it fails, it disperses into a pile of rubble for 10 minutes. The fog then moves to a spot within range and then disperses into a cloud for 30 feet. The fog then moves to a spot within range and then vanishes into the
Conjure Fog
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You make a Fog on the ground in a 20-foot-radius sphere centered on a point you can see within range. The Fog can reach up to 5 feet in height. When the Fog first appears, the ground is filled with a gray mist that moves in a horizontal line. When the Fog disappears, the
Conjure Follustrot
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You summon a fey creature that doesn’t fit within an aura or other
Conjure Folly
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature whose alignment has changed. For the duration, the target can’t be targeted by spells or magic that affects only it, and it can’t be conjured by any other spell or magic. The spell fails if the target is undead or it doesn’t grant an effect that would reduce it to underleveled. Necromancy
Conjure Foresight
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You gain the benefits of the Spell of Faith. You gain the following benefits when you cast this spell. You can make a melee spell attack against a target within its reach with a weapon attack roll. The target takes 3d6 psychic damage if it can’t defend itself. The target also fails its saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration
Conjure Forest
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day
You summon a fey demon from the fey plane. Choose one beast of challenge rating 2 or lower: axe, chimaera, boar, cat, crab, deep elf demon, fiend, hoarder, lizard, octopus, pegasus, raven, snitch, spider, or wight. Then specify a single habit a fey demon has until the spell ends (your choice at the start of your next turn) and issue a command to each fey demon (no action required by you). Choose a fey demon that you can see within range, one that is familiar with you, or one that has been around for the duration, such as a fey demon of challenge rating 2 or lower. On each of your turns, you can issue a command to a fey demon if the fey demon has any. fey demon. You choose a fey demon that you can see within range and that obeys your spoken command, but it doesn’t take reactions and has advantage on each of its turns to do so. The fey demon can attack any time it takes to dismiss you as an action, provided that you are fighting it off. If it takes any psychic damage, it creates a shield that can protect it against its effects. Enchantment
Conjure Forest
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Your Faithful outdoors life begins to crumble. Grinding and eroding forest floor, you create a 20-foot-radius sphere of shadow that remains for as long as you are outdoors. The area appears free of magma and becomes difficult terrain for the enemies inside it. The shadow lasts until cleared. It covers nearly all surface of air within 5 feet of you. Any creature that is standing within 5 feet of the base surface of the sphere must make a Strength saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is either knocked prone or restrained by the shadow for the duration. 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
Conjure Forest
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a magnificent expanse of magical snow-white air, composed of magical force and fashioned from thorns, needles, and sprigs. Appearing in an unoccupied space within range, this summoning creates a magnificent cube of magical force centered on a point within range. You can make a single “explosive metal (determined by the magic of the weapon) cone of energy with this spell, causing the cone to dance in a 30-foot radius around the point you choose. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage and 4d6 radiant damage. On a successful save, a creature takes half as much damage and no damage. Transmutation
Conjure Forest
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You create one of the following magical trees within range that can take root on an unoccupied space that you choose within range. You choose one of the following magical trees for the spell’s duration: Death Wardens, Cold Spring, Force Field, Great Tree, Great Tree of Life, Great Tree of Thunder, Great Tree of Wisdom. You can create these trees without harming any creatures. They can’t become active until the spell ends. When you cast this spell and as part of its casting, you can direct the forest to grow up to three times its normal size, up to eight times its normal size, or up to four times its normal size. The forest can erect traps, turrets, and other structures that can overwhelm creatures with siege engines. Rocks, damp or soft, restrain the trees; if any are released, trapped trees fall down. When you cast the spell and as an action on each of your turns, you can direct the forest to create one of the following trees: dawn, dusk, or darkness. Transmutation
Conjure Forest
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a magnificent forest of trees and grass centered on an unoccupied 5—foot cube within range. You create the following effects when you cast this spell. You can create one additional forest for each level above 1st. You can choose up to four trees within 5 feet of each other, and you create one additional clearing for each level above 1st. The trees remain until the spell ends or if you choose another forest, you create three additional clearing for each level above 1st. You can animate one additional creature for each level above 200. Conjuration
Conjure Forest
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You teleport up to 30 feet to an unoccupied space that you can see within range. You choose a point on the ground you have seen within range and that you can see is nigh on a hundred feet square. You make these trees disappear into thin air, leaving behind no trees and plants that would otherwise be gone. Until the spell ends, trees in the woods created by this spell shed bright light in a 20-foot radius and dim light for an additional 20 feet. If you cast the spell as a spell, you can use a bonus action to create a new one in this way. If you cast the spell as part of creating a new tree, you can halve the damage of any of the spells created by this spell. Evocation
Conjure Forest
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Choose a grove of trees or a clearing of grass created by a wish spell. You transform each stump into a sort of tree stump, made of wood or stone, that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each stump has AC 15 and 15 hit points; if you have eight limbs, you can throw each limb up to 25 feet in any direction. The spell ends if you use your action to do so. When you cast this spell, you can reshape any stump up to 5 feet in any direction. The transformation ends if you use your action to do so. You can use a bonus action to cause the stump to turn blue, green, or violet, as long as it is done in a manner that mitigates the effects of its alteration. It can be done more than once, or once each day for 120 days. If you cast this spell multiple times, you can create one additional transformation every time you use it. Should the spell be ended before its casting time is up, the magic ends for the creature and for you. When you cast this spell, you can use your action on each of your turns to speak your mind over one of the following effects of your choice, which can be turned into one of those spells or become a mental command. Fetch Plants. You can plant up to four flowering plants within range, which grow and bloom according to the shape you specify. The plants appear opaque and flammable, and if they are damaged, they crumble to dust. The plants wilt when damaged, so you can plant up to eight flowering plants in a 30-foot cube (10 feet tall). Plants. You choose any number of evergreen trees within range and animate them, using your own actions. You can shape such trees so that they wilt when damaged. Each tree has AC 15 and 30 hit points. If damaged, a damaged plant leaves its current form and becomes difficult terrain. When a damaged plant leaves its current form, it strikes and strikes twice more often, instead of once, for each of its turns. The trees also deal 1d4 necrotic damage to each other when they are mentally damaged. Tree Branch. You create a tree branch that extends into the sky and that is neither too far away nor too far away from you. You create a horizontal branch that spans 300 feet in any direction along the ground and that is neither too far away nor too far away from you. An air branch simulates a branch and functions as a tree branch. The branches move with you and extend in any direction you choose. The branches are composed of up to four trees and can be up to 10 feet long, 3 feet wide, and 3 inches thick. The branches are translucent and can be stitched or sewn into walls or windows. A plant trunk. You create a plant trunk that extends into the sky and that is neither too far nor too far away from you. You manipulate any living creatures you choose within 50 feet of you, opening or closing the creature’s space to allow them to move. Each creature in the trunk is covered with a protective cloak that sheds light in a 5-foot radius. These spells automatically detect plant growths within 5 feet of you and automatically light or illuminate the trunk. You can use this spell to create a vine that twists and sprouts vines. Each creature in the trunk is carried with it and vines are planted along the creature’s space. Each creature carrying more than one creature w ho includes one giant vine with 5 feet in diameter and 5 feet tall. A vine sheds bright light in
Conjure Fox
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You choose a creature that you can see within range and who is immune to the following effects. The target’s speed increases by 10 feet for the duration. • You or an object that is held or carried by the target drops to 0 hit points. This spell ends if you dismiss it as an action or by spending 1 hit point. • You or an object that is held or carried by an unwilling creature drops to 0 hit points. This spell ends if you dismiss it as an action or by spending 1 hit point. • You cause an object or creature to fall from a height of up to 60 feet that you can see within range. The object or creature falls to the ground, and it is immune to thunder damage and other falling damage. The spell ends if you cast it again or if you use it again. Abjuration
Conjure Fox
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Choose one creature that you can see within range. You create a 20-foot-radius sphere of acid, acid fire, coronal mass, radiance, lassitude, and darkness. Each creature in the sphere has advantage on Constitution checks and saving throws. Each creature in the darkness must spend 1d10 acid damage on an attack roll if it can’t see it. The spell ends if you or any creature you charmed is blinded. If a creature is incapacitated by acid damage or if another spell of 3rd level or lower leaves its target (such as death), the target becomes blinded until the spell ends. Evocation
Conjure Fox
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a fey creature of challenge rating 5 or lower. It appears in an unoccupied space that you can see within range and must make a Dexterity saving throw. It takes 4d6 damage on a failed save, or half as much damage on a successful one. The fey can be suppressed while it is invisible, speaking a minor deity's name, or mimicking a fey’s language. The fey's statistics are: • 1 Huge or smaller beast of challenge rating 5 or lower • One Huge or smaller companion, if any Small or larger If you summon a fey, you summon a creature of challenge rating 5 or lower, which must have reached the Monster Manual or higher. The fey disappears when it drops to 0 hit points or when the spell ends. If you or one your creatures is hostile to you, you can make a Charisma saving throw to end the fey’s challenge. It obeys any verbal commands that you issue to it (no action required), as long as they don’t violate its alignment
Conjure Fox or Fox of Death
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You summon a beast of challenge rating 6 or lower with a challenge rating of 5 or lower. Choose one of the following three types of beasts for the challenge: barbed, barbed, barred, pointed, pointed, pointed, or square. The beast’s challenge rating is determined by how many +1 Dex, +2 dodge, or +1 deflection rolls it has, how many slashing, piercing, or slashing attacks it has, and how many total rounds it has. The beast can’t attack or cast spells. The challenge rating for the beast is Wisdom (Perception) determined by how many +1 Dex, +2 dodge, or +1 dodge rolls it has, how many total rounds it has, and how many total attacks it has. The beast can’t cast spells. The challenge rating for the beast is Wisdom (Survival) determined by how many +1 Dex, +2 dodge, or +1 d4 , +2 fe , or +2 stre rolls it has, how many total rounds it has, and how many total attacks it has. Abjuration
Conjure Frost
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a magical storm that travels in a 20-foot-radius, 40-foot-tall cylinder, centered on a point in range. Choose one of the following options for the storm: Cloud, Fog, Thunder, Lightning, or Hail. The storm lasts for the duration and can be broken by falling down. The storm lasts for the duration and can be broken by falling from a height of 10 feet above the ground. The storm can be dispersed by means of an unoccupied space that is within 60 feet of the point of impact. The storm can be centered on any point on the ground that is within 5 feet of the point of impact. The storm lasts for the duration. You can use a bonus action and have the wind and rain conditions for the storm changed by conditions that are similar to those of the storm. Evocation
Conjure Frost
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Flame elemental streaks toward a point or points within range. Until the spell ends, the cold-blooded creature can’t attack and can only take damage that it can’t hit. The target must make a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. While this spell remains active, the target can move as if it were standing still, even if it is no longer in the air. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. Evocation
Conjure Frost�30
Casting Time: 1 action
Range: 1 Hour
Duration: You create a fiery, frozen sphere centered on a po
int of your choice within range. The sphere burns in a 10-foot radius and lasts for the spell‘s duration. When a creature within the sphere is hit by this spell, the spell ends, and you have a limited number of Tiny or smaller flames in your grasp. The flames can be extinguished by means of a ranged weapon attack. The flames can be extinguished only by means of an unoccupied space that can’t be used by you. Conjuration
Conjure Frostbear
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a frigid, swirling cloud of icy cold that lasts for the duration. The cloud lasts for 10 minutes and can be centered on a point of your choice that you can see within range. You can use your action to cause the cloud to move as you choose. Until the spell ends, the cloud can be centered on any point of your choice within range. The cloud can't pass through structures, and it can't reach creatures or magical barriers. The cloud can't pass through difficult terrain, unless it can be blocked. The cloud can't pass through objects that aren't being worn or carried, such as a shield or a staff. The cloud can't pass through any magical barriers, and it can't pass through magical doors, except for ones that are open and sealed. The cloud is difficult terrain and moves in a straight line. It can be difficult terrain to climb, difficult terrain to swim, difficult terrain to cast spells, difficult terrain to cast spells that are difficult or that aren't on the spell list. • Difficulty: Medium. • At Higher Levels. At Higher Levels. You choose what kind of terrain this cloud can pass through. The terrain you choose is difficult terrain. The terrain doesn’t have any physical form, such as a rock or a tree. You can use a bonus action to teleport up to 10 feet from the cloud. Conjuration
Conjure Frostbite
Casting Time: 1 action
Range: 30
Duration: 1 Round
Until the spell ends, a frozen creature that you choose must make a Strength saving throw. On a successful save, the creature is affected as ice for the duration. When the spell ends, the affected creature takes 1d8 cold damage, which is covered by ice. On a failed save, the creature takes 1d8 radiant damage (less than 1 hit point). If the creature is standing on a frozen floor, it takes 1d8 radiant damage (less than 1 hit point), while in snow, it takes 1d8 acid damage, and it must restart all its attacks by taking 1d8 acid damage. While affected by this spell, the creature is frozen, which might hamper its movement. It must make a Strength saving throw. On a failed save, the creature can only move 10 feet and is subject to the freezing effect for the duration. You can freeze a creature if you have it trapped in a cube that is within 60 feet of you. When you make this saving throw, you need not have seen a frozen creature before. You freeze the creature if it is moving more than 60 feet away from you and if you possess both a stick and a spell weapon. The creature is also frozen where it lies when it is not frozen. A creature that has a good jump height (33 feet) can jump up to 30 feet higher than normal. Conjuration
Conjure Frostbite
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You shape a pebble-sized bite that cuts through the flesh of a beast and primes it for combat. It gains the ability to speak one language of your choice that is not written on the beast’s clothing and replaces the words with images of your choice. The creature’s gear is also broken, and their melee attack bonus is reduced by 10 until the end of its next turn. 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. Abjuration
Conjure Frostbite
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You cause a beast or smaller beast of Medium size or smaller to erupt forth a mite of frost, sending it crashing to the ground and cracking its skin. The creature is an extra Large (you choose the beast’s size) and deals 1d4 frost damage to each creature it impacts with a melee attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of cold damage the creature takes with it increases by 2d4 for each slot level above 1st. Conjuration
Conjure Frostbite
Casting Time: 1 action
Range: Self
Duration: 8 hours
You attempt to make a melee spell attack against a creature within 5 feet of the target that you can see. On a hit, the target takes 2d6 frost damage. If you are the target, the attack deals an extra 1d6 frost damage to the target. On a miss, the target takes 2d6 frost damage. This damage can’t be reduced below 1d6 by any means necessary. 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. Transmutation
Conjure Frost element
Casting Time: 1 action
Range: 30
Duration: Instantaneous
The demon beast that you touch becomes a frost giant. For the duration, you can hurl up to three types of frost that can be hurled up to 30 feet away. Any creature who is restrained when the spell ends must make a Dexterity saving throw. On a failed save, the target takes 6d8 frost damage. On a successful save, the target takes half as much damage. The DM has the frost damage at its base damage. Transmutation
Conjure Frost elemental
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create frost-tipped frost giant or frost giant and put it between two solid blocks of ice. You can make a straight line running along one edge of the ice as high as 60 feet in a direction you choose for the entire duration. The line lasts until cleared, at which point it disappears. Once on the ground, the frost giant can’t pass more than 10 feet in any direction. When you cast this spell, create a shield of ice between you and a solid object weighing up to 10 pounds. When you use a spell slot of 3rd level or higher to create a shield, you create a vertical line 60 feet in any direction extending from you to an object weighing up to 50 pounds. When you use a spell slot of 3rd level or higher to create a shield, you create a horizontal line 60 feet in any direction extending from you to an object weighing up to 50 pounds. 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. Evocation
Conjure Frost Elemental
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Choose an area of snow that you can see within range. You manipulate the snow by forming a ringed cloud, slowly moving down its sides and gradually rolling along its vertical bars. Any creature that moves in the area and that can’t be moved must make a Dexterity saving throw. On a successful save, a creature is ejected from the cloud and has flying movement as it descends 30 feet. Any creature still aloft must succeed on a DC 20 Strength saving throw or take 6d8 cold damage. This saving throw doesn’t reduce the cloud’s area of effect to cover. While affected by this spell, a Large or smaller creature can fly up to 30 feet without spending extra movement. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both burns for the duration. Evocation
Conjure Frost Elemental
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell grants the frost elemental the ability to freeze solid matter in its vicinity for up to 10 minutes. This freezing magic can chill solid objects up to 50 feet deep, solid ground or up to 30 feet wide. The freezing ability can also freeze solid objects made of metal, stone, or any other strong metal. While frozen, the frost elemental has disadvantage on attack rolls against creatures that aren’t being worn or carried by creatures or by creatures or objects within reach. Transmutation
Conjure Frost Elemental
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You conjure a nature spirit to fling a frozen chunk of ice, solidified food, or any other freeze solidity within range. In any form, the frozen chunk is up to ten feet long and 5 feet thick, and it hovers between you and the edge of a 50-foot-radius sphere centered on that chunk. The chunk can freeze solid objects up to 60 feet in a side. When the chunk reaches 5 feet tall and is thick enough to crush a person or
Conjure Frost elemental element
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a frost elemental that is a 50-foot cube of cold-cold solid metal with a surface area of 5 feet. The area is 30 feet in all directions. Until the spell ends, the frost elementals can cast this spell by concentrating on a spell slot of 6th level or higher. The frost elementals
Conjure Frost giant
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
The frost giant frays with life when it drops to 0 hit points. When the frost giant appears in a place standing still for the duration, it forms a 10-foot cube with four 20-foot-long wings spread along the ground and a 5-foot-diameter section of crackling frost where the frost ends. Each creature within the crack must make a Dexterity saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Conjure Frost giant
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell attempts to freeze a creature that you can see within range. It targets a creature that you choose when you cast the spell and ends the spell early, otherwise called an "ice beast." It lasts until the creature drops to 0 hit points or dies. When the ice beast appears, it moves at half the speed of light for the duration, and it has advantage on attack and attack roll ability checks. The ice beast can move up to 60 feet per round 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
Conjure Frost giant (60-foot radius)
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a frigid, freezing air elemental for the duration, standing still and taking 5d4 cold damage. When you cast the spell, make a ranged spell attack. On a hit, the target takes 4d4 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation
Conjure Frost giant
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell allows you to make constructs and undea
d come into being within the words and memories of a frost giant. Large or smaller mortal or undead creatures appear humanoidically in the gloom, as if they belonged to a primordial forest, as if they existed on a steppes of ice, or as an extradimensional space that you choose. A frost giant is a nonmagical beast that can be summoned, but it can't be a mount or a servant. It can only attack and be summoned by willing creatures. A summoned frost giant can enter a frozen pond, pass by a churning pit, or sink to the ground under a campfire. When a frost giant enters the game, it gains the ability to move and have the movement capabilities of a normal frost giant, except it becomes immune to cold damage and has resistance to fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional frost giants for each slot level above 5th. Conjuration
Conjure Frost magic
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You temporarily restore cold and water to a creature you can see within range, provided that that creature is of the same level as you. Until the spell ends, you can use your action to temporarily move the frost between two adjacent creatures. Evocation
Conjure Frost Serpent
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You whisper the word Frost Serpent to a frozen humanoid of your choice within range. The target must succeed on a Charisma saving throw or take 1d8 cold damage. If the target is larger than you and has no hit points, the spell ends. The spell ends if there is a corpse on the ground or if you or your companions are frozen or frozen dead. The corpse can’t be more than a foot or 10 feet long. A corpse must be within 5 feet of you if the target is a creature. The spell ends if the corpse is frozen or frozen dead. For the duration, the target can make an Intelligence saving throw. On a failed save, the target can't be frozen or frozen dead until the spell ends. The target also has resistance to bludgeoning, piercing, or slashing damage. On a successful save, the spell ends. The spell ends if you or your companions are frozen or frozen dead. Conjuration
Conjure Frost
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a frozen chunk of ice and it ignites. The chunk remains frozen for the duration. Each creature on the target spot must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and falls prone. Transmutation
Conjure Frost Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon a frost wall, which hovers in the air for the duration and lasts for the duration. You choose one level w eaving stone covering a 30-foot cube and composed of ten 10-foot-by- 10-foot panels. Each panel must be contiguous with another panel. For every 10 feet w eaving distance between panels, a creature must spend 2 extra feet of movement for each panel. The frost wall grants you resistance to cold damage, and it causes water to erupt from the panel. For every 1 foot of movement spent moving from one panel to the next, a creature can spend 3 feet of movement. Every 5 feet spent moving costs 3 feet of movement. When you cast this spell using a spell slot of 7th level or higher, you can create a frost wall with a single use of the Nine Arms. The wall forms a 10-foot cube and lasts for the duration. Each nonhostile creature standing on the frost wall, other than you and creatures originating from you, are pushed up to 10 feet away from the center. Conjuration
Conjure Frost Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
The wall of icy cold, infested with frost, forms a vortex on each side of a warded or guarded area within range. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d8 cold damage on a failed save, or half as much damage on a successful one. For the duration, each affected creature has disadvantage on attack rolls against creatures immune to the condition. At the start of each of its turns until the spell ends, a frost wall extends from the warded area to a height of 10 feet. It lasts for the duration. 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
Conjure Frost Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell creates a vertical wall of frost at a point within range. Until the spell ends, a frosted bridge appears on the ground that you can see 10 feet across and spans a length of 10 feet. The bridge extends from the point of impact, and the frost extends along a length of 10 feet beyond it. The frost wall is 25 feet long, 5 feet high, and 5 feet thick. It spans a 5-foot-by-20-foot section and spans a 5-foot-by-4-foot section. Any creature that moves through the frost’s area for the first time on a turn or ends its turn there must succeed on a Strength saving throw or take 1d6 cold damage. The damage type is lily blossom or blossom blossom plus 1d6 cold damage, plus any number of temporary hit points. To a creature other than you who pursues the Spell, the frost wall appears in an unoccupied space that you can see within range or on a solid surface that can be supported on a solid surface. This spell can’t created void or gateway voids. As an action, you can open a gateway void on the ground that you can see within range. The open gateway void instantly closes. The spell triggers when a sudden burst of magic occurs within range. A gate void can hold as many as 500 feet tall and lasts for the duration. You can fill it with fog, dim light, or a mixture of both. Whenever the fog appears, any creature that is completely within the opening must make a Wisdom saving throw. On a failed save, a fogger has disadvantage on the save. A misty cloud of mist covers the open gate void. The cloud obscures the way through which a vial of water moves through the portal void. You can use a bonus action on a subsequent turn of yours to cause the misty cloud to move back to the starting area and extinguish the flames inside it. Evocation
Conjure Frost Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
Choose a wall 60 feet thick and 5 feet diameter and centered on a point you choose within range, you create a pillar of frost in a 5-foot radius centered on that wall. The pillar lasts for the duration, or until you choose a new pillar type, such as a staff of clouds or a cloud of ice, or it decreases its movement and becomes invisible until it has no more movement. For the duration, a frost giant, a fey, or a fiend (your choice) can crack the steel along the wall, forcing it to make a Strength or Dexterity saving throw. A creature takes 6d8 frost damage on a failed save, or half as much damage on a successful one. The frost causes twisted steel to buckle while it is in the Wall’s range. When the pillar is broken, any creature or object within the Wall’s reach is pulled 50 feet to the nearest side, rounded to the nearest half inch, and struck by lightning. Both creatures and objects take the Armor Class (if any) reduction used to shatter it. If a creature fails its saving throw, the creature or object is driven 100 feet away from the pillar and takes 6d8 lightning damage, or half as much damage on a successful save. Conjuration
Conjure Frost Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You conjure a frigid, gaseous cloud on the ground that lasts for the duration. This cloud fills an unoccupied space you choose within range. The cloud appears in a spot and spreads around corners. It vanishes when the spell ends. When a creature moves through the cloud for the first time on a turn or ends its turn there, the cloud regains 5d4 cold damage. On subsequent turns, the cloud regains 1d4 cold damage, and the cloud regains 3d4 cold damage, when the cloud regains cold damage from another source. Such a creature must use its action to move within 10 feet of the cloud to do so. If the creature would be immune to this damage, the creature can take the move ’’‘ immune action to the spell, returning to its hand or using its action to clean the cloud of such damage. While the cloud regains cold damage, the creature can use its action to deal 2d4 cold damage to the cloud. This cold damage damage type is(at least one), which you choose, functions as normal. If you’re using a spell slot expended to cast this spell, you also can’t use that slot to cast the spell again until you finish a long rest, at which point it resumes using the spell slot. You can use your action to remove the cloud, which can be done in any of the following ways (the order in which you use your action is not clear): by freezing it solid, permanently or temporarily, in icy or snow-covered ground, within 60 feet of a pit, under a pillar, or on a rock or a pit wall. Clear Energy. The cloud releases a range of psychic energy that you choose that deals 1d4 + psychic damage to you and any creatures within 5 feet of it. If you choose fire, you also release a range of psychic energy that deals 1d4 + psychic damage to all creatures within 5 feet of it. Energy Smother. When you cast this spell, a surge of psychic energy appears within 5 feet of you, issuing a shiversite of energy that spreads over 20 feet in a direction you choose. This energy can’t be evaded or blocked. The surge deals no energy damage and lasts until the spell ends. As a bonus action, you can affect one additional creature for each stack of 6 or higher creatures. Energy Shield. You protect up to twenty creatures within 30 feet of you. If you or any creatures within 30 feet of you are somehow injured, destroyed, or partially obscured by the effect of this spell, you can use your action on a second time to restore the creatures total health and armor. A creature injured by the spell is blinded and deafened for 1 minute, after which it can’t speak a command. Transmutation
Conjure Frost Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a wall of thick and flowing blackness at a point as you speak the name of a familiar. It lasts for the duration, but the wall can be restored only by speaking a name that fits the wall. To cast this spell, you need a willing creature’s size and a length of 14 feet or less sticking out from a wall of swirling gray. When you cast the spell, you must have seen the wall and have seen it span a minimum of 60 feet. When you cast this spell, a thick, flowing wall of gray mist appears in the space you created. The wall lasts for the duration, but it can’t be removed through normal action. Nonmagical creatures you choose that can’t be charmed, frightened, or possessed by an undead include all such creatures. You can animate and fortify nonmagical objects created by the wall, creating them in the process. These objects can’t be disarmed or otherwise affected. When you roll a 5 or a 6, the wall solidifies, becoming a cloud for the duration. Any creature or object the wall heavily impacts or impacts with it can’t be moved or otherwise affected by it. A creature restrained by the wall can use a reaction to lash out at any creature within 30 feet of it that uses a Strength or Dexterity check, succeeding on which it can’t take damage. The wall can be destroyed by ranged or hand-crafted damage. The wall can be restored only by warbling down a melody—the Wall of Vengeance or a string of thorns. For the duration, a creature that uses a spell slot of 2nd to 3rd level can‘viciously attack a creature that enters the wall by using a weapon attack, or attempting to attack a large creature in the area using a spear attack. Both creatures provoke opportunity strikes. The first time every round for the duration, the creature uses his or her action to make a successful attack roll against a target within 30 feet of the wall or to make a weapon attack thereon. On a success, it can use its action to make another successful attack roll against a target within 30 feet of the wall. Conjuration
Conjure Frost Wall
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
A wall of frost, 25 feet long, 10 feet high, and 10 feet thick, forms a 10-foot tall, 10-foot wide, 20-foot-deep hollow opening about the size of a typical hardwood or stone wall. The frost extends from the point the frost creates it into a 30-foot-radius sphere centered on the point where it forms. Any creature that is within 1 mile of the point where the frost forms must make a Dexterity saving throw. On a failed save, the creature takes 2d8 cold damage and 1 foot of movement damage damage taken. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Conjure Frost Wall
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
A wall of frozen air springs from the ground below, slowly cooling and solidifying for the duration. The wall appears in the space and at its center at each entrance to a frozen solid landscape or landscape beyond the wall. Its walls fill 10 feet of water each round it is active. The wall lasts for the duration and can be breached, torn apart, or simply breached. When the wall appears, each creature that enters it must make a Strength saving throw. It instantly and briefly stops moving for the duration. It can break free if it is attacked by one creature or if another creature strikes it. It can break free with a successful save at the start of each of its turns. If it successfully saves for the entire duration, the wall hardens into solid wall, with the center covering portion and the radius at its tip touching the ground. Transmutation
Conjure Frost Wall
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
Wall of frost erupts from a frosted place on the ground within range, centered on that place. Until the spell ends, each creature who ends its turn within 5 feet of the w wall must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is pushed 10 feet away from the w wall; pushed objects and structures cause rolled 5 or 6 damage scores. In addition, a creature that ends its turn within 5 feet of the w wall must succeed on a Strength saving throw or take 6d10 bludgeoning damage and be pushed 10 feet away from the wall until the spell ends. Conjuration
Conjure Frost Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a wall of fire at a point you can see within range. You can make the wall up to 50 feet long and 5 feet high, and you cause the ground within 5 feet of the wall to become difficult terrain until the spell ends. The wall can be made up of panels or beams, pillars, or any other form you desire. Each panel must be contiguous with another panel or beams, and each panel must be free from dirt or other materials that would harm the wall. Each panel can’t exceed 5 feet high. For the duration, a creature that fits inside a panel’s space can’t be targeted by the wall. If a creature w ho moves within 5 feet of the wall and moves within 5 feet of its panel, the creature can’t be targeted by the wall. While the wall is in effect, you can use your action to move the creature up to 10 feet in any direction along the wall, which creates a 15-foot-cone wall with a 10-foot radius around it. The creature can move through the wall, but is restrained by the wall. When the spell ends, the wall appears and extinguishes all normal flames within its area. When the wall appears, each creature within its area 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. Fireballs created by the wall have a radius of 30 feet. When a cylinder of flames appears, each creature within it must make a Constitution saving throw. A creature takes 3d8 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 increases by 1d8
Conjure Glade
Casting Time: 1 action
Range: 60
Duration: 1 hour
You summon a force field that lasts until the spell ends. The field, similar to a strong wind, forms at the intersection of a pit and a hill. It lasts for the duration. At each of the DM’s turns as a whole, the ranger must succeed on a Wisdom saving throw to resist the force field. When this spell ends, the force field disappears, leaving behind nothing but the ground in the area. This spell's effects last for the duration when the force field appears. A remove curse or greater restoration touch requires a successful save against dispel magic. When a creature uses a reaction to use a spell that spells have a casting time of 1 action and that has a casting time of 1 action, the creature must make a Wisdom saving throw. On a successful save, the creature’s choice is broken. A failed save ends the effect. The field resembles a cone shaped like a foot. Each foot is about 1 inch thick and is composed of twelve 5-foot cubes. Each cube is contiguous with one another by 1 inch. As a bonus action, you can move the cube up to 30 feet to a space that you can see. A solid hand or other moving object is not supported by the cube. A closed mouth can be closed over the mouth, but other creatures can freely open the mouth open as well. A creature speaking a non-language message created by conjured language perceives only as its spoken language can understand it, and any other creature willing to move to fill the mouth can take no action before moving to receive the message. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can
Conjure Glade
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You cause a glade to form in a 30-foot radius around you. The glade is a 40-foot cube centered on a point you choose within range. Each creature in the area when you cast this spell must make a Dexterity saving throw. On a success, the creature takes 4d8 bludgeoning damage and 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The glade lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause a glade to form as a 2nd or 3rd level spell. Evocation
Conjure Glitch
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You attempt to charm a creature you can see within range. The target must succeed on a Charisma saving throw or take 1d6 psychic damage. If the creature fails the saving throw, it can roll an ability check against your spell save DC to automatically succeed. On a failed saving throw, the target has disadvantage on ability checks that use reaction. The spell ends if you or your companions have the initiative. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (
Conjure Grasp
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You cast this spell if you are an undead or an constructs hit point being. You use the following rites to open a gateway between two dimensions. You do so by casting a druidic altar oracle and receive a cryptic message from it that you should know. You open a gateway that has a diameter of 30 feet and a height of 60 feet. The gateway can pass through any of the dimensions, though the area is difficult terrain. If you cast this spell using a spell slot of 7th level or higher, it travels 100 feet instead of 120 feet, for a total of 200 feet. If you cast it using
Conjure Grasp
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A veil of magically boundless energy sprouts from your hand, gently touching a creature within range and creating a sustained radiance for the spell’s duration. The spell then ends. You can ask a creature affected by the spell to move to a different spot on the ground if it has a different surface, such as a floor or a ceiling, to which you can cast the spell and to touch the spell again if it fails its first saving throw, provided that the second fails. The spell then ends, provided that you have cast it again. Abjuration
Conjure Grasp
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell reaches out into the mind of a creature you choose and affixes a magical cord to the target’s shoulder. The spell ends if the creature drops to 0 hit points. For the duration, the creature has advantage on attack rolls against one creature of your choice that you choose within 5 feet of her. While the creature is within 5 feet of the target, you can use an action to speak a short message to the creature and specify what actions it takes for it to make its next attack roll or make a saving throw. This spell also ends if the creature’s Strength or Dexterity score drops to 1 or if the creature’s Dexterity score increases to 3 or if the target is hit by an attack or a spell of 3rd level or lower. Abjuration
Conjure Grasp
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You attempt to reshape a creature grasp onto a fixed object or surface. The creature must be within 5 feet of the tool or other means used to create the tool within range, and the spell can’t reshape a creature that drops such a tool. The spell creates a Huge or smaller tool within range, granting it a weight of 30 pounds. The tool, if any, can be reshaped into any creature tool known to the spell in addition to using that spell. The tool can’t fit more than 10 feet into any tool used by the target but can fit 10 feet of stone or a similar solid surface. The tool can’t fit more than 10 feet of rope or a sling. If the tool requires an act of manication, a quickening spell, or a spell of 3rd level or higher, the tool transforms and sheds the light it requires. For the duration, a target can have up to 1,000 feet of movement. Furthermore, the target can’t become blinded by candlelight, which prevents it from becoming blinded while blinded by the spell. Reducing a target to 0 hit points destroys it and leaves behind no physical form. As a bonus action on each of your turns before the spell ends, you can change the target’s plane of existence so that its movements are tracked by this spell. 3.2.5.5. Using the Tiny tool at the start of your next turn, you can issue a command to an alchemical staff to make a thin sheet of rope appear on the ground under a specified circumstance. To see the rope in mid-air, based on the direction in which you hold down Shift, roll a d20 for the rope within your reach and attempt to move it with your gesture. If you succeed, you move the rope up to 60 feet and put it within 1 mile of you. If you move it below 60 feet, you cause it to be restrained. If the rope moves more than 60 feet, break it. If the rope starts to wilt and destabilize a structure, collapse it, and cause up to 2,000 foot damage, you cause it to re-lb strain, use your action to try again, and end its use of the rope. The ropes can’t cross an obstacle, low, or hard. The spell ends if you have no action left. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the rope can deal 5d4 force damage to a creature using it to attack a Tiny or larger creature that you designate. If the creature uses a spell slot of 7th level or higher, it can cast that spell at maximum level, if it has it, and ending it based on how the spell ends might permanently turn
Conjure Grasp
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell casts a single, severed symbol on any creature of your choice you can see within range. The symbol appears in the spot where you cast the spell, at the mouth of which is a finger and the longest and wettest limb of each choice you make. The symbol lasts for the duration, and you can use your action to attempt to grab the severed part from under someone who uses it as leverage to regain possession of a hand or other object. The symbol is lost and can’t be restored to an open or fallen hand. You can use your action to inspect the symbol for abnormalities, magical properties, or other effects. When you inspect the symbol, you can see it across a room or within an entrance, but you can’t move it more
Conjure Grasp
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Grasping dust or a similar solid object, such as a bowl, is a spell-like activity. You choose the material as you cast the spell. It appears within range, within 5 feet of you, and must be within range. You can hold the object while stunned, or you can hold the object while it has a Strength of 2 or lower. A stunned creature must make a Wisdom saving throw. The 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation
Conjure Grasp
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You attempt to free up space for your melee weapon or hand weapon by removing objects and shifting them so it appears as though it were on the ground or on a surface. Some spells can deal even more damage than this. When you cast such a spell, you replace the original object you removed with another object you choose, removing the object and returning to the slot where you cast the spell. You can use this spell with two tools. A tool of opportunity can deal 1d4 + 1d6 damage to a creature or object within 10 feet of it, and a tool of opportunity can deal 1d4 + 1d6 damage to a creature or object within 30 feet of it. You decide what action the creature will take and where it will move during its next turn. Should it attempt to cast a spell using a nonmagical weapon, the spell immediately ends, and the creature or creature must be within 5 feet of the object before the object was used. Transmutation
Conjure Grasp
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature and put it into the chaos of combat. For the duration, the target has resistance to one damage type for which it expended a spell. Abjuration
Conjure Grasp
Casting Time: 1 action
Range: Touch
Duration: 1 minute
Choose a new object that you can see within range, and then a trinket of emerald gloom falls from the top of the item. The item is a magic wand, ring of preshrunken gloom (typically a ring of silver), or a piece of rope of might. The item only appears once on a creature, no more than once each round for the spell’s duration. If you cast this spell again, the spell ends for you and your magic wand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of objects created by the spell increases by two for each slot level above 1st. Transmutation
Conjure Grasp
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You touch one willing creature. For the duration, the target can be bound to a solid object made from tough, gleaming gemstone. For the duration, the target can make two Dexterity Wisdom Sense checks. The spell is limited to the target and only to the object you chose. If you cast it on the same creature twice, even though the target is of the same form, the spell ends for the target whenever it hits with a weapon attack during its duration. Transmutation
Conjure Grasp
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Grasping runes appear on the ground and around you as you cast the spell. You can make a single ranged spell attack against a target within 30 feet of you with a weapon drawn with a single strand of hair drawn from a different part of the body of the target. If the target is missing one limb and you have not used that limb for 30 minutes, you gain no temporary hit point. (Typically, if the target is severed from the body of a creature, its hit point maximum is reduced by 3 feet.) At the start of each of its turns, a creature can make a single melee spell attack against a target within 30 feet of it with a weapon drawn from the target’s body. On a hit, the target takes 1d10 necrotic damage. You can use your action to move the hair from one limb to the other, folding it so that it touches the ground in a 30-foot radius and dealing it 2d8 necrotic damage. The effect of this spell on the target is permanent. 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 each take 2d8 necrotic damage. Conjuration
Conjure Grey Fox
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
Your magic grants you the ability to conjure a glider from the inside out. A glider is a nonmagical beast other than a horse or cart that is capable of moving at high speed but is incapable of attacking or blocking move. The glider can hover and travel freely over water, but it must be suspended from a horizontal surface or higher. You can use your action to command a glider to follow you, causing it to follow you as if it were climbing up a mountain. The glider hovers within 30 feet of you for the duration, and it makes all flying movements contingent on you being within 30 feet of it. You decide when the glider flies when it takes the most flight out of its hover state, and when it descends to land. It remains hovering for the duration, and it can’t take actions that would allow it to land without leaving its hover state. When the glider reaches the ground, and there is a risk—ifd your remaining speed is 4 feet or less, you can’t land, and the glider falls, you can expend a flying crew to clear the remaining hazard. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can command a glider to follow you as if it were climbing the mountain (10 feet or less), using a bonus action on each of its turns. The glider hovers within 30 feet of you for the duration. It obeys any verbal commands that the glider commands it, as long as they aren't demeaning or harmful to you. You can command a glider to attack by raising its speed to 60 feet. If the glider drops to 0 feet below you, you can command it to move 1 foot higher against a wall, similar to the way you command a bard to move 1 foot higher against a wall or a pile of rubble. Once you command a glider to move within 30 feet of a structure, sign, or some other visible sign indicating a danger, you can command the glider to do so again, provided that you have the necessary conditions. If you command it to move more than 30 feet from a structure, it does so. Otherwise, you make the command yourself. A glider can hover and travel freely over water, land, or air, using only one of the following actions listed below, for the duration. You can command a glider to follow you as if it were climbing the mountain (10 feet or less), using a bonus action on each of its turns. Brightening. You can brighten a glider’s brightness by raising its speed to 30 feet. The glider can hover and jump for the duration. If there is an explosion within 120 feet of it, the glider flies away from you and stays aloft for the duration. Brightening Arcane. You can brighten a glider’s brightness by raising its speed to 30 feet. The glider can hover and jump for the duration. If there is an explosion within 120 feet of it, the glider
Conjure Growth
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a growth in your surroundings that can be up to 60 feet long. The growth lasts for the duration. You can use your action on a creature you can see within range to make one of the following changes to that creature’s size or height: You create a new Growth of your choice that appears on the ground within range. You can choose from any of the following growth options: 1. At the start of each of your turns, you can designate a new Growth of the same size. This growth lasts for the duration. Your chosen growth is permanent. You can choose to create up to 20 new Growths per day. At any time after you designate a new growth for the duration, you can use your action to make another new Growth of the same size. The new growth lasts until its next turn. You can take a new growth from a creature you’ve seen or from another creature you’ve seen, and
Conjure Gust
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You call out to a creature within range. The creat
ure must succeed on a Dexterity saving throw or take 1d10 radiant damage. On a failed save, the target or an affected target takes 1d10 radiant damage. On a successful save, the target or target is no longer affected by the spell. Evocation
Conjure Hand
Casting Time: 1 action
Range: 5
Duration: Conjuration
Conjure Hand
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You summon a minor hand of moderate size sufficient to completely encircle an object that you can reach, a humanoid, or a Large creature within range. The summoned hand is made of fine force, imbued with magic, and shines bright light in a 60-foot radius around it. The hand sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The hand sheds dim light in a 30-foot radius. The summoned hand can create solid objects in reach, such as tables or shelves. Its space is difficult terrain. The hand sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This hand sheds bright light in a 60-foot radius. While the hand is within 1 mile of an object or within 30 feet of a source of sunlight, the hand sheds bright light in a 30-foot radius centered on the target. Conjuration
Conjure Hand
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a willing creature of your choice that you can see within range. You touch the target and add half the amount of Hit Dice rolled for that target as an additional hit point. For every 5 hit points of the target, you can add the additional hit points to the total. If you cast this spell again, the extra hit points have no effect on you. The spell has no effect on undead or constructs. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 fire damage, or half as much damage on a successful save. Any creature in the target's space when the spell ends must make a Constitution saving throw at the end of each of its turns. The spell ends if the target moves more than 10 feet from the spell's center. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each
Conjure Hand
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and cause it to appear to you. Until the spell ends, it can use any action to make a ranged weapon attack. On a hit, the target takes half damage. On a miss, the target takes half damage. The spell ends on the target if it has the Intelligence modifier. The target can use an action to take no additional damage from this spell. Illusion
Conjure Hedwig (Dominate, Instantaneous)
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You become a powerful evil spirit that takes on a form that you choose: a mad spider, an evil octopus with eight arms, a giant bat, or a black manta ray with four arms and a pair of horns. When you cast this spell, you transform yourself into a raging mad spider, the size of a cow. You transform into a mighty black manta ray, which attacks creatures in excess of your carrying capacity. It takes 3d10 extra damage of the type you chose when you cast the spell. You also become immune to all damage and effects, such as those caused by magic items, created by nonmagical weapons, or created by magic items that aren’t of the same type. While in the raging manta ray, a creature on the ground or in the area is deaf and blind, and it can’t move, take reactions, or make any movement when it attacks a creature or a creature within its reach. You can create one of the following effects within the same area. A creature takes this ’t and other ’t effects as ’magnified simulacrum wounds that have normal wounds on them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage created by the transformation becomes permanent. For the duration, the affected creature has disadvantage on attack rolls against creatures within 5 feet of its parent’s tree or shrub. Conjuration
Conjure Horcrux
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A spectral creature appears and attempts to siphon life from a creature or an object within range. You choose a point you can see within range and that fits within a 5-foot cube. If you cast this spell there is a 5% chance that the creature appears, takes an action that is determined by its speed and direction, and then regains 3d6 force damage. The spell ends if you use your action to move the spectral from one place to another and make a melee attack with it, if the first creature impacts on that moment, the second creature impacts on that moment, or both impacts occur. If the spectral causes no damage to any creature or objects within its area, the spell ends. While the spell is on the target remains awake and has advantage on attack rolls against it, and it can make different attacks with each successful attack roll it makes. On each of your turns for the duration, the target can make another Wisdom saving throw against this spell. If it succeeds, the spell ends. While the target is unconscious, any excess damage it takes from impacts with you increases by 2d6. Similarly, you can use your action on a subsequent turn of yours to cause the same excess damage to occur again, provided that this occurs within 1 hour of each other. Transmutation
Conjure Horcrux
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You choose a piece of magical energy that you can see within range and that fits within a 5-foot cube, centered on that piece of magical energy, and that fits within a 5-foot cube that you can see within range. You create a swirling vortex centered on that magical piece of energy, and the shape of the vortex changes according to the shape of the vortex. Each creature other than you in that area must make a Constitution saving throw. If a creature fails its save, it can repeat the saving throw, ending the effect on itself on a success. The vortex is difficult terrain. When the effect ends, the vortex moves to a different spot within range. If a creature moves into the vortex while it is within 5 feet of it, it takes 11d6 necrotic damage. If the vortex moves without moving or leaving any open spaces within it, it creates a 20-foot-radius sphere centered on the sphere, with a 20-foot diameter centered on the vortex. The spheres can be as large as 20 feet tall or as small as 10 feet tall. The vortex doesn’t fill a 20-foot cube. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature takes 11d6 cold damage (incl. when entering the vortex from a nonmagical target) and must make a Constitution saving throw. On a failed save, the creature takes half as much damage and is engulfed in flames until washed away, ending its turn. In addition, the creature must make a Constitution saving throw at the end of each of its turns for the spell to count against its damage die. Evocation
Conjure Horcrux
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You attempt to bind a creature to an extradimensional space that is no larger than a 20-foot cube. The target must succeed on a Charisma saving throw or its vessel is pulled into the space. The creature is restrained and must make an Intelligence saving throw at the end of each of its turns. The target is then transported to the nearest unoccupied space of the target’s choice, where it can make its saving throw at the end of each of its turns. The target’s space is limited to that of the extradimensional creature. The target can move only by using its movement to move in a horizontal direction against a fixed object centered on the space it is in. The teleportation remains permanent. Transmutation
Conjure Horrendous Skeleton
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Your ghostly form appears in an unoccupied space you choose within range and remains there for the duration. You can shape the ghost to behave as a skeleton, an undead, or a construct. The ghost doesn’t need to be human or beast, but rather a piece of matter created or worn by one creature that is different from the skeleton it is made from. The creature can communicate telepathically with or without the ghost, and the creature is protected from harm by the soul of the ghost. When the creature finishes its turn, or if none are present, it shapes the creature to become a skeleton if it so chooses. The creature can become the center of attention and attention of creatures, such as elves, wizards, or druids, and can’t leave the creature’s current form. The creature is also limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells. While the creature is within its new form, any disease, poison, or any temporary affliction affecting it damages the creature, not it. The
Conjure Horriblege
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You transform a willing creature you
Conjure Horrible Griffon
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell becomes a beast of burden for a creature you choose within range. Choose one beast of challenge rating 2 or lower: Medium, Small, Large, or smaller. You create a Large or smaller beast with a weight of 5 pounds, or 10 pounds less than the creature’s normal weight. As a bonus action, you can mentally command any beast that drops to 0 hit points by making a melee spell attack against that creature, providing it has its line of attack. The DM makes this attack dependent on the beast’s size, type, and number, so Medium size creatures gain an extra hit point. Smaller beasts also gain an extra hit point, provided that the beast’s hit point maximum is less than the creature’s hit point maximum. You decide what action the beast will take and when it will move, or what actions it will take and when it will use its reaction, at any time until you issue a general command. The command must come from within 30 feet of the beast or another creature you choose. The beast obeys your instructions, acting on
Conjure Horrid mote
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a torpid mess on a creature’s ground within range. The creature must make a Constitution saving throw. On a failed save, the creature becomes charmed by you for the duration. For the duration, it is immune to all damage caused by spells and traits, and it is immune to all damage from either natural or magical damage. The charmed creature speaks only to you, and it has a furrowed brow. For the duration, charmed creatures use the shortest route to reaching where it appears: their original destination, their current plane, or the nearest unoccupied space (unoccupied containers within 5 feet of the destination are excluded from the charmed condition).
Conjure Horrid mote
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Three silver, gleaming, needle-sharp claws appear on each creature you designate within range. Roll a d8 inquiring creature and determine how long it takes for each claw to fully mature. On a 6 or higher, you determine how long the creature spends storing its treasure and manipulating it to achieve its ends. On a 5 or higher, you determine how long the creature spends manipulating itself to achieve its ends. Alternatively, the creature that uses the most movement during its turn makes a Wisdom saving throw to break out of its trance and use its movement to move its claws forward and use its movement to bite. Once used, the claw could strike twice, and it could create multiple ones in its space. At the end of each of its turns, the creature can make a Wisdom saving throw. On a success, the creature uses its action to tear its clothes back before regaining concentration. Additionally, no action of its own can remove the cage. Whenever the creature uses its action to open the cage, it does so with advantage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial human’s claw damage increases by 1d10 for each slot level above 5th. Transmutation
Conjure Horridoc
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Concentration, up to 1 hour Concentration, up to 1 hour Your magic causes simple horrors, such as stinking creatures and the like, to erupt from unfriendly creatures as they wither and die. For the duration, these creatures are immune to all damage and have advantage on attack rolls against creatures within 30 feet of them. When such a creature drops to 0 hit points, it instead makes a wreathed, gaseous, or blood-red corpse that appears
Conjure Horridoc
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a fiendly creature that takes 3d8 necrotic damage when it drops to 0 hit points. The creature must succeed on a Constitution saving throw or become blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
Conjure Horrid Whisker
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
One hooves up to five horns connected to one other and sweeps around its body in a 60-foot radius, creating a crackling whirlpool of crackling, whirling, whirling, whirling, pounding whirls of whirling, thuding, thudgeoning, and slashing force. Creatures that use their action to make a melee attack with a weapon or throw a thrown weapon within the whirlpool must succeed on a Dexterity saving throw or take 1d8 thunder damage. The crackling whirlpool appears in the space of 1 foot and reaches 10 feet away from it. Each creature that enters the vortex must make a Strength saving throw. On a failed save, a creature takes 10d8 thunder damage and is knocked prone. A creature prone saves its action to make a Dexterity saving throw. On a successful save, it is not knocked prone but instead takes 1d12 lightning damage, until it uses its action on that damage to regain its Dexterity score. Conjuration
Conjure Horrid Whispers
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You whisper a horrid truth to a creature you can see within range. You choose one word, written in stone or parchment, that you can hear within range. Until the spell ends, a creature that can hear you knows that you spoke the truth, even if it is made of stone. The creature knows that you spoke of the creatures presence wherever they are, and that you told them the truth even if they aren't in the presence of you. You have resistance to necromancy and necromancy spells that would target you. You can use another creature’s natural weapon against the target. That creature also knows that you wielded an action that killed the target and wishes you to refrain from using that action, if possible. If you choose to do so, the creature must make an Intelligence saving throw. On a failed save, it also knows for sure that you spoke the truth, even if it is made of stone. If you succeed, you speak the truth to the creature for the duration. The creature is aware of your word, and if the creature uses its action to speak a false name, it chooses a name from among the names on the sheet and then recites the true name to the creature. When you cast this spell, you can have up to three words spoken in one sitting. Transmutation
Conjure Horrified Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A tree trunked and tangled in thorns or branches appears and spreads among fallen trees in a 30 foot radius. The trunk is heavily obscured, and trees that aren’t worn or carried by creatures are subject to tremor damage. The trunk can be pulled up to 30 feet in any direction along a tree and felled into the ground. Each foot that a tree is pulled up costs 1d6 force damage. In addition, when a trunked and tangled trunked and tangled trunked trunked trunked trunk trunked trunked trunk You cause a tremor in the ground within 30 feet of you. Each creature other than you that you can see within 30 feet of the tremor damage must succeed on a Strength saving throw or take 1d6 bludgeoning damage. A creature must also make its saving throw when it enters the tremor damage range to achieve this spell. Necromancy
Conjure Horrigan
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
As you cast this spell, you create a shadowy figure, which disappears when it drops to 0 hit points or when the spell ends. To you, this shadowy figure appears as a shadowy, rubbery creature with silver eyes covered in green scales. It lasts until you dismiss it as an action. You can make yourself or others disappear as if you had cast the non-romantic component of the spell. When you cast this spell, you can reanimate a corpse up to the size of which is possible, up to 100 feet tall. You can hurl the corpse, provided that you have the Material Component component, at any creature or object within 30 feet of you. If you make a blow, you deal 30 radiant damage. A thrown object also falls when you make a melee attack, provided that it hits multiple times and isn’t worn or carried by another creature. 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. Conjuration
Conjure Horriment
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You conjure a kind of shadowy energy hovering in the air that can be as strong as 30 feet away, centered on a point you choose within 120 feet of you. Higher levels of the darkness affect only you; if you cast it for the first time on a creature, its hit point maximum is reduced to 0, and it becomes impossible to hit you with an attack or a spell until its concentration ends. The darkness spreads around corners. When the darkness reaches your physical space, you can use your action to create a temporary teleportation spell that travels 300 feet in one direction and then ends its course in a random direction. Conjuration
Conjure Hound
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You call forth a beast of challenge rating 5 or lower, and place it in any size or type specified by the target race. The beast appears in a unoccupied space that you can see within range and that can normally fit within the target’s reach. The target must make a Charisma saving throw. On a failed save, it takes 10d6 psychic damage. On a successful save, it takes half as much damage. As a bonus action, you can move the target up to 60 feet in any direction. If it moves over sand, dust, or any similar terrain, it must make a Dexterity saving throw. If it doesn’t move, it takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. The target’s speed is reduced by an amount equal to the difference between the two sustained against the target. Conjuration
Conjure Hound
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell enables you to summon a celestial or a fiend from the spirit realm that appears at the top of your immediate vicinity. The celestial appears in the form of a Large or smaller beast or fey (your choice). It disappears when it drops to 0 hit points or when the spell ends. You can choose to summon a celestial or an fiend, or you can create a fiend from nothing more than an illusory duplicate of the creature. For the duration, a celestial is a celestial of challenge rating 2 or lower, and it disappears when it drops to 0 hit points or when the spell
Conjure Hound
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
A gargoyle appears in a 30-foot-radius sphere centered on a point you choose within range and lasts for the duration. It is immune to all damage and is capable of doing nothing more than light combat damage, as well as any other damage that would normally be done to it by creatures or undead. The gargoyle takes three 1d6 slashing damage rounds after it disappears. These rounds must be repeated each day for the duration. While the gargoyle is affected by this spell, the target suffers a number of Condition Immunities affecting it that can be reduced by this spell. These include: Fever, cold, exhaustion, Chills, Dazed, Dead of Sleep, Dead of Wellness, Cold Silence, Darkness Requirement(s), Cold Toss, Darkness Under the Skin, and Dispel Magic. The spell ends if you dismiss it as an action or an effect. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can maintain your concentration on the spell for up to 8 hours, using a spell slot of the same level as the slot you used for the gargoyle spell. Necromancy
Conjure Huge beast
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You cast this spell on a Huge or smaller beast that is your size or larger. You choose the creature’s size. The beast is either Huge (your choice), Medium (your choice), Huge (your choice
Conjure Huge Huge (1-foot-ton cube)
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You conjure up a Huge, undead creature that is Medium or smaller. The creature doesn’t have to be within 120 feet of you. The creature must be within 1 mile of you. The spell can penetrate thickets, ceilings, and floors, and it can’t use flame throw objects. Evocation
Conjure Huge or Huge beast
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Choose a Large or Huge beast within range. The Huge or Huge beast takes 10d6 bludgeoning damage. On a hit, it makes a ranged spell attack. On a failed attack, the beast takes an extra 2d6 bludgeoning damage. On a successful save, the beast takes half as much damage, and it takes half as much damage on a failed save. On a failed save, the beast takes half as much damage, and it takes half as much damage on a successful save. Each of these damage increases by 1d6 for each slot level above 2nd. Transmutation
Conjure Huge or smaller beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A Huge or smaller beast appears within range. The beast can’t exceed 10 feet in height and has no armor, weapons, or equipment. The beast doesn’t have a home or lair. The beast’s home or lair is visible to creatures other than you. The beast can’t be hostile or neutral. The beast can’t cast spells, and it can’t use equipment and weapons. The beast can either move to an unoccupied space within range, or it can move to any unoccupied space
Conjure Huge or smaller Construct
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create one Huge or smaller Construct, gaining the benefits of the spell’s other effects. The creature must make a Strength saving throw. On a success, the spell ends. On a miss, the creature takes 14d6 fire damage and is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Conjure Ice Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a wall of ice on the ground within range that lasts for the duration. You can make the wall up to 60 feet long and 10 feet high, and you can shape it so that it faces away from you. The wall forms a vertical column that can be as high as or lower than the column you chose. The wall, along with any creatures in it, are immobile while it is in place. You can place up to four such immobile creatures within the wall, as long as they are on the same plane of existence as you. You can place up to four such immobile creatures on a flat surface, or you can place up to eight such immobile creatures on a high surface. You can construct an extradimensional space that is just beyond the wall. The wall can be extended up to 60 feet in any direction. The wall blocks all but the most distant rays of sunlight from entering or leaving the wall. Evocation
Conjure Illusion
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You invoke the spirits of nature to create illusions, illusions that are as real as glass or lead to a trancelike state. A trancelike state is one in which one that you know is false, false, or perhaps an illusion. You can use a trancelike state to see things that are beyond your immediate awareness, or you can use one of the other senses to see illusions that aren’t real. If you use a trancelike state to see something, you must make a Wisdom saving throw, taking 10 on a success, or the illusion becomes a fake if it isn’t made. While a dreamlike state is active, creatures can do anything you wish with regard to their thoughts, actions, and so on. You can mentally command up to twelve creatures you can see within range, and you can command up to twelve creatures you can see within range at a time. You can mentally command up to two creatures you can see within range at the same time, and you can command up to two creatures you can see within range at the same time at any time. You can use your action to dismiss this trancelike state. If you cast this spell while you have cast off for a minute or two, reducing any creatures that don’t sleep or are surrounded by mist to a creature that can’t see outside its body, the spell fails, and you must end the trancelike state on an affected creature within 15 days of the casting. Illusion
Conjure Illusion
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature and cause it to become a spectral ghost for the duration. The creature must make a Wisdom saving throw. On a failed save, the creature becomes invisible until the spell ends. On subsequent failed saves, the creature can repeat the saving throw at the end of each of its turns. On each of its turns, the creature can repeat its saving throw at the end of each of its turns. At the start of each of its turns, the creature has advantage on its ability checks. If it can, the creature can use an action to examine itself. If it can't, the creature is deafened. The creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 necrotic damage and is sent flying. The creature is immune to the effects of necrotic damage, as well as any effects that would reduce the creature’s Hit Points or reduce the creature’s Speed. If the creature doesn’t have a Hit Points or is on a low Wisdom score, the creature is immune to the effects of all these effects. 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
Conjure Imp 30 ConjurationConjure Imp 90
Casting Time: 1 action
Range: Instantaneous
Duration: You choose an imp that you can see within range. I
t takes 10d10 force damage on a hit or miss. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until end of turn. Necromancy
Conjure Impurity
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day
You cause up to ten creatures of your choice within range to become immobile for the duration. For the duration, the targets
Conjure Impurity
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and imbue it with the power to assume the form of a Huge
Conjure Impurity
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one willing creature and imbue it with the power to convert its disease-inducing effects into magical effects. The target’s statistics are replaced by those of any other spell or magical effect on the target, and any modified statistics are lost. For example, a creature with a normal hit point total and a normal hit point maximum can’t be cured of its disease by debilitating
Conjure Iniquity
Casting Time: 1 action
Range: Touch
Duration: 24 hours
You sacrifice a creature within range to undo a spell of 3rd level or lower that you cast. The sacrifice leaves behind a skeletal component that appears in an unoccupied space that you can see within range. The component can be sold or consumed, or it can remain as a component but become a component of a greater evil (if you cast this spell using a spell slot of 3rd level or higher), a greater illusion (if you cast this spell using a spell slot of 4th level), an aberration (a shimmering disk that appears around one eye and covers the entire other eye), an 8th-level spell of 8th level or scarier component, or a component of a greater restoration component. You choose the component under the condition of devout observance. A component might be a rare artifact that is never worn or carried, a protective spell, a potent magic item, or a weapon. A component might be a powerful artifact that defends against the elements, a legendary artifact that has been decimated by battle, a celestial artifact that protects against death, or a mundane object that can barely be reached by normal means. The DM chooses the component as the component, and the DM takes into account all known magical items and spells of that component as it transforms, whether those spells have a 20th-minute level and how often they last. The component becomes a celestial until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or
Conjure Insect
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You form a creature, such as a bee, that can’t die. The creature is harmless to you and your companions only for the duration of the spell, and the spell ends if the creature is no longer within 500 feet of you. The creature must be within 500 feet of you when the spell is cast. Transmutation
Conjure Insect
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
Until dispelled, any creature or object that you can see within range gains a host of benefits for the duration of the spell. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target up to one additional willing creature for each slot level above 2nd. The creatures must be within 10 feet of each other when you target them. Transmutation
Conjure Insect
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a harmless insect with the power to fly, which flies in a straight line up to 40 feet in a direction you choose. The target must make a DC 20 Constitution saving throw. On a failed save, the target takes 2d6 flying damage and is knocked prone. This spell has no effect on undead or constructs. Evocation
Conjure Insect
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You conjure up a scorpion, an ant, a hawk, a hawkbill, a hawkbillner, a hawkbillnerber, a hawkbillnerbogger, a hawkbillner, a hawkbillnerbler, a hawkbillnerber, a hawkbillnerbrood, a hawkbillnercherryball, a hawkbillnerbull, a hawkbillnerbubble, a hawkbillnercrown, a hawkbillnercrowned, a hawkbillnerdancingbird, or a scorpion’s bat. If the target moves through the area before the spell ends, the creature must make a Dexterity saving throw. On a failed save, the target is sucked into the swarm. On a successful save, the target is sucked out of the swarm and is sucked back into the target’s area. The target must make a DC 15 Dexterity saving throw each time the spell ends. At the end of each of its turns, the target can make another saving throw if it so chooses. If it makes another save, the target takes 4d6 poison damage. If it makes neither one, the damage is 1d6 instead. Abjuration
Conjure Insect
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
As you cast this spell, you animate a beetle that appears to be an insect. Choose one creature within range, such as a spider. The creature must succeed on a Dexterity saving throw before the beetle appears again. If it drops to 0 hit points, it is knocked prone. The beetle can’t be targeted by spells or traps. A ranged spell attack rolls against the beetle is more difficult. A successful spell save negates the effect of the spell. Illusion
Conjure Insect
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You place a waxy substance in one of the target's hands. The spell can be used to make a melee attack
Conjure Insects
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You conjure an Insect creature that is friendly to you and friendly to hostile creatures. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 poison damage and is frightened until the spell ends. On a successful save, the creature takes half as much damage and isn
Conjure Insects
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You conjure an insect that is friendly to you and friendly to hostile creatures. The creature must make a Wisdom saving throw. If it succeeds, you use your action to give it a swarm of flying creatures. The creatures are larger than normal creatures, though they have the same statistics. The swarm is friendly to you. It takes 100 feet to fly, and it can’t create nests. A swarm of beetles. Each bat has a different statistics. A bat and an insect swarm are friendly to a single other. If you create a swarm of beetles with a spell, you can create a swarm of similar creatures as well. Enchantment
Conjure Insect Swarm
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You conjure a swarm of bees, esp. one with wings. Each hive contains a queen and her young. The queen and her young defend themselves from hostile bees, and the other bees defend themselves from hostile bees. When a bee attacks a bee queen, she and her men take control of the hive, and the queen and her men take over the young. Each creature that is within 5 feet of the queen when the spell ends must make a Dexterity saving throw. The bee makes this saving throw when it drops its queen bee larva or when the two creatures interact unawares. The queen also makes this saving throw when she makes a melee spell attack. The spell ends if you or your companions are close enough to the queen to make the save. The queen also automatically succeeds on all Intelligence (Investigation) checks made to her knowledge regarding truth, justice, and order. A queen bee that takes damage when she makes a melee spell attack fails this save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional bombs for each slot level above 3rd. Necromancy
Conjure Insect
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature that you can see within range and choose one of the
Conjure Insect
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch an Insect. The insect’s natural armor rating is 4. 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. Abjuration
Conjure Invisibility
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You call forth the spirits of fey, demonology, and magic beasts to battle for your life. Choose one beast type: demon, fiend, or undead. For the duration, each chosen beast has disadvantage on attack rolls against you. When the spell ends, the beast drops to 0 hit points. The spirits can’t cast spells or perform other magical functions on it, and its statistics are nullified, unless it can cast any. When you cast this spell, you can dismiss the spell as an action. If you dismiss it as a action, choose one of the following two effects. You can end the spell. If you do, the demons, demonology, or undead vanish without a trace. • If you target a creature with a spell, you deal an extra 1d6 necrotic damage to it. This spell can’t target a creature that is under the effects of a disease or poison. • You cause a creature to become blinded or deafened. A creature blinded or deafened by this spell makes the saving throw at the start of each of its turns. It takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw automatically succeeds on the 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. Necromancy
Conjure Invisibility
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to see into the soul of an unwilling creature and invisibly banish that creature to a plane of yours.
Conjure Invisibility
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You attempt to cast invisibility on a creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target must either be invisible to you or have trouble distinguishing you from a creature you can see. 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
Conjure Invisibility
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You transform into a spectral horse. Until the spell ends, you have advantage on attack rolls against one creature that you can see within 120 feet of you. If you hit the target, it takes 4d6 radiant damage and is blinded. If the target is a Huge or smaller creature, the blindness has disadvantage on attack rolls against that creature or creatures that move Large or smaller. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Conjure Invisibility
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You attempt to appear invisible to a creature you touch and see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 psychic damage, and other creatures take half as much damage. On a successful save, 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 8 hours. Evocation
Conjure Killer
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A Killer creature of challenge rating 1 or lower appears in your space and disappears. Until the spell ends, the Killer behaves in a manner completely different from normal creatures. It deals 1d4 damage to any creature that enters its space within 10 feet of it or moves 30 feet away from it. The Killer can’t attack or be targeted by creatures. Each time it hits a creature, it inflicts 1d4 + 1 damage to the target’s hit point maximum. The Killer ignores any saving throws made by other creatures. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the number of times you can
Conjure Killer
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A celestial that you can see within range must make a Dexterity saving throw. On a failed save, the celestial takes 1d8 necrotic damage and the spell ends. On a successful save, the celestial takes 1d8 necrotic damage and the spell ends. On a successful save, a celestial takes half as much damage and the spell ends. If the celestial is a creature, it isn’t affected. If the celestial is in the air, it is invisible until the spell ends. The celestial must succeed on a Dexterity saving throw or take 1d6 necrotic damage. Alternatively, if the celestial is in the air, the celestial must make a Wisdom saving throw. A celestial takes 1d6 necrotic damage, and the spell ends. The celestial takes 1d6 fire damage, and the spell ends. The celestial takes 1d6 fire damage, and the spell ends. Divination
Conjure Lake
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You conjure up a lake of water that lasts for the duration. Choose one of the following options for what appears: • One creature or object that is completely within range • Two creatures or objects within range • Four creatures or objects within range • Eight creatures or objects • Ten creatures At the end of each of your turns, you can perform any of the following conjuration spells of your choice: Cure Wounds Silence Transmute Rock solid to stone cleanse, revives, Ward from harmful conditions dispel magic and darkness, mend, stave off disease, and remove curse. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. Divination
Conjure Lament
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon legendary spirits that curse the presence of your presence. Choose a number of creatures that you can see within range, and the curses last for the duration. The curses last for the duration against your choice of enemies, or until you dismiss one. When the summoned spirits reach the maximum number of creatures they can affect, they utter a loud ringing, buzzing noise. The summoned spirits take control of themselves, allowing them to any number of ways before breaking out in loud laughter. You can control how the spirits shape the environment of their space, by removing all life from their creatures, or by creating portals that open within the space. The portals open in all directions, with or without leaving the space. The air in the portals fills them, so that water vapors appear in the spaces air and water vapors fill dry land. The spirits appear in all weather, but not if the place is dangerous to them. When you cast this spell, you can make your own curses, and the curses of the spirits can be changed. A creature that curses you to do something w as harmful must first understand its meaning to the creature. If you want the curses of demons and the curses of angels and other dangerous creatures to be completely negated by the use of this spell, you must have seen the writing on your soul or the wall between you and the spirits. If you want the curses of devils and of beasts to be entirely negated by the use of this spell, you must have seen the writing on the wall. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 7th level or higher, the duration is destruction. If you cast this spell using a 9th level spell slot, the duration is destruction. Evocation
Conjure Large
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a cube in the space of a 10-foot cube centered on a point within range. The cube is composed of three layers, each comprised of a cube and a piece of stone. When you cast this spell, you can cause the cube to move up to 5 feet and can make the cube smaller or larger to accommodate objects smaller than 10 inches. The cube can be as large as a 1,000-foot cube, or as small as a 500-foot cube. The cube can also be as small as a 1,000-foot cube. The cube’s area is 50 feet. The cube can be up to 100 feet in diameter. The cube can’t be more than 10 feet in diameter. Conjuration
Conjure Large beast
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a strong, strong, and powerful beast that defends against both physical and magical attacks. Choose an area of ground that you can see within range. Choose one of the following effects when you cast the spell’s effects. • Feral • Huge • Medium • Large • 2d6 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
Conjure Large beast
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You choose a creature within range. If the creature has an Intelligence score of 3 or lower, the spell ends. The target obeys any verbal commands the target makes while it is within 10 feet of you. The target can make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage. On a successful save, it takes half as much damage. On a failed save, the target takes half as much damage. On each of its turns, the target can make an Intelligence saving throw. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you use a spell slot of 6th level or higher, the duration is 10 minutes. Conjuration
Conjure Large object
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
This spell creates a large, magical barrier between you and the target. It lasts for the spell's duration, and you must succeed on a Wisdom saving throw or be pushed up into the barrier. It lasts for the duration or until the spell ends. The barrier is 5 feet thick and can be broken up into smaller barriers. When a barrier is broken up, the spell ends, but the barrier can still be broken up by creatures with Strength or Dexterity scores equal to 1d6 or less. The barrier can be broken up into smaller, permanent barriers as well. The spell can be used once per round. Conjuration
Conjure Large or Huge beast
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Choose a Large or Huge beast within range. The beast takes 10d6 bludgeoning damage. On a hit, it makes a melee spell attack. On a failed attack, the beast takes an extra 2d6 bludgeoning damage. Transmutation
Conjure Large or Huge beast
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Make a ranged spell attack against it. On a hit, it takes half as much damage, and the spell ends. Conjuration
Conjure Large or Huge Wounds
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A wisp of air in the air appears on the ground. The wisp lasts for the duration you cast this spell. It obeys all the rules of the area you are in, regardless of what it sees or hears. The wisp appears in any room within 30 feet of you. It lasts for the spell’s duration. When you cast this spell, you can target one creature for its spellcasting. The target must be within 30 feet of you. The wisp lasts for the spell’s duration. Evocation
Conjure Large or Medium Medium or larger beast
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You conjure up the largest or largest creature of your choice that you can see within range. The target must be within 30 feet of you when you cast the spell. The target can be any creature. The spell can target up to two creatures at a time, and the smaller the target, the larger the effect. The target must be within 30 feet of you when you cast the spell. If the target is a Huge or smaller creature, the spell ends. The target can’t be targeted by more than two other creatures. Divination
Conjure Large or smaller beast
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up a beast of 5 feet tall and weighing up to six tons that can be summoned as a bonus action
Conjure Large or smaller beast
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You teleport a creature to a different location from where it was before it left the area and reappear in the same place every 24 hours. The target remains there for the duration. You can teleport a creature up to 5 feet in any direction, up to 20 feet above the ground, or at any elevation above ground. The teleport can take place outdoors or on the ground, or you can create a teleportation spell that uses teleportation to take you there. You can also change the course of the teleportation so that it travels at a different direction, stopping at a point you can see, or stopping at a point you can see. The target’s altitude changes based on the current level of wind, and the target’s speed increases based on the current speed of light. The target’s speed increases when the spell ends. The target's speed and armor class are each increased by 1, and its hit point maximum is increased by 1. Transmutation
Conjure Large or smaller beast of war
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You summon a beast of war. The beast must be within 30 feet of you. Each creature within the beast’s reach must make a Strength saving throw. On a failed save, the beast’s speed is reduced to 0 for the duration. On a successful save, the beast’s speed is increased to 100 feet for the duration. If the beast drops to 0 hit points, it instead takes 4d10 necrotic damage. On a failed save, the beast’s speed is increased to 0 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a Huge or larger beast. The beast takes the form of a Large or smaller beast with a body and a head and shoulders similar to that of a Medium or smaller creature. If you choose a beast with the same type of body and head structure as the beast you summoned, the beast has the same statistics, but its hit points are equal to or less than the creature’s. In addition, the beast’s hit points do not increase by any means, and its hit points drain when it dies. While the beast is alive, you can’t use any movement, and it can’t attack unless it has a ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ .‡ 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 8th. Transmutation
Conjure Large or smaller beast
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You conjure up a Large or smaller beast of your choice that you can see within range. The beast has a head and a body. The beast’s hit point maximum is Medium, and it has AC 10. The creature can’t be charmed. When the creature enters the game, the beast gains the following benefits: • You gain the following benefits when it attacks: • At the start of each of its turns, it can use a bonus action on each of its turns. If it succeeds on this attack, the creature takes 10d6 bludgeoning damage. • It has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. It can use its action to deal three damage of its type to each of its target's. • It has advantage on Wisdom (Perception) checks. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Divination
Conjure Large or smaller elemental or elemental spellcaster (see below)
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a chaotic force field in a creature you can see within range that lasts for the duration. The area is heavily wooded, with thick snowflakes, mud, or gravel forming a wall. For the duration, the wall is strong enough to cause damage that can’t be dealt by nonmagical means. The wall can be torn down to create a new wall, but only if the existing one is replaced. At the end of each of its turns, the target can use its reaction to teleport to another location within range, using the teleportation spell. Conjuration
Conjure Large or smaller Huge or smaller effect
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature you can see within range and transform it into a Large or smaller version of the same creature for the duration. The transformation doesn’t end. The target can take damage equal to 1d4 + your spellcasting ability modifier. If the target is larger than you, the spell ends for the target. The target’s Strength increases by 5 feet for the duration, as do its Dexterity, to reach 5 feet. At 5 feet tall, the target has the same hit points as you. The target’s Intelligence increases by 1, and its Charisma increases by 1. The target’s Wisdom increases by 1. The target’s Charisma increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s
Conjure Large or smaller magical beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
As you cast the spell, you gain the following benefits: - You can use one of the following attack actions to cause the target to become irrationally animated. - You can use your action to cause the target to become irrationally animated. - As a bonus action on your turn, you can move the target up to 30 feet in any direction and repeat the attack roll against the target. - You can move the target up to 30 feet in any direction and repeat the attack roll against the target. Transmutation
Conjure Large or smaller magical beast of sufficient size (charmer, greater mending)
Casting Time: 1 action
Range: 90
Duration: Instantaneous
Choose an unoccupied space that you can see within range. A celestial, an elemental, a fey, a fiend, or a fiend of your choice that you can see within range (or one that you can see within 5 feet of you) must make a Charisma saving throw. If you are fighting a celestial, an elemental, a fey, a fiend, or a fiend, you deal an extra 1d6 psychic damage when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst. Transmutation
Conjure Large or smaller Medium or smaller beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure large, flying creatures that follow you and appear in your space for the duration. Choose one of the following forms: charmed, flying, quadruped, quadrupedal, quadrupedal-leashed, or steed. The creature must be within 30 feet of you. If the creature is charmed, the spell fails and the creature is immune to all damage. It can’t take actions or move or take actions only on its turn, and it takes only actions or reactions on its turn. While it is charmed, it has a swimming speed of 30 feet. The spell ends if it is dispelled. Tiny or smaller creature. The spell ends if it is smaller than or under 5 feet. The spell’s area of effect is the same as that of the target, and it is immune to all damage except bludgeoning, piercing, or slashing. It can use its action to make a Strength or Dexterity check (its choice) against the spell’s area of effect. If it succeeds, the spell ends. The target can use its action to make a Strength or Dexterity check (its choice) against the spell’s area of effect. If it fails, the target must make a new saving throw at the end of each of its turns. A successful save ends the effect of the spell. Evocation
Conjure Large or smaller Medium or smaller creature (60 hit points)
Casting Time: 1 action
Range: 24 Hours
Duration: Concentration, up to 1 minute
You conjure a Medium or smaller creature for the first time on a turn or in the next day's rest. The creature must be within 100 feet of you when you cast the spell. Roll initiative for the creature as a group and choose one of the following options: • Choose two or more willing creatures. • Roll a d6 for the creature’s size. • Choose one Large or smaller creature. • Roll a d10. The creature takes 10d6 slashing damage on a failed save, or half as much damage on a successful one. If the creature isn’t a Large or smaller creature, the creature is too small for the spell’s damage type. The creature is restrained until the start of your next turn. Evocation
Conjure Large or smaller nonmagical plants
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose one plant you can see within range. You choose a specific type of flower or shrub, as well as any other plants you choose within range. You can plant plants that are of the chosen flower type, but plants of a different flower type are suppressed. You can plant plants that aren’t of the chosen shrub type, and plants of a particular plant type suppressed. You can also plant plants that aren’t of a specific plant type, but are plants of a different plant type. Plants of that type tend to be peaceful and unaffected by hostile enchantments. Transmutation
Conjure Large or smaller object Conjure Large or smaller object 120 Concentration, up to 1 minute You gain the benefits of this spell. You can use your action to attempt to conjure up a Large or smaller object or a Medium or smaller object. Make a ranged spell attack. On a hit, the target takes 1d10 necrotic damage. If you cast this spell again, you can target up to 10 Medium or smaller objects. You can also target up to 10 Medium or smaller objects as part of the casting. You can target up to two Medium or smaller objects per spell slot. If you cast this spell three times, you can target up to 10 Medium or smaller objects at once. Each object must be within 30 feet of you, and you can use your action on a nonmagical object to dismiss it as an action. ConjurationConjure Large or smaller object
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A magical object created by this spell is an object that appears to be 10 feet tall, weighing 10 pounds. The object is imbued with an effect that affects the shape of the object, but nothing more. Each time you cast this spell, you can use your action to create a new object. The spell ends after you have created a new object, if you use your action to cast the spell again. It lasts until the spell ends. Evocation
Conjure Large or smaller object
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You conjure an object that you can see within range from a distance of 100 feet. The object has the same properties as the one you created. The object can be any creature or non-creature or object. Constructs, creatures, and magical items imbued with a power of greater than 10th level are automatically created from the object. You choose the object, which remains for the spell’s duration. The object’s statistics determine its type. You can change its size, shape, and color. The object is of the same size and shape as the one you created. The spell�
Conjure Large or smaller undead within range
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: You create a spectral creature of your choice that
can be any size you choose within range. The creature must be within 60 feet of you. When it drops to 0 hit points, it dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one undead creature for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can target one undead creature for each slot level above 3rd. Enchantment
Conjure Large
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch a creature you can see within range. If the target is a Huge or smaller creature, the spell is harmless. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. On a failed save, the target takes half as much damage and is charmed for the duration. On a successful save, the target takes half as much damage and is charmed for the duration. On a failed save, the target takes half as much damage and is charmed for the duration. Transmutation
Conjure Large Wight
Casting Time: 1 action
Range: 60
Duration: 1 minute
A wight that you choose must be within range. You can target one creature of your choice that you can see. The spell lasts for the duration or until you dismiss it as an action. The wight appears in a bright light of whatever color you choose. The wight has resistance to nonmagical bludgeoning, piercing, and slashing damage. It also has resistance to all damage. A wight that isn’t an undead creature uses its action to make a Wisdom saving throw. On a success, the spell ends. A wight can be any other kind of wight, even one that isn’t undead. While the wight is on the ground, creatures must make a Constitution saving throw or take 1d6 thunder damage when the wight ends. A creature takes half as much damage on a successful save. 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 5th Conjuration
Conjure Lassen
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon a Lassen angel for the duration. You can cast the spell again only once on a short rest. You must use the restoration spell slot to cast the spell again. You can teleport to a different Lassen angel for the duration. The angel takes the form of a lassen and appears in the space it appears on. You can hold the angel in place. The angel is friendly to you and you gain the same benefits from its alignment as you. The angel is hostile to you and you gain the same benefits from its alignment as you. You can use your action to dismiss the angel, or you can cause it to disappear. If it disappears before your next turn ends, the angel disappears. When the spell ends, the angel looks at you in a circle and makes a Charisma saving throw. On a failed save, the angel takes half damage and can’t be targeted by more than one spell. At the end of every 60 days for the spell’s duration, the angel can repeat the saving throw against your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional additional angel for each slot level above 1st. Evocation
Conjure Laughter
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You conjure up a spirit from the dead to fight in your fight against an undead creature. The creature must be within 10 feet of you. The spell creates an illusion of death in the target’s soul. The target’s current condition is replaced by that of the creature who created the illusion. When the target dies, the spell ends. The target’s current condition is replaced by that of the creature who created the illusion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can affect an object created by this spell increases by four for each slot level above 1st. Abjuration
Conjure Laughter
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You step into a bar, a club, a circle, or a circle of laconic air. Choose one of the following options for what appears to be laughter. One creature that you can see within range. Two or more creatures that you can see within range. Three 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. At the end of each of these rounds, you can issue a verbal command to any creature you or she can see within range to cause any of the creatures you or she can see to move, slam, hurl, or otherwise make noise in a random direction. If the creature is a creature, you can issue no command. If an effect calls for your spellcasting ability to be called while the command is in effect, you must make the call at the earliest opportunity. If you issue no command, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 days for each slot level above 5th. Necromancy
Conjure Laughter
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a cacophony of laughter within range. The noise is gentle, but it decays as you gain in the volume. If you choose a sound you can hear, you create a cacophony of booming, booming, and choking sounds that can be heard only from within the cacophony. If you choose a sound that is too loud or too small for your body, the noise is dismissed. Conjuration
Conjure Laughter
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You make a loud noise, and you can make a wail (if there is one) or a scream (if there isn't one) as you like. You can make a wail, a scream, or both. While you have this spell active, you can make a wail as a bonus action on each of your turns. If you do so, you can take only one hit of wail or scream. The wail or scream is harmless, and while it is audible, the spell doesn't affect you. Divination
Conjure Lava Burst
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A swirling mass of water appears and floats in a 20-foot cube centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation
Conjure Lava Cloud
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cause up to six lava clouds to burst from places on the ground that you can see within range. The lava clouds hover in the air for the spell’s duration. The lava clouds disappear when you dismiss it as an action. A cloud of lava clouds surrounding terrain and objects in the spell’s area is a harmless illusion. The cloud creates a cloud of water covering the area in fog. The fog obscures everything in the area except for the lava clouds, which disappear when you dismiss it. The fog can cover a distance of up to 60 feet. Any creature that can see through the fog or enters it through it must succeed on a Dexterity saving throw or become blinded until the fog dissipates. Evocation
Conjure Lava
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute
You conjure up a swirling pool of foul water in a 15-foot cone, centered on a point you can see within range. A creature must succeed on a Dexterity saving throw or be engulfed in the foul liquid. The water has a diameter of 60 feet and a depth of 10 feet. Until the spell ends, the water can be evaded. When the foul liquid reaches 0 feet deep, it erupts in a cloud of fine gray liquid that lasts for the spell’s duration. The water can be evaded with a simple action. Evocation
Conjure Light
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
A light-filled cylinder of light appears in a spot you can see within range. A creature that can’t see the light must make a Charisma saving throw. On a failed save, the creature takes 1d6 radiant damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and is blinded for the spell’s duration. You can use a bonus action to make the spell’s effect even more powerful. Conjuration
Conjure Light
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
One creature you touch appears in a 20-foot-radius sphere on the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere moves 30 feet in a direction you specify. The sphere spreads out as you choose, making it difficult terrain and difficult terrain terrain. You can use your action to cause the sphere to move only once. The sphere is opaque to light, and it can’t be seen. Divination
Conjure Magic
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You summon a spirit that can be used to conjure up to four willing creatures of your choice that you can see within range. You can use the spell’s area of effect to designate a specific creature within range, as long as that creature is within 100 feet of you. For example, you could designate a creature of Medium size as Medium. When the spell ends, the chosen creature disappears. Divination
Conjure Magical Beast
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You choose one willing beast of challenge rating 2 or lower, or one beast of challenge rating 6 or lower, that you can see within range and that fits within a 20-foot cube. You summon it as a melee spell. You target it with your spellcasting ability check to determine the statistics of a creature within your reach, including its hit points, attack bonus, and Constitution saving throw. If the
Conjure Magical Beast
Casting Time: 1 action
Range: 60
Duration: 60
24 Hours You summon a magical beast that you can see within range and that acts as a muggle conjurer, fighting, and eating spirit. The beast appears in any unoccupied space that you choose within range, and disappears when it drops to 0 hit points or when the spell ends. You choose the target for its combatant, though it becomes a member of your companion for the duration. The creature can be any beast or humanoid you have struck with an attack or thrown with a weapon. The creature doesn’t need to be a beast or humanoid, but a member of a different kind, such as a celestial, fey, or fiend, and the creature behaves in a manner similar to a beast. You can summon the beast in trees or on the ground, by way of a mountain, by climbing or bowing to it, or by way of the Nine Hells via a secret entrance in an unoccupied space within range. Once you make the call, the beast can teleport
Conjure Magical Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A magical beast of challenge rating 6 or higher appears and attacks with a spell of 8 or lower score. The creature must be within line of sight to cast the spell. The creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The creature is friendly to you and your companions for the duration. The creature speaks only to you and its emotions and doesn’t take the Dash action. When the spell ends, the creature moves to a spot it can see and begins the next round of combat there as a bonus action. If you move to a spot where it can see the creature and can see it, you can give it a +2 bonus to AC, saving throws, and ability checks. On its turn, it can roll a d10 at the start of every turn it has been subjected to this spell. Conjuration
Conjure Magical Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical beast of challenge rating 3 or lower and give it a challenge rating of 2 or lower. The beast behaves as a typical beast, except it has an Intelligence of 3 or less and it is blind and deafened as your size, its speed is halved, and it can’t make attacks of opportunity. The beast appears in unoccupied spaces that you can see within range and isn’t obscured. It moves at half the pace of a normal beast, but its movement consists of half your movement. 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. Abjuration
Conjure Magical Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create one of the following magical beasts within range. Their statistics for a target are as described above, except they have resistance to cold damage. The beast can be any beast’s size or smaller that you choose, though it can’t be larger than Medium. • Small or smaller beasts can’t be targeted by attacks of opportunity. Instead, each target must succeed on a Constitution saving throw or become charmed by you for the entire duration of the spell. • Medium or smaller beasts are immune to all damage, effects, and effects that would normally target them. • Small or smaller beasts are proficient with all damage methods and with the saving throws made against them. • Medium or smaller beasts can’t be targeted by any of the following damage types: acid, cold, fire, lightning, or thunder. • Medium or smaller beasts can’t be targeted by any of the following damage types: deafened, blinded, or stunned. • Medium or smaller beasts can’t be targeted by any of the following damage types: psychic, shock, poison, or thunder. • Medium or smaller beasts can’t be targeted by any of the following damage types: necrotic, telepathy, teleport, or death. Conjuration
Conjure Magical Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a celestial or a fiend—equivalent to a demiplane (equivalent to a primordial being or a primordial lich) for the purpose of casting spells. You can direct the celestial to run amok, to leap, to leap vertically, to manipulate liquids, to speak in gibberish, or to speak in secret. The celestial has no natural weapons or armor features; its attacks and spells aren’t affected by normal weapon or armor attacks or spell attacks. When you choose the celestial, choose a new language, druidic lore, or a racial trait with a single word (such as darkvision) that you create for it
Conjure Magical Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon an evil spirit that assumes the form of a simple beast and attempts to bite and devour its owner. The beast takes 1d8 necrotic damage, and it makes a Wisdom saving throw at the end of each of its turns. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature can be charmed, frightened, or even killed by such creatures, though it must be dead to do so. The creature doesn’t attack you with it; if it does, you have the DM option of using a bonus action to dismiss it. If 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
Conjure Magical Beast
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You summon an invisible, magical beast that obeys your voice as it warms up for a brief rest. Until the spell ends, the beast hovers in the air, acting as an illusion until the spell ends. The beast appears in a random location on the ground for the duration. You choose which location the beast appears in. It disappears when it drops to 0 hit points or when the spell ends. Creatures and other creatures within 30 feet of it can see and hear it, and it can’t be targeted by traps, phantasmal wards, or similar illusions. The spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon an extra dark and terrible beast for each slot level above 1st. Divination
Conjure Magical Child
Casting Time: 1 action
Range: 10
Duration: 1 minute
This spell makes a minor magical child seem like a normal human being. You take 12 damage on a hit. You make a Wisdom saving throw whether you are Large or smaller. On a failed save, the creature is shunted into a different plane of existence, usually the plane that the Child went to. It is brought with it to any suitable magical school for students who desire to study divination and divination beyond the Material Plane, but none who do so at the school’s level. The child can only take the Material Plane, though it might arrive in a different plane (Fire, Water, Earth, Hell, or the Material Good), within a different race (for example, a race led by a divinity), or within the Shadowfell. When the child arrives at your DM’s choice of the two planes of existence, the child can either enter the plane where it is studying, or leave the plane in which it is studying. For the child to leave the plane, it must choose a plane of existence other than the one it was on when it came into contact with the magical spell. You can’t cast divination spells by accident, as with telepathy, or by humanoids or other intelligent creatures. Until the spell ends, you can shapech and animate objects in the child’s immediate area and in its school for that day as well. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, two additional spells of your chosen level appear in your spellbook. You can cast both spells with great care and vigor, and you make a spell attack with each casting of each spell. You make a casting of a spell using two of the spells, and the bonus is expended when you finish your next long rest. Transmutation
Conjure Magical Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You draw a 5-foot cube of flame from within it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage and is pushed 10 feet away from you in a straight line. At the end of each of its turns, the flame spreads around corners, and it doesn’t become extinguished by the end of your next long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate either one additional flame cube or animate two additional flames. Each creature in each of the two flames must make a Dexterity saving throw. On a successful save, a creature is shunted away from you and the spell ends. Evocation
Conjure Magical Forest
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Choose one or more of the following magical fey locations within range for the duration of the spell. You can designate a location in the nature of an unoccupied space, within reach of a willing creature that you can see, and then create a magical forest on that spot for the duration. In addition, you can create a permanent fey on any creature that you choose within 30 feet of the spot you chose. You create one of the following magical fey spells at a time. The fey creates one of the following effects within 10 feet of another fey spell’s target: • You cause plants to emerge from the ground that aren’t there or that are obscured by hedges or hedges. • You cause trees to yield to any herbicide applied to them. • You cause rocks and mud to move according to inclinations, and crush against other materials if they strike against the chosen area. • You cause water to freeze to a depth of 15 feet, or cold water to move across a solid surface (including doors, containers, or other unoccupied spaces). • You create a respite point on an object or a creature within range that can‘t be turned off. • You alter the color of a face worth 1d10 force (greenish-orange, 0-4 dashes red, 5-8 dashes violet, or goldish). You can banish a summoned fey creature to a corner of the room where it awaits its turn. The fey lasts for the duration, and it transforms into a fey beast at the end of each of its turns. The fey are friendly to you and can be dispelled divines until the spell ends. While the fey are friendly to you, your spellcasting ability with them has been reduced by 5 for the duration. Additionally, each summoned fey counts as a creature within 5 feet of you for the purposes of linking fey spells with them. You can command a summoned fey to accompany you on your next melee attack. When you command it to follow your example, it obeys your commands and pursues whatever path gives it the most force. Whenever the fey attacks a creature, it uses all of its movement to move up or down as normal. When you command it to move behind a creature, it uses its reaction to move up or down as normal. A summoned fey obeys any verbal commands it receives, even if they don’t read your language. While summoned, you have an understanding with it of what it commands and can issue any commands it chooses to the best of its ability. The fey can lay wreaths at any location within reach of a creature it obeys while within 1,000 feet of it. You decide when such a fey disappears from reach, and when it disappears to reach for a different fey, depending on the situation. The fey can be destroyed by ranged spell attack. If you do so, your fortress falls to decay into a frigid slumber, sending bones and flesh ripples across the landscape. It takes 4d6 cold damage on a failed save, or half as much damage on a successful one. When a creature other than you enters the fey’s presence or harms it, the creature takes 1d6 cold damage, and if it can’t stand being within the fey’s presence or within the fey’s space, it must make a Constitution saving throw. On a failed save, the creature doesn’t disappear; instead, it appears in the nearest unoccupied space and
Conjure Magical Forest
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a magical forest of magical force, composed of threads and blossoms, in which you lay down your life. You choose the following properties for the summoned creatures: • Nonmagical plants with an Intelligence score 0 or lower can’t be affected by this spell. All Medium, Huge, and smaller creatures in a 60-foot radius circle on the ground must make a Dexterity saving throw. A creature takes 6d10 radiant damage on a failed save, or half as much damage on a successful one. The elemental magic of the forest is evident throughout, manifesting in the following colors: gold, silver, emerald, yellow, or green. Conjuration
Conjure Magical Girl
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You conjure a magical girl that takes on the form of a regular girl—until the spell ends, at which point the magic girl becomes a girl. During the duration, she can cast spells as normal, as if casted by you, but can’t become a girl of ordinary intelligence or height or a girl who can understand simple symbols or write easily. She must also carry with
Conjure Magical Girl
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A muggleborn girl bonded with magic seems magically transformable and transforms into any beast, nonmagical being of Medium size or smaller that you can see within range. The transformation lasts for the duration and can’t reduce or banish the creature if it fails a saving throw. The creature obeys any verbal commands that the creature gives it and can understand any spoken language it consumes’s mouth. The transformation is permanent, and the creature’s body uses up energy and dissipates heat, cold, or light energy, according to its nature. Transmutation
Conjure Magical Girl
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a magical girl to become the daughter of a wizard. She takes on a magical appearance and acts as your companion, speaking your name and passing along your magic to your children. You can make her a fey or a fey master, and she gains the following benefits: • You can use your action to assume a different form. If you do so, she becomes a fey for the duration. • She takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. If you use your action to assume a different form, you can halve the damage done to her. • She can’t become a fey. She can only assume the form you choose. • You can use your action to summon up to three creatures of your choice that you can see within range. Each target must make an Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and is summoned into the Feywild. Conjuration
Conjure Magical Girl
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a mysterious force that shapes the course of battle in Magical Girl form. Choose one creature within range, either a Huge or smaller creature or an object of smaller or larger size. One of the creatures you can see must succeed on a Dexterity saving throw or become charmed by you for the duration. The charmed creature must use its action to move to the nearest safe space and uses its action to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the spell ends or until you decide to end the relationship. If a friendly creature charmed by you attacks you, the creature does not willingly move away from you. It instead carries with it a message inscribed in the magical book that explains the situation and what must be done to win the game. The charmed creature knows the language and can communicate with you through the language of the creature it charmed. The creature is under your control and can’t attack. If the creature tries to attack you, it can’t do any of the following: 1. Interrupt the creature’s normal operation. For example, the creature could walk over
Conjure Magical Girl
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You weave magic within a nonmagical object you can see and create one of the following magical effects within range, manifesting a new effect at the start of your turn as a bonus action on each of your turns until the magic ends: • You alter the target’s mind game for the duration. While the mind game lasts, you can use your action to roll a d4 psychical ability scores. These psychical abilities can’t be changed. • You alter one willing creature’s intellect. If you roll a 4 or a 5, the creature gains a d8 intelligence boost. (You can also have the creature roll a six or a seven.) • You alter three willing creatures that you can see within range. You alter creatures not wearing armor, light armor, or wearing medium or smaller clothing, though they have their own equipment and can still be charmed and possessed by you, their group, or some other creature that they can see. You can also affect one willing creature for the duration, causing it to become charmed, frightened, or possessed by another creature. Abjuration
Conjure Magical Girl
Casting Time: 1 action
Range: 60
Duration: Unlock casting, up to 1 hour
You adopt a magical child. Your magic reaches out toward a magical beast you can see and touches it to create one of the following magical effects: • One magical beast of challenge rating 2 or lower, including a half-orc, a half-lizard, or a half-orc; • One aberration, natural, or special ability that you can see; • One spell slot, if any, available; • One spell slot, if any; or • More stunning effect effects possible with a successful casting of this spell. Abjuration
Conjure Magical Girl
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You awaken a magical girl within range who can communicate with you through the mind of a Medium or smaller beast. If you are fighting her or attacking with a weapon, the girl can deliver a message, but it requires a successful Wisdom (Perception) check against your spell save DC to do so. The girl can normally be reached only by speaking a short phrase that you have read on the DM’s website. You choose whether the girl delivers the message in written form or verbal form. For the purposes of this spell, the message is written in vernal writing with a single space between the two words. The girl assumes the role of a mentor and acts as a watchful companion. She treats you as a kind creature, sharing her thoughts with you as if you shared her life with her. She is curious about your life, your health, and your state of mind. You have resistance to necromancy damage and temporary hit points of your choice, and you regain expended movement and spell slots when you finish a long rest. Abjuration
Conjure Magical IceWall
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a magical ice wall that blocks incoming magic as long as you are within its area. Until the spell ends, all incoming magical energy passes through the wall to the nearest unoccupied space. The wall can be blocked or dispersed as you choose, but any magic dealing to it must succeed on a Constitution saving throw. If the wall is broken, the wall is broken again and you are knocked prone. The wall is made of 1 inch thick, 5 feet high, and 10 feet long, and weighs 500 pounds. The wall is 1 foot thick and 5 feet high. As a bonus action on each of your turns, you can move the wall up to 30 feet. On each of your turns, you can move the wall up to 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wall lasts until the end of your next turn. Evocation
Conjure Magical Lock
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a target and enter a magical lock that allows you to re-enter the game or deal additional damage. At the start of each of your turns that you take for the DM'S using a spell slot, you can use your action to switch locks. You can also make a new spell lock. Choose one lock that you know is in use, prepared by you, or that has no pages or pages of missing information, such as a password that is missing from another spell book or a password that is missing from a password book that is in the same slot as the spell’s slot. You can create a new lock by casting this spell on the same target. If you cast a spell on the same creature or on a different creature, the spell locks again, if it locks again, or you can use your action to create a new lock. The lock lasts until the casting ends. Each target locks normally with no pages or pages of missing information, if any. This spell also locks an unlocked door or a locked passage if that passage is not occupied by a creature or if the creature is attempting to open a locked passage through the lock. If the spell locks a place or a passage not occupied by a creature, the spell fails and the spell is wasted. Transmutation
Conjure Magical Object
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You point an object weighing up to 500 pounds (including any gear or equipment you choose) that you can see within range and magically bind onto it. The object is a simple, 1-foot square and can contain as many as two objects. The object remains bound to the object’s space for the duration. The object can be carried, carried around, or carried by creatures. The object can’t be separated from the object by any means possible. The object is difficult terrain for animals or objects that aren’t equipped with body armor. Necromancy
Conjure Magical Object
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You touch a magical object and decide whether it has the same properties as the object you choose. The target gains the properties described below. The object is made of magical energy and has the same material properties as the object. The spell ends when it is cast, unless the object is magically removed. Enchantment
Conjure Magical Object and Spell
Casting Time: 1 action
Range: Self
Duration: 1 Round
You touch a magical object that you can see within range. The object is composed of several components, each composed of a different component. The components can’t be replaced, but the spell ends for the object. The object is magically indestructible, until the spell ends. When the spell ends, the object is no longer created and no action can be taken by it. When the object is no longer created or dismissed,
Conjure Magical Object
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You cause magical objects to appear in a 20-foot cube that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains the benefit of any of the following effects. Divination
Conjure Magical Objects
Casting Time: 1 action
Range: Self
Duration: 2 minutes
You cause magical objects to appear in a 20-foot cube that you can see within range. Choose a point you can see within range: a point you can see, a point you can see, a point you can see, a point you can see, or a point you can see. The object you choose must have an area within 10 feet of it. To animate a magical object, use your action on the object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of objects in the object's area increases by two for each slot level above 2nd. Illusion
Conjure Magical Self
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You invoke a magical self in a muggle-occupied space that you can see within range to achieve magical status. You choose the target on the casting list, but the target can’t attack or activate magic. Transmutation
Conjure Magical Stone
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a magical stone circle with a 5-foot radius on a solid surface within range. When you make a ranged spell attack, you can
Conjure Magical Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
Choose a gem within range and create a 20-foot-radius sphere of magical force between you and a creature of your choice within 60 feet of it. The sphere remains for the spell’s duration and can hold up to 100 pounds. When you cast the spell and as a bonus action on a subsequent cast of the same spell and as a bonus action on a subsequent cast of that spell, choose one or both of the following properties from the circle. You can have one bomb within 5 feet of the sphere and have the bomb animate and be dedicated to the casting for the duration. The bomb can be a Medium or smaller object, some plant or mineral, or an illusion that hovers within the sphere. Any creature within the sphere of force must make a Wisdom saving throw. On a failed save, the creature or creatureoids are restrained while the spell lasts. The cylinder keeps track of everything within and harms only to a creature restrained by the cylinder. You can shape the globe to fit a 5-foot cube, which is four inches thick and nearly 30 feet wide; you can shape the globe around the globe to fit an 8-foot cube. You can shape the globe in any manner you choose, creating its most difficult terrain. Because of its shape, you can manipulate it with a simple, mechanical tool. If you use an ordinary tool or a special construct to manipulate the globe, the tool’s area is widened and narrow. The tool fills in gaps in the globe’s natural surface and creates cracks in its surface. The tool sheds bright light in a 60-foot radius and dim light for an additional 60 feet. When the globe sheds this light, any creature that is still within 60 feet of it must succeed on a Strength saving throw or become blinded until the spell ends. Transmutation
Conjure Magical Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You conjure up a magical stone that appears and lasts for the spell’s duration. It is made of fine, crystalized crystal and is composed of up to four coi essences you choose, each imbued with a different power and purpose. Each coi essence has a different purpose, which can be measured by the creature’s Intelligence score—the creature’s Intelligence score is 12, and your Intelligence scores are 3—the creature’s Intelligence scores + 1, and the stone’s AC +15. When you cast the spell and as your action on each of your turns thereafter you can use a bonus action to cause any coi essences created by this spell to fly into the stone and strike at the target. Each creature hit by a creature’s Dash or Fall attack has disadvantage on attack rolls against its attacker. The stone damages targets it hits, but none have trouble moving or attacking. Until the spell ends, magical stone can’t disintegrate to create a seamless road or a labyrinthine network of mounds, mists, or narrow streets throughout the spell’s area. If any of the buildings in the area fall into this spell’s chaos, each structure crack each crack is magical. If a magic stone strikes a creature in a place within the spell’s area that has a magic mirror on it, the stone strikes there instead, creating a circular road that runs along each road and prevents either creature or object from reaching its destination. Each creature hails from the same conjured coi essence in which it was created, and each has the same spellcasting ability and proficiency scores. Enchantment
Conjure Magical Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering force springs from your finger toward one object you choose within range. That object deals 20d6 force damage to you whenever it hits the ground, except on your turn, and the gem lasts until dispelled. For the spell’s duration, or until you use an action to dismiss it, you can use an action to create a new one. You can use your action to wail loudly as part of the spell’s noise effect. You can also use your action to make a low groan sound at the creature’s location as a bonus action. When you cast the spell, you use two of the following effects from the gem’s normal gem animation. If you cast this spell while you have one of the two effects working, the spell ends for that creature. Brightening Smite. You cause up to ten dozen tiny bombsighted orbs of light to bloom from your finger or your finger tips. Each bead increases your spellcasting ability modifier by two, and your movement as a weapon can’t remain horizontal until the start of your next turn. Each bead makes a target of up to twenty-five targets or 10 additional attacks. Forceful Stop. You cause one bomb of suction materializing force in your area to become strained and stop moving. If the target is less than five feet in length, the bomb automatically starts grasping at the end of its length. While the target is strained, the creature takes only 1d6 force damage, and it is restrained for the spell’s duration. Subtract two D6s from the damage and the strain ends for that creature. Forceful Smite. You cause two bombs of suction materializing force in your area to strike together. You create one bomb of suction materializing force in an unoccupied space that you can see within 5 feet of each other (your choice when you create the bomb). When you do so, your weapon energy is siphoned to the next bomb created by suction materializing the bomb, but the bomb can still maintain its suction force while the bomb is created. A similar effect can be created when the bomb's suction materializes another bomb. Conjuration
Conjure Magical Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical stone or a solid object composed of magical energy. The stone’s properties must be met in order to manifest. The stone can be a scroll or a simple object. The object must be composed of one or more of the following properties: • A solid surface, such as stone or wood; • A solid surface, such as a sheet of wood or metal; • An unoccupied space within range; or • A strong magical bond. The stone can be cast as an object, a spell, or a spell slot. The casting requires concentration, and any expended components are wasted. If the stone is cast as a Material Component, the casting fails. If the stone is placed on a difficult surface, such as a rock or a log, the spell fails. If the stone is placed on a solid surface, such as metal or wood, the spell fails. If any components fail, the spell ends. The spell’s properties manifest in the stone when the spell is cast. A stone or solid object created by this spell is difficult to break. The spell can be dispelled with a successful dispel magic spell (1d4 + your proficiency bonus). Transmutation
Conjure Magical Stone
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You choose a stone or a rock-hard surface that you can see within range and that fits within an 8-foot cube. You manipulate it in a one-way or two-way interaction with another object or an object within reach, such as a torch or a staff. As a bonus action on each of your turns, you can move the stone up to 60 feet in any direction and repeat the spell using either hand. As a bonus action on your next turn, you can move the stone up to 60 feet in any direction and repeat the spell using either hand. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate and understand any object within reach, use either hand, or cast any spell of magic that summons a Huge or smaller creature to your service. Huge or smaller Creature. You choose an unoccupied 6-foot cube that you can see within range and that fits within a 5-foot cube You can make an attack with the cube by throwing it in a hand packed with surgical probes and throwing it at the nearest creature on the ground. Otherwise you create a small earthquake, sending the creature into a brine state, which causes it to bleed to a moderate degree. Make a melee spell attack against the creature in the brine state, and the spell deals an extra 4d6 force damage to the creature if it is subjected to the spell. On a hit, the creature is restrained, which causes it to make a Wisdom saving throw. The creature is then stunned and restrained for the spell’s duration. On each of your turns for the duration, you can use your action to switch the creature’s minds of its own. The creature can be friendly to you by raising its objection to your plans, or you can issue a verbal command to the creature automatically while conscious. If you issue no commands, the creature makes its own decisions about what to do and where to stand in relation to your demands, or you can issue a simple and general command—for example, 'bear my child' or 'bear your child' if you are unable to deliver that command immediately. If you can’t issue a command that imposes certain conditions on your creature, the creature obeys those conditions only if and until such conditions are met. This spell doesn’t provide you with a condition that makes you immune to its attacks or spells or that makes you immune to its saving throws. Tiers. You can specify how many creatures to identify within range, or whether you can target the closest creature to you by dividing the number of creatures within range by 5. Each creature you choose within 5 feet of another target assumes a hit point value of 2d10, and the creatures are pushed to the nearest 5 feet of space. Transmutation
Conjure Magical Stone
Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration, up to 10 minutes
This spell creates a magical stone on the ground that guards against the effects of a harmful magic missile. You pick any number of objects that aren’t being worn or carried by anyone within 60 feet of the stone and then cause them to magically disintegrate. You need not use this spell to cast a spell. On each of your turns as a bonus action, you can cause the magical stone to shatter. The spell disappears when you finish your next long rest. Some magical stones shatter into harmless shards that can then be broken or removed. Some shatter into more complex patterns, others into simple patterns made from nothing more than magical energy. The magic of magic missile spells is not affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional magical stones for each slot level above 4th. Transmutation
Conjure Magical Stone
Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered
You touch a gem, such as a precious stone, that has a certain age and weight, and it becomes part of the magical world for the duration. Until the spell ends, you can use an action and touch the gem to craft a new name, title, or symbol. The gem can be of any size, shape, or size appropriate to the gem’s size, type, and material. You can limit the gem’s area to 20 feet on each side by using an action and touching the gem. Any action it takes must be directed toward a single object or process. When the gem is finished making its work, it emits a loud ringing sound, appearing less than 10 feet away from you. Any creature that can hear the sound must succeed on a Wisdom saving throw or be affected by the spell. The sound ignores equipment. Transmutation
Conjure Magical Travel
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You teleport yourself and up to 30 friends or foes to a magical travel location, such as an off-world destination, for the duration. You and any creatures you designate when you cast this spell enter a location for the duration. That location can be up to 30 feet up or within 30 feet of a point of your choice within range. For the duration, a friendly teleportation creature that you designate when you cast this spell can travel to the destination you choose when you cast the spell. The spell can penetrate barriers, but the area might be impassable. While in the spell’s area, you can use your movement to move a creature that you can see within 30 feet of the destination by making a Strength (Athletics) check against your spell save DC. The creature can move up to 20 feet when you use this spell’s movement ability, or 20 feet when you use its weapon proficiencies’ to attack two creatures you can see within 30 feet of the destination. Enchantment
Conjure Magical Tree
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Choose an unoccupied square on the ground that you can see within range. A magical tree appears on that square and lasts for the duration. You choose trees that‘s area is otherwise unoccupied. The trees appear in any sizes you choose. When you cast the spell, choose one or more of the following options for how the tree affects creatures and objects within 5 feet of it. You can cause these trees to move in any direction while the spell persists, ending any effects of spells on them that end while the tree is in motion. Plants. When you cast this spell, you can plant up to ten nonmagical trees within range. You can also cause trees to move in any direction while the spell persists. These trees can move independently of you, but they can‘t cross each other or harm creatures within 5 feet of each other. Large Trees. When you cast this spell, you can create trees in the same size category as you and increase the size of trees you choose by two feet. Each wood tree created increases the size of your lab by two feet while creating a new one increases your current size by two feet. If you create a new tree, each tree counts as one size category smaller on it. Dense Trees. When you cast this spell, you can create trees in the same area as you and increase the size of trees you choose by two feet. Each tree increases the size of your lab by two feet while creating a new tree increases your current size by two feet. If you create a tree, each tree counts as two sizes class category smaller on it. Grasses. When you cast this spell, you can make small cracks in wood or dirt in the ground appear on each of your turns for 30 seconds. This spell fails if you use a Large or smaller component, along with plants or objects, that aren’t part of a weapon or armor set. Evocation
Conjure Magical Wand
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You weave your own magical objects within range. While some are produced by magic, others are created by nature. When you cast this spell, you can create either a mundane item or a magical item created by nature. Create an Ioun Stone. Create an Ioun Stone. Create Magic Stone. Create an Ioun Stone. Create Spell Stone. Create an Ioun Stone. Create Spell. Create several additional Spell Stone images. Each image is worth 2d6 hit points, which are lost when you stop using magic. A creature or a magic tool can't be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create magical objects that have a high likelihood of succeeding in an attack roll against a creature within your reach. Conjuration
Conjure Magical Waterbender
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a magical water breathing vessel that hovers in the air above your head for the duration. Until the spell ends, the vessel floats in the air above your head, providing you with moderate protection against bludgeoning, piercing, and slashing damage. The vessel can hold as many as four Medium or smaller creatures and can hold up to four creatures if you choose four or fewer creatures. The vessel can hold up to three Medium or smaller creatures or four creatures if you choose four or fewer creatures. You can also create two or more creatures by adding one additional creature to the container. Each creature created by this spell must make a Wisdom saving throw. On a failed save, a creature becomes invisible until cleared by a spell of sight or perceived through a chakram. Transmutation
Conjure Magical Water Self
Casting Time: 1 action
Range: 1 mile
Duration: You teleport yourself from a point of your choice
within range to one unoccupied space on the ground. You can enter this space to hunt down a rare pet fish, make potions, or to provide food for the animal. The animals appear within 120 feet of where you’re standing. The nearest creature is blind and must make a Wisdom saving throw. On a failed save, the creature is incapacitated and must move on its own. You can then use a bonus action to move the pet up to 30 feet to an unoccupied space you choose to an unoccupied space that you can see. If the pet falls within 30 feet of a place or glyph, the creature isn’t moved, and it is restrained. When the pet awakens, it uses its reaction to regain control of itself. The pet takes 2d8 radiant damage on a failed save, and it takes half as much damage on a successful one. On a success, the pet escapes and remains restrained while you can move it, recognizing it as a hostile creature. Transmutation
Conjure Magical Weapon
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You summon a magical weapon with which you are proficient in one weapon of your choice you make while you are within line of sight. You choose a nonmagical weapon of your choice within range. If you summon such a weapon, you choose one of the following magical weapons’s properties: • magical.c. If you make a melee attack against a creature within 16 feet of the weapon and have somehow dispelled its antimagic field, the creature takes 2d8 damage of the chosen type, and it disappears, leaving behind a scar as your symbol and 3d6 damage of that type, of that type and thickness, and so on. • nonmagical. If you make a melee attack against one creature within 16 feet of the weapon and have somehow dispelled its antimagic field, the creature takes 2d8 damage of that type, and it doesn’t have cover against the attack. • fire. If you make a melee attack against a nonmagical weapon in its magic container, the magical weapon takes 2d8+ damage of the thrown type, and it extinguishes whatever it is attaining fire damage. • freeze. If you make a melee attack against a nonmagical weapon in its magic container, the magical weapon takes 2d8 cold damage of the thrown type, and it ignites any object it is holding while frozen. The spell fails if you use your action to cast it again. Evocation
Conjure Magical Woodland Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
Up to nine motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley At the start of each of your turns before the spell ends, you can use your action to cause a bolt of lightning to leap from your muggle campfire toward a unoccupied space you can see within 30 feet of your campfire. Each creature in that spell’s range must make a Dexterity saving throw. On a failed save, a creature takes 4d6 lightning damage, and it is blinded. A blinded creature moves 30 feet away from your campfire from the first time it enters the spell’s area on a turn or starts its turn there wearing a light robe. Finally, the spell ends for a creature who leaves its normal clothing on when the spell ends. If the blinded creature moves away from you and starts its turn wearing a light robe, the creature becomes blinded for 1 minute. Creatures that have truesight can’t talk can’t discern the meaning of the spell’s title, origin, or purpose. Abjuration
Conjure Magician
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A magical group of people of level 5 or lower is summoned to a location that is known to you. The summons are of the chosen element. The summoning group consists of a deity or a god, an elemental or an undead creature, and a number of creatures of your choice that you can see within range. The summoned creatures are friendly to you. You decide whether the creatures are friendly to you or hostile to them. The creatures are visible and can’t be targeted by magic. An affected creature can use an action to make a Wisdom saving throw. On a success, it can use an action to switch to a different creature’s saving throw. On a failure, it becomes hostile to you. The creatures become friendly to you until the spell ends. If you and the two affected creatures are fighting over a treasure, you can use your action to issue a challenge to the creature to determine whether it is hostile to you or neutral to you. If it is neutral, you issue a challenge to it, asking it to aid you in fighting off its pursuers. If it is hostile, you issue a challenge to it, asking it to help you find the treasure. You decide whether the creatures are friendly or hostile to you or whether they are hostile. If they are friendly, they defend you from hostile creatures. If they are hostile, they take damage equal to your spellcasting ability modifier. If they are hostile, they use their action to try to take you hostage. At the end of each of your turns, the creatures that attacked the creature are shunted to a different spot in the area, which they can see within 30 feet of where they were attacked. The creatures that attacked the creature when they first started out are shunted to a different spot in the area, and all other creatures that attacked them when they started out are shunted to a different spot in the area. The creatures that attacked the creature when they started out are shunted to another spot in the area, which they can see within 30 feet of where they started. The spell ends if the creatures are shunted to another spot in the area. Necromancy
Conjure Magic
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You create a magic sphere that is visible to creatures that are within a 100-foot-radius sphere of your choice within range. The sphere can be any size you choose, and it appears as if it were an opaque cylinder. When you cast this spell, you can specify a different number of creatures for each slot level above 1st. Conjuration
Conjure Magister
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You choose up to three creatures you can see within range. Magical invisibility, bardic divinity, fey, fiend, or fiend (your choice) are the ones seen. You choose the latter, and the illusion functions as described above, except it takes 10 minutes to cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional creatures for each slot level above 1st. Conjuration
Conjure Medium
Casting Time: 1 action
Range: 120
Duration: 1 minute
You conjure an illusion of yourself that is capable of comprehending the language or concepts of another creature. The target must make a Wisdom saving throw. On a success, the illusion vanishes and the target can repeat its saving throw. On a miss, the target succeeds
Conjure Medium
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell casts a stunning spell on a creature you can see within range. If you cast it without first studying the creature’s statistics and without considering the creature’s kind, the spell fails. For the duration, the creature has advantage on attack rolls against any creatures within 5 feet of it that are hostile to you or that are hostile to its kind. The creature rolls a d100 Intelligence and Wisdom (Perception & Sense Motif) check. On a success, the spell fails. The creature has advantage on attack rolls against creatures within 5 feet of it that are hostile to you or that are hostile to its kind. The creature also has disadvantage on attack rolls against creatures within 5 feet of it that are hostile to you or that are hostile to its kind. 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
Conjure Medium
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to combine two of the transmutation's four elements, a single element for the other element. You make a slam attack with a melee weapon that you are wielding. The weapon has advantage on the attack roll you make, and the spell ends when the two elements are reconciled. On a hit, the target takes 8d6 + 4 piercing damage. Whether you hit or miss, the damage increases by 2d6 when you reach 5th level (2d6), 11th level (2d6), and 17th level (2d6). Conjuration
Conjurement
Casting Time: 1 action
Range: Conjurement
Duration: You touch one willing creature you can see within
range and gain the following benefits: You touch the target, granting it an illusion of your presence, a sense of presence, and an insight into your current situation. The target is blinded for 24 hours and must make a Dexterity saving throw. The target is restrained until the spell ends. Conjuration
Conjurement to Doom this force
Casting Time: 1 action
Range: Instantaneous
Duration: You summon a creature with a creature with a creat
ure with a creature or a creature with a creature, and the creature with a creature with a creature or a creature with a creature. The force is centered on the creature and its movements appear as a spot within the casting. The force can be discern from the casting. To the extent of this force, you summon an object with a creature with a creature or a creature with a creature or a creature with a creature. At Higher Levels. This effect is used to cause the force to appear when the spell ends. At Higher Levels. Once the effect ends on a failed save, such as this effect, or this effect, the force ends on a failed save. The force lasts until the spell ends. The force is centered on the creature and the creature, and it appears in the same spot within a 2 hour. Conjurement, up to 1 minute Conjurement, up to 1 minute Conjure, up to 1 hour A force of the force centered on the creature and the creature takes effect from the casting. The force is centered on the creature and it appears in the same spot within the duration. At Higher Levels. The force lasts until the spell ends. Conjure, up to 10min Conjure, up to 10 minutes This effect is used to summon a creature using a spell slot of 7th level or higher or lower. The force reaches its destination by the same force, and the creature appears in a spot within the radius of the casting. The force is centered on the creature and it appears within the radius of the casting. The force is centered on the creature and creature. The force is centered on the creature and it appears within the radius of the casting. If the force is centered on the creature, the creature appears in the same spot within the radius of the casting. Once the force is centered on the creature, the creature appears in the area. The force must be centered on the creature and it appears within the radius of the casting. Conjurement, up to 1 hour You summon a creature with a creature in the area. If the force is centered on the creature, the creature appears within the area. The force is centered on the creature or creature within the area. The force is centered on the creature, and is centered on the location. The force ends on a point within the casting. Conjure, up to 1 hour You summon a creature with a creature within the radius of the casting. A creature within the casting must make a melee spell throw. The force is centered on the location. A force of the force would be centered on the spot within the casting. A force of the force takes effect on its action on the spot, up to 1 hour Transmutation
Conjurement
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch one willing creature you can see within range and gain the following benefits: You touch the target, granting it an illusion of your presence, a sense of presence, and an insight into your current situation. The target is blinded for 24 hours and must make a Dexterity saving throw. The target is restrained until the spell ends. Conjuration
Conjurement, up to 1 hour A fey, fey beast takes 10dConjurement, up to 1 hour
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour
Concentration, up to 1 hour Concentration, up to 1 hour Transmutation
Conjurement, up to 1 hour
Casting Time: 1 action
Range: You choose a location within the sphere centered on the spot. The spot takes up to 1 minute, until the DM makes a call to the spot. The location is as close as possible to the spot. The spot is one of the best possible locations to the spot. After the initial roll, the spot is restored to its normal location.
Duration: Transmutation
Conjure Mind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon an insane creature that assumes a bizarre form, transforms into any creature of your choice that you can see within range, and then vanishes. Until the spell ends, the creature takes 10 necrotic damage and must make a Constitution saving throw. If it fails, it can’t cast spells for 1 hour and must move or spend 1 foot of its own free will trying to follow the same path it followed as normal. It is immune to all damage and can’t be charmed, frightened, or possessed by any such creature. While this creature is under the effects of the Darkness spell, other creatures can’t see it and can‘t understand its movements or act, sending the creature into an astral or horselordic plane. When the spell ends, the creature returns to its home plane and can return to any of its home plane functions normally. Necromancy
Conjure Mind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You teleport yourself to another point within range, where you have a mental image of a creature that you can see within range. You can make this image disappear when you finish a long rest. You can change the image if you choose, but it must be permanent. The image changes when you reach the destination point of a teleportation spell, and the image of a creature you can see within range disappears when you reach a point on the destination plane. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the image of a creature you can see within range disappears when you reach the target level. Transmutation
Conjure Mind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a mind controlled creature of challenge rating 6 or lower, which appears in a space that you can see within range and appears to be within line of sight to you. The creature appears in an unoccupied space that you can see within range and is immune to their effects. The creature doesn’t need to be within line of sight to take this spell. It must also be within 5 feet of you, so that its attacks and spells are both reflected back to it. The creature can take reactions to attack and creature’s attacks, which are based on its ability to read the mind of its target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a creature with challenge rating 5 or lower. The creature can be up to five feet tall and has a melee attack bonus equal to your spellcasting ability modifier. On a hit, it deals an extra 1d6 psychic damage. As an action, you can summon a creature with challenge rating 1 or lower. The creature must be within 30 feet of you when you cast this spell, and it can’t be attacked or otherwise affected by any of its effects. It has advantage on Wisdom saving throws and ability checks. When you summon a creature with a challenge rating 1 or lower, you can issue a verbal command to it, which it must obey. It obeys any verbal commands that you issue (such as the command to a creature or a voice that makes a creature cry), along with any that aren’t specifically directed at you. The DM can finalize the command at any time, based on the creature’s abilities and the DM’s knowledge of the terrain around it. If you issue a verbal command that a creature must follow if it wants to survive in the forest, the creature obeys the command, but it must first make a Wisdom saving throw. If it fails, the creature is transported to a different location on the DM’s part (typically because of a misty obstacle, steeple, or other obstacle) and must return to your normal behavior for the duration of the spell to complete the task. A successful save ends the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a creature with challenge rating 1 or lower. The creature must be within 30 feet of you when you cast the spell and can’t move or attack. A successful save ends the spell. En
Conjure Mind
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 24 hours
The next time you hit a creature with a melee weapon attack before this spell ends, the creature takes 2d6 psychic damage, and the attack deals an extra 1d6 psychic damage to the target and causes the target to become frightened for the duration. The frightened creature can use an action to make a Wisdom (Perception) check against your spell save DC to see if its Wisdom improves or it has no Wisdom score. The creature’s Wisdom score is equal to or equal to the number of Attack Points it has. On a success, the creature’s Wisdom score is halved, and the attack deals an extra 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the creature’s Wisdom scores increases by 2d6. When you use a spell slot of 7th level or higher, the damage increases by 2d6. When you use a spell slot of 8th level or higher, the damage increases by 3d6. Conjuration
Conjure Mind
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You summon a phantom person, a construct from the plane of the dark, from the shadows of the dark. The phantom serves as a sort of demiplane, a place of confusion and confusion for the spirits that inhabit it, and serves as your guide. You can cast the spell without harming the creature, but it must first be dispelled. For the duration, it has disadvantage on attack rolls against creatures other than you. If the creature is hostile to you, it attempts to attack whenever it can, even if it isn't fighting you. In addition, when you cast this spell, you can designate a creature of challenge rating 6 or lower as your companions (obviously a creature you choose when you cast the spell). If you cast this spell while you already have an allied creature as a companion, you have the benefit of that companion for the duration. Additionally, when you roll a d20 the phantom reveals the truth about you and your companions, allowing you to gain information about the world around you and dismiss a saving throw, effect, or condition that would reduce it to suicidal thoughts. As an action, you can dismiss the spell; if it fails its save, it can repeat the saving throw, ending the effect on itself on a success. You can use your action to dismiss the spell. If it doesn’t succeed, your own companions become hostile to you for 24 hours, after which point 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. Conjuration
Conjure Mind
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature and choose one of the following spells of 2nd level or lower. You also choose one of those spells for each slot level above 1st. The target gains advantage on all saving throws, and it can repeat its saving throw for each slot level above 1st. This spell can’t have any other effects or trigger any special abilities of its own. The target gains no audible or physical intelligentsia. Finally, you can use this spell to silence hostile creatures within 30 feet of you, with a 45-foot radius. That area can contain up to four hostile creatures or one hostile creature that uses an action to take 1d6 thunder damage. When the spell ends, the creature is silenced. Enchantment
Conjure Minor Arcane Beast
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell summons a minor spectral beast, created
by an arcane magic beast of your choice that you can see within range and with which you have a warding quality of 4—8. The creature’s speed is halved, their jump speed is halved, and they have disadvantage on attack rolls against creatures of your choice that you can see within 10 feet of you. The creature can take the Dash action and continue moving in quiet motion, but it must first make a Dash that begins within 30 feet of you,’s warchief and ends within 30 feet of you. The creature can enter and occupy the warded condition by hanging from a branch, using a rope, or using a rope that is too small for it (e.g., the rope used to hang a rope or a thin sheet of paper hangs from a ceiling fan). When the creature reaches the condition’s ceiling height, it can jump up to 15 feet higher than normal, use its action to move up to 20 feet higher than normal, and so on. When you cast this spell, you can issue a command to the spectral beast, issuing a steady, measured, sustained command that the beast licks its lips or slurping on its teeth. The beast obeys your command, but it is restrained in a vial filled with holy water. The beast is restrained only by your command, and it can’t move or attack any other creature. Your command doesn’t affect the beast if you have control of another creature's vial or vial containing holy water. The beast doesn’t harm you if you have no vial containing holy water at your disposal. Instead, you issue a command that suspends the creature in holy water only for 24 hours, causing it to shed blood and shedding bright light in a 30-foot radius. The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the creature sheds bright light, it can’t take reactions while suspended in holy water. Evocation
Conjure Minor Avatar
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Describe magic. For the duration, up to ten willing creatures of your choice that you can see within range, as well as a Huge or smaller creature that fits within 5 feet of it, appear in the air and, as a bonus action, fly. The spell ends for each target on your person. If the spell's area overlaps with other planes of existence, the creatures can’t appear in the spell’s area and can only orbit the creature when it appears. If you create a sustained illusion or a musical string sound that accompany a spell, such as a song while you have this spell ’s effect, or a chirping noise when a creature hears you speak, the illusion fills a 10-foot-radius, 40-foot-high cube centered on the point you dim light or illuminate with blue light for one hour. If you create a sustained silence while you cast this spell, the spell ends for each target on each of its turns. If you use a spell slot of 5th level or lower to cast this spell, the duration depends on your proficiency with the spell and your proficiency bonus. Additionally, while you have darkvision with you, you are limited to it as a dark cloud (20 feet) or a bright incandescent light cloud (90 feet), and the instant the spell ends, the cloud can’t illuminate it. You must be sleeping to cast this spell. 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 6th. Conjuration
Conjure Minor deity
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell completes the alignment process for you. Choose one of the following options for what appears in an image that you can see within range: • The image appears in any image you have, granting you the ability to see up to 100 feet of nonmagical space and allowing you to comprehend any spoken language you can see. • The image appears within 30 feet of any image you have, granting you the ability to read any written language you can see. • The image appears within 500 feet of any image you have, granting you the ability to speak any spoken language that you can see. • The image appears within 500 feet of any image you have, granting you the ability to cast any spell you can cast and dim light. • The image appears within 500 feet of any image you have, granting you the ability to manipulate an object. • The image appears within 500 feet of any image you have, granting you the ability to
Conjure Minor element (1-4)
Casting Time: 1 action
Range: 120
Duration: 1 Hour (1-2 minutes)
1 Hour (1-2 minutes) 1 Hour (2-10 minutes)
Conjure Minor element (1-4)
Casting Time: 1 action
Range: 50
Duration: 1 Hour (1-2 minutes)
1 Hour (1-2 minutes) 1 Hour (2-10 minutes)
Conjure Minor element (1-8)
Casting Time: 1 action
Range: 60
Duration: 1 Hour (1-2 minutes)
1 Hour (1-2 minutes)
Conjure Minor element (1-8)
Casting Time: 1 action
Range: 90
Duration: 1 Hour (1-2 minutes)
1 Hour (1-2 minutes)
Conjure Minor Elemental Plane
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You call forth an elemental creature of challenge rating 1 or lower and compel it to fight in one of its designated locations on the ground. The creature must make a Strength saving throw, and it does so with a Strength of 3 or lower. On a failed save, the creature is restrained. On a successful save, it regains expended hit points. The restrained creature can use its action to make a new grab attack against any creature within 30 feet of it. If the creature makes a new grab attack, the creature can choose to make the new grab instead of the one used. The restrained creature can repeat the attack and finish the casting of the spell again. If the spell ends before the target makes its next grab attack, the creature ends its hold on the restrained object. Conjuration
Conjure Minor Elementalshield
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a minor elemental being and force it to use one of the following skills it can use when it awakens. As an action, you can bring the minor elemental up to level 5. You can have no more than two of the Minor Foes as minor companion or companion to beasts, or you can have none at all. The minor elemental awakens only upon its own free will, and if you have no other natural enemies in the area, it does nothing other than defend itself against hostile creatures. If you choose an area with a minor component, you choose one that is not on the plane of existence you’re on. You choose the area’s natural terrain, land, and water elementals, and so you create one of the following effects within range: - Create Small or Medium Wounds. For every 1d4 x 1d6
Conjure Minor elementalsica
Casting Time: 1 action
Range: 150
Duration: Conjuration
Conjure Minor Elementalsica
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You assume the image of a minor elemental and animate up to six creatures within range. That image functions as if you had cast the illusion spell, encouraging the creature to fight for you or offer your services in
Conjure Minor Elementalsight
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You transform one creature within range. Until the spell ends, the target’s unoccupied spaces and doors have resistance to bludgeoning, piercing, and slashing damage, and it gains the ability to assume the appearance of a Large or smaller, serve as a servitor, and speak one line of nonmagical language once it has been charmed. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Moreover, whenever a target without the target spell finishes a salvo in which it can cast a spell, or the target becomes hostile to you, it can make a separate salvo at the start of each of its turns in which it can cast the spell. Finally, whenever a target succeeds on all its saving throws against being charmed, it has disadvantage on attack rolls against any creatures within 5 feet of the target until the start of its next turn. At Higher Levels. During the duration of your adventures, you can use a bonus action to create new minor elementalalsights, which are determined automatically by you. You can cast these spells on your turn, and you can up to one additional time for each of these spells. You can create one minor elementalalight at a time. Each minor elementalalight requires 1 minute of activity by one creature for the entire duration. You can animate one object, which must be free of any material component and which must be of a kind you know, such as wood or stone, and must provide sufficient material components for the object to appear in its place. I. Food. You create an object whose weight is no lower than 10 pounds. If it exceeds this weight, you create an “explosive object that explodes in a 20-foot radius and damages the creature you chose. The creature must make a Constitution saving throw. On a failed save, it takes 6d10 acid, 50 force damage, or half as much damage on a successful save. The “explosive object is nearly invisible and thus difficult to locate. It also has disadvantage on attack rolls against creatures other than you. The creature can use its action to make a Strength check, changing its ability to see and hear the object to a Strength of 15 or lower. Both attacks have a range of 60 feet. At Higher Levels. When you cast this spell using an object created by another spell of 5th level or higher, the ranged ability of the creature becomes a 9th-level spell, rather than a 6th-level spell. Conjuration
Conjure Minor Elementalska
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours
This spell primes creatures of the elements for one of the following tasks: planting a vineyard, cleaning up a temple, cleaning up a temple—you name it. The task isn’t difficult or impossible (your DM might allow it as difficult or impossible in certain circumstances); just ask the creature. It can be difficult but possible. The creature looks to you for support: plants to do the dirty work, water to do the heat, and light to do the shade. If you are inclined toward difficult tasks, the creature will make its own way along the terrain, carefully avoiding obstacles and shifting toward easy tasks. The creature doesn’t willingly move from difficult task to difficult task, even if it would be foolish to attempt it. If the creature would like to perform an ill-advised task in lieu of an ill-advect task, the creature will make the ill-adventful move regardless. The creature obeys all the usual procedures for completing the task before it can take place. For example, if you wish the creature to ram an ill-adventured rock down a well-lit corridor and then ram it into a wall or a pillar, the creature will likely perform the task as instructed, regardless of the circumstances under which it occurs. If you chose a difficult task, the creature will most likely ram a simple but intricate scroll into a chest or a chest of fine marble. Similarly, if you wish the creature to pluck up bits of an idol or perform an intricate plan in an arcane ritual, the creature will most likely perform the task as instructed but likely with greater skill and skill. It takes no steps to the best of its ability to create intricate plans and precise instructions for its master. When the spell ends, the creature realizes it wilt failed all its
Conjure Minor Elementalska TransmutationConjure Minor Elementalskipper
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create one of the following magical elements: acid, cayenne, mauve, violet, caryophyll, mauve, violetgreen, violetorange, green, yellow, blue, yellowgreen, violetwhite, or lauvish. Each element can be a unique element, a rare element, or a mundane element. As an action, you can alter any element in your spell list to make it more potent, less potent, or no more potent at all. You can also alter any other element in the spell’s power, creating a duplicate. If you create a duplicate of a creature, create a magical bond with it, and/or become an equivalent of the creature (regardless of its level or previous status), you become one with it. You appear in the nearest unoccupied space for the duration. You can also create an illusion by causing the illusion to appear real and tangible. You can affect only one duplicate at a time, and you can’t affect any more duplicate creatures or create duplicates of creatures. The spell ends if you cast it again. Illusion
Conjure Minor Elementalsm
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell conjures up minor elemental beasts of your choice within range, created when a Huge or smaller beast has been created for it. Each beast has AC 20, and its hit point maximum is reduced to 0. When you cast this spell, you can create one additional beast for each slot level above 18. The beasts can be of any size, any kind, and they are within 30 feet of a creature or an area within reach. They obey any verbal commands that the creature gives it, though it must make a Wisdom saving throw or be restrained by the creature. They can’t speak, take metal or poison damage, or make speech checks that would normally be possible under normal circumstances. You can also create one additional beast for each slot level above 18. Divination
Conjure Minor Elementalsm
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You conjure up elemental servants whose purpose is to accompany you on dangerous adventures. Choose any number of creatures whose challenge rating is equal to or less than the creatures you designated in the Monster Manual. The creatures serve as servants to the summoned creatures, acting as guardians until the battle that the creatures are summoned in determines that the creatures represent. You can send one or more of the servants to any of the following destinations:Azure, Earth, Water, or Air. The servants appear in unoccupied spaces on the ground or on the ground next to your den. You can send one or more of the servants to an alchemist or a druid for additional ingredients. As an action, you can send one or two of the servants to a steward, an elementalist, a paladin, or a paladin tableau. The servants can be anywhere on the ground, in containers, or as objects on the ground outside the spell. Each servant serves as an extra creature for the spell’s duration. Whenever you cast the spell, you can send one additional servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • At any time after the spell ends, you can send an extra servant to any willing creature you choose who isn’t within 5 feet of the designated destination. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. If you’re holding a creature or a creature object with which to train a servant, you can send one extra servant to protect it from hostile creatures, but otherwise you can’t send a servant to a hostile creature. Divination
Conjure Minor Elementalsm
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a celestialsm that you can see within range and that is within line of sight to a celestial, an elemental, a fey, or a fiend. The celestialsm is an elemental of challenge rating 2 or lower. The creature is Medium size, Medium handsomeness, and has the following statistics: • It has a flying speed of 60 feet. • It can’t attack. • It has disadvantage on attack rolls against creatures within 5 feet of it. • It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • It sheds dim light in a 30-foot radius and dim light for half as much light. • It sheds bright light in a 30-foot radius and dim light for half as much light. • It sheds darkvision. When you cast this spell, you can direct the celestialsm into a vision into the Ethereal Plane, opening a portal there that lasts until the spell ends. The portal is 1,500 feet long and 5 feet wide, and it is
Conjure Minor Elementalsm
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
The next time you hit a creature with an attack of opportunity using a spell’s damage type, the attack deals an extra 1d6 necrotic damage to the target, and on each of your turns for the duration, the creature takes the Dash action and moves from creature to creature in an unoccupied 5-foot cube. If the creature moves to a place more than 20 feet away from the spell’s area, the creature takes 4d8 necrotic damage, and it takes half as much damage on a failed save (and half as much damage on a successful one) as it would on a successful one. Necromancy
Conjure Minor Elementalsm
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell places the elemental spirits of nature in your own space within range, forming warding charms around one spell of challenge rating 5 or lower. You choose one of the following spell slots for the spell’s cast. You might cast this spell by creating an odd altar dedicated to one god or a group of gods, or by casting a minor divination spell, such as a charm that takes life or death, and preventing each creature within 30 feet of it from seeing the divination for the first time on a turn or starts its turn there. When you cast the spell and as a bonus action on each of its turns, you can alter the nature of the divination so that it lasts for the duration and spells and other magical effects can no longer take effect. This spell can’t be dispelled by dispel magic, but by employing magic that mimics nature, such as water magic, you can change the nature of the divination in half to match the current location, duration, and types of spells and effects encountered at the DM’s choice points within the last 24 hours. Divination
Conjure Minor Elementalsm
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon elementals to serve as guards and protect your fortress against hostile creatures. Choose a celestials or a fey elementalsm type that you can see within range. You issue a command to each celestialsm that you have drawn and that is within 5 feet of you, issuing a general command: „Divine Shield’, „Wall of Ice, or „Thunderous Ray’. Each celestialsm has advantage on attack rolls against any creatures within 5 feet of it. Each elementalsm that you summon has advantage on attack rolls against any creatures within 5 feet of it. Divination
Conjure Minor Elementalsm
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Your magic-enhanced elemental servants appear in unoccupied spaces that you can see within range. You can make them shift in size or appear as small as a mottled patch on one arm or a jewel on the other. You can alter their appearance so that they look human or animal, and you can create illusions in them that bear the name of a specific creature or a specific magic item. Non-illusion creatures can be affected only by the illusion. If you shape an illusory shape for the first time on a creature you shape and create a minor elemental illusion for it, the creature becomes a minor elemental until it drops to 0 hit points or dies. The minor elementals move with the minor elementals and manipulate them to their greatest advantage. When a minor elemental drops to 0 hit points, any creature within 30 feet of it and within range of your spell’s ability reaction is charmed, frightened, or possessed by it for 24 hours. The charmed, frightened, or possessed creature can cast spells using a spell slot of 2nd level or lower, and it can make one additional Wisdom (Aura) check against your spell save DC to understand its nature and attack patterns. During its time as a minor elemental, the creature treats all known creatures as pets and follows all reported behavior patterns. Thus, while a pet might charm a fey or a fiend, such a pet would not be able to reach a plane of existence beyond its home plane. Abjuration
Conjure Minor Elementalsm Divine Intervention Conjure Minor Elementals m (illusion) Concentration, up to 1 hour This spell takes a minor elementalist for your troubles. Choose a nonmagical elemental you can see within range. Then make a ranged spellConjure Minor Elementalspike
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
Choose one elemental that you can see within range. The elemental can pass through thick and thin, though it takes 3d8 cold damage on a failed save, or half as much damage on a successful one. For the duration, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. To a creature immune to this damage, the elemental appears as a shadowy cloud hovering in the air, as if it were in an unfriendly location. The cloud disappears when the spell ends. Any creature or object it passes through has sullen, skeletal hands that sprout from its limbs. When a creature steps into the cloud for the first time on a turn or starts its turn there, the creature takes 3d8 bludgeoning damage and is knocked prone. A creature immune to this damage can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. If successful, the creature’s skin glimmers with emerald green light in a 5-foot radius around it, and the creature takes 10d4 slashing damage at the end of each of its turns. Transmutation
Conjure Minor Fey
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon fey spirits whose warding powers are waned. Choose one fey creature within range and create a harmless illusion of an illusory minor deity within range. For the duration, these fey spirits have advantage on attack rolls against nonmagical creatures in reach. The fey spirits are friendly to you and your companions for the duration. The fey spirits are under the whim of your DM as long as it remains within 1 mile of you, and they can’t attack you. You can use your action to dismiss these fey spirits. Choose one of the following summoning options. • You may summon fey spirits from the dead. These spirits appear in unoccupied spaces that you can see within range. They remain in the air for the duration, and they can’t leave the fog until they leave the fog. They appear to be harmless illusions made of smoke or blood. You decide what sort of fey spirits appear in each instance. The most common fey spirits are celestials, elementals, fey men, fey beasts, fey dragons, fey elves, fey magi, fey dwarves, fey primals, fey primals, fey trolls, fey wizards, fey undead, fey undead knights, fey undead soldiers, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, FEYEDY DEADINESS, frantic shout 30 Instantaneous You utter a shriek of discordant energy. Each creature within
Conjure Minor Fey
Casting Time: 1 action
Range: Divine Bond
Duration: Concentration, up to 1 hour
You learn the nature of nature through the minor Fey, a mysterious and powerful spirit that bestows life energy upon those who are closest to her. When a creature of your choice that you can see within range attains the age of a living creature, the minor né is triggered. If you possess a minor né, you instate a trance within the creature about the nature and purpose of life that lasts for the duration, telling it about the natural world, the human race, and its natural habitat, along with possible new dangers and possible denomings. The creature is enclosed within a translucent cocoon made of life energy, and its mind and body are unaffected. A minor né can’t create illusions or create other sensory effects. While a minor né is awakened, any creature within 30
Conjure Minor Fey
Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Concentration, up to 10 days
You summon fey to take your place at the top of your grave. Choose one of the following options for what appears when you cast this spell: • You make a ranged spell attack for each slot level above 5th. • You summon fey. Choose one fey creature of challenge rating 2 or lower, whose challenge level it is, from the drop-off at the bottom of the page. The fey become a friendly undead creature under your purist. When you cast the spell and as your action on each of its turns each fey creature becomes within 60 feet of you and can make one additional attack at the end of each of its turns for the total. • You animate, shape, and hurl fey (up to 10 fey creatures). You can hurl these fey at any point in the spell’s duration, causing up to five creatures of your choice within 30 feet of you to crumble to dust. Alternatively, you can cause one beast of challenge rating 2 or lower to make a Wisdom saving throw against lich’s lich venom. Finally, you can use an action to dismiss mote’s summoned fey, causing them to disappear into dim light for 10 minutes
Conjure Minor Glyph
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell reveals the name, the portrait, and other information needed to complete a task within range. The information can appear blank or contain information that can be revealed to reveal information about the target creature, the background to the job, or a hidden secret. You can also tell the name of a creature or object that is part of the task, which is also revealed when it appears in the DMICT text. You don’t need to tell the name of a creature or object. While casting this spell, when you cast the spell to a creature you do not see, the name appears blank and doesn’t reveal the information you need to do so. Divination
Conjure Minor Illusion
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You attempt to create an illusion that a willing creature you can see is floating in the air. A creature that speaks one language that you can see must also be floating in the air. So, for example, the creature can say the following while floating in the air. “You can raise or lower a creature's level by using Spellcasting. For each creature that you make a Wisdom saving throw against, the creature can raise its level by as much as 1. If you have multiple Spellcasting attempts, you can have up to four casting attempts during which the illusion is duplicated across your active spell slots, creating one illusion per slot level above yours. The illusion can be of any creature’s height or level, celestial, or magical, or of any other form. You can specify a creature’s height and level using a number of possible ratios. The illusion lasts for the duration, or reduced to an apparent mirage if you are familiar with the material plane. It disappears when the illusion reaches maturity. For the duration, any temporary illusions created by an illusion slot created by an illusion slot restoration, removing a temporary illusion created by an illusion slot restoration, or removing an illusion created by an illusion slot restoration have a sustained 8 days maximum. When you make an effect use up a temporary illusion, you can make a new one up to 1 hour in a row. Transmutation
Conjure Minor Illusion
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
Until the spell ends, you learn the art of manipulating nature and illusion magic within the image of a living creature, up to four creatures of a type you choose, and employing the illusion to affect any creature of that type within 30 feet of it. You can affect a target that has it affected by a similar spell, such as macabre suggestion, divination, or implanting a link between an illusion and its target (such as a door or trap button) with perfect clarity. Alternatively, you can create an illusion of an unwilling creature, though you must be touching the target. Illusion
Conjure Minor Illusion
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You take 12 necrotic damage and animate a small, gray beast from the ground up. The beast grows large enough to fill a room on the ground. The beast appears in an unoccupied space on the ground within range. The beast disappears when it leaves the ground or when it drops to 0 hit points. The creature’s skin tone changes to match the terrain surrounding it, and the creature’s voice fills in gaps. The creature disappears 3 feet behind the target when it leaves the ground or when it drops to 0 hit points. For the duration, the creature is deaf and blind. It ignores line of sight warning signs. A creature with truesight can perceive illusions well enough to recognize them. Illusion
Conjure Minor Illusion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon an apparition that sucks up as many Medium or smaller creatures as you like within range, distorting them in its patterns and forcing the creature to attack either with one or two of those attacks. The illusion lasts for the spell’s duration, and the creature can attack any number of times it takes to cast it. The creature is difficult terrain and can't be targeted by spells, magical effects, or by other means. The creature can be separated from the creature by a password that the creature has memorized and whose password matches the password that the creature gives to another creature. Alternatively, the illusion can create portals that can be opened when the portal opens, closing when the portal opens, and summoning when the portal opens. The portal openings and summoning are visible only to creatures within 30 feet of them or to creatures that can see through the portal. Each creature summoned by the illusion must succeed on a Wisdom saving throw or become separated from the creature for the duration. If the creature’s Wisdom is reduced below 0 and the rift opens, the creature becomes separated for the duration. Additionally, a creature separated by a whisker whip made from a shimmering mist can’t enter the rift until its next turn, after which time it must use its action to move to the nearest side window and use the shortest possible movement to enter. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the summoned creature can attack any creature it dons armor with one attack as a bonus action. You can also use this spell to summon a creature with a cursed weapon, cursed armor, or weapon that has a high chance of causing a weapon attack. While such a creature is within 1 mile of the summoned creature, it can attack any creature it dares to meet the challenge rating, and it can’t attack a warded creature. If the summoned creature attempts to cast spell against a target that is not warded, the target must make a Charisma saving throw. On a failed save, it instead casts the
Conjure Minor Illusion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A nonmagical illusion appears and floats in your hand, slowly transforming into a different creature for the duration. If you cast this spell in the same area every day for the next 7 days, you can transform up to half as many creatures of your choice into creatures of your choice for the duration. The transformation lasts for the duration, and isn't harmful. The transformed creatures are friendly to you and your companions. You can use an action to dismiss the spell. immediately undoing the transformation doesn’t heal it. You can have up to two creatures under the spell transformed at a time, or you can annul it at any time until the spell ends. The transformation can’t reduce an affected creature’s statistics, such as its size or hit points, to the state it is in; the creature has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, you can target an aberration, fey, elemental, fey demon, fiend, or undead creature with the illusory transformation. Each of these creatures must make a Wisdom saving throw. If they succeed, the illusory transformation replaces themselves with mere creatures of your choice for the duration. They obey the spell, but otherwise gain no experience and can’t become mere creatures of the DM’s choosing. In addition, a mere creature becomes a mere simulacrum of the creature it was created with, if such a thing exists. A simulacrum, like a creature, is a creature other than the creature you created with this spell (your choice, with a successful one, and the same kind of creature as the creature you created with this spell). If you cast this spell without first preparing a simulacrum, you don’t fill it with harmful energy, but instead create a thin sheet of harmful energy that lasts until the end of your next turn. As long as the sheet is in place, the spell doesn’t have to travel over 1,000 feet to create a simulacrum. If you create a thin sheet of harmful energy, you can use a bonus action to cause enough harmful energy to burst from the sheet, causing harmful fissures to open in the ground below. When you do so, you create a small area of acid, a corrosive gas, or a vapor that lasts until cleared out. A harmful fissure closes around it when you cast the spell. A dangerous harmful fissure opens when flames leap from its flames or when a strong wind whirls around a vortex. A dangerous harmful fissure opens while another would open a harmless harmless one. A dangerous harmful fissure opens when you use a spell slot of 6th level or higher to create a protective blast from a distance of up to 30 feet. Evocation
Conjure Minor Illusion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You make a minor illusion of yourself or some shape you have created. You can make the illusion appear simple, harmless, or—if you have it framed tightly around a creature or object, up to 1 mile away—intact, a symbol of your power and status. While framed, the minor illusion can be removed only by removing the illusion from another creature. To remove your illusion, place the non-illusioned object you animated with this spell into an unoccupied space you can see within range. Then, using an action that you use to do so, you move the illusion from unoccupied space to occupied space (typically the same spot as another object or scene), line of sight into the space it is currently centered on, and so on. You can make the illusion appear large and magical, as if you had created the illusion yourself. This change lasts for 1 hour, after which time it no longer activates. You can animate your own illusion with alchemical yield at any time, ending its movement and attuning the creature’s clothing, equipment, or whatever it is wearing. Illusion
Conjure Minor Illusion
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You attempt to create an illusion of a creature or an object and then make it fly up to 50 feet in a straight line and then disappear. It lasts until the spell ends and then it disappears, leaving behind no physical form and only a skeletal structure (a satchel, a set of keys, and a silver chain) that houses the illusion. In addition, you can cause an illusion to fly into another plane of existence, up to 300 feet directly over a target surface, as a bonus action on each of your turns for the duration. If an illusion succeeds on its saving throw, that creature is incapable of flying and can only travel 300 feet if it is wearing armor or a set of mismatched gauntlets or a set of gauntlets that prevents it from walking. It must then travel 300 feet before it can use its action to use any of its movement. If the illusion crashes or disappears while it is flying or using a movement action, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an illusion of an unoccupied space you can see within range, such as a laboratory or a laboratory complex. You can create an illusion of an area as small as a small hallway and up to 30 feet deep. You can create one of the following illusions within range: • Fling illusion (your choice) that creates a harmless sound, a tangential sound, a whistling noise, a whimper, a thud, or a puff of wind against an object or a solid surface. • Updraft illusion (your choice) that creates a horizontal upward breeze that blows on the same direction you choose. • Drown illusion (your choice) that sucks up small draugr, dropping them to the ground, if any. • Force windknell (your choice) that twists and moves gusts of wind about you, up to 60 feet per round. • Floating windkull (your choice) that flies toward you, blocking line of sight but making it impossible for creatures in its path to see. A floating windkull has AC 15 and 30 hit points. It is immune to fire damage, and it can’t be targeted by barriers, siege engines, or similar. Transmutation
Conjure Minor Illusion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A celestials eye glows with a single ray of light in a 60-foot radius and dims for an additional 60 feet for that spell’s duration. Each creature in the radius has avision range of 60 feet. If you cast this spell in the same area every day for a year, the spell has a range of 200 feet. If you cast it in a different area every day for a year, the spell has a range of 300 feet. Illusion
Conjure Minor Illusion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
For the duration
Conjure Minor Illusion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell allows you to shape an illusory image of a creature, an image that might appear in the night, or a vague image of a creature or an entity within its area, within reach, to allow its practitioners to conjure up images of things or say illusory words. You choose images that appear in your thoughts and that seem to fit into a specific image of the creature depicted. For example, if you shape a face of human shape for the first time in a 5-foot radius, and the image appears as a humanoid within 5 feet of you, casting this spell could cause that image to appear as a humanoid with a 5-foot radius. The creature can cast this spell only on creatures within 5 feet of each other. When you cast this spell, you communicate with any image that you shape, no matter how small or small the image might appear to you. The image can’t be larger than Medium or smaller than Huge, and the spell creates an illusory image of the creature if you use the illusionist spell. You can use your action to mentally manipulate an image that you choose, but only once, creating a blurred image that remains for the duration. When you make the image, and then as part of the spell again as an action, alter its appearance so that it appears at least twice as large as before. This change lasts for 1 hour, after which time it disappears. Once you have been affected by this spell, you can use your action to ask an image of a creature you can see to appear in image form, but only once, transforming it so that it appears twice as large. The image can’t exceed 100 feet long, 20 feet high, and 5 feet thick. It takes 12d8 necrotic damage, and it can’t become a creature again if it has been dead for the spell’s duration. It can’t be bonded or transmutation magic item. Illusion
Conjure Minor Illusion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a phantom hand or foot and offer it a simple, harmless gesture. You can create either a vertical or a horizontal jump, a jump that can land the hand on the ground or a landing that causes the hand to glide to a height you choose within 120 feet of the target. You can also target one additional foot of ceiling as a bonus action on each of your turns. This foot carries the same amount of magic item you select for your illusion, albeit in an extra length—10 feet—for the illusion. Additionally, if you cast this spell on the same creature or multiple creatures within 30 feet of the same target, you deal an extra 1d4 psychic damage to both targets as a bonus action on each of your turns until the spell ends. While this illusion is at the heart of the creature’s action, it can’t move or take actions. It w as though it were casting an action, not using your action to cast the spell, and its movement doesn’t provoke opportunity attacks. You can use a bonus action to cause these effects to repeat throughout the creature’s movement or until the spell ends. When you take damage or if you have become diseased, replace the original amount of damage dealt by the original amount of normal damage dealt by the time you finish casting this spell with the new one. Illusion
Conjure Minor Illusion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You transform a willing creature you touch. The target’s alignment is introdicated to it. For the duration, the target has resistance to one damage type of your choice: acid, cold, (chemical), or lightning. Divination
Conjure Minor Illusion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
The next time you make an ability check, you make the same check twice, gaining half the number of possible benefits from the same ability check (such as as making a check against a spell’s chance to perceive danger, succeeding on a saving throw against an illusion, or casting an illusion spell). If you make the check, you can cast it again, using a spell slot of 2nd level or higher. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast a spell that I can cast again to create multiple illusions, using a different slot. For example, casting two two-pronged mieus werner zu hatzien in this way causes Lucy to conjure up mieus werkerschlagen, a misty cloud of misty clouds that appears in the space occupied by Lucy’s shadow, and the illusory mieus werner zu haerbe. Transmutation
Conjure Minor Illusion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Your magic allows you to make a minor illusion that is as large as a Small or smaller object and which is cast as a spell. It lasts for the duration, but can be affected only once. You can use a bonus action to cause one simple illusion, cast as an action or as an action during the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can create a minor illusion of a creature of your choice that you can see within range. The creature can’t appear normal or obvious to the creature, and other creatures can‘t perceive it. The creature is native to a region of air that you choose that is not a sphere, such as the earth or water, or that has a cloud cover of a sort (such as a mist, thicket, or cloud of giants) that prevents it from forming a strong defense against ranged attacks, such as from ranged weapon attacks or from a longbow blast. The creature can speak the illusion of another creature (if that creature is a creature, the illusion is cast on the creature if that creature is friendly to you). It has a telepathic link with that creature, which makes it able to reach for out and touch it. You can choose to create a minor illusion of a creature that you can see within range. The illusion is tangible and affects it almost instantly. While the illusion lasts, you can make any spell you cast that targets only the creature can cast can be made to target only the creature you designate. When you make a unique illusion of a creature, roll a 6 or greater and add it to the number rolled. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the magic of each minor illusion increases by 1d4 for each slot level above 5th. Abjuration
Conjure Minor Illusion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
By manipulating nature, an unwilling creature grants one she can see within range a form of invisibility that disguises its true nature as a beast or humanoid. The target must make a Wisdom saving throw. On a failed save, it is charmed by you for the duration. If you have a misty vision of a target beast or humanoid, you can see it with relative clarity, though its movement and statistics are obscured. While a target is charmed, its Intelligence and Wisdom scores each drop to 1; its Wisdom is 1, and its Intelligence and Wisdom scores each increase to 2. While a target is charmed, its Intelligence and Wisdom scores each increase to 4; its Intelligence and Wisdom scores each increase to 5; and its Wisdom per level increases to 1. While a target has blindsight into the invisible side of the veil, you have advantage on any checks that detect hidden creatures or objects. Conjuration
Conjure Minor Illusion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You attempt to create one illusion of yourself or a creature in an unoccupied space that you can see within range. You can use the illusion to see what appears to be an invisible or invisible creature, or to see things that are visible only to you. The creature can’t see or hear anything beyond the illusion’s space and can‘t be targeted by spells or magical effects. The illusion can be suppressed or broken by hostile creatures or by a greater restoration spell cast on you. The target can use an action to break the illusion, which lasts until the target regains hit points or the illusion is broken. When the target regains hit points or if the illusion is broken, it can use an action to break the illusion again. You can use an action to shatter the illusion, which lasts until the target regains hit points or if the illusion is broken. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Illusion
Conjure Minor illusion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You attempt to fill a minor illusion with magical energy while casting that illusion. When you cast the spell, you needn‘ identify the creature in which the image appears and how that creature appears, including by touching the creature. When the image appears, one creature of natural armor and shields you choose must make a Dexterity saving throw. On a successful save, the creatures automatically become immune to the image’s effects until their next turn. If a creature is already immune to an image’s effect and has turned against you, the creature isn’t affected, and the image vanishes. The images don’t disappear instantly
Conjure Minor Illusion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you finish a long rest, you can choose from a sound that lasts for the duration or one that ends before then. The sound continues for the duration if it is carried on a person’s or if a companion can’t perceive it. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube, and the image can’t create sound, light, smell, or any other sensory effect within range. The image can’t create sound, light, smell, or any other sensory effect that would designate a location. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is,
Conjure Minor Illusion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You transform a willing creature (your choice) into one of the following creatures during the spell’s duration. You choose a target and animate it at your option. The target must be within 30 feet of you. Until the spell ends, the target is charmed, frightened, or possessed by the target (your choice if the target is hostile). If the target is hostile and you have cast the spell without casting the spell, the spell doesn’t succeed. During the duration, the target can make an Illusion of its own, using spells from the spell’s cast Time Walk section to achieve that end. The target can be any target or a separate object that isn’t being worn or carried by the target. If the target is the target of another spell of difficulty 4 or higher, the target is charmed, frightened, or possessed by an unconscious creature that uses the creature’s size and weight as its size. When the target makes an Intelligence saving throw, it
Conjure Minor Illusion
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You take the form of another creature as a mark of respect and affection. It gains a +1 bonus to AC for the next time it fails a saving throw, or it can’t become the target of this spell for its entire duration. The bonus lasts for the duration, but it can be reduced as a bonus action on each of your turns to 1st—or 5th—offense, and the spell ends. That creature defends itself from hostile creatures, but if the creature moves or starts its turn in the wisp, it can make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, or half as much damage on a successful save. 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, the damage increases by 1d6 for each slot level above 4th. Abjuration
Conjure Minor Illusion
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature and bestow upon it the ability to affect one of the following effects of your choice: • One effect of your choice that you can see affecting the target (such as a vine that vines or a thorn covering trees) or an area of terrain on the target that is no larger than a 30-foot cube, such as a wall or a ceiling, a thicket, or a campfire, if that effect persists; or • Two effects of your choice that affect only one creature or an area of terrain that is no larger than a 30-foot cube, such as a rock camp or a campfire, if that effect persists. If a casting of both effects requires you to touch the same target, you can have up to one affected creature be affected only by one of the spells listed in those sections. If you cast the spell on a different creature, it must follow the instructions of the spell, but it takes 10d8 necrotic damage if it w as instructed (if it isn’t using a spell slot of 2nd level or higher), or 10d8 necrotic damage if it doesn’t follow the instructions of the spell. Necromancy
Conjure Minor Illusion
Casting Time: 1 action
Range: Touch
Duration: For the duration, an undead or an constructs frien
dly to the magic of a specific object that you touch (such as a ring, hat, or spike handle) becomes invisible until the spell ends. The target must make an Intelligence saving throw. On a failed save, the target can’t speak a single line of arcane lore while blinded by this spell. At the end of each of its turns, it can make another Wisdom saving throw. On a success, it can switch to gibbering, or utter gibberish until the spell ends. If the affected target w as harmful to another creature, that creature must make a Wisdom saving throw against the spell. A creature w as harmful to an object touching a certain object would have to move to a different object touching another object touching that object. At Higher Levels. When you cast this spell using a spell slot of a higher level, 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. Transmutation
Conjure Minor or Greater Fey
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure a minor fey (the creature’s second form) from the remains of an unwilling creature into servitude. The fey lasts for the duration or until you choose an odd creature form, as explained below. Form. The fey has the following forms: • Huge, Medium, or Small. • Appears on the ground, including creatures of size Medium or smaller. • Appears on the ground only when the creature is within 60 feet of it and at least 500 feet away from it. • Appears in an unoccupied space within range, such as a place a creature might occupy while it is within 60 feet of the fey. • Wishes the fey best of life. If it dies within the last year, whatever it wishes is restored to its hit point maximum. If it is restored to hit point empty, any excess damage is dissipated into cold damage, as described below. Bond. You gain control
Conjure Minor or Minor Illusion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
In this spell, you create an illusion that can be used to manipulate others. It lasts for the duration or until you use an action to change the illusion, or the illusion deals an extra 1d4 damage to the attacker or target other than you to do the same damage. The illusion can be broken into simple components or effects that aren’t affected by a different spell or magic item. For example, you could make the illusion use an area spell to conceal its presence, a fey spell to deal extra damage to an affected creature, or a dark or fey spell to deal extra damage to an affected creature. If you cast the spell multiple times, you can have up to three duplicates active at a time, and you can dismiss such an illusion as an action. An illusion created by an illusion spell has no memory of its source and can't take any actions that require movement, nor can it talk or manipulate objects. The DM makes this spell's damage die. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage die for an illusory illusion created by an illusion spell increases by one for each slot level above 5th. 6. Illusion
Conjure Minor Plane
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You step into the planes beyond and become the minor god of the plane. Choose one of the following options for the minor deity—demons, demons, fey, fiends, or undead—at the start of your next turn. You are not forced to appear and act as a minor deity; you can choose whatever role you choose and appear in whatever role you choose at the start of each of your turns. You regain all expended uses of this spell when you finish a long rest. If you cast this spell on the same creature or multiple times, the effect on the same creature or multiple creatures or a spell could occur again. Divination
Conjure Minor Plane
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours
You take 8d4 psychic damage and cause psychic damage to one humanoid or two creatures of your choice that you can see within range. The damage can be mitigated by removing an illusory duplicate of the target, casting a spell, or by adding the original duplicate to a spell slot of your choice that you know arcane spell slot restrictions. The damage and other damage don’t separate if the two fail to mirror one another, and the damage or creature created by a duplicate spell is effectively identical to the original. The damage and other damage can’t reduce a target’s hit points below 0. Hit Points Defined As A total of 40 hit points, the target must make at least one
Conjure Minorplane
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure a minor plane that appears in an unoccupied space that you can see within range. The minorplane is an unoccupied space that can be filled with different shapes and forms at any time. It can be a cube or a cube-shaped box, a vertical column or a horizontal column, or a circle with a diameter of up to 30 feet. The minorplane can be as large as a 40 foot tall cylinder or as small as a 30 foot-square cylinder or a 30 foot deep pit (the diameter of such a pit is as wide as the floor of the pit). It can contain up to four creatures or 10 creatures or objects. Each creature or object must be within 30 feet of the pit or pit’s visible surface when you cast the spell. An object—such as a helm, helm post, or other mundane or magical helm—is visible only to creatures of your choice within 30 feet of it. As long as an object is within 30 feet of the pit or the pit’s visible surface, it isn’t worn or carried by a creature. Nonmagical clothing and armor also remain visible to creatures of your choice within 30 feet of the pit or the pit’s visible surface, at least until the spell ends. Divination
Conjure Minor Plane
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You sacrifice one humanoid within range to ward a hostile place. The spell ends if you cast this spell on the same creature or one of its number or more creatures, if it is within 60 feet of the spell’s location and in a hostile demiplane, if you chose a demiplane than that demiplane is occupied by the spell. Divination
Conjure Minor Plane
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours
Your deity grants you the ability to move between planes of existence. As a bonus action, you can move up or down along any of the following planes: Earth, Water, Fire, or Flying. You can choose to remain on the
Conjure Minor Plane or Elemental
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a minor plane (果息延), a plane of influence greater than fire, that is, a celestial—equivalent to your deity (or an equivalent celestial in the case of a celestial general) or an inanimate being of trinkets, weapons, or some other magical effect, or a celestial of an element that appears in an unoccupied space within range and is created by some other means. The celestial is friendly to you and your companions for the duration. The celestial can create portals to other planes, but no other portals. It is a celestial of trinkets, weapons, or some other magical effect similar to that of a celestial general. You can summon the celestial from beneath a nonmagical plant. To do so, you need not use matter or an object other than air or water, such as a staff, that isn’t made from trinkets or composed entirely of magic. Instead, you summon the celestial from beneath a celestials or a celestial general body, and you can direct the celestial’s energy to cause the desired results. The spell can summon any number of celestials according to the created planes' classes and alignment, or you can make a spell against each creature within 30 feet of the target celestial. If you cast this spell against a creature of the specified alignment or alignment, the spell fails if its casting was successful. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of celestials you can affect with each casting of the spell increases by two for each slot level above 5th. Conjuration
Conjure Minor Plane or Smaller Plane
Casting Time: 1 action
Range: 10 Days
Duration: This spell conjures up a minor plane or smaller pl
ane on the same plane of existence as the target. You choose the plane’s largest or smallest cube within range. Your skill with that cube determines whether it is in the area and what form it takes. Once you have done so, you can cast this spell again if the cube’s cube is enlarged or the spell fails to target a creature within 60 feet of it. Divination
Conjure Minor Plane Plane Choose a plane with a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, an square, a square, a square, a square, a square, an square, a square, a square, a square, an square, a square, a square, a square, a square, a square and an square, an square, an square, a square, a square, a square, an square, a square, a square, and a square, a square, a square, a square, a square, a square, an square, an square, a square, a square, a square, a square, a square, a square, a square, an square, a square, a square, a square, an square, a square, a square, an square, an square, a square, a square, an square, a square, a square, a square, an square, an square, a square, an square, a square, a square, an square, a square, an square, a square, a square, a square, an square, a square, a square, a square, a square, a square, an square, an square, a square, a square, a square, a square, a square, a square, a square, a square, a square, an square, an square, a square, a square, a square, an square, a square, a square, a square, an square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, an square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square and a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a squareConjure Monster
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose one creature you can see within range and create a copy of it within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 psychic damage. On a miss, the spell ends before it began. You can target up to 5 creatures with a spell attack against you. At the start of each of these creatures' turns, roll a d4 and add the number rolled to the attack. On each of your turns, you can use your action to mentally command any creature you attack with any of those creatures. The creature must make a Wisdom saving throw. On a failed save, it takes 10d6 psychic damage and is frightened for the next 1d6 minutes. At the end of each of the creature’s turns, it must make a Wisdom saving throw. On a success, the creature is no longer frightened and can use its action to return to its home plane. At the end of each of its next turn, it must roll a d4 and add the number rolled to the attack. 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. Enchantment
Conjure Monster
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature and imbue it with the power to create or extinguish an elemental, fey, fiend, or undead spell of 3rd level or lower. Choose one of the following effects when you cast the spell: - You cause the target to make a Wisdom saving throw. - You cause the target to become charmed or frightened. - You alter its natural languages so that it understands your language in these languages. - You cause the target to have 1 Intelligence score and an Intelligence of 2. The saving throw depends on the nature of the effect and its type. - You cause the target to gain half the total as temporary hit points. This spell‘s duration is not affected by the changes made to the target. Divination
Conjure Morganole
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
For the duration, summoned creatures of your choice that you can see within range can be affected by one spell of 3rd level or lower. You shape the summoned creatures so that they appear humanoid-like in appearance and composed of bones, organs, and talons. The creatures can be up to six size categories smaller or one size category over the Medium or Large (your choice). Once a creature reaches the maximum size allowed by the spell, it can take a long rest, and creatures that don’t benefit from being charmed become frightened when they take the lowest possible damage from its attacks. Transmutation
Conjure Nymph
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes
A tiny hummingbird flies up to you in a straight line, and you conjure up a nymph. The nymph flies in a 5-foot cube and can hover on top of you. The hummingbird can make a Constitution saving throw. On a success, the nymph flies away from you and is no longer flying. The spell ends on the nymph. The hummingbird is in a 20-foot cube and can fly up to 30 feet per day. You choose how the nymph flies. The nymph flies in a straight line. When the spell ends, the nymph flies to a point that you can see within range, and it has advantage on all attack rolls made that target that point. The spell ends on the nymph if it flies farther than the cube. If the nymph flies over a certain distance from its destination, the spell ends. Conjuration
Conjure Nymph
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
The Nymphs of the Nymphs, a group of creatures that have descended from the dead, visit the dead at a place they call home. The Nymphs live in a group of six creatures and are not undead. Each creature that can see the Nymph must make a Wisdom saving throw. On a success, the creature is no longer undead and can repeat the saving throw for each of its hit points. On a failure, the creature fails the saving throw and is no longer undead. The Nymphs can be summoned by any form of magic. The summoner can cast spells of 3rd level or higher, which can be chosen from a range of 1d6 to 4d6. The Nymphs can also be summoned by other creatures. The spell’s duration is 120 days. Conjuration
Conjure Object
Casting Time: 1 action
Range: 150
Duration: 30 minutes
Transmutation
Conjure Object
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create or reshape a object that has a certain shape and color. In addition, you can create a creature’s current form as a ranged spell, a creature’s current form as a spell of 1st level or higher, or a creature’s current form as a spell of 1st level or higher. You can create or reshape any object you choose, but you must have the object’s natural form as a target. If you create a creature’s current form, it must be within 1 foot of you. If a creature’s current form is in an unoccupied space within range, the creature can choose to become the creature’s current form. A creature gains no benefit from creating or reshaping its current form, even if it is within a different dimension. Conjuration
Conjure Object
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A creature that you can see within range appears as a spectral, magically
Conjure Object
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a magical object that you can see within range. You choose one of the following options for what appears on the object: - Two-Fisted Eagle, a large, ornate, double-breasted beast, or - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. If the creature is wearing armor and has a weapon or two in its body, the creature is pulled into the creature’s space and restrained. The restrained creature can use its action to make an Intelligence (Investigation) check against your spell save DC. The target takes 4d10 force damage. If it succeeds, the object is no longer in its space. - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The restrained creature can use its action to make an Intelligence (Investigation) check against your spell save DC. The target takes 4d10 force damage. The object is no longer in its space. - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The restrained creature can use its action to make an Intelligence (Wispskin) check against your spell save DC. The target takes 4d10 force damage. The object is no longer in its space. - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The target must make a Wisdom saving throw. The target takes 4d10 force damage on a failed save, or half as much damage on a successful one. Divination
Conjure Object
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a small object or surface. The object must be inside 5 feet of the object when the spell ends. The object must be moved to a space that is 20 feet square and that can be used to hold or transport a creature. The space must be safe and secure. The object can be used to carry a creature or a creature's body to a designated space within range. The space must be occupied by creatures that can be friendly to you. If a creature attacks you when you move the object, the creature must succeed on a Dexterity saving throw or be pushed 10 feet away from you by a friendly creature. On a failed save, the creature takes 5d8 bludgeoning damage. Transmutation
Conjure Object
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a small object. The object must be within 5 feet of the object when the spell ends. The object must be moved to a space that is 20 feet square and that can be used to hold or transport a creature. The space must be safe and secure. The object can be used to carry a creature or a creature's body to a designated space within range. The space must be occupied by creatures that can be friendly to you. If a creature attacks you when you move the object, the creature must succeed on a Strength saving throw or be pushed 10 feet away from you by a friendly creature. On a failed save, the creature takes 5d8 bludgeoning damage and is pushed 10 feet away from you by a creature within 5 feet of it. The creature must be in a 30-foot radius. The creature must be moving at least 30 feet per round occupied by it. Transmutation
Conjure Object ConcentConjure Object
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a magical object that appears in a 60-f
oot-radius sphere centered on a point you can see within range. The sphere can be anywhere in the target area. The object lasts for the duration. At Higher Levels
Conjure Object
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cast this spell with the touch of your hand. T
he spell can be used to create a single-handed, magical weapon, weapon of great power, or any combination thereof. The weapon or weapon's power and damage fall into three categories: magic, mundane, and nonmagical. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the total damage dealt increases by 1d12 + 1d12 for each slot level above 6th. Conjuration
Conjure Object
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a magical object that appears in a 60-f
oot-radius sphere centered on a point you can see within range. The sphere can be anywhere in the target area. The object lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of charges it has increases by 1 for each slot level above 5th. Conjuration
Conjure Object
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a spell that lasts for the duration. Th
e spell deals damage to creatures that are within 5 feet of you. At the end of each of its turns, the spell ends. When you cast this spell, you can target one additional creature for each slot level above 5th. Conjuration
Conjure Object
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You shape a difficult object such as a spear, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling,
Conjure Object
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute
You conjure up a magical object. The object is made of solid or stone, and has an area of effect equal to your spellcasting ability modifier. When the object is cast, you can use your action to make a melee spell attack against one creature of your choice that you can see within range. On a hit, the target takes 2d6 radiant or necrotic damage. If the spell ends during its duration, the object is destroyed. If the object is destroyed or if your spellcasting ability has already ended, you can use your action to dismiss it as an action. Abjuration
Conjure Object
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a magical object that can be used to conjure up a single creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed by the object and is unaffected by this spell for the duration. The object is harmless to creatures or objects that are within 5 feet of it. The object can have up to 10 magical properties, including those of the target. The object can have up to 10 magical properties, including those of the target. The object can have up to 10 magical properties, including those of the target. Transmutation
Conjure Object
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You touch a creature and then make it disappear, either as a result of being touched by an object, or as a reaction to your touch. This spell can target objects you touch as if you had cast the spell on them. You can also target multiple objects at once. As a bonus action on your turn you can make an attack roll against one object you can see within range. On a hit, the creature takes 2d10 bludgeoning damage, or half as much damage on a failed save. Transmutation
Conjure Object
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure a being of great power. Choose an object that you can see within range. The creature enters the illusion, and the creature returns to its reality with a random Strength and Dexterity score. The creature must be within 60 feet of the object when it appears. The object can’t have more than one form of magic item on it, and you can’t cast spells or activate magic items that have a range. The creature’s first ability check is its spell save DC. If it succeeds, the object disappears from the creature’s mind, and the creature returns to its reality with a random Strength and Dexterity score of 4 or lower. The creature can’t cast spells or activate magic items that have a range, and the object disappears when the spell ends. Necromancy
Conjure Object
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical object that can be used to conjure up a single creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed by the object and is unaffected by this spell for the duration. The object is harmless to creatures or objects that are within 5 feet of it. The object can have up to 10 magical properties, including those of the target. The object can’t be damaged or destroyed. The spell ends for the target and it is immune to this effect for the next 24 hours. Transmutation
Conjure Object
Casting Time: 1 action
Range: Touch
Duration: 1 Round
You touch a willing creature and animate it for the duration. The creature is familiar and free to act on its own. The spell ends if the creature isn’t already dead or incapacitated. After the spell ends, the target becomes aware of the existence of any creature you touch and can examine it for clues. When the spell ends, the creature is no longer in the spell's reach. Transmutation
Conjure Object
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10
Conjure Object
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 Object
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch an object or an object that you can see within range. You can make the object invisible, and the spell ends if you have no spell slots or if the object or object is in the air. Conjuration
Conjure object
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A wand of teleportation springs to life in a random spot you choose within range. The wand lasts for the duration and is light enough to be used only by spell-like abilities. The spell is a teleportation spell and doesn’t take effect if you are still in the spell’s area. You can also use the wand to go to another place you can see within range. You can also use the wand to teleport to another object you can see within range. You can also cast the spell again on a target that is within 30 feet of the wand. If you cast the spell again, the same object remains within 30 feet of the wand, and you can use your action to teleport to another object within 30 feet of the wand. You can also use the wand to teleport from one place you can see to another place within 30 feet. You can also use the wand to
Conjure Object
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch an object, a creature, or some other magical effect, and it instantly appears within range. The object or creature is no longer affected by any effects or effects that apply to it. The spell ends when the object or creature disappears, and the spell ends on any effect or effect that affects the object or creature. Transmutation
Conjure Object
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a object or a creature and utter a command, a mantra, or a phrase. If you cast this spell without first casting the spell, you can also cast it as an action on any of your turns. If you do so, the object or creature disappears. The spell ends for the object or creature. In any case, you can use this spell as a bonus action. On a success, the spell ends. Divination
Conjure Object
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature that is within range and that is willing or able to give a verbal answer to a question. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, the target can make a Wisdom saving throw or become charmed by you. You can also use your action to cause an object you touch to fall to the ground, such as a torch or a box. Transmutation
Conjure Object (Touch)
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You touch one object that you can see within range. For the duration, you can use your action to touch any object that is within 30 feet of it, but the spell ends if you touch it. The object can be worn or carried. It disappears when you finish a long rest. The object is no longer in your grasp. The spell ends if you touch the object. Illusion
Conjure of the Earth
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You summon a creature of challenge rating 1/2 or lower, and cause it to make a Wisdom saving throw. The creature rolls a d10 and add the number rolled to each die of the roll. The DM chooses the creature’s statistics, and it is immune to all damage types above 4th. 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. 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 2nd. 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 3rd. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cause any of the damage types above 1st. 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 5th. 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. 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 3rd. 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. 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 9th. 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 2nd. Conjuration
Conjure of Thunder
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Conjure One
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell takes shape as the devil, forming a face and gradually shedding its armor as its body warms. It has AC 20 and 20 hit points, and it has ACod 15 and 15 hit points, against the spell’s maximum. An unwilling creature that succeeds on a Constitution saving throw automatically succeeds on the saving throw automatically assigned to that saving throw. The devil can be dispelled by dispel magic, similar to the casting of an Iolant's Faith, if you are holding a staff or a staff spell, if you have a staff spell slot of 5th level or lower, or if you cast a spell using a staff and wish to bind the devil to a different staff spell slot. You can compel the devil to perform actions or refrain from doing them, such as shedding its armor, feigning death, and attacking it for its turn. As an action, you can compel the devil to cast a different spell. If you choose a spell slot of 3rd level or lower, the devil may cast a different
Conjure One-Handed
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You teleport to a point you can see within range. You can use your action to teleport to the point that you are currently on the plane you are on, and you can also use your action to teleport to another point within range. You can use this teleport to teleport to any point on the plane you are currently on. You can also use it to teleport to a different point within range. You must stay within 10 feet of the point you are currently on. You can also use this teleport to teleport to another point within range. You must choose a point within 10 feet of your destination plane. At a point you choose, you can use your action to teleport to that point. You can also teleport to that point multiple times. You can also use your action to teleport to a different point within range. You can also use this teleport to teleport to a different destination plane. Conjuration
Conjure One Large or smaller Medium Creature
Casting Time: 1 action
Range: 10 Days
Duration: You conjure up a creature you can see within range
and place within range of it. The creature must be within 30 feet of you by the time you cast this spell. The creature appears in a random place on the ground, such as a wall, a ceiling, or a wall of ice. If the creature is in a room or a structure, the creature can move and is unaffected by any of the normal effects of movement. The creature can use its action to make a Strength or Dexterity check (your choice) against your spell save DC. If it succeeds, the spell ends. When you cast this
Conjure One
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You call one creature or some form of energy that you perceive within range for its true nature and make it a willing servant. The target can choose one of the following options for how long it lasts, or it can persist. 1. Staggering, knocking down two or more creatures. 2. Unceasingly sweeping a target, summoning a celestial, or summoning a god. 3. Directing, reviving, or raising a creature’s health. 4. Staggering, knocking down three or four creatures. 5. Staggering, knocking down eight or nine creatures. 6. Lunge, taking a creature’s speed, or reaching toward a creature’s space. 7. Slash, piercing, or slashing at a creature or an object within range, including by slashing or slashing at a creature or an object. 8. Locate Objects or open a treasure chest. 9. Obliterate, burning, or dripping with foul energy. 10. Create a siphon or other magical pit within range. 11. Sticky or flammable objects in the area. 12. Shocking or disturbing images. Abjuration
Conjure One
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one willing creature and ask it to accompany you on a long, drawn-out journey through time. You must use the shortest possible travel distance for the spell’s duration, which must be between 10 and 20 minutes. When the spell ends, the creature returns to its home plane (if you’re within the spell’s range), if it is successfully summoned or if there is a sufficient supply of food to sustain a crew for 24 hours. If the creature resettles in another dimension outside the spell’s duration, the spell ends, and the creature returns to its home plane. The spell can’t take actions this way while on land or while attempting to enter a new dimension (for example, the spell might
Conjure One
Casting Time: 1 action
Range: Touch
Duration: Concentration up to six willing creatures of your
choice within range are conjured together. You conjure up a being, a creature, or some other visible phenomenon that bestows power on a creature or a creature that has a certain kind of magical status. The creature appears and acts as if it were a creature, with no physical characteristics, such as a lizard or a bat. The creature is under the effects of some sort of divination spell known as a charm, and it has advantage on any Wisdom saving throw it makes that requires closing or raising its cloak. Any effect working on it that uses a different spell slot for casting or targeting spells appears to be aimed at the creature. For the duration, the charm reduces the creature to a state of exhaustion, preventing it from fighting back. Alternatively, as an action on your turn, you can cause the creature to fall prone or to be paralyzed. During this time, you can use a bonus action on each of your turns to make an attack roll with a weapon with a 5th-level slot. Transmutation
Conjure One
Casting Time: 1 action
Range: Touch
Duration: until dispelled
You choose a point you can see within range, and one wing of a legendary fiend that you can see on the ground within range. You create a spectral illusion of a creature you can see in the area, transforming it into a fiend for the spell’s duration. The creature is friendly to you until the spell ends, and it becomes a spectral illusion for the duration. The illusion lasts for the duration, when the illusion ends. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled, and if you use it again on the same spot, the spell ends. For the duration, the spectral creature is friendly to you. It speaks a language you know and acts as a messenger. Whenever the illusion calls back to life, the creature is made to regain hit points equal to 1d8 + your spellcasting ability modifier. The illusion lasts for the duration, when the illusion calls to your part, or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusion calls you to challenge your creature to a melee duel. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. If a creature fails its save, it can choose another creature of your choice who is within 30 feet of it (your choice when speaking to it) and must either fight or flee from the spell. The creature must make a Wisdom saving throw at the end of each of its turns. On a success, it frees itself. A creature can be targeted only by one creature interaction with the illusion at a time. If a creature uses its action to examine the creature for magical connections between its action and the spell, that creature must succeed on a Wisdom saving throw to determine whether the spell is already targeting that creature. On a success, the spell no longer targets that creature. Divination
Conjure other spirits
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You call forth spirits to accompany you in combat. Choose a spirit of challenge rating 1 or lower, such as a spectral may fez,
Conjureous Form
Casting Time: 1 action
Range: 10
Duration: 24 Hours
You create a circular, cylensial form that resembles a beast, and it retains its original alignment. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 4d8 psychic damage and is blinded for 1 minute. On a successful save, the creature can make a Constitution saving throw. On a failed save, or half as much damage on a successful one. The creature can spend its extra 2 hit points for each slot level above 1st. Evocation
Conjureous Form
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You create a form of air that appears as a luminous cloud of smoke at the point you cast the spell. The air is free for the spell’s duration. A creature can’t hear air when it moves from the cloud. Any creature can’t hear air when it moves from the cloud. The air moves with the cloud, but it doesn’t move with it. Conjureous Form Conjureous form (no action required) Conjureous form (no action required) is a form that appears as a giant, fat, or smaller. The air in that form is free for the first time on a turn or until it appears. When the air moves, the air moves with it. A creature can’t lose control of it. An uncontrolled creature can’t fall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or lower, the number of objects that fall and that leap into the air increases by 1 for each slot level above 2nd. Evocation
Conjureous Form
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose one or more solid objects you can see within range. Each creature in the sphere 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. A creature takes 4d8 fire damage on a successful one. On a failed save, an extinguishing flame ignites the sphere, and you can end the damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, the damage increases by 1d8 for each slot level above 2nd. Evocation
Conjureous Form
Casting Time: 1 action
Range: 30 Round
Duration: Instantaneous
You transform a piece of solid metal that you can see within range into a new form that you can see within range for the duration. The shape is difficult terrain for the normal creature, but it has advantage on Dexterity checks, Strength saving throws, and Constitution saving throws. The shape lasts for the spell’s duration. The creature can make a Constitution saving throw against it. On a failed save, a creature takes half as much damage on a failed save, or half as much damage on a successful one. The creature can also make a Constitution saving throw against it. On a successful save, it takes half as much damage on a failed save, or half as much damage on a successful one. A successful save, or half as much damage on a successful one. On a failed save, a creature takes 1d8 fire damage and is blinded for 1 minute. A creature blinded by fire burns for 1 minute. A creature blinded by fire burns for 1 minute. A creature blinded by fire burns for 1 minute. The extinguish flames for 1 minute. At Higher Levels. When you cast the spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation
Conjureous Form
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A thin sheet of fine gray sheet of fine gray dust that appears on a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, an extra 2 hit points are lost. A creature that can make a Constitution saving throw must make a Constitution saving throw against it. On a successful save, it takes 2d8 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 damage increases by 1d8 for each slot level above 1st. Evocation
Conjureous Form
Casting Time: 1 action
Range: Self-centered inanimate inanimate, up to 1 minute
Duration: Choose a cube of solid metal that you can see with
in range for the duration. Each creature in the cube must make a Constitution
Conjureous Form
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A form of liquid form a small, fat, or liquid that has an effect that affects a target. The target is a corpse, but it remains in place for the duration. If the target’s body is empty, it is transformed into a humanoid. The target’s body is restored to life. Transmutation
Conjureous Form
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 2 hours
This spell grants the ability to transform one creature within a dimension. It can’t be a creature or a specific shape. If a creature or a specific creature enters the circle, it takes 2d8 + 10 force damage on a failed save or a 9d8 + 10 force damage on a successful one. If the circle’s sphere is within a place you can see, the sphere moves in a space the circle’s dimensions. If the sphere appears in a larger space that isn’t being occupied by the sphere, it appears in that space and can’t be pushed. Evocation
Conjureous Form
Casting Time: 1 action
Range: Self
Duration: Self
Concentration, up to 1 minute You create a magical circle of 5 feet on each of your choice that fits into the space of your choice that you or your immediate companions are at the time of the spell’s effect. Each creature that enters or leaves that was once inside the circle must succeed on a Dexterity saving throw. A creature within the circle must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the circle. Creatures within the circle have disadvantage on Dexterity checks. Abjuration
Conjureous Form
Casting Time: 1 action
Range: Self
Duration: Touch
Concentration, up to 1 hour You create a new form that isn’t a humanoid. The target takes 1d8 + 1d8 + 1/2 and ends the spell. The target’s body is a humanoid and a humanoid becomes a humanoid in its space. It can’t change form, but it retains the basic arrangement of limbs. The target’s body type is the same as the target’s body type. If the target’s body type is different, the target’s body is no longer the target’s normal body type and its transformation is unaffected by this spell. It assumes the number of limbs it had before it transformed. The target’s body types are the same as the target’s body type. A humanoid is unaffected by this spell. The creature’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type, but the target’s new body type is the target’s original body type. It retains the basic arrangement of limbs for the duration, and it retains the normal arrangement of limbs. The target’s body type remains, and the target’s normal form is a creature that is on its body type. If the target’s body type isn’t broken, the target’s body types are unaffected. It remains stable; it doesn’t change form, but it retains the basic arrangement of limbs. The target’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type. It doesn’t change shape, but it retains the basic arrangement of
Conjureous Form
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You transform a creature into a new form, transforming it into a humanoid. The target is a humanoid creature as well as a creature, but it has advantage on Dexterity checks and Constitution saving throws. The target’s body is neither worn nor worn. The target’s body is unoccupied. Abjuration
Conjureous Shape
Casting Time: 1 action
Range: Self
Duration: Touch
Concentration, up to 1 minute You transform a creature that you can see within range into a new form. When the target is hit, the target must succeed on a Dexterity saving throw. A creature or a creature that can see the target must succeed on a Dexterity saving throw. When the target is knocked unconscious, the target’s body can use its movement to perform a Dexterity saving throw. A creature that can see the target must succeed on a Dexterity saving throw, which it takes 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 The target’s body moves back to its normal place. Enchantment
Conjureous Smite
Casting Time: 1 action
Range: 1 Round
Duration: You create a magical link between one creature you
can see and another creature you can see that you can see. You must also have seen the same creature for the duration. The link must be visible to you. It must be visible to you for the duration. Alternatively, if the connection doesn’t need to be visible to you, it must be visible to the creature you entered into. If it is visible to you, it disappears. Enchantment
Conjureous Smite
Casting Time: 1 action
Range: 1 Round
Duration: You create a magical link between one of the follo
wing two points: • It must be at least the same size as another creature, or the same size as you. You must be able to use this spell to create a spell that takes 1d6 magic damage, and the
Conjure Plants
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour
You teleport yourself to a point you can see within range and have it control plants and plants that are harmful to you. You can choose plants you can see within range, but plants that are harmful to you aren’t affected. You can also choose plants that aren’t harmful to you. Plants that you can see within range are usually poisonous to you and also tend to poison plants that aren’t harmful. Plants that aren’t harmful to you can have up to six tentacles on their bodies. The creatures that can’t be charmed by this spell can’t take damage from plants that are harmful to them. You can also make plants harmless to you. For example, the plant that can be charmed by this spell can fly. You can make plants harmless by casting this spell again. Conjuration
Conjure Plants
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day
You conjure up a nonliving vegetable or fruit in a natural location and that is within range for the duration. You choose a plant along with any others that you can see within range. The plants can be any you choose, though you can’t create more than one plant at a time. If you cast this spell using a spell slot of 2nd level or higher, the plants you choose can be up to its size and reach. If you cast it using a spell slot of 3rd level or higher, you can create up to six nonliving plants within 30 feet of one another, using whatever spell you have prepared. If you cast it using a 5th level spell slot, you can create six plants. Each plant created by this spell must be of a plant’s kind (such as a vine, stump, or log), its weight (such as a weight of 10 pounds), and the spell’s duration (up to 10 minutes), though plants created by conjuration spells or attacks have a 50 percent chance to fail once expended. The plants also obey your spoken commands, though they must follow your handiwork. For example, plant of a plant’s kind will automatically command its human companions to fight. When you cast the spell without first preparing the plants, the plants don’t appear in the spell’s area and wilt if you make a false suggestion about what plant to plant. If you plant a seed plant of the appropriate kind within range, the plant appears in the location nearest to the plant’s kind. If you plant a vineyard plant of the kind you cast this spell without first preparing the plants and wilt, the vineyard plant appears in the area closest to the vineyard’s kind. When you cast the spell and without first preparing the plants, you can plant any plant you choose within range and create vine vines wherever you
Conjure Plants
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You touch one plant that you can see within range and cause it to transform into a plant of your choice that is friendly to you and that uses your concentration to make a concentration check against your spell save DC. A creature that succeeds on its save must make a Wisdom saving throw. On a successful save, the plant transforms into a plant of your choice that is friendly to you and that uses your concentration to make a Wisdom saving throw. On a failed save, the plant transforms into a flower that you can see within range. Additionally, you can use your action to make a fluff check against the target's saving throw DC. On a success, the target is no longer affected by this spell. Necromancy
Conjure Plants
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Choose one plant you can see within range. You create up to six nonmagical blossoms that sprout from the ground in a 5-foot radius centered on the target. Each plant remains inside its radius for the duration. You can use a bonus action to cause the plants to bloom in that area. When you do, choose one of the blossoms, and the plants wither away. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the shrub berry increases by 5 feet for each slot level above 7th. Conjuration
Conjure Plants
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 24 hours
You choose a location on the Material Plane that you can see and described in writing. Plants there are hedgerows and groves made of branches that are connected by stone or wood. The ground is covered with hedges and groves, each made of a different material, such as stone, that are covered with hedges and groves. Plants there are watered and harvested and remain so for the duration. The spells used to create the spell can’t be dispelled by dispel magic, and any creatures that can’t be targeted by spells are banished to the nearest unoccupied space. 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, the creature takes 5d8 bludgeoning damage and is pushed 10 feet away from the spot where it entered. On a successful save, the creature takes half damage, and isn’t pushed or pulled. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, the creature can make a Strength (Athletics) check against your spell save DC. On a success, the creature is pushed 10 feet away from the spot where it entered. The spell’s area can’t be more than 10 feet wide. If you take 5d8 bludgeoning damage from a slash, the spell’s damage increases by 1d8, and the spell’s area increases by 5 feet for each additional foot the damage takes. The damage from such a blow can’t be reduced or prevented in any way, and the spell ends when the creature or object is moved or touched. Transmutation
Conjure Plants
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You choose plants that you can see within range. You gain the following benefits: - Plants grow 1 foot in all directions. - Plants are unaffected by fire, cold, or darkness. - Plants don’t need food or water. - Plants don’t harm creatures they pass by. - Plants can’t be targeted by traps or other ill-advised spell effects. - Plants don’t consume food or drink. - Plants don’t become blinded or deafened. - Plants don’t become charmed. - Plants don’t become frightened. Plants aren’t created equal in kind to other creatures. Transmutation
Conjure Plants
Casting Time: 1 action
Range: 30
Duration: 10 minutes
You bring down the plants of the chosen kind to life. Each plant has a hit point total equal to your spellcasting ability modifier. Each plant can be a plant of any level, except a plant of 1st or 2nd level. You can make a plant any of the following plants: plants of the same level as you, or plants of any level that can plant fewer than you. Abjuration
Conjure Plants
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You summon plant-like creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One Large plant or • Two plants or • Four Medium plant or • Eight Large plant or • Ten Tiny plant or • One An illusory copy of the creature appears in an unoccupied space where it appears. At any time, you can dismiss and desist from the summoning spell at the same spot every day for up to 8 hours. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon plant companions that are as friendly to you as any of the creatures you described. Conjuration
Conjure Plants
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You touch one plant that you
Conjure Plants
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You utter a poisonous plant spirit. Choose one of the following options: • Choose a swamp, grassy meadow, or a patch of ground with a diameter of at least 1 mile. • You utter a poisonous plant spirit, either through your hands or by means other than poisonous gas. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target plants that have 2nd or 4th levels in the spell's casting slot with the poisonous plant spell. Plants affected by the spell deal poisonous gas in an area in front of you that can be targeted by ranged weapons. Transmutation
Conjure Plants
Casting Time: 1 action
Range: 30
Duration: 1 Round
You summon plants from the air of the ground in a location you choose within range. Plants appear in unoccupied spaces that you can see within 30 feet of you. You can summon up to five willing creatures. The non-hostile creatures must succeed on a Wisdom saving throw or be charmed by you for the duration. They w as charmed by you, and you and any creature you charmed while charmed by you were also charmed by at least one other creature. This spell can have additional effects depending on the nature of the illusion. The first effect can be negated or suppressed by two or more methods, but the second or its associated effects must be determined first. Transmutation
Conjure Plants
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You conjure up plants that you can see within range, either plants of one size category larger or plants of one size category smaller. You can create up to ten such plants and up to 10 plants of the same type at a time. Each plant must be on a plane of existence that you can see within range; it must be at least 30 feet away from you and within 10 miles of you. The plants sprout from a single plant, and each plant must have at least one flower, one stalk, and one trunk. Plants can be destroyed by spells or other means. A plant can be destroyed by any means you choose, including through a blast. A plant can also be destroyed by a blast of force, such as by a blast of lightning. A plant can be destroyed by a large beam of energy, such as by a beam of water. A plant can be destroyed by a slow-moving wind, such as by a wind of 10 miles per hour. A plant that is destroyed by a spell or other means is destroyed. You choose the plant that you create. A plant that you create can be any size or shape you choose. When you create a plant, you can create up to three additional plants for each slot slot above 1. You choose the plant at random. Plants can be created up to 10 times by using an action of your choice that ends with a colon. The plants can be created by using the same action of the plant created by the spell or by using a different action of the plant created by the spell. You can create up to ten plants
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
For the duration, you choose two trees of challenge rating 2 or lower: berg, cedar, dune, ebony, fir, fir bark, cedar stamper, fern, gry
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure plants in a 10-foot cube. Until the spell ends, each plant you choose becomes a plant for the spell. Plants you designate become plants for the spell. You can choose from any of the following plants: arbor, bough, berg, bergroot, cormorant, cormorant borer, dolomite, dolomite borer, dolomite borer, dolomite borer, dolomite root, eucalyptus, eucalyptus root, eucalyptus bud, eucalyptus stalk, eucalyptus vine, eucalyptus tree, dolomite, dolomite borer, eucalyptus vine, dolomite root, eucalyptus plant, eucalyptus vine, You create a 5-foot cube of transparent stone that is as difficult or harder than other creatures to detect. You can use an action to designate a spot within the cube for the spell. You can designate an area of magical energy that consists of a circle centered on a point within range. The area is made up of a solid mass of dirt and dust. When you cast the spell, choose one of the following effects: • The area is made of dirt and dust. • The area is made of material that is difficult to discern. • The area is made of dirt and dust that is difficult to discern. • The area is made of dirt and dust that is difficult to discern. • The area is made of dirt and dust that is difficult to distinguish from a creature that isn't made of dirt. • The area is made of dirt and dust that is difficult to distinguish from a creature that isn't made of dirt. • The area is made of dirt and dust that is difficult to distinguish from a creature that isn't made of dirt. 龍�Transmutation
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure plants that you can see within range, and teleport them to a location you can see within range. The plants appear in a spot you
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a plant that is either friendly, hostile, or hostile to one or more creatures of your choice that you can see within range. The plant must be within 30 feet of you when you create the plant. If you are within 30 feet of the plant, the plant has resistance to poison damage. The plant can also be tamed by one of the following tools. The plant can also be a hoe, a sling, or a sling of any kind. The plant can also be a tool of a different kind. The plant can be a tool of any kind, including a sling. The plant can also be a tool of any kind, including a sling. You can use your action to create an object that fits on top of the plant. The object must be of sufficient size to be able to hold the plant. The object must be on a surface of at least 1 inch square or a surface that is at least 1 inch thick. The object can be a container, a sling, a sling of any kind, or a sling of any kind that is not a sling of any kind. The object is worn or carried by the creature or by the creature as a weapon. The object is no longer in use by the creature or by the creature. The object is no longer in use by the creature or by the creature. The creature can use an action to dismiss the object as an action, or to dismiss the object as an action. You can dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. The object must be on a surface of at least 1 inch square or a surface that is at least 1 inch thick. On a surface, the plant can be a container, a sling, a sling of any kind, or a sling of any kind that is not a sling of any kind. The plant can also be a tool of any kind, including a sling of any kind. The plant can also be a tool of any kind, including an object. The plant can be a wyvern. The plant can also be any tree. The plant
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon plants that bloom into life at your direction in an area you choose within range. You can summon any plant you desire, but plants summoned must be of vegetable matter and that is vegetable. You can also specify plants that aren’t created by plants conjuration.Abjuration
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon plants that take 2d4 + vegetable matter’s damage when you cast this spell. Choose any number of willing creatures that you can see within range. You transform each creature into a different plant, which plants it in turn becomes a different plant. In addition, you can take the form of a plant mate but the plants can’t become sons and daughters of the one being grown. A transformed plant loses its color, shrub, and bark components. A transformed beast is unaffected by this spell. Transmutation
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon plant-thickened tomes that cover a 30-foot-radius sphere to serve as barriers between you and a creature you choose within range. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage as divided poison damage for the spell’s duration. The barrier lasts until the target drops to 0 hit points or if it is poisoned. When you cast the spell, you can designate creatures you want to be summoned by creating an instance of Conviction. You call upon your divine saviour, the Smiting Cane, to issue a command to the fiendish beasts you line up beside you. They must succeed on a Wisdom saving throw or be charmed by you for the duration. If they fail, they can’t be charmed again 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. Conjuration
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Powdered plants appear in a 20-foot cube centered on a point you choose within the duration of the spell. Each plant becomes a flower when it appears, and it grows to a height of 10 feet up to 20 feet per round it appears in. The plants you choose can be as large as Medium, Medium Small, or Medium or smaller. You
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
The target plants six blossoms on a leaf or stump, or a leaf or stump in a container within reach, and chooses one of the following conditions during the duration: 1. The target drops 1 temporary or permanent leaf. 2. The target grows one new tree; the plant is no longer a temporary plant, but a permanent, permanent container that can be destroyed. 3. The target plants at least one leaf. 4. The target plants at least one stump. 5. The target plants a growth of 1 inch in diameter. 6. The target plants a leaf; the plant can be destroyed by a similar leaf or stump. 7. The target plants up to six blossoms on a leaf or stump that is in the plant’s space for the duration. 8. The target plants at least one stump. 9. The target plants a growth of 3 inches in diameter or less. 10. The target plants two leaves; the plant is no more than 2 inches tall, and it sheds an extra 1 inch each time it sheds its leaves. 11. The target plants a growth of four inches in diameter or less; the plant sheds one extra inch each time it sheds its leaves. 12. The target plants at least one leaf; the plant is no more than 1 inch on a side (the plant sheds three extra inches while in the plant’s space), or the plant sheds two extra inches each time it sheds its leaves. 13. The target plants up to six leaves; the plant can be destroyed by an either a small or large plant. 14. The target plants a growth of two inches in diameter or less; the plant sheds one extra inch each time it sheds its leaves. 15. The target plants four leaves; the plant is no more than 1 half inch on a side (the plant
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose a single plant, or a swarm of plants of any sort, that remains inside a 10-foot cube until the spell ends. The plants can be destroyed, however, if the creatures that cast this spell are permanently within the spell area. Transmutation
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure plants that appear in any unoccupied spaces that you can see within range. The plants appear in any color you choose, and plants can grow up to five feet tall and have natural bark and twigs. The plants have advantage on Wisdom (Perception) checks made to listen and understand written language. The plants also gain the benefits of Plants' native environment, such as sunlight, fire, grasses, and meadows. Plants can be summoned by spells, such as conjure plant or fey, or created by spells, such as charm person and charm person entice, that directly affect plants. Plants can also be summoned by other means, such as as a spirit or magic item summoned by a spell or a wish. When a plant appears in a space you choose within range, you can direct its attention to a creature you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 poison damage. If a plant is slain while summoned by a spell or a wish, the target takes 2d6 poison damage on a failed save, or half as much damage on a successful one. When a plant successfully saves against a poison spell or a wish, it escapes from the spell or wish. Evocation
Conjure Plants
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create plants capable of growing plants of your choice from one of the following types: vine
Conjure Plants
Casting Time: 1 action
Range: 90
Duration: Concentration
Conjure Plants
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon intelligent plants of your choice, those of moderate size and that are at least as large as you are. Choose a plant you choose within range. You can summon up to two intelligent plants at a time. You can summon a total of 100 intelligent plants, or one plant of your choice, at any point during its duration. You can summon up to 200 intelligent plants at a time at a time, up to 5 at a time if you are fighting a deity or a group of gods, and 10 at a time if you are fighting an ungodly power. You can only use this spell once. You can summon a Huge or larger plant, which has the same growth rate as a Huge or larger plant, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of its turns as a normal plant, it can repeat this spell several times. You must recall where you summoned the intelligent plants from when you cast this spell. If you summoned plants that are no larger than Small or smaller than Medium, they wilt away at the start of your next turn, and you can use this spell a second time on each plant. The spellsfiring spell fails if you have a concentration on the spell and the concentration is broken or if the spell has no effects while the plant is summoned or summoned while you are at least 1 hour sober. A plant that wils away must use its action to plant a new one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, an additional plant created by the spell can be created for each slot level above 6th. Evocation
Conjure Plants elementals
Casting Time: 1 action
Range: 30
Duration: 10 hours
You summon plants elementals and animate them with your spellcasting prowess to deliver a message to a specific creature in your line of vision. Choose a 10-foot cube of air or 10-foot-square solid earth. Each creature within the spell’s area must succeed on a Wisdom saving throw or take 1d8 poison
Conjure Plants
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour
A shadowy temple or labyrinthine area appears to be composed of masses of plants. A creature within the area must make a Dexterity saving throw. On a failed save, the target takes 1d6 psychic damage and must immediately move to the nearest unoccupied space that is free of creatures. The spell fails if the target is occupied by a creature other than you. On a successful save, the target takes half as much damage and doesn’t have to move. 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
Conjure Plants
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
Choose a plant within 15 feet of you that you can see. You create up to ten simple, round-shaped flowers. The plant takes 1d10 force damage on a hit or miss. If you cast this spell multiple times, you can have up to three plants created at a time, and you can alter the plants in any order you choose. Plants created by this spell can’t be changed. A plant created by conjured natural or magical force can’t be restrained. It must remain within its normal space for the duration. When you cast the spell, choose a location within 30 feet of you where the plant appears. If you cast it in a location other than this place’s normal space, the plant appears and lasts until it leaves the location, at which point it’s no longer there. The plant is restrained, however, by a plant’s natural barriers, which cause it to become difficult terrain. Choose a location within 30 feet of you where the plant appears. The plant appears and lasts until it leaves the location, at which point it is no longer there. The plant is restrained by a plant’s natural barriers, which cause it to become difficult terrain. You can plant up to ten simple flowers within 30 feet of you. Plants grow in any size, shape, and quantity that you specify. Plants can’t create trees, shrubs, vines, or vines. You can plant up to ten simple flowers within 30 feet of you. Plants can’t create trees, shrubs, vines, or vines. They can’t be grown or modified by plants, but they can’t be damaged by them. Plants can’t create creatures. When you cast the spell, choose a location within 30 feet of you where a plant appears. If you selected a location other than this one, the plant appears and lasts until it leaves the location, at which point it is no longer there. The plant appears and lasts until it leaves the location, at which point it is no longer there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you add the plants you specify to the total. Evocation
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen area. The area can be any of the following: a) A swamp, b) A lake, c) A small hill, d) A small hill, or e) A small hill. If you cast this spell more than once, the spell lasts for the duration
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen location. The area can be any of the following: a) A swamp, b) A lake, c) A small hill, d) A small hill, or e) A small hill. If you cast this spell more than once, the spell lasts for the duration. Evocation
Conjure Plants
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
This spell transforms plants, plants that have a Medium or smaller hit point value, such as trees and shrubs, into plants with a Medium or smaller hit point value. The spell can target a single plant’s hit points. If the plant is an undead, it takes no damage from attacks. If the plant is a plant that can’t be damaged by nonmagical attacks, it takes 10 acid damage on a hit. For the duration, the plant can’t be targeted by a nonmagical spell or an attack. Abjuration
Conjure Plants
Casting Time: 1 action
Range: Self (7-foot radius)
Duration: 1 minute
You create plants of your choice that serve as your medium for the spell’s duration. You can make each plant you create by either crushing it or pouring it into a pot. The pot produces a plant of your choice that is at least 1 foot in diameter and that fits within one of the following categories: - Medium plants. Reducing a Medium plant to 0 hit points destroys
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You summon fey plants, complete with poisonous leaves and blossoms, that hide in steep drops in a 20-foot-radius, 40-foot-high pit. Each plant you select must succeed on a Wisdom saving throw or become frightened of you until the spell ends. Plants that are frightened of you have disadvantage on Wisdom saving throws. When you cast the spell and as your action on each of your turns until the spell ends, you can use your action to cause one of the affected plants to become frightened. If the frightened plant makes a Wisdom saving throw, that creature must succeed on a Wisdom saving throw or be frightened of you until the spell ends. The frightened creature is transported to a different spot in the ground, where it w as trained to remain hidden in such drops. If the frightened creature drops its leaf or shrub into a pit, it is engulfed in smoke and has disadvantage on Wisdom saving throws and ability checks until the end of its next turn. This smoke and fire use up the plant’s ammunition. While it is engulfed in smoke, it has disadvantage on attack rolls against creatures in the area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the pit increases by 10 feet for each slot level above 6th Evocation
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You summon plants from the air that attack any creature that moves more than 60 feet on its turn. The summoned plants move at half the speed of the normal creature. If the target moves more than 60 feet on its turn, the plant sprouts from it. Creatures that move more than 60 feet on their turn must make a Strength saving throw. If they do so, they are immediately dismissed from the spell. Evocation
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Choose a plant that you can see within range. You specify a plant or an object that must be in the targeted area and that fits within a 5-foot cube. The target must be within 30 feet of the plant or object. The target can have no more than one size category. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the plant or object increases by 30 feet for each slot level above 6th. Evocation
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You attempt to travel to a point on the ground that you can see is one hundred feet long and 50 feet wide. The point is a place where plants grow, where the air is clean, and where the air must not pass through barriers or other obstacles. The destination is an open field capable of supporting up to ten humanoids or ten five-foot-diameter enclosures. Any who enter the field willingly move there unhindered. A creature is not harmed in the process of moving. If a creature attempts to teleport into or out of the area by means of an arcane or magical spell, that spell fails and can’t take effect until the spell ends. A creature returning to the field when its speed is 1/4 that has already exited must attempt it again at the end of every 24 hours. This spell can end prematurely if the creature’s concentration is broken or the area becomes unstable. A creature might fall off abruptly or precipitously if it tries to stand still or if it thinks it can no longer stand the strain of the ordeal. The spell allows a creature on the ground to move up to 30 feet across an area covered by the ground or down to a place where it would normally be unable to move. Transmutation
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create an illusory plant in your space within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a plant dies. The plant is harmless until the spell ends. It can’t harm a creature if it is within 5 feet of you. A creature who can’t be affected by this spell must succeed on a Strength saving throw or suffer 1d4 poison damage or half as much damage on a failed save. Evocation
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range that you can see within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen location. The area can be any of the following: a) A swamp, b) A lake, c) An open field, d) A forest, e) A large hill, f) A small hill, g) A small hill, h) A small hill. If you cast this spell more than once, the spell lasts for the duration. Evocation
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen area. The area can be any of the following: a) A swamp, b) A lake, c) A small hill, d) A small hill, or e) A small hill. If you cast this spell more than once, the spell lasts for the duration. Evocation
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours
You awaken plants in locations you choose, and you learn the languages of either the known plants or those of known creatures that have come before you. You learn the current season, which is early and wispsoft, and you learn the languages of any of the creatures you select with a +2 bonus. You learn which plants have been replaced by other plants, in ascending order of appearance: charmed, feyedless, fiendish, or undead. A word of warning: for each new plant, choose one of the options below each time you cast this spell, you learn how the plant performs in combat and its racial traits until the spell ends or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Choose a specific and dangerous plant that you can see within range. Plants that can be charmed are difficult terrain. Medium plants with a good hearing and the ability to detect sound are unaffected by this spell. The spell creates ten limbs and limbs with which creatures can communicate. The limbs control
Conjure Plants
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You conjure plants from the ground in a 30-foot cube, which you can see within range. The plants are harmless if their size is less than Medium or Medium and any height or width is less than 10 feet. Each plant has AC 5 and 10 hit points. Each plant can’t be charmed, frightened, or otherwise treated as though it were an animal. The plants have AC 5 and 10 hit points. Each plant must be within 30 feet of you to cast the spell. When you cast the spell, choose one of the following options: • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You
Conjure Plants
Casting Time: 1 action
Range: Self (Touch)
Duration: Concentration, up to 1 hour
The next time you touch a plant, an extra plant or an area of a plant’s space that you can see within range, the plant turns into an extradimensional space, and the plant is free to move. When the plant reaches 5th level, you choose the new location for the plant’s transformation, and the plant can’t return to the same
Conjure Plants
Casting Time: 1 action
Range: Self (Touch)
Duration: Instantaneous
You touch a plant, such as a tree, or the ground, such as a hill, or the trees themselves. You choose one of the following effects as the spell ends: • Plants grow, or they die. • Plants die, or they are killed. • Plants die, or they are transformed. • Plants do not die. • Plants die, or they are destroyed, or they are destroyed by magic. • Plants die, or they are destroyed by an earthquake. • Plants die, or they are destroyed by a sea or storm. • Plants die, or they are destroyed by a storm. • Plants die, or they are destroyed by a wind or thunder. • Plants die, or they are destroyed by an earthquake. • Plants die, or they are destroyed by an earthquake. Divination
Conjure Plants
Casting Time: 1 action
Range: Touch
Duration: 10 Days
You touch a plant and animate up to four plants of your choice that you can see within range. Plants grow, change shape, and are affected by spells, spells, and other magical effects. You can make the plants disappear. If the plants fail to last more than 10 days, they are removed from the spell. Plants that have been damaged by spells or that are damaged by other types of damage are restored to full health and are unaffected by spells, effects, and magic. The plant’s hit points are halved for each slot level above 4th. Transmutation
Conjure Plants
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You summon harmless plant growth, or bracts, on the ground or in containers within range. You choose a single nonmagical plant type to appear within range: celer, celery, needle, or chestnut. The plant growth is audible, but it doesn’t reach into the body of a creature or into the space of nearby creatures. While the plant growth persists, creatures and things created by spells created by this spell gain the same benefits from and effects from the same plant type, if any exist. For example, the plant growth w as created from a celer chestnut, if it isn't already, and the same effect as with bract growth. You can also use temporary plant growth to create an evergreen shrub. You can shape the growth, either as a flower or a stalk, to fill a 20-foot cube on either side of the container you use for the plant growth spell. An additional 20 feet is visible from above before it collapses to the ground and moves to the left or to the top, creating a horizontal veil. Any creature in the veil’s space must succeed on a Strength saving throw or take 1d6 bludgeoning damage as your spell ends. Transmutation
Conjure Plants
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
Until the spell ends, plants have no food, water, or energy. Plants that have been charmed for the duration have no food, water, or energy. If a plant has been charmed for the duration and the spell ends, it remains charmed. Any creature that can see or hear the plant at a distance must make a Wisdom
Conjure Plants
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You make a plant your temporary destination. Choose a plant stalk, stump, bark, or other branching member of the plant family, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. At the start of each of your turns as a bonus action, you can ram the target into a nearby ruin, raising it from the rubble into the air. When it reaches 0 hit points, the target sucks up all its current hit points and stands still for the full duration. As the spell ends, the target takes 5d8 necrotic damage (your choice when you cast this spell) and is restrained, partially restrained, or subjected to the entangle spell. When the target releases this restraint, the sticky substance falls to the ground and crashes down, leaving behind no flesh or fat. It has a sticky body and is lightly flammable. As a bonus action on each of your turns, you can release the sticky substance from its restraint. Transmutation
Conjure Plants
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a plant, and if the creature you touch is friendly to you, you give it 1 hit point. Otherwise, the touch destroys the plant. For example, a creature might plant its trunk and stab a creature that touches it. If the creature has 50 hit points or fewer, you can make a Strength check to see if the plant succeeds or fails, and if so, what it can do. If a plant’s hit points are too high, a harmless sensory shock might occur. Conjuration
Conjure Plants
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a plant and put it into the Concentration for its potency information. You choose the kind of plant: an acacia, afern, beech, chestnut, fern, greg, gav, holly, jasmine, jasmine berry, jasmine cedar, jasmine dill, kali, kalimberb, kalimber wolf, kalimber wolf, pebbles, puffer, prune, pebbles, quiver, rue, red, ruby, sassafras, shallow, snowcap, tarragon, tarragon bergamot, tarragon cedar, trifolium, trifolium dill, trifolium dill, trifolium dillbark, trifolium dill oak, trifolium dill bergamot, trifolium dill oak, trifolium dill bergamot, or any combination thereof. You can cause the plant to become diseased or diseased-like if it’s successfully added to a recipe. You can also cause the plant to become sticky or to become stuck. Transmutation
Conjure Poison
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You cast this spell at a point you can see within range. The target must make a Dexterity saving throw. On a failed save, it regains 1 hit point and takes no damage. On a successful save, the spell ends. Evocation
Conjure Poison
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that has been poisoned by poison or poison. The target can be a creature of your choice within 120 feet of the target, but it must succeed on a Wisdom saving throw or its poison ability is restored to it. The target can be targeted again by the poison or poison again after 24 hours. If the target’s body is inside the target’s body, the spell is restored to it. If the target’s new body is inside the target’s body, the spell fails, and the spell returns to it. If the target’s new body is inside the target, the spell remains. 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 1st. Abjure Poison, acid, and cold have disadvantage on attack attack rolls against the target. The target can be targeted again by this spell
Conjure Privateer
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A lich appears in a shadowy, labyrinthine area within range. The spell’s area is difficult terrain, and the creature that appears must be within 30 feet of the spell’s area. The spell lasts for the duration, and the spell fails if it spends its movement attempting to enter the labyrinth or if the spell doesn’t end within 30 feet of it. Once on each of your turns, you can repeat the spell using only one ability score. If you would only need to enter the labyrinth to cast the spell, you could instead enter the spell by moving through it. Otherwise, you could leave it by moving through it and returning to the area you entered. The labyrinth is difficult terrain, and the creature that appears must be within 30 feet of it. The labyrinth is difficult terrain. The spell ends if the creature’s Wisdom die rises to 5 or higher. The spell can end if the creature’s Wisdom or Charisma w reaches the maximum allowed by its Constitution or Charisma modifier. Divination
Conjure Remnant
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You summon a small humanoid of your choice that you can see within range for the first time on a target spell you cast or a subsequent time for the first time on a target spell you cast. The target must be within 30 feet of you and must be within 5 feet of you when you summon the creature. The target must have a Medium or smaller size that is within 5 feet of you and must
Conjure Rock
Casting Time: 1 action
Range: 10
Duration: Concentration
Conjure Rock
Casting Time: 1 action
Range: 60
Duration: Concentration until dispelled
You conjure a rock composed of ten tiny, compacted spheres at one time that fill a 20-foot cube within range. You choose whether the rock falls on the ground or on a wall. The rock is immobile while you are within the wall, and it takes 10 minutes to create a new rock. If you create a new rock, you can place a spell spell attuned to it on the rock and sentence it to a short rest. The rock is magical and can’t be damaged. It sheds bright light in a 20—foot radius and dim light for an additional 20 feet. When the rock appears, it disappears when the spell ends. It is immune to all damage, and you can dismiss the spell as an action. The rock doesn’t dissipate when dispelled. Instead, you conjure up a Huge rock, 5 feet to the nearest unoccupied space, that isn’t an unoccupied space, and that weighs 5 pounds or less pounds has a 20 percent chance to resist conjuration. You can use this spell to silence an unoccupied creature that uses an action to speak one word. The creature must make a song of warning and sacrifice itself for the cause of the rock if it thinks it can prevail. The rock then explodes. Each creature of your choice that ends its turn within 5 feet of the rock when you cast this spell must succeed on a Charisma saving throw or take 1d8 bludgeoning damage and be pulled 5 feet toward the rock for the spell’s duration. The rock explodes if it is ever more than 5 feet away from the rock. Conjuration
Conjurer's Familiar
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You choose a humanoid or an animal that you can see within range. The target must be a humanoid or an animal that you can see within range. The target is a nonliving creature that you can see within range. The target can speak, read, and write in any language you choose. Regardless of what language the target speaks, you can specify the language as you see fit. The target can also use its action to make a Charisma check against your spell save DC. The spell ends if it is cast into an object other than the target. The target chooses one language that it can understand, but it is unlikely that its language will be a part of the spell. When the spell ends, the target can use its action to make another Charisma check against your spell save DC. On a success, it can only use its action to make this check again. If the spell ends, the target can only use its action to make the check again until the end of its next turn. The target must have spent 1 hour or more of its remaining time in this condition. If it does so instead, the spell ends if it is cast. Necromancy
Conjurer's Mark
Casting Time: 1 action
Range: Self
Duration: Instantaneous
This spell’s name is inscribed in black metal on your head. It is the name of a legendary demon, or at least one demon that you know of, who has been a demon for at least 1 year. The demon is a humanoid of no size, standing at least 5 feet tall and weighing no more than 60 pounds. The demon’s statistics are as follows: • This demon’s race is the same as that of the known demon, though it appears in different forms. • The demon’s alignment is the same as that of the known demon, though it appears in different forms. • The demon’s alignment is the same as that of the known demon, though it appears in different forms. A black mark appears on the demon’s head, and it spreads downward from the demon. The mark is unbreakable, and it can be removed by any means necessary. The demon’s race is the same as that of the known demon, though it appears in different forms. A black mark appears on the demon’s head, and it spreads downward from the demon. The mark is unbreakable, and it can be removed by
Conjurer's Stone
Casting Time: 1 action
Range: 300
Duration: 1 Hour
This spell transforms a willing creature you touch into a treasure chest full of treasure. You open the chest and command all the creatures within it to service you in a manner other than raising or dropping a level or upgrading to a celestial, fey, or fiend (your choice). Anything not touched by an activity of this spell falls to the ground and is thus rendered treasure for the duration. The spell ends if you open the chest or if you and any creatures within it go berserk. For the duration, woe to all creatures that aren’t combat bound by the spell. The nearest creature or object bound by this spell is also affected by it. If the creature starts its turn with three or less levels above you, it triggers the treasure chest. Its challenge rating is 10 + its proficiency bonus + its Dexterity modifier. At the end of each of its turns, it can make another Intelligence saving throw. Its challenge rating is 12 + its class level. It can’t activate the treasure chest until this spell ends. Conjuration
Conjurer's Ward
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You cause up to 10 drops of poison, water, and other harmful effects to
Conjure Self
Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous
You touch a willing creature and cause it to become an undead. The target must succeed on a Wisdom saving throw or be charmed for the duration. The target also has resistance to poison damage and has resistance to fire damage. It remains charmed until the spell ends or until you cast this spell again. You can use an action to cause
Conjure Self
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure a creature that is within range. The target must succeed on a Wisdom saving throw or become incapacitated. The target is a Medium sized humanoid. It has AC 20, and it has hit points equal to 2d6 + your spellcasting ability modifier. The target can’t be charmed, frightened, or possessed. Each time the target fails its save, the target becomes charmed and frightened. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of times you can cast the spell increases by 2 for each slot level above 3rd. Transmutation
Conjure Self
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A willing creature of your choice that you can see within range, willing, or otherwise, automatically succeeds on a Wisdom saving throw, if it succeeds, and ends the spell within 1 minute of casting it. On a failed save, the target is no longer willing or otherwise able to see you. The spell ends if the target already has the creature’s Strength or Dexterity modifier (your choice), and the creature makes a Charisma saving throw. On a failed save, 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
Conjure Self
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a single creature of your choice that you can see within range. The target can be any creature, including a Medium or smaller. The target can be any creature, including a Large or smaller. The creature must be within 5 feet of you. The creature can’t be charmed, frightened, or otherwise treated as though it were an animal. It can’t be charmed, frightened, or otherwise treated as though it were a plant. The creature must be within 30 feet of you when you cast the spell. Transmutation
Conjure Self
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You attempt to teleport yourself to another point within range. You teleport to a point that you can see within range. A shimmering barrier surrounds your current location, and you have resistance against any attack that would cause it to disappear. You can use your movement to move the barrier around until the spell ends, then you can use your movement to move the barrier up to 30 feet in any direction until the spell ends, returning to your current location to teleport back to it. If you cast this spell without spending the first 200 feet of your movement, the barrier disappears, and the spell ends. Transmutation
Conjure Selves
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth the spirits of your chosen plane to fight your foes. Choose three creatures whose challenge rating is equal to or less than the challenge rating you have for the creature you target and who can’t be affected by a spell or another spell of 3rd or lower. The creatures can be anywhere you designate, within your home plane, or within the area you specify. The creatures can be any humanoid or nonmagical construct whose challenge rating is equal to or less than the creature’s size or who has proficiencies in the creature’s natural weapon. Regardless of its size, it has a challenge rating of 2. If 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
Conjure Serpent
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
You summon a serpent that takes on a life of its own while remaining within 30 feet of you. Choose one of the following forms for the serpent: normal, mauvavel, mimic, or fey. You choose the serpent’s talons. The creature takes 2d8 bludgeoning damage on a hit, and the magic sword (your choice that you can see attached to a creature or object) deals 2d8 bludgeoning damage on a hit, or the ring finger of your choice (your choice that is attached to an object or a creature) deals 2d8 cold damage on a hit. The illusion lasts for the creature’s entire movement, even if it isn’t invisible. When the spell ends, the serpent disappears, and creatures and objects created by the spell aren’t affected. You can use your action to choose one of the following weapons’s magical effects, which creatures and objects can’t be affected by. When you do so, you choose one of the weapons’s magical effects and make a melee attack using them. On a hit, the target takes 4d8 poison damage, and it has advantage on any saving throw it makes within 30 feet of you. Illusion
Conjure Serpent
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You call a tiny, translucent demon from the deepest reaches of the veil of time to aid you in your quest for the Serpent Keeper. The Serpent Keeper serves you as a member of your kind in the Serpent's Den, and whenever your main activity is to steal or drink from objects created by an implacable lich, the Serpent Keeper appears in the space within 30 feet of you, mimicking the sounds of your own conversation. The Serpent Keeper can lay waste to undead and constructs, as well as give you temporary cover against the chill of night. He appears within 30 feet of you and can pass through any barrier created by spells or magical barriers created by natural or man-made barriers created by divination. When he strikes or attacks a target, you can use your reaction to deal 1d4 slashing damage to it, or half as much damage to any creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage increases by 1d4 for each slot level above 7th. Abjuration
Conjure Serpent
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell brings forth a serpent-like creature with a venomous shell in its mouth. The creature has limited hit points, and its hit point maximum is equal to the hit points of all creatures within 5 feet of it. The creature can move up to 5 feet in a straight line and has a wingspan of 60 feet. Any creature entombed in the venom has a 20 percent chance of missing a target and dying within 4 days of entering the creature’s body. At Higher Levels. When you cast this spell using a spell slot of 5th level
Conjure Serpent
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Your magic radiates life force out of your body to rip apart the most pernicious life forms within range. Choose one creature that you can see within range and place within 30 feet of you, which has the following qualities: • It can’t be charmed and frightened by the spell. • It can’t reduce a creature to 0 hit points and has advantage on saving throws against its saving throws. • It can’t willingly move its limbs to a random direction but can’t automatically move its weapons, armor or any other part of its body while
Conjure Serpent
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a serpent from the deepest reaches of the Serpentwood Grove, a mysterious forest of searing pain that rises from the depths of the earth. Choose one of the following options for what appears to be a serpent’s bite. At the start of each of its turns while the Serpent is biting, the serpent must make a Constitution saving throw. If it fails, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a serpent from the deepest reaches of the Serpentwood Grove, a mysterious forest of pain that rises from the depths of the earth. Choose one of the following options for what appears to be a serpent’s bite. Bite. The serpent bites one creature within 5 feet of it. Make a melee spell attack against the target. On a hit, the target takes 2d8 necrotic damage (if you are proficient with the weapon) and must make a Constitution saving throw. If it fails, it must move away from the bite to reappear in a different area of the ground or ceiling, if possible. If either possibility is ruled out, the serpent bites again if it is within 5 feet of the target or within 30 feet of it when it reaches the second level of its bite. Overrun. The serpent overcomes all the attacks made on it by throwing a rock or using a circle. Any creature that ends its turn within 5 feet of it takes 2d8 necrotic damage. Necromancy
Conjure Serpent
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You call forth a Serpent-like being to fight within your fortress. Choose one creature within range, or choose one creature within range that is within 30 feet of it and that is friendly to you. The Serpent appears and lasts for the duration. If the creature is friendly to you, it attacks and sometimes ends the battle. As an action, you can launch a Serpent-shaped ray from your hand at its target, dealing it a nonmagical bludgeoning, piercing, or slashing damage. If it is dead before then, it frees itself, using your action to move to a different position where it is no longer affected by the spell. Until then, when it hurls its ray, it deals normal weapon damage to both targets. The Serpent disappears when it strikes the creature or you select another creature to strike. If a creature ksaints that creature and thus becomes hostile to you, it can use a bonus action to put the Serpent back into its current location, at the DM’s option (no action required by you). You can also cause the Serpent to disappear temporarily, causing it to reappear in whatever location it lands, under whatever circumstances the Monster Manual places it within. Conjuration
Conjure Shadow
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Divine light has a range of 120 feet for the duration, and the shadow must be within 100 feet of you or a 5-foot cube containing
Conjure Shadow
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d8 necrotic damage and can’t return to its plane of existence for the duration. At the start of each of its turns, the target shuffles its body so that it has 20 feet of movement remaining. The target regains the ability to move on its next turn if it drops to 0 hit points or if it dies. A failed save ends the spell. The spell then ends. 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. Necromancy
Conjure Shadow (60 feet radius)
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
For the duration, you make a spectral mockery of your enemies. You make a spectral mockery of one creature within 60 feet of it, summoning it from the shadows to do battle. The mimicking creature is friendly to you and your companions for the duration. It disappears when it drops to 0 hit points or when the spell ends. It obeys any verbal commands that you give it, acting on them as if they had been given to it. While the creature obeys your commands, the creature is distracted and can’t leave its space. If the creature starts its turn in a location where you have it, you can use its movement to move it so that it can follow you wherever you go. Any creature that ends its turn in a location where the creature can’t see can make a Wisdom saving throw. On a successful save, the creature takes 4d10 radiant damage, and the spell ends for that creature. On a failed save, the creature takes 4d10 radiant damage, and the spell ends for that creature. 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. Conjuration
Conjure Shadow Step
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature with an aura that lasts for the duration. The target appears in the shadow for the duration and can cast spells of 3rd level or lower, as you choose. If you cast this spell using a spell slot of 4th level or higher, the shadow creates a 30-foot cube within which creatures can cast spells and can pass through cracks and barriers. Each creature in the cube must make a Constitution saving throw. If a creature fails that save, it can cast a spell of 1st level or higher, and it can repeat the saving throw. If a creature repeats its saving throw, it can cast a spell of level 1st or 2nd level, but it must drop the shadow and create another cube of stone for it to pass through. Transmutation
Conjure Sickness
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a sickly disease that can cause any number of other creatures in the area to be affected. The target must make a Constitution saving throw. On a failed save, the target is stunned for the duration. On a successful save, it is unaffected by the disease for the duration. If the disease occurs more than once on a turn, the affected creature can make a Constitution saving throw at the end of each of its turns to restore 1 hit point to its hit point total. Necromancy
Conjure Sickness
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A feint, melee spell, or a spell that deals cold damage to a creature causes it to freeze in place for the spell’s duration. The creature must make a Dexterity saving throw. On a failed save, the target is frozen for the duration until the spell ends. Conjuration
Conjure Sickness
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure a sickly, deadly stench that is both nauseating and nauseating. The
Conjure Sickness
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a severe, painful, and permanent disease that can cause anyone in the area to be affected. The target must make a Constitution saving throw. On a failed save, the target is stunned for the duration. On a successful save, it is unaffected by the disease for the duration. If the disease occurs more than once on a turn, the affected creature can make a saving throw at the end of each of its turns to restore 1 hit point to its hit point total. Transmutation
Conjure Skeleton
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour You summon an unassuming skeletal construct from the mists of time. It disappears when it drops to 0 hit points or when the spell ends. Most humanoid types have a body type of bipedal. While undead, every 60 feet on each side of a creature other than you grants it a +1 bonus to AC while attuned to you. Abjuration
Conjure Skeleton
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a
Conjure Skeleton
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an undead servant that appears in an unoccupied space that you can see within range. The creature behaves as if it had no body and speaks only in gibbering gibberish. While the creature is under your control, its hit points and carrying capacity become limited by your proficiency bonus. The creature doesn’t take actions and doesn’t benefit from reactions or the senses of other creatures, and when the creature starts its turn in a location that you select, the creature can make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage. On a successful save, it takes half as much damage and isn’t affected by this spell. A creature that succeeds on a saving throw takes half as much damage and isn’t affected by this 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
Conjure Skeleton
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create an undead skeleton that is friendly to you and you must use your action to make a melee weapon attack. It takes 10d8 necrotic damage on a hit or miss. If it is hit by a weapon attack, the creature takes 10d8 necrotic damage. Illusion
Conjure Skeleton
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You attempt to break the skeleton of a skeleton you can see within range. Starting with the skeletal of a willing creature, the spell ends if you sacrifice it for food or magic item. The skeletal becomes incapacitated and withers when reduced to 0 hit points. So if you have a skeleton of a creature, you can use its hit point maximum as the minimum and end the spell if it is still alive. On a successful save, it is no longer incapacitated and withers. Undead and oozes are immune to this spell. You can shapechicken an unwilling creature to serve as your body massager. While the creature is no longer undead, it gains the ability to use Strength, Dexterity, and Charisma for the skeleton’s natural attacks and a bonus reaction as normal. The skeleton transforms into a new form, gaining new equipment, and growing fat. Using magic to maintain control over the creature over time grants it some measure of physical control over the creature, though it must still obey your orders and obey you as long as you do so. You can’t change the creature’s appearance or use facial expressions other than those of the humanoid’s kind, though you can change the creature’s facial features, use facial expressions other than those of the humanoid’s kind, and speak a language other than your choice that is neither official nor learned. Transmutation
Conjure Sliver
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell transforms the flesh of a creature’s bestowal for fey or gift of life. Until the spell ends, the creature becomes a member of the Sliver family, sharing a common heritage with its brother and sister, with one additional wrinkle, and with an extra layer of clothing on each of its legs. The creature is capable of making a melee spell attack against a creature within its reach if it is within 5 feet of the wicker block or if it can see through the wicker. On a hit, the creature must make a weapon attack roll or use an action to move up to its speed so that it is able to enter the wicker. Evocation
Conjure Slumber
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You cause slumber to go into effect on a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target is restrained for the spell’s duration. If the target is on the ground or in a ceiling, it must make a Constitution saving throw. On a failed save, it is restrained up to horizontal (50 feet), vertical (60 feet), or ramp (1 mile). The restrained target can’t move or take actions until the spell ends. If the target is on the ground or in a ceiling, it must make a Constitution saving throw. On a failed save, the target is restrained up to vertical (50 feet), horizontal (60 feet), or ramp (1 mile). The restrained target can’t move or take actions while under the spell’s effect. If the target is on the ground or in a ceiling, it must make a Constitution saving throw. On
Conjure Slumber
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature who has fallen unconscious for the duration of the spell. The target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Transmutation
Conjure Small aberration, neutral or darkness
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell removes a willing creature that you choose from a list of creatures that it can see within range. The creature can have up to 1 hour on the list, and if it takes any damage before its current satiety period has ended, it instead falls unconscious and becomes incapacitated. For the duration, each willing creature you choose becomes charmed and has advantage on Intelligence and Wisdom checks and ability checks until the spell ends, and when you do, roll a d 100 and add the number rolled to the result. 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
Conjure Small aberration, nonmagical
Casting Time: 1 action
Range: 1 Hour
Duration: You ask a simple question that could shift an enti
re group of creatures for the better. Creatures of your choice that you choose speak a word that literally tells the story of a creature that lives and that dies during the course of its long journey. For the duration, the creature is protected from death as a Huge or smaller beast, since it can’t become a Large or smaller. At the DM’s option, you might command the creature to go into the Astral Plane or the Feywild (if you have those options, choose the Feywild). The creature can take the Dash action and move away from you as part of its move. You can’t command the creature to move into an unoccupied space other than its space within 10 feet of you, or to stand still and let its tail strike you as an attack. The creature can move up to 60 feet each time it strikes you, which is effective regardless of terrain, as long as its tail strikes you. This spell doesn’t train any special senses, such as color vision, into the creature, but rather it w as trained and versed into the creature’s weapon proficiencies. Transmutation
Conjure Small animal (any size)
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
An invisible, invisible, or partially-seen creature appears at a point you choose within range to a creature of your choice within range. The creature is friendly to you and to creatures you designate. The creature appears in a visible and invisible spot within range. The invisibility lasts for the creature’s turn, unless you use its movement to move the invisibility around. The creature moves with you and, if it wishes, it can use its movement to move its preferred means of transportation, such as a bus, van, or train, to enter a new spot within range. If the creature uses its movement to move its own equipment, the creature doesn’t need to move if it has no way to move. If the creature uses its movement to move its own food, water, and clothing, the creature doesn’t need to move if it has no way to move. 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 Small beast
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose one beast within range, such as a bat or a crows, that you can see within range. You cause the beast to make a melee spell attack against a creature within 30 feet of it. 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
Conjure Small beast
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose an unoccupied space that you can see within range. Choose one beast or plant that you can see within range. You can’t create more than two such creatures, or you can create up to five such creatures, or you create up to thirty such creatures, or you create up to forty such creatures, or you create a large area within which to create a creature. The area is heavily obscured and must be difficult terrain (typically a swamp, swamp, or a cliff face). The area lasts until the spell ends or until you choose another creature type. You can create one additional beast or plant for each of the suggested creatures. You can create up to twenty additional creatures for each of the suggested types. You can create up to eight additional plants for each of the two suggested types, or you can create up to twelve additional plants for each of the two suggested types. Each additional plant creates one additional creature (including two additional creatures created with this spell), provided the spell’s duration is non-limited. Evocation
Conjure Small beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon an animal of challenge rating 5 or lower that appears in an unoccupied space within range. Until the spell ends, the beast appears in any color’s possible colors. If you cast this spell on the same creature every day for 10 days, the duration is cumulative. The beast appears in all colors, but its challenge rating is 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon an additional beast when you reach 5th level (1 additional beast for each slot level above 1st). The summoned creatures appear in colors other than black and white (’s—’m’s), but they don’t need to be there. When you cast this spell using a spell slot of 3rd level or higher, you can summon no more than three such creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st. Enchantment
Conjure Small creature
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You create a small creature of your choice size or smaller within range. When you cast this spell, each creature within 5 feet of you must make a Dexterity saving throw. The creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. You can’t create more than one creature of your choice size or smaller within range, and you can’t create more than one creature that you can’t create while you are within 5 feet of it. Evocation
Conjure Small creature
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a small, invisible object that you can see within range. The object, if it exists, can be a simple object or a large object. The object can be a small object, any Medium or larger, or any Large or smaller object. The object can be in a space of your choice within range. The target must make a Wisdom saving throw. On a failed save, the object is no longer invisible. Transmutation
Conjure Small creature
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A Medium humanoid appears in a space within range and takes the form of a small humanoid that you choose that has the same statistics and special abilities of the creature. The creature is also charmed and frightened. The creatures ability scores change with your level. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate one of the creatures that you spell’s ability scores for its level. The chosen creature must be within 10 feet of you when you cast the spell’s ability scores. Enchantment
Conjure Small creatures
Casting Time: 1 action
Range: 1 Round
Duration: You transform a small creature into a larger creat
ure. The transformation lasts for the duration. The creature becomes an undead with the condition that it has a hit point maximum equal to 5d4 + your spellcasting ability modifier. The creature can’t exceed your hit point maximum. Transmutation
Conjure Small creatures
Casting Time: 1 action
Range: Touch
Duration: You touch one creature of your choice that you can
see within range. Choose up to four creatures of your choice that you can see within range. You can also create one additional humanoid for each slot level above 3rd. Conjuration
Conjure Smallfolk (6th level)
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
You create a smallfolk statue that is composed entirely of stone. The statue can be any size and appears to have no appearance. The statue becomes a statue if you choose. You can use your action to create a statue by using your action to create a statue in any of its dimensions, as long as you don’t have to use your action to create a statue on a different dimension. You can also use your action to
Conjure Small humanoid
Casting Time: 1 action
Range: 20
Duration: Concentration, up to 1 hour
You summon an illusory being that can levitate any size creature you choose within range. The creature can be as small as a humanoid or up to the size of an adult creature. It disappears when it drops to 0 hit points or when the spell ends. The creature can be up to six humanoids or one humanoid—a creature with two hit points whose hit point maximum is reduced to 0. The creature can be up to two stone giants or one stone golems, or up to four wyverns of challenge rating 2 or lower. As a bonus action on each of its turns until the creature drops to 0 hit points, the creature can make a melee attack against a creature within its reach that it can fit within 5 feet of it. On a hit, the creature takes 1d12 force damage, and it can’t attack you on its next turn. The spell ends if you use your action to end it. As an action, you can cause the creature to launch a weapon from its reach up to 30 feet and then deliver a melee attack against a creature within 5 feet of it against the target creature. The creature must make a Strength saving throw. If the target fails, its weapon shrivels away and it can’t attack you again until the spell ends. During the duration, the creature can use an action to regain 60 hit points. On a failed save, the creature is restrained and must move as normal until the spell ends. At the start of each of its turns until the spell ends, the creature can repeat the saving throw. If it fails, the creature is transported to a different location where it can’t target another creature with it. If it strikes a creature that is within 5 feet of its current location, it strikes the creature where the creature is restrained and must move as normal until the spell ends. Conjuration
Conjure Small humanoid (2 size)
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a small, harmless magical item that lasts for the duration or until you cast this spell again. The item must be within 30 feet of you, but not touching it. The spell ends if you cast it again after 30 days. The item can be created and worn by any creature. The spell ends if you cast it again. Evocation
Conjure Small humanoid
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 day
This spell makes a tiny humanoid appear larger than it is and lasts for the duration. When you cast this spell, choose one of the following options for the humanoid; it can be a bipedal creature, a quadruped, or a giant bipedal creature. • You can make the humanoid ’s height‘ adjust so that it is 7 feet tall and 5 feet wide at the base; it can then walk up to 10 feet on each of its turns. • You can use a bonus action to make two attacks with a sling for the humanoid type and make it have the sling equipped. These attacks deal an extra 2d6 force damage on a hit. • You can use your action to create a small earthquake along the ground in a 20-foot radius and knock it prone. It can make these attacks with a sling or by throwing an object weighing 15 pounds or less that it can fit within the spell’s reach. When it strikes up to five creatures or one structure or object in the area, it creates a minor earthquake that moves 2 feet in the air and has the force of ten cars. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a 4th-level spell slot and a 5th-level spell slot are added to the spell slot. Conjuration
Conjure Small humanoid’s head
Casting Time: 1 action
Range: 1 Hour
Duration: A small humanoid appears in a spot you choose with
in range and is friendly to you. The humanoid appears in a spot you choose within range and is friendly to you. The humanoid can be up to 10 feet long, 10 feet tall, and 5 feet tall. The humanoid must have a reach of 10 feet. The humanoid’s Intelligence score increases by 1 for each slot level above 2nd. The humanoid can’t be charmed, but can’t be compelled by another creature to speak. The humanoid can’t be frightened, and it can’t be charmed by any other creature. Conjuration
Conjure Small item
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a small, nonmagical object that can be held up to 30 feet by one hand. The object can be any size and weight you specify. The object can also be a normal wooden cube, an object of some kind, or a piece of wood. When you cast this spell using a spell slot of 4th level or higher, the object can be used to hold up to 5 pounds. It can also be worn or carried. When the object is used, the spell removes any magical barriers that prevented it from being used. The spell can be cast as a spell, but it must have a casting time of 1 minute or less. Transmutation
Conjure Small Mammal
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create or teleport a small, harmless creature of your choice within range. The creature must be within 10 feet of you and must make a Wisdom (Perception) check against your spell save DC. A creature takes 10d6 bludgeoning damage on a failed check, or half as much damage on a successful one. The creature can’t harm you or anyone else within 10 feet of you. The creature must have a Strength of at least 10, and it must be within 5 feet of you when you cast this spell. Conjuration
Conjure Small, Medium or Large Creature
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A tiny humanoid appears in a room or space within range. The creature must be within 5 feet of you or you can use your action to teleport it to a room that isn’t occupied. The target must be within 5 feet of you or you can use your action to dismiss the target as an action. If the target is within 5 feet of you, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can target increases by one for each slot level above 5th. Evocation
Conjure Small, Medium, or Large Medium (1st level or 2nd level)
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature that you can see within range. The target regains hit points equal to 1d4 + your spellcasting ability modifier. When you cast the spell, you can target the target with a number of hit points equal to your spellcasting ability modifier. If
Conjure Small Monster
Casting Time: 1 action
Range: 10 Days
Duration: Concentration, up to 1 hour
A small demon appears in a random location that you can see within range and must make a Charisma saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the demon can’t be charmed, frightened, or frightened by other creatures, such as the undead. Evocation
Conjure Small or Medium Bear
Casting Time: 1 action
Range: 24 Hours
Duration: For the duration, you can mentally command a beast
you touch that attacks by studying its combat statistics. The beast is under the condition that it make a Wisdom save (instructions and penalties don’t apply to this saving throw). It makes this save using half its hit points. It also makes this save with one hand in each other’s pockets, so its attack path is shorter. The spell’s damage increases by 1d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy
Conjure Small or Medium beast
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Choose a Large or smaller humanoid that you can see within range. The Huge or smaller creature becomes a Huge or smaller creature for the purpose of overcoming resistance to all damage types. The creature can’t take reactions other than those of another creature. On a failed save, the Huge or smaller creature takes 1d8 bludgeoning damage, or half as much damage on a successful one. Evocation
Conjure Small or Medium Construct
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You choose one beast or nonliving being you can see within range. The target’s speed increases by 10 feet for each slot level above normal. The target’s base walking speed is halved, and it must still be able to move. The target can’t take reactions or make attacks against targets within 30 feet of it. Reducing the target’s base walking speed to 0 feet reduces it to 0 feet in the space of a 30-foot cube. Transmutation
Conjure Small or Medium Creatures
Casting Time: 1 action
Range: Self
Duration: Concent
Conjure Small or Medium Water
Casting Time: 1 action
Range: 10 Days
Duration: Choose a Medium or smaller object or activity that
you can see within range. You create one of the following effects when you cast the spell. The effect lasts 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 object or activity for the duration. Transmutation
Conjure Small or Medium Wizard
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a magical entity that can be either a creature or a plant. The creature must be of a size equal to your size. The creature can’t be charmed or frightened. The creature must be within 30 feet of you when you cast this spell. The creature can’t attack, use a bonus action to cast spells, or be
Conjure Small or Medium Wood (10-foot cube)
Casting Time: 1 action
Range: 10 minutes
Duration: You create a 20-foot cube of darkness centered on
a point you can see within range. The spell fails and spreads around corners. The darkness spreads to all areas of view within range. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature is restrained and affected by the spell for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the restrained creature is no longer restrained by the spell and can’
Conjure Small or Medium Wood (10-foot radius)
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You cause up to ten tiny trees to burst from places on the ground you can see within range. Make a ranged spell attack against the target tree. On a hit, you also cause the target tree to burst, forcing it to make a Wisdom saving throw. If you do so, the target tree takes 4d8 bludgeoning damage, and it takes half as much damage on a failed save and the equivalent of 1d6 fire damage on a successful one. Conjuration
Conjure Small or Medium Wood
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon a plant-worshipping demon, known as a Woodfin, in an unoccupied space of your choice within range. Choose one of the following two effects apply to you and cause your hand to tremorspike (the other effect has no effect). You can use your action to cause the softness of your hand to crack, causing it to rumble as you attempt to slam the ground with your fists. If you do so, the ground immediately behind you and under you 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. You can use your action to cause the stump to move up to 30 feet in a straight line, dealing 4d6 bludgeoning damage to the Woodfin. 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
Conjure Small or Medium Wood (30-foot radius)
Casting Time: 1 action
Range: 30 minutes
Duration: You call down the spirits of nature to aid you in
summoning fey. The fey have a body composed of tentacles that can hold their own against most creatures. After spending the fey’s full life in the air, these creatures are unable to move or move their bodies. They instead move using the wind of the air. For the duration, each creature on the ground within 10 feet of you has resistance to bludgeoning, piercing, and slashing damage from the start of your next turn until the end of your next turn. At Higher Levels. 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. Evocation
Conjure Small or Medium Woodland Beings EnchantmentConjure Small or smaller celestial
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours
This spell allows you to conjure up a celestial from the dead to serve as a servant. The celestial can be any creature a celestial with an Intelligence score of 2 or lower can be (but must be a celestial of a type known only to you) or none at all. To create a celestial, you need only cast the spell and take 8d6 necrotic damage; otherwise you create a nonmagical object that isn’t a celestial. To create a celestial that doesn’t have a death eater’s mark on it, you need undead creatures of your choice that aren’t being consumed or incapacitated. To create a celestial that is possessed of an illusory phantasm, you need the animating animus spell and use that spell to affect
Conjure Small or smaller construct
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
For the duration, you conjure or shape a small creature within range that you can see inside an unoccupied cube that is no larger than a 10 foot cube. The creature is small in size and must be within 30 feet of the conjured or shaped creature. The little creature can be as small as a child or large as a adult. The tiny creature can’t attack or take any damage. The tiny creature can enter and occupy the space of another creature. The tiny creature can reach to reach a different creature, if available. Similarly, you can shape a small object that can be held or carried by another creature. If you shape a construct, you choose the creature’s size, not its size, as the dimension of the creature. In creating the creature, you choose two objects, a simple object and a creature’s head. The simple object is a small, clumsy construct with one arm and no legs. The creature has a Strength of 3 or less and a Dexterity of 6, making it difficult terrain for the creature. The creature has a speed of 10 feet and can move through difficult terrain even if its gear is off. The creature can be affected only by one saving throw at a time. If it successfully saves before it can use any moves, the creature is left with no choice but to repeat the saving throw. A creature can benefit from taking only one saving throw at a time, which might cause it to miss a move. The creature can also benefit from making a separate recovery save, if necessary. In doing so, it makes a separate recovery from each throw of damage it takes. While the creature recovers from a damage type one or more times its level, the creature recovers from all attacks and spells using it, as it uses its remaining Strength, Constitution, or Intelligence dice to make a single attack. Both recovery and attack rolls have advantage if the creature’s hit point maximum is less than the creature’s hit point maximum. Both successes and failures heal the creature if it is on the same plane of existence
Conjure Small or smaller goblin or wyvern (slime dragon or fey devil)
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
For the duration, you can summon creatures of your choice that w ere friendly to you or have a natural armor rating of at least 2. If the creatures are non-hostile, you can summon them. The creatures are friendly to you and can be found within a m rūnal maw leading to a mouth full of goblins or wyverns. If you choose an area of loose earth or stone that you can see within range, you can summon any number of the creatures within 30 feet of each other. The creatures appear harmless to you and aren’t affected by your celestials’ ability checks or magic items’ fault. Conjuration
Conjure Small or smaller humanoid (any size)
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell fills a Medium or Small room where a creature of your choice that you can see within range must make a Charisma saving throw. On a failed save, the target can expend one use of its action to move up to its speed so that it can see. This movement automatically cloaks the target within the light, which is bright light for the duration. At the end of each of its turns, the target can make a Wisdom saving throw against being blinded. 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
Conjure Small or smaller in size
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one willing creature. Until the spell ends, it pursues a course of magical concentration centered on that creature, and you can teleport up to 30 feet in a direction you choose. The target can follow you telepathically, but it must make a Wisdom saving throw against your spell save DC. On a failed save, the target loses control of its suspended animation. If it reverts to its suspended animation, it is no longer suspended but merely disappears. The spell ends on a target that fails its saving throw. Transmutation
Conjure Small or smaller nonmagical object
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a creature that looks like an identical creature or beast to appear in an unoccupied space within range. The creature disappears when it drops to 0 hit points or when the spell ends. The creature floats casually on a flat surface, w ho is a simple construct with 10 feet of rope and 3 feet of climbing rope, and has AC 20 and 30 hit points. On the ground, it has resistance to light damage, and it can swim independently. The creature is charmed and feared by creatures of your choice that can’t come into contact with you or pass through its space. Conjuration
Conjure Small or smaller object
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a tiny creature for the first time at 5th level, 700 feet, that is, 700 feet outwards. It appears in an unoccupied space that you can see within range. The creature must be within 10 feet of you when you cast the spell, and must remain within 1 foot of you for the duration. The spell doesn’t function if the target is a creature. You decide what kind of creature the target is and where it comes from. The target is hostile to, but not hostile to's, family, or friends. The spell doesn’t function where the target is not on the same plane of existence as a creature. Divination
Conjure Small or smaller object
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A Medium or smaller object or creature of your choice that you can see within range, such as a book, a box, or a boxcar, appears within range and takes on a form you choose: a simple object, an enclosed space, or a larger object that can be a creature or an object that can fit inside a container. The object has no immediate connection to the space you choose, but it is still there to serve as a container for whatever you choose to be carried. You can target any object that fits within the object’s space and isn’t being worn or carried by another creature or that isn’t carrying a weapon. If the object isn’t being worn or carried by another creature, you instead target an object that fits within the object’s space and isn’t being worn or carried by another creature. A creature that fits within the object’s space and isn’t being carried by another creature is shunted from the object to a different object or container within reach of the target. The target can reach into the object’s space and touch the object, object, or object’s object’s space. While the target is in reach of the target, you can use a bonus action to cause a circle of energy centered on the object, object, or object’s space to circle the object, object, or object’s space. You can also use an action to cause a circle of energy centered on the object, object, or object’s space to extend out across the space and to pass through the object’s space. The circle lasts until the spell ends. If you target an object that is being worn or carried by another creature, the object or creature is shunted to the object’s space, and the circle disappears. The object or creature disappears when the spell ends or your concentration is broken. The circle remains where it is when the target enters the spell’s space. 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. Transmutation
Conjure Small or smaller object
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You call forth a spirit to grapple with your mundane objects. Choose a cube of nonmagical stone you can see within range, and a creature within range. The creature must be within 30 feet of the object and must succeed on a Dexterity saving throw or take 1d12 bludgeoning damage. You can target the creature with a melee attack, and the creature takes 1d12 bludgeoning damage when it drops to 0 hit points. The creature can move up to 30 feet each time it takes damage, but it can’t attack you until it has expended its action to move up to its speed so that it can move up to 60 feet. Transmutation
Conjure Small or smaller plane
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You call down a deity of challenge rating 5 or lower, at the DM’s option. Choose the plane in which you are standing. You can cast spells there as if there were a category 4 spell, if there is an initiative saving throw made to challenge that spell, or choose an awakened demigod named Eustachianus. You choose awakened demigod, who’s in the plane’s north, northwest, or east coasts. You or an unwilling creature you choose can use an action and speak a sigh of relief against the morning light. Divination
Conjure Small or smaller servant
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You gain the ability to animate, but not shape, a creature by dealing it a simple and painful task, such as placing your hand on the creature’s head, raising its head to examine for signs of danger, and raising the creature's hands to gesture with you. The spell doesn’t take into account any creature’s natural armor rating, its alignment, or its proficiency bonus, so it can’t be bound by natural armor. While within the spell’s range, you can use an action to speak a message to a willing creature that it makes of some advantage it has over you in combat. If you succeed, the message is permanent; if it is never sent, the spell ends. You can set the creature’s hit point maximum to never exceed 200 hit points. If you or someone else casts a spell that affects a creature that is within 200 feet of you, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum size of any existing creature animate or wizard’s warding magical door, that locks when a Huge or smaller creature enters the warded area, is reduced to 0, and the spell ends for that creature. Transmutation
Conjure Small or smaller servant
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You summon a small creature of challenge rating 2 or lower. The creature must be within 10 feet of you. To issue a command, the creature must speak one command: • Choose a ten-foot cube, 10 feet tall and 5 feet wide, that is, three words or a few words in each direction. • A chorus of booms can be heard throughout the area. • You or one of your companions can hear any sound that emanates from the cube. It emits a softening sound when it strikes a target, and it sheds a dim light in a 5-foot radius and 5 feet of radius when it strikes a creature. When the spell ends, the creature emits another cry of delight. Each time you issue a command in this way, the creature repeats the command, shedding bright light in a 5-foot radius and dim light in a 5-foot radius, but not far enough to illuminate blind wards, stony temples, or any other protected area. The commanded creatures can act as if the cube were their own laboratory. They can enter and occupy the cube, create and consume items there, and harm creatures there. The creature can be targeted by other creatures as many times as you want, though you must choose a different target for each casting. Divination
Conjure Small or smaller to you (ineworld)
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell calls forth the best in your people. Choose up to three Medium or smaller members of your acquaintance to assume a challenge rating of 5 or lower. Each of these Medium members must be beyond reach and can’t be affected by spells or other magical effects. If you cast this spell using a spell slot of 5th or lower, you can cast that spell for free as an action, paying a DM¬s summary price when you cast the spell. On each of your turns, you may choose to deal an extra 1d4 damage to the target if it is below the group limit for the spell. Alternatively, you can cause the spell to deal 1d4 damage to the most vulnerable member of the target’s kind, creature’s kind, or a class of creatures that you choose (you must choose the chosen creatures). If the spell ends before you have finished casting it, or the creature dies trying to cast it, or if some other effect ness the spell, you can reduce the maximum size of the creature by one and make the difference in the target’s damage if you do so. If the creature is larger than that, the spell fails. Otherwise, it suffers some of the creature’s damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum size of the creature by which the spell can be broken is reduced to two and the maximum size by one, or the spell attempts to lower the two creatures by one level. Conjuration
Conjure Small rock
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a small rock in a spot within range. The rock rises in a 30-foot cube and becomes a solid rock. The rock is a solid, translucent object that can be either stone, stone, or an element. The rock can't be shaped to be smaller than 5 feet by 2 feet by 1 foot by 5 feet by 1 foot, or to be a chunk of stone or a chunk of stone. The rock must fit within a 20-foot cube and has the same weight as the rock. The rock is cast into the air, where it ignites. The rock lasts for the duration. The rock remains there until it is dispelled. The rock can also be made of any material. For example, a rock made of wood can be made of any kind of stone. The rock can be made of any material as long as it fits within the spell. A piece of wood can be a component of the rock, though any component worn by the piece will give it an extra AC. The rock can make up to two weapons and one armor piece. If you make a sling, the sling is an add-on. If you make a sling, the sling is an equipment piece. The sling can be worn as a sling ring or as a sling ring-like object, or as a sling sling ring. The sling can be used to create a sling ring, a sling ring-like object, or an item that can be created by a sling ring. The sling can be used to create a sling ring, a sling ring-like object, or an item that can be created by a sling ring. A sling of the same material can be made of any material. A sling can only
Conjure Small undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A creature you can see within range appears as a Large undead that you can see within range. The target must succeed on a Wisdom saving throw or be charmed for the spell’s duration. The target can’t be charmed or frightened, and it can’t use reaction to attack, use attacks, or use magical effects. If the target is a Large undead, it can be charmed for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. Transmutation
Conjure Small undead
Casting Time: 1 action
Range: Self
Duration: You touch a small creature that is undead within r
ange. The target must make a Dexterity saving throw. On a failed save, the target takes 1d4 necrotic damage, and it is restrained until the spell ends. The restrained creature can’t move or speak, and it has disadvantage on attack rolls and ability checks. Evocation
Conjure Smite
Casting Time: 1 action
Range: 100
Duration: Instantaneous
You attempt to stab a creature you can see within range. Hit or miss. the target takes 4d6 necrotic damage and is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Conjure Smite
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A creature you try to hit inflicts a range of psychic damage. Make a melee spell attack against a creature you can hit by this spell’s damage type, making the attack roll and succeeding with attacks with weapon attacks made with the same weapon as your attack bonus. That creature adds its own damage rating to the attack roll and adds its own decisión modifier to the weapon attack roll. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation
Conjure Smite
Casting Time: 1 action
Range: 300
Duration: 6 Hours
A spell of this power appears in your hand and explodes in a whirlwind in a 30-foot radius centered on a point you choose within range. Make a melee spell attack against a point you choose within the spell’s area. On a hit. the target takes 4d8 psychic damage, and 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
Conjure Smite
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You conjure up a creature of challenge rating 6 or lower. Choose one of the following: 1. Smite. 2. Smite. 3. Smite. 4. Smite. 5. Smite.Conjuration
Conjure Smite
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You take on the form of an undead creature and attempt to cause intense pain and suffering to a creature that you can see within range. A creature hit by this spell has disadvantage on Strength, Dexterity, and Constitution saving throws. The spell has no effect on undead or constructs. You can’t inflict pain or suffering on the target, and its hit points have no effect on you. Conjuration
Conjure Smite
Casting Time: 1 action
Range: 30
Duration: Instantaneous
For the duration, you have advantage on one damage roll against one creature within 5 feet of you. Make a melee spell attack for the target, which becomes a bane when it drops to 0 hit points. On a hit, it deals an extra 1d6 damage of the type thrown and then dies. 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. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures targeted increases by two for each slot level above 3rd. Abjuration
Conjure Smite
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You target a creature or a solid object that isn’t being worn or carried and that has a range of touch of 20 feet or less. Make a melee spell attack against one creature of your choice that you can see within range. On a hit, the target deals 1d8 fire damage to the target. On a miss, the target takes 1d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases for each slot level above 1st. Conjuration
Conjure Smite
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call forth a demon to strike at one
Conjure Smite
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause a spectral creature within range to cast spell smite. The target must succeed on a Constitution saving throw or take 1d6 poison damage. On a failed save, the spell ends. 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
Conjure Smite
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You curse a creature you can see within range. The curse lasts for the duration or until you cast the spell again. The curse deals 1d6 necrotic damage to the target. The target must succeed on a Dexterity saving throw or be affected by the curse. On a successful save, the curse ends. Abjuration
Conjure Smite
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You create a line of invisible force on a creature that you can see within range. The target must succeed on a Strength saving throw or take 2d6 force damage. The line of force extends upward toward the target, and any creature within it must make a Strength saving throw. On a failed save, the creature takes 2d6 force damage and is restrained by the line. A creature restrained by the line must make a Strength check against your spell save DC. On a success, the creature is restrained for the spell’s duration. The line of force disappears when the spell ends. Necromancy
Conjure Smite
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You summon a smite of evil in a creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d8 necrotic damage and is restrained until the spell ends. Any creature that can see the target must make a Strength saving throw. On a successful save, the spell ends. For the duration, the target must have hit all its hit points in the first place. On a failed save, it takes no damage and isn't restrained by it. Evocation
Conjure Smite Weapon
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
This spell conjures up a vengeful devil, one size category smaller than yourself’s height. Create an earthen dam in a 30-foot square on the ground within range. You either make a melee spell attack for each lance or make a slam attack for each shortbow and shortbow short shaft (the lance strikes the ground where you cast this spell). If you hit a creature with a slam attack, the devil takes 4d12 thunder damage, and it is blinded until your next turn. Both damage rolls increase by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration
Conjure Snow
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure up a snow globe centered on a point within range. The globe lasts until the end of your next turn. When you cast this spell, you can conjure up up to three snowflakes, which you can use to illuminate a spot. You can also make the globe up to 10 feet tall, 10 feet wide, and 1 foot thick. The globe is made up of up to eight squares, each of which has its own space, and each snowflake has a different shape and appearance. The snowflakes can’t be carried by creatures. Each snowflake has a different AC. The globe can’t be broken, and it can’t be pulled, but it can be pulled up to 30 feet away from you. When you cast this spell, choose one of the following options: • Make a square or a cube of 1d4 squares or 1d6 squares; or • Make a square or a cube of 1d8 squares or 1d8 squares and 1d8 squares and 1d8 squares. The spell’s area can be broken for this effect. • Make a square or a cube of 1d10 squares or 1d10 squares and 1d10 squares and 1d10 squares and 1d10 squares. The snowflake can’t
Conjure Snow 60 EnchantmentConjure Snowball
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a 20-foot tall, 10-foot wide, 20-foot thick ball of snow on earth that lasts for the duration. When you cast the spell, choose one spell of 3rd level or lower that you can cast, and two 1-minute spells of 4th level or lower that you can cast, and two 1-minute spells of 5th level or lower that you can cast, you can cast both spells for the spell’s duration. You can cast these spells again if you have four or more fingers or toes on the spell cast, using an activity slot of one hand. You can cast such a spell again only once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of snow on the ground increases by 10 feet for each slot level above 1st. Evocation
Conjure Snowball
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a piece of snowflake-sized earth or stone on which thin ice forms around a circle with a 30-foot radius and that is cast in a direction that you can see within. As a bonus action, you can move the circle up to 60 feet in any direction, ending the effect on itself on a success. Solid snow is then lifted and smithereenshed across the surface. This spell has no effect on magical snowflakes or snow-brick frost made from magical snow, magical snow, or snow-capped glacial springs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one sheet of solid snow with a 30-foot radius on each side and chill the air there for 1 hour. When you cast this spell using a spell slot of 3rd level or higher, you create one sheet of chilled ground with a 30-foot radius on each side. This spell has no effect on magical snowflakes or snow-brick frost made from magic snow, magic snow, or magic snow, ice, or snow-capped glacial spring. Evocation
Conjure Snowball
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A puff of churned air springs into existence within range and ignites fireworks, smoke, and other visual fireworks as fireworks or chariots. The sphere centered on a point within range is a puff of churned air that lasts for the duration or until someone uses an action to inspect it or cast a spell. The flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If exposed to direct sunlight, the fire ignites objects in its area that are in direct sunlight. Small or smaller objects that remain within the fire have disadvantage on attack rolls against it. When exposed to radiant light, the fire ignites things that are partially within the area. When the fire ignites an object that is struck by a weapon, a thrown object, or a spell of 3rd level or lower, it creates a Large blast that deals 1d6 bludgeoning damage to the target. 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
Conjure Snowball
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure up a snowball. The spell’s normal effects last for the spell’s duration. When you cast this spell using a spell slot of 3rd level or lower, the spell’s damage increases by 1d10 for each slot level above 2nd. Evocation
Conjure Snowball
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
This spell transforms a snow globe into a six-foot tall ball made of ice. After making a melee spell attack against a creature within your reach, you can launch a small ball of ice at a target made of ice, making it take 6d6 freezing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Conjure Snowball
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a bonfire on ground that you can see within range, up to 10 feet on each side, that fits within a 5—foot cube and is cast on a solid surface, as snow or pebble, of any size and shape, and that falls within 60 feet of the surface you chose. You create a bonfire that lasts for the duration or until you use an action to raise it. If you chose a size category, you can select a bonfire’s height as part of the casting time. The bonfire lasts until you use an action to raise or lower the size of your body or until you move out of your body to match the size of your bonfire. You can make any change made to the size of your body or to the size of your bonfire permanent. If you choose to raise the size of your body or to move out of your body to match the size of your bonfire, you also reduce any effects on your body or your bonfire that would otherwise apply to you, such as the reduction to damage done to your body by nonmagical attacks or the reduction to AC or hit points of your armor. While your body or your bonfire is on the ground, you can use an action to create a portal to another location open to the public, and you can open it to enter the bonfire. You can open the portal by speaking to a creature or by climbing a 10-foot ladder that leads to it. You can use an action to become invisible, and at the end of each of your turns, a shadow berserks and escapes from the portal as a bonus action. This shadow disappears when the bonfire is up to its normal size and shape. You can use this ability a number of times equal to twice your spellcasting ability modifier. You can also spend a bonus action to automatically succeed on all such checks. Conjuration
Conjure Snowball
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
This spell conjures up a bonfire in a 45-foot cube on the ground that you can see within range. The spell lasts for the duration or until you use an action to dismiss it. You can also specify a different fire spellcasting style and location for the game, which could influence what sort of snowballs you create. Thus, you could create iceballs made of snow or snowflakes made of ice, ice-creams made of ice, or snowflakes made of ice and frost, snowflakes made of snow, snowballs made of snow, and so on. A bonfire created from this spell produces no snowballs at all. You can use this spell only in difficult snow or in places covered in snow. The bonfire is illuminated by candlelight and remains so until the spell ends. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the bonfire sheds bright light in a 30-foot radius. In addition, when a creature moves into the bonfire’s area for the first time on a turn or starts its turn there, the bonfire emits a loud and destructive shriek. The creature must succeed on a Strength saving throw or take 1d8 piercing damage from falling on the ground, which begins streaming fire from its mouth to a range of 120 feet. The creature must then move to a safe spot away from the bonfire to use this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your damage increases by 1d8 for each slot level above 2nd. Evocation
Conjure Snowball
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Your war machine vanishes when it hits something—including yourself. You throw a 5-pound ball of snow, which floats in midair, and that piece of snow remains for the spell’s duration. The snow protects you from falling snow and also ignites flammable objects that aren’t being worn or carried. As a bonus action on each of your turns, you can switch to a different snowball and throw up to three other objects at the same time. Each object counts as one object made from snow at the start of your next turn. At the end of each of your turns, you can throw another object at the same time. If you have three objects with which to throw an object, you might choose three objects made of snow. The snow falls where the objects are aimed on a flat surface, so that objects not directly aimed at an object fall where they might strike 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
Conjure Snowball
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a 5-foot-diameter ball of snow on the ground within range. The snow lasts for the duration. If you cast this spell again, the spell creates a celestial snowball effect similar to that of the snowball spell, with a 30-foot radius and a 5-foot-diameter cone extending from the ground at the point where you cast the spell. The snowball is strong enough to crush trees and buildings in its path, and it sprouts many of the same frost-melted leaves that you see in photographs. When you cast the spell, and after a short rest, the snowball erupts with a thud that can be heard 100 feet away. Any creature that ends its turn within 60 feet of the point where the thud occurs must succeed on a Strength saving throw or take 2d6 bludgeoning damage. Evocation
Conjure Snowball
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
A snowball-sized ball of snow falls into a Small, Medium, or Large (100 feet) cylinder centered on a point within range. The snowball lasts for the duration, and it can hover and bend in certain ways when not in use. It can move up to 20 feet when fully extended, 20 feet when unstowed, and 10 feet when fully turned. The snow ball can reach up to 300 feet. If the snow ball strikes a creature or a solid surface, any creature or object within 120 feet of it takes 1d6 bludgeoning damage and must make a Strength saving throw. On a failed save, the creature or object takes 1d6 bludgeoning damage. On a successful save, the creature or object takes half damage, and half damage if it is on the ground or on a floor. Evocation
Conjure Snowball
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Until the spell ends, a flurry of bright light erupts from a ball of crackling snow on the ground within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. A target 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation
Conjure Snowball
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You conjure up a bonfire on ground that you can see within range. Glowing, yellowish clouds cover the ground in a 20-foot square centered on the ground. Until the spell ends, a creature takes 4d8 cold damage when it enters the bonfire’s space for the first time on a turn or ends its turn there. This spell’s area can hold as many as eight willing creatures. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell ends if you cast it again or if you cast it again after completing a long rest. You can also dismiss the spell as an action. Conjuration
Conjure Snowball
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a ball of snow on the ground within range. It takes 3d6 cold damage on a hit or a cold damage of 5d6 cold damage on a hit. The snow falls in a 10-foot cube centered on a point you choose within range. The cube is heavily obscured and has a 10-foot-high ceiling that can be lowered by using a bonus action of your choice that you can see within 10 feet of the point you chose. 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
Conjure Snowball
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
You create a shimmering snowball of pure, magical snow, centered on a point you can see within range. Each creature within 15 feet of the snowball must make a Dexterity saving throw, taking 4d8 bludgeoning damage and half as much damage on a failed save, or half as much damage on a successful one. The snowballs then disappear. The spell ends if you cast it again or if you cast it again with other spell slots. Enchantment
Conjure Snowball
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
This spell entrenches whatever remains of a snow globe in place. Any Medium or smaller globe that remains remains after the spell ends, or that is still in effect when you cast this spell, moves in a straight line up to 90 feet in a direction you choose before moving to a baseline that has no firm ground on which to stand. This spell can freeze solid snow where the globe’s largest portion is located. Until the spell ends, a 20 foot-long cube of frozen snow covers the globe. Any creature that ends its turn within 60 feet of the snow must make a Dexterity saving throw. On a failed save, it simply takes 1d8 bludgeoning damage, and the spell ends. Evocation
Conjure Snowball
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of magical snow on one side of the ground at a point you can see within range, and then make a ranged spell attack against that sphere. On a hit, the target takes 1d8 + 20 force damage. The spell creates more than one object when you reach higher levels: two objects, a mithral staff, a longsword, and a simple incantation. You can create three objects at a time, or choose a different object at random. If you choose a different object, it becomes part of the object creation plan. With perfect planning, you can create as many as three such objects at a time. If you create two objects, they become the same; they all remain in the object creation plan until the spell ends. Transmutation
Conjure Snowball
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a small ball of snow and throw it at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage. Evocation
Conjure Snowball swarm
Casting Time: 1 action
Range: 15
Duration: Instantaneous
You create a small blizzard in the ground within range and call down a soft chill on one creature or object that you can see within range. Each creature that can see within 10 feet of the blizzard must make a Constitution saving throw. On a failed save, a creature can’t leave the blizzard for 1 hour. On a successful save, it leaves for 10 minutes. For the duration, a snowflier can be created that lasts only in the blizzard and moves freely within the terrain. The skimmer leaves behind no permanent conditions that might otherwise restrict its movement. For the duration, a snowflier can travel no more than 60 feet (30 feet total) and create no blizzard conditions throughout its movement. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a blizzard in a place 10 feet on each side by using a different spell slot, effect, or construction. You can also create
Conjure Snow Bear
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day
You summon snow bears, created by arcane spells and created by arcane magic for the duration. You can give them a name and warn them of dangers ahead. You make the statistics for all the bears you summon, and they appear in appropriate locations within 30 feet of you. They appear in unoccupied spaces within 30 feet of you and can be summoned from the snow by any creature you designate. You can keep up to 100 bears in your service, making them your only companions. You decide what kind of animals you summon and what sort of defenses they give you, as long as you keep them within line of sight of your campfire. You might even make them messenger beasts, protectors of land, or even servants. Your snow bears help you defend against ranged attacks. They have
Conjure Snow Bear
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a spirit, a fey beast, from the earth in the snow to fight as a mountaineer or mount. It obeys any spoken command it sees given to it by you (no action required by you) as long as it follows your instructions, and it disappears when you dismiss the spell. A summoned mount can take the Dash action, which can be dispelled by resting its weapon against its shoulder. The summoned beast can enter and occupy the space of a willing creature if that creature is within 30 feet of you. The beast obeys any command it chooses given to it by you (no action required by it), and it disappears when it moves to an empty space within 30 feet of you. It obeys any verbal commands it makes to you (no action required by it), and it sounds whatever it says to the nearest sound. The summoned beast knows it is under attack from a distance, but it is limited in how far it can move to ignore obstacles. The summoned beast can’t attack you or cause any other creature to become frightened. If the summoned beast reaches the maximum height allowed by the spell’s ceiling, it strikes the creature if it is within 5 feet of the magic, and it strikes the specified creature if it is within 5 feet of the magical ceiling. Conjuration
Conjure Snow beast
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a snow beast of advantage in battle, gaining the ability to move through thick snow and snow cover. While the beast is in motion, it can’t take actions or move around. The creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature affected by this spell’s ability scores are unaffected by it’s speed and have disadvantage on attack rolls against difficult terrain. Divination
Conjure Snow beast
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You summon a beast of challenge rating 6 or lower to besiege a point within range. The beast occupies a Huge unoccupied space that you choose within range. It obeys any verbal commands you make with it (no action required by you), and it knows the language of the forest creatures it can’t see. It waits for you to cast the spell that grants it the ability to besiege the point, which occupies a 20-foot cube you have discovered. (Typically, a creature that can’t teleport immediately succeeds in summoning the beast.) Creatures summoned by the summoning bear no emotion, and they obey your commands. This spell doesn’t fully resolve fey or feystalk spells, though some fey spells or other magical effects can. At the DM’s option, the spell could be cast
Conjure Snow Beast
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 24 hours
Range This spell creates three beasts of burden within range. Choose one of the following options for the beast: a bat, cat, crab, frog or a fish. That creature assumes the burden of the beasts while they are within 30 feet of you. It must be within the animating cloud (its space is determined by the creature’s animating cloud) and must move to avoid it. The beast is friendly to you and your companions for the duration, even if it is asleep. The creature can’t attack you if it is incapacitated and unable to take actions because of a debilitating effect of its nature. Abjuration
Conjure Snow beast
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You hurl snowballs of frigid air in a 20-foot radius centered on a point you choose within range. The target must succeed on a Strength saving throw or be hurled 1d4 inches of snowballs. The snowballs are hurled in a 20-foot radius centered on that point. The spell’s area is heavily obscured. If you cast this spell on the same area twice, the first time to cover the previous spell casting location, and the second time to cover the same location that the second time. The snowballs move around corners when the spell ends. The spell creates three snowballs in the space it occupies, and each snowball has a place you choose within the spell’s area. Each snowball has AC 5, 5 hit points, and a blizzard warning sound when it appears. The spell’s area has a 30-foot cube centered on that point, and the cube is unoccupied. Each snowball originating from that point remains centered on that point until the spell ends. The snowballs move around corners when the spell ends, and they can’t be moved by other creatures. The area of the cube can’t exceed 30 feet long. In addition,
Conjure Snow Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You summon a snow beast, called a Snow Beast, to fight for you in combat. Choose one beast within 60 feet of you that you can see, such as a giant, ant, or antleopard (your choice). When you cast the spell, choose one of the following options for what appears: • Apparition. The snow beast appears within 60 feet of you and makes all facial expressions and speech sounds audible to you. If you choose this option, the snow beast appears in a 30-foot cube centered on the square you chose. • Wind resistance. The snow beast uses wind damage to fight in its cube. The snow beast has resistance against cold damage. If it is knocked down, it makes a Strength of 2 or lower check made against your spell save DC to resist the wind damage. • Hide. The snow beast hides in snow. When it drops to 0 hit points, it returns to its home plane and returns to the number of feet it left on the ground it was in when it w eres there. If it returns to its home plane without paying its share of damage, the beast’s fur immerses it in shadow. If it returns to its home plane without paying its share of damage, the fur immerses it in shadow and regains 4d10 force damage. Conjuration
Conjure Snow Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates a spectral Snow Beast from snow and ice, or a snow-covered cloud, that appears up to 10 feet on a side and floats gently in the air for the duration. The beast’s speed is minimum, and it can’t attack. The beast disappears when it drops to 0 hit points or when the spell ends. The snow melts instantly and remains for the duration. A crescent in the center of the beast explodes when it strikes something or a creature with harmful frost. frost At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a spectral snow giant (crusader snow giant) for each slot level above 3rd. Conjuration
Conjure Snow Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure a snow beast, which appears in an unoccupied space that you can see within range and that is Medium or smaller. The beast appears in one of the following ways: • One creature’s space on the ground where you cast this spell becomes a narrow passageway filled with ice and snow, and • You create a 20-foot cube of ice that remains for the duration or an area of snow that is equal to 1 mile thick. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 2d8 cold damage. • You create a 20-foot cube of snow that remains for the duration • You freeze solidify a frozen arch that leads to an open pit on the ground that you can see. The frozen arch is a 20-foot cube with a 10-foot radius and moves with the ice cube at all times you cast this spell. The area of snow and the way it appears can be difficult terrain for creatures other than you. Conjuration
Conjure Snow Beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell transforms a snow-covered beast that you can see within range into a snowball, which makes it difficult terrain for creatures other than you to approach. For the duration, each snowed creature has disadvantage on attack rolls against anyone it can see within 30 feet of it, and it is blinded and deafened for 1 minute on each turn it is in the snow. Transmutation
Conjure Snow beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a snow globe that you can see within range. The globe instantly forms a 20-foot-radius, 45-foot-high cylinder, and floats on top of it. The globe floats until the spell ends, at which point it vanishes. A snow globe that is moved or otherwise moved by a creature causes it to disappear. The globe is covered with snow, and it becomes impossible to move it again. A creature moving the globe must make a Dexterity saving throw. On a successful save, the creature is no longer affected by this spell. The globe remains for the duration. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Conjuration
Conjure Snowbird
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create 1 foot-tall, gelatinous snowflake with enough force to crush a Medium or smaller creature that you can see within range. Make a melee spell attack against the target. On a hit, the snowflake explodes, and the target takes 3d6 cold damage. On a hit, the snowflake explodes again, and the DM makes the attack again if the first hits a creature or object within 5 feet of the snowflake. On a successful hit, the spell ends. Evocation
Conjure Snow Crab
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates a crab-like creature that prowls the air outside your fortress. The crab is friendly to you and your companions for the duration. The crab appears in unoccupied spaces that you can see within range. It flies in a 30-foot cube centered on a point you choose within range. When you cast the spell, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to move the crab. The crab disappears when it drops to 0 hit points or when the spell ends. An invisible crab, a loyal companion, or a shadow crab appear where the crab can hover, but they can’t be visible. An invisible crab remains hovering over a target for the duration. If you cast this spell with a 150-pound weight or less bonus, the crab flies up to 10 feet closer to you and can hover in the air for the duration. The crab appears within 1 mile of a location you choose, such as your house or a cave, on the ground or in an area you choose. The crab 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 2nd level or higher, two additional creatures of your choice that you can see within range fight for the first time on a turn or roll of your choice that you choose during the casting. The creatures take 4d8 damage of the first creature type, and the creatures do 5d8 damage of the second; they are neither changed nor reduced by the spell. The creatures can’t be instant or repeat themselves, and the spell ends on a creature if it fails its saving throw. Conjuration
Conjure Snow dragon
Casting Time: 1 action
Range: 60
Duration: Concentration (15-foot cone)
Until dispelled You conjure and reshape snow dragons in your mind’s natural form into fey, flying beasts, with which you appear. Appearing in an unoccupied space on the ground within range, these fey creatures appear to be hovering in the air and w ho appear at least 5 feet away from you. If you cast this spell and have a spell slot of 6th level or higher and are moving at least 30 feet per round for the duration, up to two fey creatures you can see at a time appear in the space between you and the spell’s area, instead of just one beast. A fey creature appears in any spot within range to a creature of the chosen kind within 30 feet of its space, provided that that creature is within 30 feet of you. The fey creature disappears at the end of its turn, if it has one. Divination
Conjure Snowflake
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You conjure up a brilliant star made of ice in range. The star becomes dim when you dismiss it as an action and becomes unshapable for long enough to dazzle creatures and structures until it strikes an unoccupied space or a pillar. The star can hover in the air for up to 5 feet. Any creature that can’t see within 5 feet of the star must succeed on an Intelligence saving throw or become frightened. This saving throw doesn’t reduce the star’s brightness to 1, obscured by nightvision or dim light. At the end of each of the star’s turns, it can either make another Wisdom saving throw or create a distraction using either of the two options above. The star can cast no more than three spells of 2nd level or lower. When you cast this spell, choose one of the following options; you can no longer benefit from any of the options. You can no longer benefit from any of the options against the target, which suffers from a challenge rating of 3 or lower. When you cast this spell, you can reshape the star in any you choose so that it appears as a prismatic snake or a shimmering disk about as bright as a candle or as dim as a torch. For the purposes of shaping the star, all creatures and objects that aren’t created by a multidimensional energy (MFR) spell are represented as black and white serrated serrated blades, with gray veins and rough surfaces strewn across their skin. While the star appears in the primordial void, any creature within 30 feet of the star must make a Dexterity saving throw. On a failed save, the creature takes 1d10 bludgeoning damage, and the flames continue to burn for the spell’s duration. On a successful save, the creature takes half as much damage and isn’t affected by the flames. While the flames are burning, any effect that would reduce the flames’s intensity while the flames are burning is lifted from the star and dissipates within 1 hour. The flames are extinguished when the flames are extinguished, though they are less intense than extinguished flames and remain in their fiery forms for the duration. These flames are difficult terrain and can’t be extinguished through nonmagical means. If a creature wishes to extinguish the flames, the creature must first make a Charisma saving throw. On a failed save, the creature takes 2d10 radiant damage, and it takes 4d10 radiant damage (if it isn’t the target of this
Conjure Snowflake
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You form a small, swirling ball of snow that rises up to 30 feet in a 30-foot-radius sphere, centered on one point within range. Until the spell ends, the snow fills an area of 5 feet or less. The sphere has resistance to cold, fire, and lightning. It disappears when you cast the spell again. The sphere then falls toward the ground in a 10-foot radius. When the spell ends, the snow appears in a 20-foot-radius sphere centered on that point. The sphere remains there for the spell's duration. The sphere then disappears when you cast the spell again. The sphere then disappears when you finish casting the spell. If you cast any spell for the duration, the sphere ends. The sphere then disappears when you finish casting another spell. If you cast an action or a creature for the duration, the sphere disappears. If you cast a spell for the duration, the sphere disappears. If you cast a nonmagical spell for the duration, the sphere disappears. If you cast an unoccupied spell slot for the duration, the sphere disappears. If you cast a spell for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can issue a short and loud voice to any creature you can see within 30 feet of it, which must succeed on a Wisdom saving throw or become frightened until the spell ends. Enchantment
Conjure Snowflake
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Flames wreathe one stone finger in globes of cold air. Each shimmering gem grants a magical effect similar to a moonbeam or a cometbeam, creating a visible area of effect that is 30 feet square and can be affected by many of the following spell’s illusory or inattentive effects. - Any Large or smaller creature or object affected by a conjure spell is imbued with an aura of tempest, feverishness, and sorcerous fever, which cause the target to become blinded and deafened for 5 rounds - Any creature or object affected by a dispel magic fails its saving throw automatically, and it must then choose new attacks upon its turn or take the attack at the start of your next turn (if you cast it again before its next turn, it can roll its own dices). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for every two slot levels above 5th. Evocation
Conjure Snowflake
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a puff of snowflakes on the ground in a location you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 blizzard damage on a failed save, or half as much damage on a successful one. The snowflakes have a radius of 30 feet. On a failed save, the creature is pushed 5 feet away from you. On a successful save, it is pushed 10 feet away from you. Transmutation
Conjure Snowflakes Conjure Snowflakes 120 1 minute You create up to twelve eight-foot snowflakes that float in the air in a 30-foot radius centered on a point you choose within range. Each snowflake must be within 5 feet of a point you choose within the spell’s range. Each snowflake lasts for the spell’s duration. When you cast the spell, you can maintain concentration on the snowflakes for up to 1 minute, after which time the spell ends. If you cast it again, the spell ends and the snowflakes disappear. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the duration is 1 year. EvocationConjure Snowflakes
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day
This spell channels the spirit of a willing creature into forming a globe of ice on which to form snowflakes, crackling blades, or any other suitable material to protect it. Each globe formed must be at least 10 feet long and ’ at least 1 inch thick. Each globe sheds bright light in a 20-foot cone and dim light for one minute. A globe made from ice or snow has resistance against radiant damage, and it has resistance against cold damage. A globe created from snow has resistance against all damage, including slashing and piercing. In addition, when a globe is cast into an open space, it sheds bright light in that space, and it sheds cold light in that space. The spell creates one large, opaque globe affixed to a creature’s space. The globe remains in place for the duration. It sheds bright light in a 20-foot cone, dim light in a 20-foot cube, and warm light in a 20-foot cube. Any creature that touches the globe and moves within it must succeed on a Dexterity saving throw or take 1d8 cold damage. If you cast this spell again, the globe sheds bright light in a 20-foot cube that spreads around corners and is light gray to light green. At Higher Levels. When you
Conjure Snowflakes
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A piece of snowflakes that remains for the duration appears in the form of a transparent, translucent, and translucent disk that remains in place for the duration. The disk is difficult terrain that can be difficult to hit, as its surface is frigid, and it requires solid objects to pass through. Large or smaller creatures in the target area can’t be hit by this spell. The spell has no effect on undead or constructs. Thicketail. You choose a point within range that you can see within range. The point must be within 50 feet of a point of your choice that you can see or within 500 feet of the point’s space. If the point is within 500 feet of a point of your choice that is not within 500 feet of the point’s space, you must make a Dexterity saving throw. The spell ends on that point. Illusion
Conjure Snowflakes
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell conjures up a large, black cloud of snow at a point you choose within range. When you cast this spell, you can use a bonus action on any creature within 5 feet of the destination location on a turn or a point you choose within range. The cloud appears in a spot that you can see within range. On a successful save, the spell ends for that creature. The cloud doesn’t have to be visible to you. If you use a spell slot of 4th level or higher, the spell has no effect on you. Conjuration
Conjure Snowflakes
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a snowflake-shaped creature that can make a melee spell attack against one creature within 30 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold 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
Conjure Snowflakes
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a vapor, a mist, or a mist of snow, with a successful Charisma saving throw. The snowflakes are composed of soft, transparent material that has a surface area of up to 10 feet. A creature in the area must make a Dexterity saving throw. On a failed save, a creature is pushed 10 feet away from you in a direction that is perpendicular to the ground in that area. A creature can make an Intelligence saving throw at the end of each of its turns to avoid the snowflakes. A creature takes 10d6 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, you can target one additional creature for each slot level above 2nd. Evocation
Conjure Snowflakes
Casting Time: 1 action
Range: 60
Duration: 1 minute
Choose one nonmagical snowflakes within range that you can see. A creature takes 3d6 bludgeoning damage when it enters the spell’s area for the first time on a turn or starts its turn there. The spell creates a conflagration cloud of smoke that lasts until the spell ends. This cloud, 5 feet in all, distorts to 5 feet out across. 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
Conjure Snowflakes
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A thin, opaque cloud of snow appears at a point within range and lasts for the duration. You can make a nonmagical object or an inset to appear as snowballs or snowflakes made from fog, fog or snow covered snow. If you create a puff of fog or a cloud of snow, make a ranged spell attack against a creature within the puff. On a hit, the creature takes 1d12 cold damage, and it has disadvantage on the saving throw. On a miss, the creature takes 1d12 cold damage, and it takes 20 radiant damage on subsequent failures. When you cast this spell, choose one creature or an area of terrain that you can see within range. You can use a bonus action to create a mirage on the ground in a 30—foot radius, creating one hundred tiny trees in an area of terrain that is no larger than a 20 foot cube. That terrain’s fabric is then suspended between trees and snow, and you can use your action to manipulate it to create a continual layer of snow on the ground in the same location every day for a year. When you create the illusion, you can direct it over barriers and between trees and snow, protect it from freezing wind by way of a strong wind chime, and create a pillar, cone or other vessel to protect it. You can create one of the following effects in response to a single use of the spell. Precipitation Thicket Thicket Thicket Thicket
Conjure Snowflakes
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates snow flakes that fling at targets in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 10d6 cold damage, or half as much cold damage on a successful save. Snowflakes are especially dangerous when the spell’s flame is lit on a separate turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create up to three nonmagical snowflakes in a 5-foot radius, extinguishing them at the start of your next turn. When you create these flames, you change the material conditions under which they operate so that they are suppressed and your spells suppressed for a period of time as normal. Finally, you can use a spell slot of 3rd level or higher to suppress certain conditions that apply only to snowflakes created by spells or other magical effects. You can target one snowflake with one of the following effects at the start of your next turn: • You cause flammable objects weighing up to 500 pounds to freeze at the start of your next turn. • You cause flames in the air to speed up 1 foot per round for 3 rounds. • You cause flames in the air to speed up 1 foot per round for 1 minute. • You cause a puff of air in the air for 1 minute. • You cause a puff of air in the air for 1 minute. • You cause sparks in the air for 1 minute. If your concentration is broken, your spells can return while your warding action is still taken, but the duration can’t exceed 10 minutes. Evocation
Conjure Snowflakes
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a puff of blackness on one side of your body, which lasts for the duration. You can make a nonmagical flame’s color, but it must be nonmagical and must be at least 1 mile square. When you cast the spell, create an instantaneous puff of crackling smoke centered on the same spot as you. This puff might last for as long as 30 feet, and when the smoke dissipates, it spreads out across the ground in a 20 foot radius and forms a 5-foot tall cylinder. Each creature or object within the cylinder must make a Dexterity saving throw. On a failed save, they become blinded for 1 minute, or blinded for 10 minutes, or blinded for a full duration. An blinded creature can make a Constitution saving throw at the end of each of its turns to regain control of its mind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the cylinder increases by 10 feet, and the duration increases to 12 hours. When you cast it using a spell slot of 3rd level or higher, the cylinder increases to 20 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 4th level or higher, the cylinder increases to 30 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 5th level or higher, the cylinder increases to 45 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 6th level or higher, the cylinder increases to 48 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 7th level or higher, the cylinder increases to 60 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 8th level or higher, the cylinder increases to 100 feet in diameter and the duration to 10 hours. When you cast it using an action to dismiss, the cylinder vanishes and all magical energy igniting it, remaining in it or returning to it. Conjuration
Conjure Snowflakes
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon fey spirits that appear in the unoccupied spaces of creatures you choose within range. Choose one of the following fey types: • Huge or smaller • Fey or fiend (your choice) • Tiny, immobile, or helpless • Fey or fiend (your choice) • Large or smaller creature • Fey or fiend (your choice) • Huge or smaller creature • Fey or fiend (your choice) As a bonus action on your turn, you can summon one fey creature of challenge rating 2 or lower, raising it to the challenge rating of the lowest fey creature you can reach. If you raise it to a higher class, you can summon fey creatures of the same or higher level as you. If you raise it to a different fey creature class, you must use the fey spell’s challenge rating in order to summon fey creatures of that class. Additionally, you must have the fey spell’s level and/or the creature’s level determined by the DM. If you don�
Conjure Snowflakes
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A shimmering, silvery sphere appears above your head. Until the spell ends, this spell glows in a 20-foot radius and dim light for an additional 20 feet. For the duration, you can use a bonus action to exhale a spectral bomb, which explodes in a 20 foot square area on each of your turns. Each creature that l dies within the area must make a Constitution saving throw. An undead can't be targeted by this spell, and its area of effect is obscured. At the end of each of its turns, an undead can make another Wisdom saving throw. When it takes 6d12 psychic damage, it frees itself by concentrating its mind on a spell of 3rd level or higher and putting the spell into effect until the spell ends. It does this until the spell ends or until you use your action to dismiss it. Evocation
Conjure Snowflakes
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A storm cloud descends on a location within range. Choose a point within range, and it becomes difficult terrain until the spell ends. Each creature in that area must make a Dexterity saving throw. A creature must also make the saving throw when it enters a new or different part of the spell’s area. A creature that succeeds on the save is compelled to make the same decision at the end of each of its turns. Each time a creature enters a new or different part of the spell’s area, it must make the same decision before making the one that came first. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration for each slot increases by 1 year. Evocation
Conjure Snowflakes
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You attempt to create a 15-foot-radius sphere of snowflakes centered on a point you can see within range. The sphere spreads around corners. Each creature in the sphere when you cast this spell must make a Dexterity saving throw. On a failed save, the creature is pushed up to 5 feet away from the center of the sphere. If the creature is pushed up more than 5 feet away from the center of the sphere, it is pushed up to 5 feet away from the point of impact. If the creature is pushed 5 feet away from the point of impact, it is pushed 5 feet away from the point of impact. On each of your turns until the spell ends, you can use your action to exhale snowflakes. Each creature in the area when you do so must make a Dexterity saving throw. A creature takes 1d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes 10d6 cold damage and is pushed up to 10 feet away from the point of impact. 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
Conjure Snowflakes
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a chosen snowflake. Each creature other than you within range must make a Dexterity saving throw. On a failed save, a snowflake falls, creating a fog that lasts until cleared. The fog is light and disperses fog, allowing it to pass through nonmagical openings. It lasts until the fog is lifted or the fog is removed. If a creature moves through the fog or removes the fog, it escapes, but if it passes through the fog or removes the fog, it causes no force or effect to pass through it. If a creature moves through the fog and moves into the area for the first time on a turn that it can see within 30 feet of the frost, a blizzard, or a place other than ice there is a blizzard warning it, and it is forced to move into the area to avoid it. Evocation
Conjure Snowflake
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a snowflake. Make a ranged spell attack against a creature within range. On a hit, the target takes 2d10 bludgeoning damage. 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
Conjure Snowfloe
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A floating, hard, icy surface appears on ground you can see within range. It remains there for the duration, and becomes difficult terrain if it is ever outside this area. While difficult terrain, you and any creature you designate when you cast the spell can reach for it and make natural stone tools out of it. You can use the stone to make flint tools, battle axes, and so on. While difficult terrain, you and any creature you designate when you cast the spell can reach for it and make small axes out of it. While soft terrain, you and any creature you designate when you cast the spell canyons out of it and make scimitars out of it. While soft, you and any creature you designate when you cast this spell canes forked out of snow, icy slush, or snow-covered stone and make climbing weapons out of it. You can dig up to eight stories high at a time, forming a trench or trench bridge over a flat surface. Once a trench or trench bridge has been created, you decide how it is connected to the surface, as long as you are within the line. If you create a bridge over an open pit, for example, you can use the bridge to create a trench over a floor, or you can form a vertical trench over a wall, as long as you are within the w the way. If you create a trench over a rock, you can use that rock to create a trench over a foundation, as long as you are within the path of a rock. Finally, if you create a trench over a rock formed by snow or ice, you can form the trench over a rock formed by loose snow or ice, or you can shape a nonmagical object formed by snow or ice so as to create a trench bridge over a ceiling or other surface. When you cast this spell, you can change the height of the trench or trench bridge so that the trench can be up to six stories tall, or it can rest between stories. Similarly, you can shape the shape of a pillar so that it can rise up to eight stories. A creature’s speed for latching onto a trench or trench bridge is doubled while the creature is on the trench or trench bridge. The creature is restrained when it attempts to move across a pit or a floor formed by loose snow. Conjuration
Conjure Snowfloe
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You conjure up a soft, translucent, and translucent snowball shaped like a unicorn or horned unicorn at a point of your choice within range. The snowball’s height must not exceed 5 feet. When you cast this spell, or as an action on a later turn that requires you to roll a 5 or lower, you can attempt a melee attack with the snowball by using one of the attacks made before the spell ends. The snowball strikes hard against targets within 5 feet of you; if it strikes a target that has been hit by another snowball spell, the spell ends on that target. A snowball spell also ends on a target if it can’t be charged with an ordinary spell (like snowflakes for snow beasts), such as a mace or an overbite, for example. A snowball spell ends on an object that the spell says has been tipped or otherwise deflected by some other creature. Abjuration
Conjure Snowfloe
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A shimmering, floating, floating snow globe appears on the ground within range within range. The globe is opaque and lasts for the duration. When the globe appears, each creature within its area must make a Intelligence saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. As a bonus action, you can move the globe up to 30 feet and repeat the saving throw. If the globe somehow damages a creature, the creature is restrained for the duration.
Conjure Snowfloe
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A shimmering, silvery floating sea of soft snow appears beneath a point you choose within range. The sea is difficult terrain that lasts for the duration, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the sea has a AC of 5 and 30 hit points. When affected by an ability check made using your spellcasting ability, the Sea Irradiated can extinguish unprotected flames, stoves, and similar heat sources, or cause flames in the Sea to flicker and dim. The Sea can move across uneven terrain, up or down steep slopes, across icy shelves, and across open water. Physical interaction with the sea reveals it as a sea creature with a mystically shaped mouth, and any creature that can hear or can read the sea uses it to communicate with creatures in the area. Evocation
Conjure Snowfloe
Casting Time: 1 action
Range: 60
Duration: Concentration up to 1 minute
A swirling mist covers snowflakes on the ground at a point you choose within range. For the duration, these snowflakes turn a portion of the ground in a 5-foot cube into difficult terrain, and when the snowflakes reach that area, they create both solid and frozen terrain with a 30-foot radius. Whenever a creature chooses to become exposed to snow, that creature must make a Strength saving throw. On a failed save, it takes 14d6 cold damage, or 3d6 cold damage, instead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional beast for each slot level above 2nd. Evocation
Conjure Snowfloe
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You conjure up a bonafide puff of snowflakes that sheds bright light in a 30—foot radius on a point within range. After casting this spell for the first time on a creature, any creature that you choose within 30 feet of the bonfire must succeed on a Dexterity
Conjure Snow floe
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch snowflakes that freeze or otherwise harm a creature. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold 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
Conjure Snow giant
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a mountain brawler, known as the Snow Giant. He or she occupies a space within range, up to 10 feet on each side. The beast has a Strength of 20 (+5 armor piercing), a Attack bonus of 10 (+0 bonus to attack rolls), and a attack speed of 15 (+0 bonus to attack while moving). He or she can enter the spell’s area and fight any creatures within 30 feet of it that don’t have cover against the DM. The snow drifts from side to side, as snow drifts off the ground, and as snow drifts over terrain that is too loose to be anchored by a strong wind, it creates a 20-foot radius, 30 feet thick cloud of frozen snow that lasts for the duration. At Higher Levels. When you cast this spell using higher levels of the spell, you choose one of the summoning options above, and additional creatures appear around creatures of the same sex (or the different sex’s choice). Nonmagical creatures with trues or profound meaning appear as nonmagical orbs centered on a point of your choice within range. Creatures that don’t trust their senses or have unusually powerful senses, such as those of elves or wyverns, appear as indistinct shadows hovering at least 30 feet above the ground. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the radius increases to 30 feet for each slot level above 6th. Conjuration
Conjure Snow giant
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell attempts to free the snow giant from the shackles of winter. You choose the snow giant’s lair, which is a hollow, walled chamber that is a cube in diameter and covered with ice. When the spell ends, the snow giant falls to the ground and begins his or her ascent to the top of the mountain. He or she descends in a vertical pattern that lasts for the duration. At the start of each of your turns before the end of your next turn, you can repeat the same basic move used for the first time on the snow giant. To do so, you must use the shortest movement possible between the two slopes, which lasts for the duration. If you use a movement action to move up or down, you can do so again, albeit slowly, at the start of your turn. If you move to a place where you can see the dwarf’s lair, you can follow the snow giant and his or her progress for the duration. If you follow the dwarf’s route and fall, the spell ends, forcing the snow giant to re-enter his or her snowmobile. Conjuration
Conjure Snow giant
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Your magic snowflake bathes itself in soft white snow and floats as an ember of glory in an unoccupied space within range. Until the spell ends, any creature that ends its turn within 10 feet of the ember or moves 10 feet straight ahead must make a Strength saving throw. On a failed save, it lands prone and takes 1d6 bludgeoning damage. Additionally, when the snowflake falls, it strikes the ground and moves 10 feet before it does anything besides being swept away. The spell ends if you use your action to move the snowflake or if you make a melee weapon attack while it is in its grasp. 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
Conjure Snow Globe
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell creates a shimmering, translucent, and shimmering globe centered on a point you choose within range. For the duration, the globe sheds bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, the globe sheds dim light in a 20-foot radius and warm light in dim light for an additional 20 feet. The globe can be destroyed, however, only by a successful dispel magic spell. If you cast this spell within the same area as a lich or an undead, the globe instantly disappears, leaving behind no visible body. Each time it sheds bright light in this way, it sheds dim light in a 20-foot radius, and it deals 4d6 radiant damage to the first creature it touches. Evocation
Conjure Snow Globe
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a 20-foot-radius, 20-foot-high cylinder of fog centered on a point you choose within range. The globe lasts for the duration, and its area is lightly obscured. The fog obscures only creatures of light or darkness, and it lasts for the duration. When you cast the spell, choose either a point within 60 feet of you (30 feet each instant) or an unoccupied space within 60 feet of you that you can see. The globe appears in the spot you cast the spell. You can use a bonus action to move the globe up to 30 feet in any direction. When the globe appears, each creature in it must make a Constitution saving throw, taking 4d6 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 2d6 for each slot level above 1st. Conjuration
Conjure Snow Globe
Casting Time: 1 action
Range: 60
Duration: Concentration, up to a minute
This spell creates a shimmering, soft, and translucent globe on ground that you can see within range. The globe appears in places such as trees, rocks, and crests, and lasts for the duration. You can create the globe by casting this spell on the ground or on a surface. It lasts until the spell ends. When you create the globe, you can use your spellcasting ability instead of Strength for the attack penalty and damage it deals. To create a magic globe, you use the following basic rules: • Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. • When you cast this spell, you can affect up to three creatures of challenge rating 1 or lower. When you do so, you can target one additional creature for each rating b of 2 or 4. Each affected creature must make an Intelligence saving throw. On a failed save, a creature becomes unconscious for 24 hours. On a successful save, it takes half as much damage, and it isn’t unconscious for 24 hours. While unconscious, a creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. 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
Conjure Snow Globe
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates a shimmering, shadowy globe composed of ice and snow and shaped like a human arm. The globe remains for the spell’s duration and is translucent and difficult terrain for creatures larger or smaller than Medium. It lasts for the duration and is made from translucent ice and snow that blocks line of sight and illusoryates visible details of surrounding terrain. The globe faces away from you and lasts for the duration. Snow. The globe blazes up to five feet of snow-covered ground in a 100-foot-square portion of square ice. Any creature that ends its turn within 10 feet of the surface on which you cast this spell must succeed on a Strength saving throw or take 2d6 cold damage. Any creature and object created by this spell must be on the globe when it appears or have turned into snow in the spell’s area. If a creature would be affected by another spell or by an effect that would reduce a globe’s dimension, that creature can make a Constitution saving throw. On a success, the globe disappears completely. Conjuration
Conjure Snow god
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A spectral wyvern appears and caresses one humanoid of your choice within range. The wyvern remains for the spell’s duration, and the target’s speed is lowered until the end of its next turn. The wyvern can’t attack or target an area with hostile creatures. It ignores impediments and obstacles created by and made by wyverns. The wyvern creates 10 temporary st ures within range. When the wyvern completes its turn, it causes one of the st ures to make a Constitution saving throw and moves into the creature’s space for the duration. A creature can make this attack with a sling if its speed is equal to or less than the speed of its walking stride. While in this form, each target takes 10d6 piercing damage, and it can’t attack or target an area with hostile creatures. It must finish its turn before it deals any damage. Evocation
Conjure Snow Leopard
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You attempt to create snow on the ground in a 5-foot radius sphere centered on a point you can see within range. You must make a Strength check against your spell save DC to extinguish the snow. You also must make a Strength check against your spell save DC for the snow to become visible. If you succeed on both checks, you cause the snow to become visible. You can extinguish the snow only if the snow falls in a direction that you choose within 5 feet of you. Evocation
Conjure Snow Leopard
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 7 days
Duration: Concentration, up to 1 day You attempt to conceal a snow leopard cub by covering it in snow and moving it—up to twice as far as you could from you to a fixed location within 30 feet of it. If the target is free moving and immune to cold damage, it can use a bonus action to make a Strength or Dexterity check against your spell save DC. On a success, you can move the leopard up to 30 feet in any direction, using only Strength and Dexterity to move it. During the spell’s duration, it is immune to any cold damage it takes as cold damage. The move also stops short of being a spell attack. The spell ends if you use your action to do anything else, if you are ever outside the spell’s range, or if you have profited off of the leopard’s natural speed. Evocation
Conjure Snow Leopard
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
Duration: Concentration, up to 10 minutes You implant magic snowflakes in the flesh of a soft, magnificent gray cat or short-haired, silver-toothed leopard, and its cubs. You choose a creature’s sex at the time you implant the magic snowflake’s magic. Each creature in a 30-
Conjure Snow Leopard
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
Your magic snowmobile vanishes when you reach <
Conjure Snow Leopard
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A shimmering mass of snow forms on the ground in a 5-foot radius sphere centered on a point of your choice within range. The snow flaps and moves in a straight line toward a creature within range. Until the spell ends, you can use any action to cause the snow to move toward a creature you can see within 5 feet of you. If the snow targets a creature you can see within 5 feet of you, the creature must make a Dexterity saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. The snow doesn’t move toward you while you have an Intelligence (Investigation) check against your spell save DC. 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. Necromancy
Conjure Snow Leopard
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell transforms a snow leopard into a fiery beast. The spell ends if you or your companions end their turn in a location where snow could be seen. Casting without spending time outdoors grants the beast some resistance to cold damage, similar to the kind of resistance a powerful charmer might have. Evocation
Conjure Snow Leopard
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure an albino cat from snow and lead it to a cave or hollow on the ground within range. The cat takes 10d6 cold damage and 12 hit points; it is frightened when it enters the spell’s area or when it moves within 20 feet of you. The cold damage and the temporary hit points of this spell make it vulnerable to cold-related effects, such as death effects. The cat is under the spell’s effect while it is frightened. If it reverts to snow after 24 hours, snow drifts across the ground to form a barrier. Alternatively, if you have an area with a thicket or brush where snow blindness and/or deafened lips are difficult to see, the cat becomes vulnerable to these effects while it remains under the spell’s effect. Once overcome with fear, the cat becomes a fey (shovel-wielding, mountaineer) and becomes charmed by you until the spell ends or you change your mind and let the cat pass as a charmer. A frightened creature can adopt a new form, though it must be of the same form as the one it’s frightened of. The new form can have none of the creature’s hit points, and the creature can’t take any actions that would normally trigger when the creature first appears under the spell. While the cat is charmed and under the effects of this spell, any harmful effects that the creature takes while under the effect of the cat’s new form are neutralized. The cat can also use its action to make an Intelligence (Investigation) check against your spell save DC. If it succeeds, you summon the new form, which has the same hit point and Constitution as the cat’s full size and hit points, but it has little chance at eking out an emotional life. Necromancy
Conjure Snow Leopard
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a fey, the largest of which is a silver-tongued beast of burden. It lumbers along its back and can’t bark. Until the spell ends, you can create a 10-foot cube of snow on the ground by running your hands through it. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold 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. Conjuration
Conjure Snow Leopard
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth a majestic beast that you can see within range. The majestic beast begins the spell with a +5 bonus to AC, and increases to +5 at the end of each of its turns. If it drops to 0 hit points, it doesn't return, and it doesn’t become a celestial, being dubbed a beast for its majestic form, for any reason. The beast obeys any verbal commands that a human can give it (no action required by you). It does, however, obey your spoken commands, but it doesn’t take any actions that you take that are threatening to achieve its goals. The majestic beast doesn't willingly give up its majestic form to become a celestial. Conjuration
Conjure Snow Leopard
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a snow leopard, which you can make up to 1 mile long and 10 foot high. The spell creates a 10-foot-by-12-foot piece of snow that falls in a 5-foot-by-10-foot circle centered on a point you can see within range. The spell lasts for the duration. While the snow is on the ground, the snowflakes can be removed by either crushing them with a melee weapon or throwing a snow cone at it. A creature must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from you. If the snow falls into an unoccupied space that is not occupied by a creature, the snowflakes fall to the ground, and creatures must make this saving throw with a Strength check (your choice) before they can move or attack. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, to a maximum of three creatures. The spells can be cast from a spell slot of 6th level or lower, up to an additional 7th-level slot. Evocation
Conjure Snow Leopard
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
A shimmering, translucent, and translucent wall of soft snow appears at a point within range on a creature that you choose within range. The wall lasts for the duration and is translucent and less than 10 feet long. It blocks line of sight, but moving through the wall creates shadows and bright light that can be blocked. Any creature not within 5 feet of the snow or that can see through it must make a Strength saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is forced to spend the animating spell slot to re-envision itself as a transparent ball made of ice and snow. This spell also deafens or fails to see invisible creatures. During the duration, a transparent ball of ice and snow can be seen in all directions, but it can’t pass through unsecured doors or walls, and it can’t be targeted by nonmagical ranged weapons. The transparent ball
Conjure Snow Leopard
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You transform a snow leopard into a snow leopard, offering up a dazzling display of colors, shapes, and colors. The leopard appears to be in its natural habitat, but the creature is hostile toward all creatures within its range. The leopard has a flying speed of 25 feet and can jump up to 40 feet. When it attacks a creature within 30 feet of it, it adds its ability modifier to the attack roll. On a hit, the target must make a Dexterity saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the target can breathe normally and is unaffected by damage. A creature with Intelligence 3 or lower can’t be charmed or frightened by this spell. Evocation
Conjure Snow Leopard
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You transform an otherwise frozen snow Leopard into a snow leopard. The spell ends if the snow Leopard is frozen. The spell can target any creature within 300 feet of the target, as long as it is within 100 feet of the target. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage and is knocked prone. The spell ends if the snow Leopard is frozen. Evocation
Conjure Snow Lion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You adopt a majestic shape, glowing with silver radiance, and extending from your hip like a raven. Until the spell ends, you gain the following benefits: • Your walking speed increases by 10 feet until the spell ends. • You can’t attack a creature or construct. • You don’t take halos from all creatures within 5 feet of you. • You can’t cast spells in nonmagical or magical nonmagical states. • All attacks made against you have disadvantage against your weapon’s damage. Evocation
Conjure Snow Lion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon one of the largest, most powerful arcanites in existence, a shadowy stone weapon that functions as a crossbow capable of dealing crippling force to one creature you choose within range. Choose one creature you can see within range, and choose a weapon capable of firing the weapon. You create two daggers with the weapon, using half the ammunition's capacity. The daggers turn into longbow bolts, crossbow bolts, and halberds. Each creature in each of those forms must make a Dexterity saving throw. On a failed save, a snow tiger dies instantly, and all but two of its members become undead. The snow tiger's ammunition can only hold two daggers at a time. If you cast this spell again, the spell fails and the spell ends instantly. 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
Conjure Snowman
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You summon a spectral snowman, named after the legendary beasts of the icy wastes. The snowman appears in an unoccupied space that you can see within range, and it lasts for the duration. Appearing in the morning, it flits between trees, opening and closing branches to reach its destination. The snowman is immune to all damage and can move at your command. The snowman costs 30 feet of movement for the entire duration, including during the spell’s duration. Because of its spectral nature, it emits bright light and dim light for an additional 30 feet. The snowman makes its home in snow-covered crevasses and churns cold air in a 30-foot cube centered on that area. Each creature within 30 feet of that area must make a Constitution saving throw. A creature takes 6d8 radiant damage on a failed save, or half as much damage on a successful one. Divination
Conjure Snowman
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
This spell primes snowflakes for up to two creatures of your choice within 30 feet of you. Choose one humanoid you can see within range, one creature you can see within 30 feet of you, or a creature that is within 5 feet of you. The creature must make a successful Strength saving throw. On a failed save, it takes 3d6 cold damage and is frozen until the spell ends. The spell ends if you use your action to dismiss it. While frozen, you can’t use reactions, such as opening a portal or casting a spell from another portal, to move or readjust. You can make one simple, harmless sensory move, as part of casting the spell, with a finger or other creature’s touch surface and then make that gesture with one hand. If you make the gesture while within 5 feet of the target, or have seen it move within the last 5 feet, you can designate a new sensory move for it. Once you make the gesture, or as part of casting the spell, you can move the snowflake up to 30 feet in any direction. When the snowflake reaches 0 feet in any direction, it sheds bright light in a 30-foot radius. After it sheds this light, the snowflake can carry 10 pounds of modified ammunition with it. While the snowflake is on the ground, you can use any remaining fuel used to create the fuel to a capacity that can hold up to 50 pounds. When you use modified fuel to move the snowflake, you can use its movement to move 5 feet along a horizontal line that runs along a length of wood or stone. You can use the snowflake to move across uneven ground, up or down stairs, slopes, and along wrought paths. When the snowflake leaves the terrain, it floats where it floats. The move creates a 10-foot-diameter propeller, which allows you to move your snowflake up or down like a normal snowman. When it flies, it flies in a straight line toward a point on the ground you choose within 120 feet of where it was flying. If you are able to move your snowflake over an obstacle, it is able to pass under it but can’t cross it. Both the snowflake and the obstacle are 10 feet thick barriers, which create the illusion that the snow is either falling or hovering. The snowflake can pass under aqueous solution and out of reach of creatures trying to reach it. Transmutation
Conjure Snowmew
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a gray, frozen mountain range, or a bonfire with a range of 30 feet. The bonfire lasts for the duration, which can be extended to hold as many as six creatures. You manipulate the climate of the area in a 60-foot cube centered on that point, with the help of up to three trees. The area is difficult terrain, and any creatures that are within 20 feet of any of the trees that are visible when you cast this spell must make a Wisdom saving throw. On a failed save, they fail. When you cast the spell, you affect up to three trees, or the size of any array of trees, in the area at the same time. You can create 10 feet of horizontal movement each way. You can move up or down the length of the range by up to ten feet, or I can’t move the way I like until I am completely engulfed in snow. While engulfed in snow, a creature must make a Strength saving throw. On a failed save, it is compelled to move to a height of not less than 10 feet above the snow until the spell ends or until it makes a Strength (Athletics) check to see where I will fall. At Higher Levels.
Conjure Snow monster
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a magical beast with a challenge rating of 1. You create the beast in the manner of a snow mare or a beast, and choose one of the following options for its action: • Choose one creature of challenge rating 2 or lower • Make a melee spell attack for the creature’s challenge rating, or • Make a magic snowflake’s challenge • Make a magic snow cone’s challenge • Make three-part facial animation for the creature, similar to a snowman’s facial features. The creature can beheaded or strangled, and you can create a ring of magical snowflakes on the creature’s head that crackle with danger. If you cast this spell multiple times, you can create up to four rings on the creature at a time, issuing a single message to each beast connected to the spell. You can summon one such beast at a time, sending a flurry of magical energy blasts at the targets. Each beast summoned must make a Wisdom saving throw. On a failed save, it takes 1d8 lightning damage (if you have the lightning ring, it takes half as much damage). On a successful save, it takes half as much damage. A successful save ends the effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon one of the following beasts for each slot level above 1st. Divination
Conjure Snow monster
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell makes snow beasts appear as snow giants, snow elves, snow demons, snow elves, snow demons, or snow elves. When you cast the spell, choose one or both of the following options to change the snow beasts' statistics: Huge or smaller (10 feet to Medium or smaller), Medium or smaller (20 feet to Large), Medium humanoid, or Huge. If you select the Medium or smaller option, the creature’s size is halved, it becomes a Medium or smaller creature, and it gains a number of Hit Dice equal to your spellcasting ability modifier per your sidereal level. If you choose a sidereal level lower than 20th—your sidereal level is reduced to none. To cast this spell, you must have reached the lowest possible level of the game, which must be at least 1st level or higher. The spell creates either meteors, thunder, hail, or faint smoke. As a rule of thumb, meteors blow at 700 feet per round-long burst, or thunderstorms roar at 300 feet. To create these meteors and thunderstorms, you must have fought in at least one such meteorstorm. Finally, if you cast this spell while you are standing on snow or ice, the meteors and thunderstorms deal lightning damage
Conjure Snow monster
Casting Time: 1 action
Range: 60
Duration: Concentration,
Conjure Snow monster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
You conjure a snow beast that can reach up to eight feet tall and is lightly animated. The beast hovers at your command over combatant and combatant creatures for the duration. The beast takes 10d6 cold damage and is protected by snow until the end of its next turn. This spell's damage increases when you reach higher levels: when you hit a creature with a weapon attack during the creature’s next turn, the snow beast instantly takes 10d6 damage, and when you hit a creature with a melee weapon attack during its next turn, the snow beast automatically halts its jetpack for 5 minutes. Conjuration
Conjure Snow Queen
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon a celestial, a celestial nonmagical beast, or a celestial that is half your height, 10 feet, and 1 inch thick. You choose which kind of celestial you choose. It must be within 30 feet of you on a side. It can be a celestial of challenge rating 5 or lower, an elementalski (your choice), or an elementalski bonded to an insubstantial crystal (your choice). The celestial obeys your telepathic orders, obeying your laws as you command it, and acting according to your own best interests. The celestial appears in unoccupied spaces that you can see within range, and it obeys your everyday language commands. While the celestial is within 20 feet of you, you can’t target it with a melee attack, nor can it target you with a Divine Strike. The celestial sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the celestial sheds this light, you can use a bonus action to cause it to have advantage on attack rolls against creatures other than you. Divination
Conjure Snowshoe
Casting Time: 1 action
Range: 30
Duration: 1 Round
You summon a spirit that vanishes into a puff of misty clouds in a 20-foot-radius sphere centered on a point you choose within range. The mist spreads around corners, and its area is difficult terrain. Choose one or more of the following things to cause the mist to spread: • To completely fill the area, the mist spreads 10 feet thick around a point you choose, moving along rocks, trees, and in depressions on the ground. • To create depressions, the mist spreads 1 inch deep and spreads across surfaces (such as walls, partitions, or pillows), as well as at point sources (such as behind doors, across windows, or across sloping floors) where the mist spreads.
Conjure Snow statue
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure a shadow, an indistinct, invisible, bipedal beast that moves at your command and takes 10d6 cold damage during the spell’s duration. The creature must make a Dexterity saving throw. It takes 7d6 cold damage on a failed save, or half as much damage on a successful one. The creature takes 10d6 radiant damage on a failed save. The spell ends if you use your action to do anything harmful to the creature during its next turn, if it would be affected if it ran out of water, if it died while inside the statue, or if you simply failed to detect a creature in the statue that day who might have been affected by this spell. Transmutation
Conjure Snow TransmutationConjure Snow White
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You conjure a snowball with which you are familiar. Choose one of the following options for its snowball: • One side of the snowball is icy, • Two sides are warm, • Four sides are low, or • Twenty sides are snowy. If
Conjure Snow White
Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 hour
This spell takes effect when you cast this spell targeting a different fey creature, such as a snow squirrel or a bat. You create a shimmering, translucent, or tinged snow globe on the ground in a 30 foot cube centered on a point within range. Until the spell ends, you can use your action to move the globe up to 60 feet in any direction along the ground. It sheds bright light in a 30—foot radius and dim light for a further 30 feet. At the end of each of its turns, the globe can’t illuminate more than one side of the globe; the globe can’t enter a sealed container, such as a chest, on the ground or within a container that can hold up to 10 pounds. Conjuration
Conjure Snow White
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose a portion of snow on ground that you can see within range and form a cloud covering a 30-foot-radius circle centered on that area. Until the spell ends, the cloud spreads slowly and evenly around corners and within reach of creatures who make a Dexterity saving throw. An affected creature takes 12d6 cold damage on a failed save, or half as much damage on a successful one. The damage type is the same as ice damage, and the DC is 12 and the temperature is 25 degrees. The cloud covers a 30-foot-radius sphere centered on that area, with its 30-foot diameter spread out around corners and within reach of creatures who make the saving throw. Evocation
Conjure Snow White
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell creates a magical churn at a point of your choice within range that you can see within range. Until the spell ends, you can use your action to create one of the following magical snowballs: 1) a ringed disk centered on a point or an on a surface of sufficient size to
Conjure Snowwhite Bear
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You conjure a spirit snow-white and warm to the touch. The spell ends if you cast it again before the spell ends, if you cast it again after completing a long rest, if you return to a snow-covered place, or if you choose to end it early and remain in snow or fog. Divination
Conjure Snow-white Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
This spell conjures up a wall of pale fog on a body of water within range. The fog can be a sphere, wall, ceiling, or even a thick mist covering a portion of the water above. A ceiling or similar arrangement creates a horizontal wall, while a ceiling that is a portion of water creates a vertical wall, while a similar arrangement creates a horizontally extending wall. The walls and ceilings created by this spell collapse into a mass of fog that covers the entire surface of the water,000 feet in part. The fog obscures visible light and illuminates dim light within 500 feet of it. Creatures in a 50-foot-radius, 30-foot-high cylinder centered on the top of the wall is blinded and deafened in the area. As a bonus action on each of your turns after the fog has collapsed, you can open the cylinder to reveal a secret passage up to 30 feet deep within the wall. Transmutation
Conjure Soul
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You whisper a message to a humanoid you can perceive within range. The target must make a Wisdom saving throw. The target is protected from harm by the spell for the duration. If it succeeds on its saving throw, the spell ends. The spell is permanent. During this time, you can have as many as four humanoid companions as you wish, and one humanoid companion at a time. A humanoid can’t be charmed or possessed by this spell. The spell’s duration is cumulative with the duration of spells you cast on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. Conjuration
Conjure Soul
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
A soul-gemstone-sized object, worn by a humanoid or a different creature of your choice within range, is imbued with an intangible, magical power. The gemstone is imbued with an aura with a specific effect. The effect is permanent. For the duration, the gemstone is imbued with the power of a specific deity, an ability, or a spell of the chosen deity. The spell ends if the gemstone is worn or carries an object that is worn or carried by a different deity. Conjuration
Conjure Soul
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You attempt to conjure a soul of your choice within the form of a willing creature. The target must be within 30 feet of you or the spell can't be cast. You must use your action to dismiss the target as an undead. The target must be within 10 feet of you or the spell can't be cast. Until the spell ends, the target remains within 5 feet of you, and you can use your action to dismiss it as an undead. The target must be within 10 feet of you or the spell can't be cast. Enchantment
Conjure Soul
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You transform into a spectral, the soul of a dead creature that has been killed by a creature of the same class as you. The soul is no longer a creature, but a spirit that can be summoned and is aligned to you. The soul remains in your body for the duration. If you were to use a spell slot of 7th level or higher to transform a creature of the same class into a spectral, the spell doesn’t affect the soul. The soul can’t be killed or possessed by another creature. The soul’s body is the same and can be interacted with only by creatures of the same class as you. Similarly, the
Conjure Soul
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a soul of your choice that is completely separate from the soul you created at the start of your next turn. It remains there for the duration, but has its soul automatically lost. You can change the soul’s personality. For example, you can change its name, a new name, a new name, or the name of a friend or foe you once knew. The soul
Conjure Soul
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to create a soul that can be channeled through an object or creature. The soul must be within 30 feet of a willing creature that the spell makes available to you. The soul can be a duplicate of the creature you created, or a duplicate of another creature. The soul can be a different creature, a duplicate of its kind, or a duplicate of a creature. For the duration, the soul can be in one of the following forms: normal, fey, fiend, hound, manticore, or undead. The soul can also be a duplicate of any other creature. You can use an action to create a new soul by using your reaction. As a bonus action, you can alter the soul’s form. You can alter the soul’s name, such as "LumineŚ" or "Strawberry". Additionally, you can alter the soul’s nature, such as to be the same kind, but different color. You can also alter the soul’s alignment, such as to be the same as that of the soul you created. You can use an action to teleport the soul to another point within range. The soul can be sent back to the same place it was sent to. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can send the soul to a different place within range. You can also send the soul to a different place outside of the spell slot
Conjure Soul
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You control one small living entity that is indistinguishable from you, and can be any humanoid you choose (you can create up to three of the creature's forms at a time). The creature is an undead creature, up to half that size and as proficient as you with all saving throws, and gains no special benefits from its equipment. You can create the target by gaining a number of Hit Dice equal to your Intelligence modifier. The target takes 1d6 necrotic damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of hit points of its effects increases by 1d6 for each slot level above 6th. Conjuration
Conjure Soul
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You give yourself a psychic link the ability to see into the space of a specific soul. When you do, the target is able to see into the space of the target. Abjuration
Conjure Soul
Casting Time: 1 action
Range: Touch
Duration: 24
Concentration, up to 1 hour You touch a soul, which it takes no action to perform any task. The target has advantage on Wisdom saving throws, and the target can be charmed and worshipped. Abjuration
Conjure Spell
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You touch a warded, opaque object, such as a shield or a shield of constrictor, and it sheds a spell of force for 1 minute. If the object is more than 5 feet in diameter, it sheds one spell of your choice that you can see that increases the object’s AC by 1. You can use a bonus action to warded the object. The warded object lasts until it is destroyed or if you dismiss it as an action. Conjuration
Conjure Spell
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You conjure a creature, willing or ill, that you can see within range. The spell ends if you cast the spell again. You can also choose to end the spell on an object that you can see within range. The target must be within 30 feet of you when you cast the spell, and it can’t be charmed or frightened by the spell. If the target is charmed or frightened by the spell, the spell ends. When you cast the spell, choose one of the following effects, such as the target's Wisdom score, the target’s Intelligence score, or the target’s Charisma score. You can also end the spell on an object if you can’
Conjure Spell
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure up to three spectral creatures and gain the following benefits: • You gain the spectral element. • You can conjure up to four additional spectral creatures. • You can create up to eight spectral plane doors and up to eight additional spectral doors and up to eight additional spectral doors and up to eight additional spectral doors and up to eight additional spectral doors. You can create up to ten spectral creatures. • You can create up to ten spectral plane doors and up to eight additional spectral doors up to eight additional spectral doors. • You can create up to ten spectral plane doors and up to six additional spectral plane doors up to six additional spectral plane doors. • You can create up to ten spectral plane doors and up to four additional spectral plane doors up to three additional spectral planes doors. You can create up to ten spectral plane doors and up to four additional spectral plane doors up to three additional spectral planes doors. You can create up to ten skeletal, skeletal, or skeletal-
Conjure Spellblade
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You invoke the power of nature against an unwilling creature or object and compel it to step into the presence of a permanent spellcasting construct or creature familiar. Until the spell ends, the target can make a Charisma saving throw, taking 5d10 acid, cold, fire, lightning, or thunder damage on a failed save, or dropping to 1 hit. If you cast the spell using a spell slot of 5th level or lower, the spell can target only the creature you target, not others or to a permanent located within 3 miles of one you know. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature that fails its save against being affected by the spell has a 25 percent chance of becoming affected by the spell, and it also gains a bonus to the spell's save DC, if any. Transmutation
Conjure Spellcasting
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You call a specific spellcasting spell to smite the properties of up to five creatures of your choice until the spell ends. Choose a creature of challenge
Conjure Spellcasting
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Find a spell of 3rd level or lower that you can cast, that has a casting time of 1 action, and that can cast the spell you cast. You find the spell in its entirety, whether it is in spell slots or in spell slots of another creature. For example, you might find a 1st-level spell of 3rd level, an 8th-level spell of 4th level, or a 10th-level spell of 7th level. You can cast the spell again if it appears in one slot of nonmagical armor, if it appears in a slot created by another spell of the same level or type, or if you choose an alternative spell slot. The spell’s effects last for the duration. You can use this spell to cast a prepared spell, summon an extraplanar creature, repair an out_of_body experience, or detect magic in an area you can see and that has an open door. If you cast the spell using a higher level spell slot, its casting time is extended to match the slot you have used for the higher level spell. You can also use this spell to cast a spell from another jutsu, or to cast a spell from a spell slot that cannot be bound to a target object or to a password protected by an arcane lock spell, which lets you cast any spell that isn’t bound to a target object or locked to a password
Conjure Spell
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create or control a specific spell. You create
a spell of 1st level or higher that has a casting time of 1 hour or more. You can choose other spell effects, as long as those effects are within 1 hour of being cast. You control the spell on the same plane of existence as the target and have control of its properties. The spell has no effect on creatures, such as plants or undead. Conjuration
Conjure Spell
Casting Time: 1 action
Range: Instantaneous
Duration: You summon a powerful, divine spirit to strike a t
arget within range. In addition, you call up the spirit to the air, and the target is restrained until the spell ends. Conjuration
Conjure Spell
Casting Time: 1 action
Range: Touch
Duration: Concentration (1-minute)
You touch a willing creature. For the duration, the target is prone and willing to be grappled and pinned to the ground while you spell. You can target up to one unwilling creature for the spell and have it speak the spell as a group. As an action, as an action on your turn, you can expend one willing creature for each target you choose, or choose one creature or object that is humanoid or greater and that is within 60 feet of it and that isn’t grappling or pinned to the ground. The target takes 1d10 necrotic damage when you cast the spell, and it is unconscious for the spell’s duration. When you cast this spell and as a bonus action on your subsequent turns, you can spend another creature’s—tenure of service as a lich to train its weapon. Alternatively, you can train a celestial for the spell’s duration. At any time during its training, the celestial can perform any spell of your choice that you designate, and it takes half as much damage from its weapon damage as from its armor. Creatures are also limited by the number of spells of each slot available at a time, which makes it difficult for it to cast nearly all of its spells. Abjuration
Conjure Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A sphere of magical energy appears and lasts for the duration. The sphere is a 20-foot-radius cylinder centered on a point you choose within range. The sphere is made up of a sphere of similar shape and color, and one cube of stone or a cube of stone or a cube of stone blocks. The sphere is translucent, and the spell ends if it is cast on an object or a structure that is not part of the sphere. A sphere cannot be larger than 20 feet, and it can't be more than 20 feet in height. A sphere that ends its turn on a surface that isn't part of the sphere can be blocked by a creature or a material object, and a sphere of water that ends its turn on a surface that isn't part of the sphere can be blocked by a creature or a material object. Abjuration
Conjure Spirit
Casting Time: 1 action
Range: 120
Duration: 14 Hours
You summon
Conjure Spirit
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours
You summon a phantom beast from the mist centered on an unoccupied space that you can see within range. The summoned beast appears in a space that you can see within range and lasts for the duration. You can summon this creature only if you have the spectral component, a symbol of the shadowy realm within your head. You can make a spectral gesture, as discernible by a spectral wicker ball, as part of the casting of this spell. You can speak some spectral language, which you can evoking a spirit, if you have the appropriate attunement to speak it (the DM chooses the wicker ball or other spectral language). If you do not speak the spectral language, you understand the speaker only as an entity with the wicker ball. You can use your action to dismiss the demagic spell, which then ends the spell. Conjuration
Conjure Spirit
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a spirit within which you can see. You gain the benefit
Conjure spirit
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You summon a spirit from the dead that takes the form of a simple beast or small animal (within the range), and that knows little or nothing about reality. The spirit appears in the ground where it appears, and lasts for the duration. The spirit is friendly to you and creatures you designate. Whenever you cast this spell, you can also benefit from any number of willing creatures, provided that them all obey the spell. When you do so, you learn which creatures are under your control, which of them are under your control, and what they can do. The DM determines what actions the creatures can perform, and it can issue verbal orders as you wish. The DM also details which action the creature takes and where it takes those actions. The DM can adjust the DM’s order in these cases. As a bonus action, you can specify a new order. As an action, you can also issue a new command. DM’s choice. Choose a creature of one level or lower, line by line. Each line of the target creature begins with a consonant sound, the target’s first line dealing its action, and ending with a consonant sound, except for the first line. You can also specify a duration before the spell, which is 1 year. DM’s choice. Choose a creature of one level or lower, line by line. Each line of the target creature starts with 0 words. When written by the DM, the order of the line is bolded: DM’s order. On a success, the spell ends. On a failed save, the creature’s HP and magic points have been drained. On a successful save, the creature’s HP and magic points have been restored. On a failed save, the creature’s magic points have not. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 10 feet and the d10 rating increases by 1. When you cast this spell using a spell slot of 8th level or higher, the radius increases by 10 feet and the attack damage increases by 1d10. When you cast this spell using a spell slot of 9th level or higher, the radius increases by 10 feet and the attack damage increases by 1d10. Evocation
Conjure Spirit
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
This spell transforms a creature of your choice within range, allowing it to move at half the speed of light. The creature’s movement is truer than that of a Medium or smaller creature. It has resistance to all damage except psychic damage, and it has advantage on attack rolls against the target for the duration. The target can make an Intelligence saving throw, taking 12d6 psychic damage on a failed save, or half as much damage on a successful one. Transmutation
Conjure Spirit
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a spirit that can communicate with other creatures. The spirit can’t enter the body of another creature or speak a language other than its own. When you cast this spell, you choose one of the following effects. You can use your action on one creature to communicate with it. You can also communicate with a creature that has an ability score of 2 or higher, but it must be friendly to you to do so. When you cast the spell, you specify how the creature would speak. For example, you choose a humanoid, the creature is friendly to you, and the creature can communicate with you as a spell. The creature must be within 60 feet of you when you cast the spell or be in danger of being charmed. The spell ends when you cast it. Divination
Conjure Spirit
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon a phantom that falls from the sky and springs to life in a 30 foot cube centered on a point you choose within range. The illusion lasts for the duration, and the DM determines how long the illusion takes to travel from one location to another. The illusion appears in any size, shape, or height appropriate to the illusion. The illusion appears for 30 minutes , after which it disappears. Any creature that can’t see or hear you can only speculate as to its origin. As an action, you can repeat the form of the illusory
Conjure Spirit
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon a spirit from the dead to fight for your deity. Choose a creature that you can see within range, such as a giant or a fey. The spirit takes on a form
Conjure Spirit
Casting Time: 1 action
Range: 150
Duration: Instantaneous
This spell transforms a creature into an angry celestial. The target must succeed on a Wisdom saving throw or become hostile toward you. Until the spell ends, the target can use an action to attempt to charm you. On each of your turns, you can use your action to cause a melee weapon attack to deal an extra 1d6 force damage to the target. The target can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. The spell ends if you use your action to use a spell slot of 7th or 8th level. Necromancy
Conjure Spirit
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell calls out to the spirits of menaces and monsters to protect them. Choose one or more of the following options for what appears on the target’s mind or body: • You create an illusion of a creature to protect it from harm. Thus, if you cast this spell at a creature whose w arm falls within a harmful reach of a spectral demigod, the creature w is harmed by the illusion, but not by any of the following effects • You create a new one that lasts until the creature is cast into suspended animation. The illusion lasts for the duration or until a target leaves its reach for healing effects. • The creature uses, rather than becomes magically immune to, any of the diseases it suffers, but gains temporary hit points equal to your hit point maximum. These temporary hit points can’t be reduced or otherwise treated as temporary, but they can’t be recovered by permanent hit points, so use wisely. • You create a minor illusion that makes a target frightened or overcome with berserker rage behave in a manner that mimics the rage of a beast or an undead. The target can use its action to make a Wisdom (Perception) check against your spell save DC to sense whatever emotion the target is sensing. When the spell ends
Conjure Spirit
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You create a phantom that appears in a place you can see within range, and that is hostile to you. The phantom is the same as the one you created on the same day, though it is no longer hostile. The illusion can be one or more of the following forms. The illusion appears physically (to
Conjure spirit
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You summon a spirit that appears in an unoccupied space that you can see within range. The spirit seems very similar to the target’s spirit, and it seems sturdy, has wings, and is capable of walking. You decide what kind of creatures it appears on, but no actions can occur until after you cast the spell. The creature can’t attack or use reactions until after the spell ends. The spirit remains for the duration, and you can use your action to call the spirit back. If the creature calls out nonverbally, the creature doesn’t give you an answer. The creature can only bark when you have a moment, and it doesn’t shake hands with you. The creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It has the statistics of the companions and can resolve its own dilemmas. The creature doesn’t like you. If the creature dares you to attack it, you can use your action to do the creature no good. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a spirit that appears in an unoccupied space that you can see within range. The summoned creature is friendly to you and your companions. Roll initiative for the creature, which has its own
Conjure Spirit
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Choose one creature you can see within range. You create a shadowy figure that is hostile to both you and the target. The creature obeys your commands, obeys your commands as a bonus action, and doesn't need your presence when fighting the creature. The creature obeys your emotions, but it doesn't hear you. It vanishes when you finish a long rest or when you dismiss it. The target remains as a shadowy figure 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. Evocation
Conjure Spirit
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You bless up to three creatures of your choice that you can see within range. If you have picked one or two of the following options for each target, you make a spectral illusion of it for the duration. The target appears in a visible and unoccupied space within 5 feet of you. When you make a casting of this spell, and using a spell slot of 3rd or 4th level, you can imbue a creature you can see with this spell with the power to see beyond the walls of barriers created by the illusion. A creature of your size or smaller in size must make a Charisma saving throw. On a failed save, the
Conjure Spirit
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a spirit from the foul soil of the Feywild that protects it against nature's terrors. Until the spell ends, the spirit takes on a grating appearance, attuned to trees and other obstacles, inhabits the same tree or other obstacle as you, and appears in an unoccupied space that you can see within 120 feet of it. The spirit appears to have warded off some sort of natural hazard, such as a fire that might erupt from a tree overgrowth, or a sudden rise in the temperature inside a cave. The spirit can enter a creature’s space, using a Huge or smaller space, and moves 1d4 tiers higher each time the illusion enters the area. The tempers its flames when it creates
Conjure Spirit
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a spirit that takes your spellcasting ability as its spellcasting ability and makes the following spell choices for the duration of the spell: • You make a melee spell attack against a target within your reach. • You make a melee spell attack against a target within 5 feet of you. • You make a melee spell attack against a target within 5 feet of you using an attack modifier. • You make a melee spell attack against a target within 5 feet of you using an attack modifier. • You make a melee spell attack against a target within 5 feet of you using an attack modifier. If the target is a creature, it must succeed on all saving throws to resist the spell. Divination
Conjure Spirit
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon forth a spirit to lead you as a willing creature. You choose one of the four options below for the duration; you can make a single speech or do battle acting as a messenger. You also gain the ability to speak only once per turn, ending the spell early if you cast it more than once. Parture. You form a solid barrier made of thick fog around a point you choose within range. The barrier moves with you, centered on that point and lasting for the duration. The barrier is opaque and nearly invisible. While it lasts, you can use your action to speak a word that doesn’t have to be written on the barrier. The barrier repeats itself when the barrier is broken, and it lasts until the spell ends or if you dismiss it as an action. When the barrier is broken, you cause any creature within 30 feet of it to move with it, using your action, as a bonus action, to leave the barrier and instead cause the barrier to open and speak one word of warning. Any creature affected by the spell must make a Wisdom saving throw, taking 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the saving throw when the barrier opens becomes covered up for 24 hours. Conjuration
Conjure Spirit
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon spirits from the dead to fight for you or a guild. Choose any number of friendly creatures that you can see within range. Each companion whose match you have chosen has its own spirit, and until the spell ends, you can summon up to four such spirits
Conjure Spirit
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You take on the form of a spirit that speaks the same language as the target. The form can be strong, kind, or even inhuman, depending on the language used. The creature can be any of the following creatures you choose: aegis, beast, or demon. Each gains 1 hit point for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the first time each creature talks to you within 30 feet of the target for the first time on a turn, the creature must make a Charisma saving throw. If it fails, it becomes a spectral imp until it attacks the target (at the DM’s option, the spectral imp can make another saving throw to neutralize this effect, 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 becomes 1 hour. When you use a spell slot of 5th level or higher, the duration becomes 10 hours. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration increases to 25 hours for up to three companions. Divination
Conjure Spirit
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You touch the body of an unwilling creature and animate it for the duration. The target can communicate with
Conjure spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell conjures up a phantom spirit whose service you would normally perform at your next rest. You choose the illusion’s language, its facial expressions, or its facial features (your choice). When you cast this spell, the phantom becomes invisible until the spell ends. The illusion appears from within an unoccupied space within range. The phantom can be a Huge or smaller creature, a creature that is Medium (your choice), or an undead. It has 10 hit points. If it is killed, its hit point maximum is reduced by 1, and it fills the nearby space occupied by another creature with tiny creatures (your choice). If it is revived, it fills the nearby space occupied by a creature that died while it was alive, and so on. The illusion disappears when a successful Concentration, or a short rest, removes the illusion or the creature. If the mental image were broken, you can force the illusion to be broken again, at any time until the spell ends. If the animating energy is strong enough to shatter the broken illusion, the illusion releases the material from its condition and retards its movement for the duration. A creature can use an action to shatter the mental image and regain possession of it. Abjuration
Conjure Spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell gives your ghost a new meaning. Until the casting ends, when the ghost calls on its spirit to take on a task within range, you can designate a spell of 3rd or 4th level that bestows a greater sense of purpose to the ghost, such as “equipping a weapon or blocking a strong wind with a shortsword over the course of a task and protecting a lich against a challenge from the lich. When you cast the spell, choose a new task or spell of 5th level or higher. The task’s outcome is determined automatically by the master of the task, who must also be proficient with the spell. Until the spell ends, the DM might issue an order from a divine word inscribed on the hilt of the task, or a specific plan for the lich’s destruction. A plan can range from simple to elaborate, and might involve summoning an angel, summoning a lich, or summoning a great lich. While a plan is simple enough to execute, a lich’s destruction plan might consist of three components: a lich’s army, lich’s treasury, and lich’s temple. To summon a great lich, perform a small ceremony performed by an archmage capable of summoning an undead servant, podiatrist, or similar entity. To banish a lich, cast a minor rite requiring only a ministra, or banish a lich who murders a member of the royal family. The DM might instruct the construction or repair of a lich’s tombs or other ruin, or the casting of a lich’s mark or spear. When you make the spell’s final form, if that form is one that can be summoned using mere force of personality, replace the lich’s form with one of the following forms: human, beast, fiend, or demon. If the lich’
Conjure Spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Until the spell ends, a spectral, shadowy figure appears in an unoccupied space you choose within range and appears to you in an unoccupied space that you can see. The spectral figure can’t be hostile to you. Once before the spell ends, the spectral figure can repeat the attack or spell cast to restore 1 hit point to the creature. During the move, roll a d4 and add your spellcasting ability modifier to the result. On a roll of 7 or higher, the spectral figure regains hit points equal to 1d6 + your spellcasting ability modifier. The spectral figure can’t appear in hostile locations. When you cast this spell, you choose one of the following options for what appears: • One creature’s hit point maximum, or half as much as it used to regain hit points at the start of your next turn. • Two creatures that are within 5 feet of each other, and half as much damage at the end of your next turn as at the start of your next. If you’re trying to cast a spell, the spectral figure can’t appear in a way that causes its hit point maximum to drop to 0. The figure can’t appear in an unoccupied space that contains more than 5 feet of nonattainment clearomental material or in a space that is more than 10 feet thick. If the figure damages or smashes into a creature or another solid object that is not on the same plane as the target, the creature or object is pushed to the other side of the spectral figure, and the creature or object is pulled to one side of the figure. The spectral figure can’t appear in
Conjure spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth a spirit to accompany you in battle. The spirit appears in an unoccupied space that you can see within range, and it disappears when the spell ends. A summoned spirit is friendly to you and your companions for the duration. It lasts until the spell ends or when you use an action to dismiss the summoned spirit. You can direct its attention to a specific spot within range, such as behind a sitting creature, that you have the spirit’s attention. The spirit moves to that spot and attempts to take flight of at least 20 feet. If the spirit fails its save, it suffers an extra 1d10 force damage. Conjuration
Conjure Spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a spirit that transforms into a different form for the duration, granting it the ability to fly. Choose one of the following options for how long the creature spends in the new form: immolation, immolation, stasis, or time to abjure. The creature can’t become a celestial, a celestial’s son or a celestial’s daughter. If the creature becomes a celestial, its plane of existence is one that normally rules the plane, with one exception: you can cause the creature’s plane to be drawn into the Ethereal Plane, linking it to the plane of your choice within range. The creature can only w asleep at the end of its next turn. The creature is protected from all physical damage and can’t be used to commit a bloodrage. The creature can’t take actions while it is paralyzed or unconscious, and any actions it takes while under the effect of the charm are dispelled. It can’t take any magical action that would allow it to do anything harmful to the creature, such as desecrate a temple or open a portal, nor can it open a chest or gate, open an unlocked chest or gate, pour out a quantity of gold or other valuables, or otherwise dispose of its spent or missing weapons or armor. On its turn, it can use any actions or actions taken to perform any task within its reach, including any that the creature might normally perform. If the creature could perform any task more than once, the spell fails and the spell fails again. Abjuration
Conjure Spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to summon a phantom, an apparition of an unwilling creature you can see within range, a spirit that acts on behalf of and within its area within a sort of illusion, bestowing temporary hit points and defenses against the triggering circumstance and causing the illusion to shrink in size. You decide what the illusion can do and how it behaves. It can speak, cast spells, weave webs, mend, pour poison, serve as a messenger, and so on. To determine what the illusion
Conjure spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a spectral demon from the dead to seek your aid. You can summon the demon at any time as an action. When you cast the spell, you can designate a form of undead, one that isn’t wearing armor or wielding a crossbow, and it disappears. The demon disappears when it drops to 0 hit points or when the spell ends. A creature is also summoned to help you in the attack or flight action. A summoned demiplane of light can be seen from your space at each entrance to the demiplane that you choose, and the demiplane extends over all noyas and noyceins on the plane. The demiplane is an illusion created by the elemental steed, which can only be dispelled by trinkets or the spoken language of the DM. Casting this spell on the demiplane grants the demon knowledge of all the world’s natural terrain and the current conditions under which it appears and to spells it can cast that deal damage. It also reveals secret doors and passages, which the DM chooses from the following possible locations: caves, hidden temples, hidden sanctuaries, and other secret places considered secret. The demon can’t dismiss this spell as an action. While summoned, the demon can’t speak a word, and it disappears when it drops to 0 hit points or when the spell ends. The DM can dismiss this spell as an action, and the summoned demon reappears in the location you chose if the creature is within 30 feet of any such locations. Divination
Conjure Spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a spectral ghost, a spectral ghost that assumes the form of a Large or smaller ghost and appears to be human; it returns when dispelled. If you cast this spell with a 5th-level spell slot, you summon a spectral abomination, a spectral abomination that appears to be a beast, a spectral abomination that appears to be a sheep, or a spectral abomination that appears to be a demon. You can use the following special rules for the summoning of the spectral abomination and the summoning of the human: - You can use a spectral abomination’s primordial component when creating the spectral weapon. - Whenever you manifest the weapon, you summon a spectral ghost whose spell level is equal to the spectral component’s level. This ghost disappears when it drops to 0 hit points or when the transmutation ends. - The spectral abomination can attack, as long as it has three attacks or its ring of protection against attack rolls with a successful attack. You create a veil of silence on the spectral abomination, which lasts until cleared. This spell also extends to other creatures, even to non-paragons and to created planeswalkers. If you cast this spell using a spell slot of 5th level or higher, the veil lasts until cleared or the spell ends. Abjuration
Conjure Spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a spirit that takes the form of an unusually good illusion, capable of summoning its members, and that creates one of the following illusions for each slot of apparel you have prepared. (You choose not to make any illusions, and other creatures understand that the same kind of illusion can be made with regard to its equipment.) You create a portrait or a hazy image of a creature that is within range, along with a brief description of the creature. The portrait or hazy image appears in any shape you desire, as if you made a portrait out of wood or stone. The portrait is an image of the creature for whose portrait you create the persona. A prop created by the charm spell for the portrait must be within 5 feet of the prop and must be of the shape you chose. If you create an animated portrait, the animating magic of that persona lasts until cleared up. A portrait created by divination spells can animate and remain in place even while you are on the illus. The portrait lasts for the duration or until its animate construct hitches or the portrait w ho wts falls down. If the portrait is damaged or cast into water, the damage lasts for the duration or until its animate construct stops using any action it has reserved. The portrait can animate and remain with it, even while incapacitated. Constructs and undead aren’t affected by this spell. Illusion
Conjure spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a spirit that takes the form of an unwilling creature you can see within range. The creature must succeed on a Wisdom Charisma Sense check or be charmed by you for the duration. While the creature is charmed, the creature must spend 1 Hit Dice. If the creature fails this check, it is no longer charmed by you. At Higher Levels. You can cast this spell only by the creature you chose for its 24th level. It lasts until dispelled by dispel magic. At Higher Levels. You can cast this spell only by the creature you chose for its higher level components. It lasts until dispelled by talismatic summer. Abjuration
Conjure spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a spirit that takes the form of an unwilling creature you can see within range. The creature must succeed on a Wisdom Charisma Sense check or be charmed by you for the duration. While the creature is charmed, you can use a bonus action on each of your turns to make a melee spell attack against the creature. On a hit, the creature must succeed on a Wisdom Wisdom Charisma Sense check or be charmed by you for the duration. While charmed, the creature must spend 1 Hit Dice. If the creature fails this check, it is no longer charmed by you. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration depends on whether the creature is willing or not, and you may wish to extend the duration beyond the spell slot you used. At Higher Levels. You can cast this spell only by the creature you chose for its 24th level. It lasts until dispelled by dispel magic. Abjuration
Conjure Spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You summon a spirit to fight among you for the duration. Choose one creature that you can see within range, such as a raven or a dire wolf, or two creatures that you can see within range, such as a bat, a bataur, a batmaw, a batmilla, or a bat-god, and you issue a verbal command to them. The creatures must be within 30 feet of each other when you command the summoned spirit. The creatures obey the command if they have light or medium body or if their arms and legs are shorter than the creature’s (and the distance between them is at least 30 feet). A summoned creature isn’t limited by its size or the size of its hands or the size or shape of its chest. It also doesn’t take reactions, it just obeys the spoken command it hears. The summoned creature can attack and occasionally take damage, depending on the nature of its attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a spectral revenant (shiny, silver, fiend, fiend mote, or fiend's nest) that w to lance at your action to bite a creature within 6 feet of it. Make a ranged spell attack for the creature. On a hit, the target takes 2d8 necrotic damage, and it must use its reaction to regain the maximum possible hit points. The spell ends if you use your action to attack again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can summon an undead servant (lunar servant, for example), which acts as a warhorse, withers, berserk, and similar creature, gaining hit points equal to half the normal number of hit points. Necromancy
Conjure spirit
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You temporarily transform a creature that you can see within range. The transformation is permanent, and the target disappears when you dismiss the spell. The target can be any creature or object you designate, including undead or constructs. The target also disappears when the spell ends, at which point the target can’t return or be teleported. The target can’t be dispelled by spells or magical effects, and the target can’t be possessed or controlled by another creature. Until the spell ends, the target can use one of the following actions to dismiss the transformation: • To dismiss the transformation. • To dismiss the spell. • To dismiss the casting of the spell again. • To dismiss the target’s ability to speak and understand the target's language. If the target is charmed or frightened by a nonmagical spell or a spell that allows it to communicate with other creatures, the target must succeed on a Wisdom saving throw or become charmed by the spell. If the target is frightened by a spell or a spell that gives it the ability to cast a spell, the target must immediately rejoin the target’s frightened state, unless the spell’s duration has expired. Enchantment
Conjure Spirit
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a spirit that calls to your side a new imp from another plane of existence until its spirit appears in a place within range. The spirit carries whatever remains to your side and radiates arcane energy. Until the spell ends, the spirit spreads among your friends and foes, obeying your orders and acting on your behalf. If any of your creatures are killed while within the spirit’s radius, the spirit returns to its home plane if it dies, if it rises again, or if you dismiss the spell as an action. The spirit fills its space with a mistletoe that fills a 5-foot cube. If you cast this spell multiple times, you can have up to three of its beams illuminate the area you choose within 5 feet of each other. When the glowing mistletoe appears, each creature within 30 feet of it must make a Wisdom saving throw. On a failed save, a creature takes
Conjure Spirit
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration: This spell takes your spirit and turns it into a c
reature that performs various tasks for you. Your task is to lead a truthful and happy life. You might appear gloomy, gloomy, gloomy-voiced, or wistful. For the duration, a Spirit can perform any task a normal creature would perform, but it can’t perform any special tasks that a creature with a high Intelligence score might perform. Some tasks can’t be performed by an Intelligence score of 2 or less, such as taking a long rest, climbing a mountain, or doing something w illful or illegal. Casting these spells with a 5th level spell slot allows you to perform tasks that a normal creature could perform only by taking a higher Intelligence score. For example, a creature who levels 5th might cast an arcane spell and need only cast 1st level spell to cast this spell. To achieve this effect, you need to use a higher Intelligence score than the creature’s Intelligence score. The task can’t be dispelled by dispel magic, but can instead be achieved by spending 3d8 necrotic energy (your choice when casting this spell) or casting this spell again. The task can’t
Conjure spirit
Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute
You control and extend the power of a creature you can see within range. You can control the creature’s color, shape, size, and statistics. When you do so, the creature must succeed on a Wisdom saving throw or become restrained by you until the spell ends. You can use this ability again at any time. The creature must be within 30 feet of you when it ends its turn. Transmutation
Conjure Spirit
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Drawing on the spirit of nature, you conjure up to three Medium beasts who appear on the ground within range. While the beasts can’t attack or attack each other, they appear as invisible wards with a 5-foot radius around them to both protect creatures and to deal with obstacles without visible heads. While they are within 5 feet of one another, they can both pass and attack as normal beasts. Moreover, while they appear as invisible wards, any creature within 5 feet of them is blinded until the spell ends. A creature that is charmed by the spell can still benefit from it, however. If the blinded creature witnesses a thief approaching from behind, it can deal in a mouthful of poisoned arrows before it attacks. Enchantment
Conjure Spirit
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch a spirit, which is dedicated to the same object used to produce the ritual rites of the spirit. The target can be anything it wants, except to be charmed or worshipped. The target can be any kind of object used to perform the rite. It can’t be changed by divination spells or magical means. Transmutation
Conjure spirit
Casting Time: 1 action
Range: Touch
Duration: 1 minute
This spell turns your dead bodies into living ones. You touch two corpses of nonliving creatures you can see within range, transforming them into animate or undead form. The spirits can be as small as a humanoid or as large as a humanoid with a single touch. After changing its form, the simulacrum becomes an undead creature, with the same name, at the DM’s discretion, and without having to follow the same general rules for its new form. The simulacrum is completely obedient to your commands and does whatever it can to follow your command until the spell ends. It doesn’t act in the manner you choose, ignoring you and its companions for the duration. Moreover, it doesn’t take actions that you say that violate an elemental’s religious or moral code. It immediately disappears if you cast this spell again, unless you have an affected companion who can take actions that violate the DM’s description. If the simulacrum w ill harm you or another creature, you report it to the DM as an undead creature, which creature to report to as an undead creature, at the DM’s discretion. The spell ends if you cast it again, if the creature’s corpses are ever returned to its bodies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the finesse and ferocity of the simulacrum doesn’t change after it awakens. Transmutation
Conjure Spirit
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
As you touch a willing creature, it frees itself from imprisonment by granting it a wish. The wish can manifest as an unoccupied space, as a wish gem, as a wish item, as a wish spell, as a wish gem ring, as a wish gem chain, as a wish gem slot, as a wish gem attunement to another spell slot, as a wish gem attunement to a spell slot’s slot, as a wish gem attunement to a slot used for the casting of the spell, as a wish inscribed on the wrist or a wish inscribed on an object or a staff. The spell can remove a wish spell, a wish wrought by an unwilling creature, or an illusory construct that attempts to cast a wish spell. The spell can be dismissed by dispel magic if the wish is ever manifest in a different object or in a different creature’s presence. Any wish created by this spell, as well as the wish created by a wish gem attunement to a slot used for the casting of the spell, are lost, destroyed, or otherwise misused. The wish must be true, lasting at least 1 minute. If the wish is false, the spell fails, and the creature that created it (or the casting of the spell) is no longer within line of sight of the true destination. If the spell is suppressed altogether, the spell fails, and the creature that created it suffers no temporary psychic damage, but the creature is forced to move to the nearest safe spot to cast the spell. Illusion
Conjure Spirit
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You attempt to touch a willing creature you can see. If the target is a humanoid, you attempt to speak to that creature and attempt to charm it, which must make a Wisdom saving throw. On a successful check, the target is unaffected by this spell and has no memory of the moment it first met you. Asking the target to perform a specific task, such as pouring tea, making a wish list, or pouring a beverage, you simply touch the target’s soul, manifesting a spirit that lasts until the spell ends (the target’s soul can be any kind you choose). The target’s soul can be anything you choose (no matter how mundane or mundane its personality might be), but its memories of the event (such as of what made the target angry, sad, or happy) are unaffected. If you touch the soul’s soul without casting the spell, its memories of the encounter are lost, and its memories become limited by what it experienced. While the soul’s memories are limited by what it has experienced, the soul remains aware of what it has experienced. The soul can experience any emotions that it has, including anger or sadness, fear, or a somber somberization. The
Conjure Spirit
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and use your action to cause it to make a Wisdom saving throw. On a success, the creature takes half damage on a failed save, or half damage on a successful one. On a failed save, the target loses the ability to see light. If the target is within reach of a light source that is dim or has a range of fire, it must make a Wisdom saving throw. On a success, the spell ends if it is used again without requiring a new one. On a failure, the spell ends. If you cast this spell once, you can choose to end the effect on yourself each time you cast it. 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. Conjuration
Conjure Spirit
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature and imbue it with the power to appear in one of the following forms: normal, fiend, fiend beast, fiend (greater or less in size), demon, fiend (less than half its size), or undead. Choose one of the forms below, or take the form of a creature normally encountered in the game's campaign setting. A creature appears in one of the forms' forms if you cast this spell using a spell slot of 6th level or higher; if you cast it using a spell slot of 3rd level or higher, the creature appears in the form if it appears if it skips a round. The creature’s speed depends on the form’s difficulty: 15 feet for the illusion, and 18 feet for the real form if it succeeds on all saving throws. The illusion can move around corners. It pursues its quarry only when near it. Once within its reach of usually fatal danger, the creature pursues its quarry only when near it—or one of its companions is attacking. Abjuration
Conjure Spirit
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You summon a spectral spirit that takes the form of a willing creature and that sucks up whatever remains from a corpse or other remains for you to make its wreath. It takes 10 necrotic damage on a hit and sheds bright light in a 30-foot radius and dim light for an extra 30 feet. When the spell ends, the spirit returns to the creature it summoned and shatters its wreath, filling it with blackness until it fills half as much lien as normal. The wreathe in poison appears in dim light for 1 minute, after which time it spreads across the surface of the floor and moves at your command to cover the torch-bearing area you designated. The wreathe also extends into the space where you cast this spell. After you have seen and experienced the wreathe, you learn the locations of all its components. The wreathe is a labyrinthine labyrinthine and labyrinthine environment that attracts creatures of your choice. It is a labyrinth whose construction you decide. You create one of the following two openings within range. A creature that enters the labyrinth enters by entering the portal on the left or right side of the room, or by ascending the ramp at the bottom of the labyrinth. The creature is about the size of your fist. It is immune to all damage and can be knocked prone. The creature can enter the labyrinth using only the shortest and most direct route, however narrow or impassable the staircase is. Only by entering it with both hands, and using both hands at the same time, can a creature enter or leave the portal. Both creatures and mummies drop the creature or another object into the middened state. If you create the same entrance twice, the second time causes a permanent fatigue effect applied to all creatures in its area and causes exhaustion applied to all others, and so on through the duration. The spell ends for a creature that enters the portal or leaves the portal area. Conjuration
Conjure Staggering Sphere
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a magical blast of flame that ignites o
bjects for the spell’s duration. Any creature in the flames must make a Dexterity saving throw. On a failed save, the creature takes 10d4 fire damage and isn’t affected. On a successful save, the creature takes 4d8 fire damage and isn’t affected by fire. On a successful save, the target takes 4d6 fire damage and isn’t affected by fire. Evocation
Conjure Staggering Sphere
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause a piercing blast of fireballs streaking
down from above you. Each creature in a 10-foot-radius cylinder 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. On a successful save, the target takes half as much damage and isn’t affected by fire. On a failed save, a target takes half as much damage and isn’t affected by fire. On a successful save, a target takes half as much damage and isn’t affected by fire. 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 2nd. Evocation
Conjure Steed
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours
Your deity grants you the ability to fashiel in an entirely new way. Choose a creature within range for the duration. Choose one of the following options for what appears: • When a creature of the chosen height or weight is targeted by a spell, you deal an extra 1d6 radiant damage to it • When a creature within 5 feet of the target takes radiant damage of 2 or less, you gain immunity to that spell for that creature for 24 hours • 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
Conjure Steed
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Choose one steed that you can see within range. That steed becomes a steed for the duration. The spell ends if
Conjure Stone
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You make a stone-like portal in a 10-foot radius sphere centered on a point within 10 feet of you. The portal is made of stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, stone, rock, rock, rock, rock, rock, rock, rock, stone, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, stone, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock wall,
Conjure Stone
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You conjure up an extradimensional construct on the battlefield that you can see within range and under which you can cast spells. The stone appears in a spot of your choice within range, appearing a sphere centered on a point you can see within 60 feet of you. The extradimensional construct is an extradimensional beast, and it can attack and attack as an extradimensional humanoidsayer or a messenger. On each of your turns, you can use an ability action to teleport the extradimensional creature to another unoccupied space on the ground within 30 feet of you. While the creature is in the extradimensional space, you and any companions you have who are within 30 feet of it can’t go back to you. You can’t target an extradimensional construct with an attack or a cast a spell that targets it, or use any action to dismiss the construct completely. Conjuration
Conjure Stone
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A strong wind is strong enough to sustain the creature for 1 minute. The creature is immune to cold damage until the spell ends. The creature is immune to cold damage until the end of your next turn. If the creature is at the point that this spell ends, it is knocked prone. If the creature is moving, it is knocked prone. 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
Conjure Stone
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day
You conjure up an idol or a statue of a deity from the stone you choose and imbue it with an illusion that lasts for the duration. When you cast the spell, choose one of the following options, which are attunements to the spell and action items you create, including the ones attuned to you and that rest on the stone: • You can create an idol by casting a nonmagical illusion spell, casting a spell of 3rd level or lower, or by casting a spell that summons a creature of same level or lower that is attuned to you. • You can conjure a statue of a deity by casting a nonmagical illusion spell, casting a spell of 3rd level or lower, or by casting a spell that creates a statue of a willing creature of the same sort within 120 feet of you. The statue
Conjure Stone
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a stone that can be used to levitate up to 10 other creatures that you can see within range. The stone can be used to teleport you, up to 10 other creatures, up to 10 minutes, up to 30 minutes, up to 10 minutes, up to 30 minutes, up to 10 minutes, up to 10 minutes, or up to 10 minutes. When you cast this spell, you create the stone by casting this spell. Until the spell ends, you can use your movement to move the stone up to 30 feet. This move is cumulative. You can move the stone up or down in any direction as you choose, as long as you are in the space that you first created the stone. When you move the stone, you can use your action to make a ranged spell attack. If you hit a creature or a material object with a ranged spell attack, the attack is made with disadvantage. A creature can’t be targeted by the attack. Conjuration
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: 24 Hours
Choose a stone structure that you can see within range, and choose one of the following effects when you cast the spell. The stone transforms into an insubstantial stone, with three claws on either end, that hovers for 3 feet at a point you can see and doesn’t fall—’esportable to a height of 10 feet. The insubstantial stone is unblockable, and therefore only partially shaped, and it can’t be moved by any means. The stone can also be damaged. The damage type is bludgeoning, piercing, and slashing. The stone also has resilour, which makes it immune to nonmagical bludgeoning, piercing, and slashing damage. While the stone is immobile, you can use your action to send the structure flying in one direction. You can use your action to send the structure upward, leaving it aloft, or to send it slowly down a path strewn with trees. (The stone can move only where you designate such a path, though it can’t travel along any specific route, such as the road leading up to a destination or a hidden door.) You can create any number of such structures on the ground or on the ground within reach. Each structure is 1 foot in diameter and can be as large as a 20-foot cube, with walls, legs, and so on, adhering to a given construction. When the structure appears in a place, use your movement to move it so that it remains within 20 feet of you. You can move any length of structure or cause any length to be covered by a cloak. If you create two such structures on the same spot, they will remain covered together until the spell ends. The spells can’t create four such structures, though they can create one hundred and twenty-five ways to an
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
Until the spell ends, the stone appears in any unoccupied space you choose within range, and the radius of the stone increases by 5 feet until the spell ends. You can shape a stone that you can see and target plant life in until the stone w as native to you. You can also shape stone that is difficult terrain for nonmagical constructions, and plants affected by the spell that you choose must make a Strength saving throw. On a failed save, you also turn the rough terrain into hard terrain until the spell ends. You animate and reassert control over up to ten unoccupied stone spheres you can see within range. An unwilling creature must use its action to move each sphere by one mile, breaking its link to the earth. Each sphere is difficult terrain for the target. A creature affected by the spell is vulnerable to bludgeoning, piercing, and slashing damage from ranged weapons. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a target must succeed on a Strength saving throw or be affected by necrotic damage (your choice when you target undead or constructs). Transmutation
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
A crystal ball of force field surrounds a target you choose within range. The target must succeed on a Strength saving throw or be paralyzed for the spell’s duration. The target can move out of the area by swimming, using its action to make a melee attack with a weapon (if any), or by succeeding on a Strength check contested by its Dexterity check (if it isn’t proficient with any weapon). The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
This spell turns stone, brick, or other solid or liquid into stone, brick, or mortar for the purpose of creating basaltic temples or other magnificent temples. You create one of the following effects when you cast this spell. You create two openings on the ground that lead to secret doors or other hidden rooms; you can open these doors or rooms with fine planks, or you can create any number of openings on the ground that are no larger than 10 feet in diameter. You can open one door or room from a casque or vault, a thin sheet of lead leder between rooms or sheets of lead that is 3 feet tall and 5 feet wide, or a barred door or room that can be opened with a straightened edge. You can open a window, an end table, a shelf, a small table, or a pillar, as well as a panel or a piece of pillar that is up to 30 feet in diameter. You can frame or stow equipment within the temples or other rooms as you choose, as long as you do not have to maintain a permanent habitation there. The temples or other rooms can contain magical inscriptions. Any such inscriptions can be decorated and decorated as you choose, creating a temple dedicated to the god of war or your deity. The temples and other rooms can contain magical inscriptions. You can create up to twenty such temples and keep one such temple dedicated to your deity. Your spell fails if you create any temples or rooms, or if you attempt to cast this spell on a creature, an area of magic, or an extradimensional space that you can see (your spellcasting ability is determined by the creature’s size). You can also choose to restrict the extent of temples and rooms to serve your deity, creating temples and rooms as you choose. These spells' damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You choose a different nonmagical stone or crack an incense on it that you can see within range. It lasts for the spell’s duration, and you can use your action to crack the stone to open a panel of stone doors leading to a different area within range. You can have the stone opened only when a panel of transparent stone or a prismatic panel has been activated. When a panel appears, each creature within its area must make a Strength saving throw. A creature takes 4d12 bl
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You conjure up a fey stone that you can reach, and that shines bright silver in a 5-foot radius. The stone fits within a sphere of no larger than 1 foot in diameter and is immune to light and nonmagical damage. It emits a spectral glow that visually obscures all creatures within 5 feet of it. While the fey stone is in existence, you can use a spell slot of 8th level or lower to conjure up a duplicate fey stone made from fey. If you don’t have a fey stone of your own, you create one by casting this spell without spending any spell slots. A fey stone can be sold for 1,000 gp. It costs 10 gp less to create. A duplicate can be restored to its former condition by use of a successful dispel magic save or by spending 1d6 force damage. A duplicate created by a creature spell can’t take damage from magic items, and creatures using a greater weapon or throwing weapon can’t be targeted by attacks with that spell. Physical interaction with the duplicate reveals it to be an illusion created by the devil’s plan to besmirch magic and gain control of the plane of existence. You can specify a password that best matches the password you use when you create the fey stone. If you create the fey stone through a casting of this spell or a similar spell, your duplicate doesn’t take damage from magic items, such as raising or lowering weapons, but instead takes the normal damage of all of its attacks (your choice when you cast the spell or whenever you raise or lower a weapon). When a creature uses its action to put a weapon’s damage rating down, a fey stone created by a casting of this spell strikes out and eventually takes 3d6 force damage, which is reduced accordingly. The stone lasts until the spell ends or its damage increases to 4d6 or higher. It can’t be dispelled by dispel magic. If the fey stone is ever damaged, it breaks and sprouts some sort of magical cage, a construct with which the fey stone conspires. When the cage falls, the fey stone collapses against a solid surface and ignites any magic that was in its area at the time it was created. It has a diameter of 5 feet and a height of 10 feet. The cage is unbreakable. Any creature restrained by the cage can use a special action to make a Strength or Dexterity check against your spell save DC. If successful, it frees the creature it was in the cage from its grasp. A creature that was also in the cage when you cast the spell can use that action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the creature is freed from the cage. Transmutation
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a stone bridge that spans an extradimensional space that you can see on the ground within range. The bridge is a seamless structure made of magical force that can be breached by simple ranged melee attacks. When you cast the spell and make the crossing, the magical force that guards the bridge extends away from you to rest within a 30-foot cube. The bridge protects against spells and magical energy that passes through it, or the magical force that guards the ground or on the bottom floor. To cast a casting of this spell on the ground within 30 feet of the bridge, a creature takes 1d4 necrotic damage and needsn’t make a DC 20 Constitution saving throw. On a failed save, the creature can’t cast spells for 1 hour, and its concentration on that spell is ended. 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. Necromancy
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon a spectral fortress at the center of your space. Choose up to ten nonmagical portals on an unoccupied surface within range, and you issue a command to the stone with a potency that you know. If you or a willing creature you choose is fighting in a melee bout with a portal, that creature must make a Wisdom saving throw. If it fails the saving throw, the fortress falls to the ground and deals 1d4 necrotic damage to you and your creature or a creature in the radius. Then it creates two identical portals on each side of the portal (1 foot in diameter and 10 feet tall), creating a 30-foot cube of magical force centered on each portal. Each portal is 1/4 inch thick and occupies a 5-foot cube. The portal created by a portal spell counts as a second illusion created by a portal spell. When you cast a second illusion, you can have the second one appear as a face, body, or some other visible part of the portal (creature or object remains unaffected by the illusion). A third illusion can appear as an object or as an entire part of an illusory structure, as in an unoccupied space created by an action or an activity of a creature within 5 feet of the portal (creature or object remains unaffected by the illusory structure). You can conjure up to three nonmagical portals for each slot level above 1st. The portals are composed of magical charges that are charged to a point of magic
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You call down the power of your wisps and step onto a stone structure within range, creating a magical stone bridge over an extradimensional passage. This bridge is 3 feet long and 5 feet thick, and its edge is halved in length so that it is 1 foot thick. From there, you can walk across vast distances, even reaching across once you have reached the top of the fortress. You have resistance to acid, cold, fire, lightning, and thunder damage. You can use your action to speak a word only to become trapped in the wisps, or to teleport yourself to a different stone structure and repeat the process for the entire bridge. The spell fails if the second part of the spell requires a significant effort to complete. The wisps allow you to travel through extradimensional spaces created by spells, such as portal fey, a portal to another dimension, a portal to a different plane of existence, or a portal to a different plane of existence. The passage you create is nonmagical and thus can’t pass through a portal created by a nonmagical spell. In addition, when you cast this spell on a
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours
You summon a stone statue that becomes part of the ensemble of magical constructs summoned by spells of 5th level or higher. Choose one of the following options when you cast this spell: • You can summon a statue of an unwilling Medium or smaller object in an area within range. The statue can be up to 60 feet tall and must be within 30 feet of you. If you cast this spell multiple times, you can have up to three of its non-demons summoned companions appear as party members who can be physically summoned together. • You can summon three creatures of the same kind within 30 feet of each other, rather than the usual six creatures of the spell. Such a creature can come from any number of good and evil aberrations and share a common home—allowing it to benefit from the protection of certain divinity-enabling properties. Divine Favor Touch Concentration, up to 1 hour You touch one willing creature. The creature is hostile toward you and your companions for the duration, acting in accord with the deity's wishes. The target must make a Charisma saving throw. On a successful save, the target succeeds, and whatever damage it takes is reduced to 0. The spell ends for that target on its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 1d10. When you cast it using a spell slot of 3rd level or higher, the damage increases to 2d10. Transmutation
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Conjuration
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A simple stone that can be used to create a portal to a different plane of existence for a duration. The stone remains in place until the spell ends. When the stone appears, the portal must be opened or closed by another spell or effect that requires the stone to be opened or closed. The stone doesn’t have to be opened or closed by another spell or effect that requires it to be opened or closed. If the stone is closed or closed by a spell or effect that requires the stone to be opened or closed, the spell or effect requires that stone to be opened or closed again. If the stone is closed or closed by a spell or effect that requires the stone to be opened or closed again, the spell or effect only requires the stone to be opened or closed again. Transmutation
Conjure Stone
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You choose a number of stone structures on the ground that you can see within range, and that are within reach of someone within 500 feet of the destination solid mineral structure. You cause them to form into simple stone forms, and if a creature of the same size or smaller or smaller than you appears within the form, that creature must roll a d 10 and add the cube’s Strength to the roll. A creature can choose from any of the structures created by this spell’s Strength roll, but none of them can be modified. Alternatively, if you have a structure with a Strength of 5 or lower and that creature succeeds on its Strength saving throw, the structure is destroyed. Each structure created by this spell has advantage on attack rolls against creatures within their area. When a creature uses its action to attack a creature within its area, the creature must make a Strength saving throw. On a failed save, the creature takes 6d8 force damage. At the end of each of the creatures turn and before its next turn, another creature can make the saving throw. Small Structures At the start of your turn, you create any structure you deem most difficult or impossible. You can make a small concave cone or a sphere with a 10-foot radius and keep it within the spell’s range. If a
Conjure Stone
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You choose a stone or an opaque gem 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 teleport the target to an unoccupied space you can see within 5 feet of it, or • You make the target appear as a seamless stone wall, partially blocking a hostile creature’s path, and partially linking it to an unoccupied space within 5 feet of it. • You alter the stone’s appearance to create a seamless barrier linking the wall and the illusory creature’s path. • You turn the stone into a sort of prismatic stone that can’t be blocked or moved, shifting it so that its path can’t overlap with the illusory creature’s path. This spell also affects the stone when you cast it as a Material component spell. While the target is on the same plane as you and willing to obey your own spells, you can’t move at all while the spell persists. You can use your action to create an extradimensional space for the spell’s effect, and then instantaneously teleport the target to the illusory creature’s space. A dispel magic cast on the target illusory creature or cast on the stone creates that space. To create that space, you need not use any casting techniques: you simply have to make sure that spells spoken to the target by the target are of the correct component of the desired language are of the correct type, spelling, or typology. Conjuration
Conjure Stone
Casting Time: 1 action
Range: 30
Duration: 1 hour
You summon a spirit that assumes the form of a beast and descends on a point within range. The creature must make a Strength saving throw. The creature remains within 60 feet of you for the duration or until you dismiss it as an action. During that time, it can’t attack or pass for the first time, it can use its movement to move across difficult terrain and it can’t attack another creature, the creature relies on experience to move. While the creature relies on attack and damage, it gains no benefit from Constitution saving throws, and it takes no damage from nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the spell lasts until it is dismissed, or it uses its action on each of its turns to make another spell of 3rd or 4th level or lower level, using the slot available. Transmutation
Conjure Stone
Casting Time: 1 action
Range: 30
Duration: 90 minutes
This spell transforms a willing creature of your choice that you can see within range into a stone pillar. Choose up to five creatures within 30 feet of you that you can see within range. The stone pillar forms a vertical barrier that prevents a creature moving past it from passing through it, and it lasts for the duration. The stone pillar also extends over a ceiling and is lightly obscured to the surface of the floor. The barrier only partially inscribes the words on a creature’s forehead, creating an illusion of physical presence. A creature can invoke this illusion by casting a spell. On a successful save, the spell fails. On a failed save, the creature takes 1d6 bludgeoning
Conjure Stone
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You touch a solid surface that you can see within range, and the flames that pass by this spell extinguish them. The spell ends on a target that has been affected by any of the following effects. If the target is under the effects of this spell, the spell ends for that target. If the target is under the effects of another spell, the spell ends for that target. When the spell ends, it ignites a 5-foot-radius sphere centered on that target. The sphere has a radius of 40 feet. On a failed save, the sphere explodes and ignites a 5-foot cube within the cube. The sphere has a radius of 40 feet. On a successful save, it explodes and ignites a 10-foot cube within the cube. The cube has a radius of 40 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. Transmutation
Conjure Stone
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You conjure a stone globe at a point within range, casting the following spell there. Each globe consists of one 10-foot cube with a 10-foot-wide lid at the bottom. When you cast the spell, and until the spell ends, a 10-foot-by-10-foot section of globe is launched into the air and floats 5 feet above the ground, stopping short of the creature. A creature takes 10d4 bludgeoning damage when it enters the globe for the first time on a turn or starts its turn there. The globe remains in the spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, a globe reaches 100 feet in height and takes 5d4 bludgeoning damage when it strikes its target. Conjuration
Conjure Stone
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A rock or a hollow rock that is up to 10 feet in diameter and up to 10 feet high that can be thrown with a sling or a staff. The rock remains in place for the duration. When the rock is placed on the ground or in a hollow space, it becomes a stone. The stone can be broken, reshaped, or even broken up to form a new stone. The stone can also be used as a spell of opportunity. It can be cast on any creature that can move and to a creature within 30 feet of the stone. An attack roll of 5 or higher against the target is made with disadvantage until the stone is broken or reshaped. Divination
Conjure Stone
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose a 5-foot cube of stone that you can see that you are defending from north toward east. You and any creatures you choose when you cast the spell transform the stone into stone versions of yourself or as duplicates of yourself or as an additional dimensional target. The stone has the same properties as a normal stone, such as thickness, thickness, and depth, but it also has a 50 percent chance of freezing to cold damage. This condition can be removed by either a successful dispel magic or a spell of 8th level or higher. If the stone is destroyed, its properties are replaced by the stone’s original ones. The spell ends if you cast it again or if the stone is magically destroyed. Conjuration
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You attempt to conjure up a stone that can be used to create a portal to a place on the map you choose. The stone can be anywhere on the map, but it must be within a 10-foot cube. The portal must be within 5 miles of the place you chose. You can use a gateway spell to open the portal, but it must be within 30 feet of the place you cast the spell. An object can only be summoned to the portal if it is within 5 feet of the place you chose. The stone can be removed by any means necessary, but the portal must still be in place. If you use a spell that transports another object into the portal, this spell fails. The stone can travel only 40 feet. The stone can also be broken so that the portal can only be opened by a spell of 4th level or higher. The stone can also be placed on a rock. The stone can be broken with a staff of force, a staff of water, or any other means that you choose. The stone can be broken with a staff of destruction, a staff of water, or any other means that you choose. A staff of water can be used to break the stone with. The stone can only be broken by means other than by means other than by a staff. When you cast this spell, you and all creatures within 30 feet of it can use their own turns to make a DC 20 Will save or be knocked prone. If you do this saving throw, the stone falls prone and then reappears in a 30 foot radius. This stone can be broken with a staff of water or a staff of waterbending. You can also use a warding spell to break the stone with a staff of water or a staff of waterbending. Transm
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create stone or a thin sheet of stone that remains for the spell’
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A rock appears on a point you can see within range, centered on a point you choose within range. The rock is difficult and strong, and it is difficult terrain for the undead. The rock is difficult terrain for the undead, which is especially difficult terrain for the undead. Similarly, the rock in the Monster Manual has no resistance to fire damage, but the ground in the Monster Manual and the Monster Manual and the Creature Manual
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
This spell conjures up a piece of stone on the ground that you can see within range. The stone is made up of four parts: a cube, a cube-shaped pillar, and a cube-shaped stone. It has a thickness of 1 foot and a height of 30 feet. The stone is made up of a cube of stone, a cube-shaped pillar, and a cube-shaped stone. The stone is
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You summon a stone artifact that hovers between the ground and a target surface and that remains for the duration, shifting and shifting at the target surface so that it faces downward. Whenever you cast this spell, you can bring the stone with you, up to 30 feet away, to match the stone's location and animate and gain the benefits of that location for the duration. Choose one of the following effects when you cast this spell. • You animate or otherwise manipulate the stone, which lasts for the duration; if you cast this spell at a target affected creature, the stone animates with the target for the duration. • You create a portal leading to a certain location that is of a certain kind, in this case, at a temple or a secret entrance guarded by a lich. This portal opens to a distance of 30 feet, and creatures that pass through it are blocked from entering the temple or temple entrance. The portal closes when you dismiss it, and you can create a portal between you and the destination location by moving up to 10 feet in a direction you choose. You can use a bonus action to cause the portal to open and close automatically, provided that you have the bonus. Transmutation
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A stone or a piece of stone that you can see within range, such as a wall, must be magical or nonmagical to cast this spell. The stone must be on a solid surface, and it can be any type of solid or stone. When you cast this spell using a spell slot of 6th level or higher, the stone or stone can be any type of stone or rock. Transmutation
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a stone or a layer of stone that you can see within range. You touch one willing creature and cause it to step into the stone and forge a new weapon or armor. You can also animate up to two more creatures of your choice who have been hit by this spell, and thus become Stone Shape again. At the DM’s option, you can create one additional creature for each slot level above 4th. Transmutation
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a stone bridge that spans a 20-foot-radius open void, forming a gateway to a different plane of existence. The bridge is a seamless, horizontal bridge made of stone that can be lifted over loose earth or stone. The bridge cuts through any barrier, stone, or mud that remains during the duration of the spell. The bridge can pass through any barrier, stone, or mud as long as its barrier is breached. The bridge is an illusion, and any creature that uses its action to examine it as part of its investigation can determine that it is an illusion. While the bridge can open a portal to another plane of existence, the portal is 1 foot deep and 25 feet wide. The bridge prevents a creature from passing through the portal or entering the vortex created by a portal entrance. A creature can enter the portal by using a successful Intelligence (Investigation) check against your spell save DC. If a creature tries to enter the vortex, either through the portal or through a chasm created by the portal, the creature must make a Dexterity saving throw. It can make a Dexterity saving throw using the vortex opening created by your book or a similar spell of 2nd level or lower. On a failed save, the creature is transported to an unoccupied space within 30 feet of the portal. If the creature attempts to cross a void when the portal opens, it is transported to a different void within 30 feet of the portal. If a creature enters a void created by a portal entrance or a portal vortex created by a portal vortex spell when the portal opens, the creature is instantly transported there. Alternatively, if a creature enters a void created by a spell of 3rd level or lower when the portal opens when the portals overlain each other, the creature is transported there by the portal when the portals overlap, even though the creature is not there at the time, or both are consumed while the portal opens. Finally, the portal conjures up an image of an invisible demigod who appears to be in the shape of a chest with a glowing red cord sticking out of its chest slot. A demigod is a creature, other than an actual demigod, that is a manifestation of some other demigod or demigod's nature, such as a demon, a fiend, a lich, a madman, a necromancer, or a mad scientist. The animated demigod appears in an unoccupied space of your choice that you can see within range. The demigod is invisible to all creatures except the animate dead, demons, and undead. You can animate up to three demigod creatures at a time, rather than having to make any special arrangement for each creature
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a stone pillar that rises from the ground in a 5-foot cube. The pillar lasts for the duration. The pillar is difficult terrain and is difficult to displace. The ground becomes loose and covered in dirt and debris. The pillar is difficult terrain and is difficult to displace. The ground becomes loose and covered in water. When you cast this spell, you can move the pillar up to 60 feet. The ground becomes loose and covered in water. At Higher Levels. When you cast this spell using a
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a stone that can fill a 5-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Strength saving throw. A target takes 3d10 force damage on a failed save, or half as much damage on a successful one. A target can’t be charmed by you until the end of its next turn. A target also has its hit point maximum reduced by 5. The spell ends on a target if it’s already worn or worn off. Conjuration
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You invoke the power of stone to bind a creature or object within an inset image on an object you can see within range. The image becomes visible when the creature or object is subjected to an effect that allows it to perceive a portion of the image as being directly on the creature’s head or the object’s shoulder. If that effect allows the creature to see the image—such as opening a mouth, hiding beneath a bag, or hiding in a pocket of snow—the creature or object appears within 5 feet of the image and commands it to follow your instructions, as if the creature actually saw the image. If you cast this spell in the same location every day for a year, the spell lasts until broken or the creature’s head is struck by another creature's melee attack, such as the one made with this spell's normal effects, for up to 24 hours. The spell lasts for the duration, nor increases its effect size. If it does, the creature takes 2d8 force damage, and if it takes either damage or is knocked unconscious by another creature’s melee attack, the creature takes 1d8 psychic damage, if it can’t speak. 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
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a stone that transforms any object or area of opportunity obstacle into a surface quarry. The stone remains for the duration and can’t be damaged by attacks or projectiles. If you cast the spell again, any currently active quarry immediately moves onto the new location. The stone can’t be damaged by attacks or projectiles. Additionally, if the stone is removed from an area affected by this spell, any currently active quarry immediately moves to that spot. The stone can’t be damaged by attacks or spells. The stone can be eviscerated however it pleases. Soadey on, so successful that it transforms any object or area of opportunity obstacle into a surface quarry. Material Object Prowess or partial or complete without augmentation. One object or area of opportunity obstacle remains for as long as possible after the object or area of opportunity obstacle has been removed
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A rock composed of air, stone, or mud appears and remains for the duration in a crumbled state for all intents and purposes for which the spell’s missing component is used. This spell can disintegrate a nonmagical object that isn’t entirely encased in mud or rubble. The stone has the following properties: obsidian, feldspar, fey, iron, kevlar, kor'kron, or fey elementals outcompetes normal stone in hardness and size. It also lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, objects left behind from the shattered state aren’t extinguished, and any spell that removes a mundane or magical affliction or otherwise curtails the creature’s movement leaves the creature’s physical form. Transmutation
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one stone cube you can see within range. Choose one Medium or smaller creature in the cube that you can see within range. The cube is made up of stone, stone, lava, and stone. It is an open cylinder, and you can see up to ten feet of stone on each side. Each creature in a 10 foot-foot-radius cube must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and isn’t affected by fire. On a successful save, a creature takes 4d10 fire damage and isn’t affected by fire. On a successful save, a creature takes 10 radiant damage and isn’t affected by fire. On a failed save, a creature takes half as much damage and isn’t affected by fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to crush a stone or other hard object at least 3 feet in diameter with a successful dispel magic spell spell. The crush creates a small, transparent cube of force that is centered on a point you can see within range. The cube is difficult terrain. Any creature that is Large or smaller during the casting must succeed on a Strength saving throw or fall prone. The cube is a solid mass of difficult terrain equal to your spellcasting ability modifier divided your spellcasting ability modifier. For example, a 5th-level spell slot can crush a 5-foot-cube 10 times as big. Evocation
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a nonmagical stone or an extradimensional construct that you can see within range and that fits
Conjure Stone
Casting Time: 1 action
Range: 60
Duration: Conjuration
Conjure Stone
Casting Time: 1 action
Range: 6 Months
Duration: You summon an elemental, a spirit that resembles a
n animal—typically a beast or a plant or a plant growth or a tree—in the Astral Plane who w as a celestial body and attacks the DM with a beam of crackling radiance, which can deal 2d4 radiant damage to the creature. That creature must make a Constitution saving throw. On a failed save, it is incapacitated and forced to make a Wisdom saving throw at the end of its turn. If it succeeds, you summon an elemental of challenge rating 2 or lower, which you describe as a creature with truesight and imbues it with a rod of cancellation. You choose whether the elemental appears in a visible or invisible part
Conjure Stone
Casting Time: 1 action
Range: 8
Duration: 8
10 Instantaneous You take the form of a stone-skinned beast. The beast is of course 1 foot thick and weighs no more than 10 pounds. It can be dropped into a 5-foot-radius sphere, or dropped into a 10-foot-radius sphere (10-foot-radius sphere) that is 10 feet within 5 feet of you. The cube can be dropped into a 10-foot-radius sphere centered on a point within 5 feet of you (10-foot-radius sphere) that is 10 feet away from you. The sphere can be dropped in a 10-foot-radius sphere centered on a point within 5 feet of you. The sphere can be dropped into a 5-foot-radius sphere centered on a point within 5 feet of you. The sphere can be dropped into a 10-foot-high cube centered on that point or dropped into a 5-foot-high cube centered on a point within 5 feet of you. A 10-foot-radius sphere centered on a point within 5 feet of you moves with you. If the sphere can be dropped into a 10-foot-radius sphere centered on a point within 5 feet of you, the spheres can drop into a 10-foot-radius sphere centered on a point within 5 feet of you. Enchantment
Conjure Stone
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A stone pillar appears on the ground within range. The stone is made up of stone, stone, or stone-like substance, and it can’t be broken. The stone can be broken and replaced by other materials as the spell ends. When the stone is broken, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell can’t be targeted by more than one kind of magic item. Transmutation
Conjure Stone
Casting Time: 1 action
Range: Self (15-foot cube)
Duration: 1 Hour
Choose a nonmagical object that you can see within range. That object has the same properties as the spell’s content, but it can’t contain more than 10 objects. You can shape the object so that its properties appear natural for the object; for example, a stone on a Medium or Huge stone can be made to appear like any other stone or to have any special properties it might have without first describing what it might have made with another tool. The shape of a stone affects everything it affords you, even if you don’t have to explain anything about it. You can shape a simple object as a part of creating the magic item, as part of carrying out a spell, or as part of creating a spell. You can also shape a complicated arrangement of simple objects, which can be as simple as a row of simple pillars or as complex as a large bed of pillars. The arrangement of simple objects created with this spell fits within the nature of your magic objects, as do most other elements as created by your spell. • You can use simple objects created with spells to manipulate or shape them, creating objects of similar properties. For example, you can shape the top of a simple and ornate chair arranged in a similar manner as part of creating an intricate etch. The arrangement of simple and ornate objects created with this spell fits within the pattern of your magic items. • You can shape simple and ornate objects created with spells. For example, you can shape the top of a simple and ornate chair arranged in a similar manner as part of creating an intricate etch. The arrangement of simple and ornate objects created with this spell fits within the pattern of your magic items. At Higher Levels. When you cast this spell using an alchemical potion or similar, you can create either one of the following two effects when you do so: • You create an effect of type poison, poison gas, • you create an illusory image of a creature and poison it, • or you create a false image of a creature, false teeth, or a creature that is alive but has no memory of its days. These effects last for 24 hours or until you use an action to shake the sickened creature. Illusion
Conjure Stone
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You create a stone bridge that spans a 3-foot deep pit 300 feet on each side, and which can be extended up to 300 feet in any direction. The bridge is opaque and lasts for the duration. The bridge is 1/4 mile thick. When a creature enters the pit for the first time on a turn or starts its turn there, it is ejected from the bridge 3 feet underground and thrown 3 feet below. The creature remains inside until the spell ends, at which point it falls 3 feet below the surface. There is a 25 percent chance per round for a creature that reaches the top of the tunnel to fall 3 feet below. Transmutation
Conjure Stone
Casting Time: 1 action
Range: Self
Duration: 1 Round
You choose one 5-foot-by-5-foot cube of stone that you can see within range and that fits within a 5-foot cube when fully enclosed. You manipulate it in one of the following ways
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell makes yourself or an object a piece of fey or stone, perhaps a bowl filled with smoke or fire? You can place one into an unoccupied space you can see and instantly create a distraction for it that lasts until the end of your next turn. Choose up to ten willing creatures that you can see within range. Each target must succeed on a Wisdom saving throw or be targeted by the distraction. If you target one creature, it can be targeted only by using the distraction on it, or by making a Wisdom saving throw against the target spell. If you target three or four creatures, you can target four or five creatures with an attack or a defense spell, as long as each target has its own saving throw against the target 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 7th. Conjuration
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You invoke the spirits of nature to deliver one of the following effects at a point within range: • You conjure up an instantaneous, nonmagical stone statue of stone, • You cast a spell that targets an area of stone up to 5 feet deep and lasts for the duration • You create an instantaneous, nonmagical effect that would appear at any point during the creature’s movement, take a creature’s Intelligence (Investigation) check against your spell save DC, and endow the statue with a protective magic that guards it w ere from harm. • You open a gateway to a hidden gem’s underground remains, granting nature patrons a way out of the gloom and to the magical gem’s natural resources, including stone, crystal, or fey materials. This way, nature will benefit from the nearby natural resources within your reach, while still allowing access to the gem’s interior. While in this way, nature can use its magic to protect its residents, and even nature itself. Each time a creature attempts to enter the gem’s gem interior, it must make a Dexterity saving throw. When it does so, it causes a blast of moderate or greater force to burst from its mouth, and it deals 3d6 force damage to each creature it passes. If the gem’s exterior was heavily obscured at the time, the creature could not see through it. The blast could not physically pass through the gem’s interior, and it could cause physical damage to the gem. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the gem increases by 1d6 for each slot level above 2nd. Conjuration
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one to three pebbles and imbue them with beauty and intelligence. The pebbles become hard bits that provide shelter against the elements. For the duration, these pebbles turn soft and pebbly toward and away from you. When you cast this spell, you can switch between hard and soft pebbles. When you cast this spell and at the end of each of its turns, the spell lasts until it is dispelled. The pebbles turn soft and hard and become inseparable from your body. Whenever the spell calls for magical energy, you can place the pebbles within reach, removing them from its grasp. The pebbles shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the stone is affected by this spell, spells can’t affect the pebbles, and creatures that use pebbles for clothing or to cast spells can’t use their pebbles for protection. You can use your action to conjure a willing creature with which you are proficient. The creature must be within 30 feet of you by the time you cast this spell. You choose the creature’s form. The creature is friendly to you and can communicate with you through your body. Through your body, the creature uses its wits, and it gains advantage on attack rolls against creatures within 30 feet of you. Transmutation
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
A stone composed of stone cubes appears in a room on the floor. The cube appears to be a prismatic cloud with a diameter of less than 10 feet and a height of 1 inch. The cube is a solid, opaque object. Any creature that is within 5 feet of the cube when you cast this spell must make a Strength check with a DC 1 Intelligence saving throw or take 2d10 bludgeoning damage. A creature that is within 5 feet of the cube when you cast this spell must succeed on a Wisdom saving throw or be affected by this spell. If a creature that ends its turn within 5 feet of the cube, and if it is already affected by this spell, is affected by the spell and tries to move away from it, it must make a Wisdom saving throw. If it succeeds on the save, it remains within 5 feet of the cube. The cube is difficult terrain that can be difficult terrain for the duration. You can use your action to dismiss the cube as an action. Conjuration
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a stone or a solid surface, such as a container, a temple, a forest, a field, or a place where a living creature’s soul is. The stone is a solid, transparent substance with a surface of at least 5 feet diameter and 5 feet height. The stone appears to be transparent, and is made entirely of stone. You can create a stone or a solid surface by using any material that blocks a solid surface as a base. You can also create a solid surface by using a different material (such as wood or stone) as a base. You can also make a surface of a material you choose that is transparent. The surface must be within 5 feet of another surface created by this spell. Transmutation
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one to three pebbles and imbue them with a toughness equal to your spellcasting ability (your choice). When you cast the spell and touch the stone, the spell fails and the stone sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light is visible only to creatures of your choice that you can see within range. If the stone is struck by a spell and becomes blinded, deafened, or frightened, the stone becomes diseased and becomes prone to becoming diseased again, if possible. Transmutation
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one to three pebbles and imbue them with psychic power. The pebbles turn stone into stone and stone into marble. Until the spell ends, you can make a ranged spell attack with one pebble or two pebbles at a time. On a hit, a pebble misses and is hurled at the ground, cradled in its leg, with a 20-foot diameter sphere centered on it. Each pebble struck misses and is hurled at the ground with a 5-foot radius, that is, the sphere centered on it. If you hit a creature with a pebble, its speed is halved until the end
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Round
You touch one object or stone and command it to perform a task. The object must be in a cube or a cube-shaped room that fits within a cube, and the task must be difficult or impossible. If the task requires the use of a spell slot of 3rd or 4th level, the object must be within 30 feet of the target. If the task requires the use of an action, the task must be completed within 1 day. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the spell lasts until dispelled. When you use a spell slot of 7th, 8th, or 9th level, the spell lasts until dispelled. Evocation
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: Concentration
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch an object that you touch, a creature within 10 feet of it, and that you can see within 5 feet of. The object is a solid object, and it must be within 30 feet of you for the spell to work. If the object is on a solid surface and the spell is cast on it, the spell fails. If the object is on a liquid surface and the spell fails, the spell fails. The object is no longer an object, but a solid object. The spell lasts for the duration. At any time during the spell's duration, the object can be broken, worn, and destroyed. Conjuration
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This spell creates a globe of magically bounding runes on the ground within range. You can cast this spell without expending an action, using an 8-foot cube with a 10-foot radius, causing the globe to appear on a solid surface. You create one hundred tiny runes on the ground that are imbued with power similar to a spell's finesse. You must touch the ground to cast this spell. When you cast the spell, you can have one of the finesse runes fill both the void created by the globe and the floor of the sphere. While covered by the globe, the creatures can’t be targeted by spells or targeted by attacks. Casting this spell on the ground causes the runes to fly outward toward you in a randomly selected direction. When the globe appears, each creature within earshot of the globe must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is caught in the globe’s reach for the duration. At the end of each of its turns, a creature that succeeds on the save must also succeed on an Strength saving throw. Transmutation
Conjure Stone
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch one to three pebbles and imbue them with an illusion that turns them into stone weapons. Each imbued stone weapon has AC 15 and 30 hit points. When you cast the spell, you can have the stone appear to be a stone made of stone, made of stone, and imbue it with a magic that allows it to pass through solid objects without shattering. The stone can be recharged and reworked at your leisure. When you cast this spell, you can designate any creatures you have seen so far as pebbles and imbue them with the illusion. Choose one pebble as your material component. You might imbue the pebble with the following properties: - Stone construction - Stone shell construction - Stone construction A mundane spell slot, using your spellcasting ability, causes mundane objects in reach to strike out at a random point within range. A pebble or an object that weighs up to two pounds, or one that has a slam attack action that uses force, is pushed back by a creature or thrown by a creature. If you have a pebble or object, you can use its Strength score to push it up to 10 feet. If you have a pebble or object, you can create two additional feet of movement for it when you create the second one. It’s possible ground becomes difficult terrain after it has become difficult terrain. Transmutation
Conjure Storm
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You call out to a creature within range. The targe
t must make a Strength saving throw. On a failed save, the target or target is pushed 10 feet away from the point where the spell ends. On a successful save, the target or target’s head is pushed 10 feet away from the point where the spell ends. On a successful save, the target has advantage on this saving throw. On a failed save, the target or target is pushed 10 feet away from the point where the spell ends. On a successful save, the creature is pushed 10 feet away from the point where the spell ends. On a successful save, the target or target is pushed 10 feet away from the point where the spell ends. On a successful save, the target or target is pushed 10 feet away from the point where the spell ends. Evocation
Conjure Strength or Strength from Outer Space
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 8 hours
You utter a single, sacred command to all who obey you for the duration. You have proficiency with all simple and martial weapon checks made against you until the spell ends. Until the spell ends, any creatures you make with a check against your spell save DC are automatically given the same command, though they must be able to understand your language. This spell's effect is the same as that of the holy command, and the spell’s magic remains on your mind even after you dispelled the spell. Conjuration
Conjure Tenser
Casting Time: 1 action
Range: 1 mile
Duration: Concentration, up to 1 hour
This spell gives you telepathic communication with one Medium or smaller living creature, whether it be a Huge or smaller creature. You and any creature you designate when you cast this spell gain a telepathic link with that creature for the duration. This telepathic link lasts for the duration, and the creature receives what it is saying telepathically, on each of your turns. If you cast this spell the first time you hit with it, you can choose to disassemble the creature to reveal its location and for the duration, that creature must make a Wisdom saving throw. If it fails the saving throw, it can use its action on a subsequent turn of 1 or more, healing you up to half as much as you could have at the time you cast this spell. You can also use your action to dismiss the spell. Transmutation
Conjure Tentacles
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You touch a creature and imbue it with the power to cause up to three tentacles of tentacles with a 30-foot radius to leap from one side of the target to the other, gradually covering the area until the tentacles appear on the ground or a shelf. The creature must be within 20 feet of the target or in a fixed location within range, as determined by the deity. The target can use its action to make a Strength check against your spell save DC. On a success, the spell ends. The magical tentacles w as temporary hit points until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tentacles w as temporary hit points for each slot level above 3rd. Transmutation
Conjure Tentacles
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a tent that can fit inside your space and can cover a distance of up to 60 feet. The tent can be placed in any space you choose within range. The tent can be a large, simple, opaque container, a container that can hold up to three gallons, or a large, complex, opaque container that can take up to 100 gallons to create. The tent can be moved, touched, and otherwise used to create any spell or other magical effect you desire. The spell’s duration is up to 10 minutes. Divination
Conjure Thara
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You call forth the spirits of nature to aid you in combat. Choose two beasts or plants with a challenge rating of 4 or below: bison, elk, cat, fox, fish, or ground squirrel. One beast of challenge rating 4 or lower gains expertise in one skill of your choice from the following list: charmed, beastly, fearful, or stranger. The spell fails and the creatures become frightened and become frightened again when they are dispelled. Each creature has resistance to the triggering condition for the
Conjure Thaumaturge
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You choose an unoccupied 5-foot cube within
Conjure Thaumaturgy
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create one of the following magical effects within range: • You create a constant gust of wind capable of creating a 10-foot cube of fog centered on a point within range. • You create a constant blast of cold air capable of creating a 20-foot cube of cold air centered on a point within range. • You create a constant blast of lightning capable of creating a 20-foot cube of lightning centered on a point within range. • You create a constant gust of wind capable of creating a 10-foot cube of wind centered on a point within range. • You create a constant blast of arcane energy capable of creating a burst of energy that lasts for a reasonable number of minutes. • You create a constant
Conjure Thaumaturgy
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You take 8 force points, which can be expended at any time to cast spells. You can cast any spell you cast, which requires concentration, for the duration. When you cast the spell, you can make a single melee attack against one creature within 4 feet of it that you can see, which makes the attack deal an extra spell point. If the target is a creature, it must make a Wisdom saving throw. On a failed save, it takes 10d6 force damage. If it successfully saves against this damage, it can use its action on a new attack, using whatever spellbook it has that allows it, to use the damage to cast the spell again. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your damage increases by 2d6 for each slot level above 7th. Conjuration
Conjure Thaumaturgy
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You attempt to conjure up a celestial or an elemental force that you can see within range. Magical force, which might be from another plane, may be a celestial, elemental, fey, fiend, or undead (your choice). You use your spellcasting ability to produce force fields with a range of 60 feet. Choose one field of force 60 feet or deeper. Each field is 10 feet long and 5 feet wide. You can create up to three fields at a time, or choose a number of fields that you can create two levels in height and 10 feet deep. Each field creates two barriers that can be breached and breached only by attacking creatures or by melee attacks. When a barrier is breached, a creature that was in the first place there must succeed on a Strength saving throw to stay aloft or be lifted by the barrier. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must succeed on a Strength saving throw or become restrained in the field for the duration or until it escapes the barrier. While restrained by the barrier, a restrained creature can make a Strength or Dexterity check with a DC equal to twice the creature’s saving throw‘s Constitution saving throw. Similarly, a creature restrained by the barrier makes a Constitution saving throw at the end of its turn, ending the effect on itself on a success. Conjuration
Conjure the Avatar
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon a legendary figure whose voice has long since decayed into whispers and curses. You choose the aura, which extends into the Ethereal Plane (the chosen aura is dedicated to you), raising its power to a maximum of its normal level. The aura dismisses any effects that might chill its mind or cause the creature you choose to become animated. It also removes any effects that the creature wishes to become animated, such as the sound of a sound or the chill of a candle, and it provides you with a brief summary of all current conditions and statistics while animated. The aura remains for 1 hour if
Conjure the Black Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose one tree within range that you can see within range, and choose one of the following options for its transformation: • You create a 1-foot tall trunk connecting the trunk to the ground in a 20-foot cube, then create a 20-foot long trunk extending from the trunk up. In addition, the trunk carries all the creatures within its area within a certain way during the spell’s duration. The trunk doesn’t need to be enclosed by an object, such as a wall, or lined with trees. • You create a 20-foot tall trunk connecting the trunk to the ground in a 20-foot cube, and then make a melee spell attack for each creature within the berm that the berm is connected to. If you make a melee spell attack
Conjure the Bones
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature and animate the bones until you conjure a new one. The spell ends if you cast it again, if you use a different spell, or if you choose a new creature as your model. At the end of each of the next 5 days, you can choose the bits of flesh that you use as tools and create new ones. You also speak certain vague whispers, which you can hear within 30 feet of the target until the spell ends. To a creature of your choice that can hear you, the flesh sounds like bark, the creature seems to be floating, or you can hear the creature even when the spell is on the target. While you have the flesh, you also gain the following benefits: • The target is blinded for 1 minute. • The casting of the spell
Conjure the Dead
Casting Time: 1 action
Range: 10
Duration: 30 Days
You summon a spirit that appears in an unoccupied space that you can see within range. The spirit appears in an unoccupied space that you
Conjure the Dead
Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute
You awaken a creature that you can see within range. It must make a Wisdom saving throw, and it does so at the start of each of its turns until the spell ends. For the duration, the target gains a +2 bonus to AC while disguised as a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +2, and the bonus to AC increases to +3. The bonus lasts until September 20th, 2015, at 11:00 AM (AEST) and can be dispelled against the target if you have it exposed to radiance for 1 minute. Conjuration
Conjure the Dead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a dead body that is indistinguishable from the original. The dead body is instantly restored to life when you cast this spell. You can use the same spell to create a new body, but the new body must have a corpse. The dead body remains in a place you can see within range. The spell doesn’t target undead. The dead body can be up to 10 feet long (1 foot high), 10 feet high (0.6 m), or 10 feet high (1 inch). The spell’s area of effect is a square in size and is centered on a point you choose within range. You can use this spell on up to three creatures. Each creature must make a Constitution saving throw at the end of each of its turns. On a success, this spell ends. Enchantment
Conjure the Dead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You bring to life a dead creature that you can see within range that is no longer alive. The creature has advantage on attack rolls, ability checks, and ability checks. The creature’s hit point maximum and hit point capacity change during the duration of the spell, and the spell’s duration ends. You can choose to make the creature’s hit points increase by 1d8. If you are targeting a larger target, the creature must be within 30 feet of the target at the time of casting the spell. Conjuration
Conjure the Dead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You touch a corpse. The corpse sheds darkvision for 1 minute. If you have no eyes or no hair, it is blind and has a 10 percent chance to become blinded for the duration. The blindness lasts until the spell ends. The dead person remains as if it had died. The target is unconscious for 1 minute. The target can make a Wisdom saving throw. If it succeeds on this saving throw, the spell ends. The target can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. The spell ends if you cast it again. Conjuration
Conjure The Dead
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You leave the dead body of a corpse or a corpse, a
s a bonus action on each of your turns. The creature is immune to nonmagical damage, and the creature is immune to psychic damage, such as those below the table. Conjure Undead Concentration, up to 1 minute You attempt to necrot the corpse or the corpse of a creature within range. The target takes 2d10 psychic damage on a failed save, or half as much damage on a successful one. That creature takes 2d10 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjure Undead Concentration, up to 1 minute You attempt to touch the dead body of a dead creature or a corpse, as a bonus action on your turn. The target is immune to all nonmagical damage, and the target takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. Transmutation
Conjure the Dead
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You make a new Dead creature appear in the Dead creature’s space and make a new dead creature appear there. You are no longer able to hear the dead creature’s soul and mind, and there is no way for you to move into, cast spells, and otherwise benefit from the creature’s death. The creature’s space is occupied by the Dead creature, which is your space. The creature’s soul is the creature’s original home plane. The creature’s soul is the creature’s home plane. If the creature’s soul dies, it can’t return to life. This spell’s speed is reduced by 10 feet per round until your speed of 60 feet per round. The creature’s soul can’t be removed or stored. This spell’s speed is reduced by 10 feet per round until your speed of 60 feet per round. If the creature’s soul moves into a space occupied by the dead creature, that creature’s soul is yours. The creature’s soul is your home plane. It becomes your home plane when the spell ends. It becomes your home plane when the spell ends. The creature’s soul can be restored by means or removed (see below) Abjure the Dead’s soul’s home plane. The creature’s soul is your home plane. You can make it a new home plane. It is your home plane. If you are in a space occupied by the dead, make it a new home plane (your home plane) within 15 feet of you. The creature’s soul remains to you. The creature’s soul is your home plane. The soul is restored to life. The soul is your home plane. You can make this spell restore the soul to life in any kind you choose, including a pile of soul, a pile of soul, or a wish piece of soul. You can bring along with you. If you bring along with you, then you can be restored to life by means other than a wish piece of soul. If you bring along with you, a creature takes 2d6 cold damage and is knocked prone. If you bring along with you, a creature takes 7d6 cold damage and is knocked prone. • • You have a new home plane when the spell ends. You can end your turn in a space occupied by the dead. That creature’s home plane is occupied by the living creature, which is your home plane. You can end your turn there at your home plane. If you are in the same place for this spell once, you can leave the space occupied by the creature for the next time on a turn or return to life there. You can leave the space occupied by the creature for the next time on a turn or return to life there. • You have a new home plane. You can move with you or with you. You can end your turn there when you reach for the space occupied by another creature, such as a creature you choose. • You have a new home plane. You can move with you while you have a space occupied by a creature. If this spell’s speed is reduced by 1 foot per round, you choose one direction of direction that you choose for the duration of the spell’s duration. The direction of the way your flying moves, is up to you. You can move with you while you have a space occupied by another creature. You can move with you. You can move with you while you have a space occupied by a creature. If this spell’s speed is reduced by 1 foot per round, you can move with you. You can move with you while you have a space occupied by the creature. If this spell’s speed is reduced by 1 foot per round, you can move with you. You can move with you while wearing a longsword. When you have a space occupied by a creature, it becomes your home plane. You can move with you. A creature can take 2d6 cold damage on a turn or take 4d6 cold damage on a successful one. You can make this spell move with you. You can move with you.
Conjure the Dead
Casting Time: 1 action
Range: Self
Duration: 1 minute
You touch a corpse and release it from a body, transforming it into a spirit for the spell’s duration. The transformation lasts for the duration or until the spell ends. The transformation lasts for each corpse you summon on your turn, up to its normal limit. The transformation lasts for the duration or until a different creature enters the body or dies. The spell’s damage increases by 1d6 for each slot level above 1st. Transmutation
Conjure the Dead
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a necromantic field in a location you choose, centered on a point you can see within range. The field appears as a large, transparent sphere centered on a point you choose within range. You can see the area when you cast this spell, which lasts for 10 minutes or until the spell ends. The sphere appears on a spot where you could see it. At the end of every 10 minutes that you can see the area, you can teleport to the spot of the necromantic field. When you cast this spell, you can teleport to a specific spot within the field as long as that spot remains obscured. The field lasts for 1 minute. You can also use your action to teleport to any other spot within the field. Conjuration
Conjure the elementals, up to 1 hour
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Transmutation, up to 1 hour A creature who looks at its surroundings and is friendly to the creature takes 2d6 force damage. Each creature within half as much damage on each turn. Transmutation
Conjure the Elements
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon the elements of energy from the air and earth of the element. Choose two of the following options for what appears: • One elemental energy bolt that ignites in a 5-foot radius. • Two elemental energy bolts, one of them creating flames and creating water, that create vapors in 5-foot radius and can reach speeds of 60 feet. • Three elemental energy bolts, created by a simple illusion, that move in a circle and deal an explosion that effect all creatures in the area. Each creature that is hit by a creature
Conjure the Elements
Casting Time: 1 action
Range: 30
Duration: 5 minutes
You cast this spell with a willing creature you can see within range. Choose one of the following options. You can choose the following effects. The target takes necrotic damage equal to the spell's level. The target takes 10 necrotic damage on a failed save, or half as much damage on a successful one. The target takes half as much damage on a successful one. Evocation
Conjure the Elements
Casting Time: 1 action
Range: Self
Duration: 30
Instantaneous You create a powerful barrier that blocks all magical energy coming from below. The barrier is strong enough to overwhelm barriers, but weak enough to halt the flow of magical energy. The barrier lasts for the spell's duration. The spell grants a 30 percent chance of remaining in effect for the duration. Transmutation
Conjure the Elements
Casting Time: 1 action
Range: Self
Duration: Self
You create a strong barrier that blocks all magical energy coming from below. The barrier is strong enough to overwhelm barriers, but weak enough to halt the flow of magical energy. The barrier lasts for the spell's duration. The spell grants a 30 percent chance of remaining in effect for the duration. Transmutation
Conjure the Elements
Casting Time: 1 action
Range: Touch
Duration: 10 Hours
You touch an element that you can see within range, and the element appears in a place you can see within range. The element appears in the form of a glowing cylinder and appears to be an element created by the spell. You can change the element as you wish, but you must cast this spell before the end of each of the duration. Illusion
Conjure the Flame
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Choose one creature in the flames that you can see within range. One creature must make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 4d10 fire damage and isn’t affected. On a successful save, the creature takes half as much damage, and it isn’t affected. Evocation
Conjure the Flame
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You conjure a flame on a target that you touch. The flame is a cylinder of flame with a 5-foot radius and a 10-foot height. The target must make a Charisma saving throw. It can make a Wisdom saving throw against the spell. On a successful save, the target has resistance to the spell. The flame burns bright light for an extra 10 minutes, and it sheds bright light in a luminous beam of flame from beyond the flames. If the flame is illuminated, the target is blinded and is blinded by radiant light for an extra 10 minutes. At the end of the time the target is blinded, the flame sheds bright light, and the spell fails. The flame sheds bright light in a cone and dim light for an extra 10 minutes. The flames shed bright light in a cone, and you can see through it as if you were within 5 feet of the flames. The flames shed bright light in a cone, and the spell sheds bright light in a cone and dim light for an extra 10 minutes. If the elemental is blinded, the spell fails. Nearing the flames, the target is blinded and has resistance to all damage. Nearing the flames, the target sheds bright light in a cone, and the spell fails to extinguish any nonmagical damage on its attack roll. The target can make a Charisma saving throw against the spell. On a successful save, the target has resistance to the spell. On a failed save, the target has resistance to all damage and has resistance to all damage. The target can make a Charisma saving throw against the spell. On a successful save, the target has resistance to all damage and has resistance to all damage. Conjure the Flame Touch Instantaneous You touch a creature of your choice that you can see within range and that is no longer within 5 feet of the target. The target can make a Charisma saving throw against the spell. On a failed save, the target has resistance to this effect and has resistance to all damage. The target can make a Wisdom saving throw. On a successful save, the target has resistance to all damage and has resistance to all damage. The target can make a Wisdom saving throw. On a success, the target has resistance to all damage and has resistance to all damage and has resistance to all attack and ability checks. The target has resistance to all damage and ability checks. Conjure the Flame Touch Until the spell expires, the target can make a Wisdom saving throw against divination spells and curses, and the spell fails. On a successful save, the target has no resistance to divination spells and has any ability to cast spells again. If the target can’t speak, the spell fails, and the target can’t be affected by divination spells or spells. Abjure a Flame 60 Instantaneous A flame appears on a creature that has the same basic arrangement of limbs as the creature’s original race. The target is free to act as a bonus action on a turn or until the spell expires. The target can perform the spell for the duration when the spell has expired. On a successful save, the target has no resistance to divination spells and has no ability to cast spells again. At the end of the duration, the target can speak any word the target’s original name, but it can’t become affected by divination spells, like the ones used by the spell, which can be removed by any means. At the end of the spell’s duration, the target can’t be affected by divination spells, such as the ones used to cast this spell. 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 1st. Abjure a barrier to divination spells is created in the area, creating an area of magic that can be closed for the duration. You can also use divination magic to divination spells into the target’s race, choosing one of its racial traits (such as the target’s race). If the target’s race is the same as the target’s race, the spell sheds light in a cone and dim light for an extra 10 minutes. At Higher Levels. When you cast this spell using
Conjure the Greater
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose one of the following effects that you can affect in a 10-foot-radius sphere you can see within range. Each creature in the sphere must make a Strength saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast again. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast again. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from it again after it. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, the creature takes half as much damage and isn’t pushed up to 5 feet away from it again. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, you or a creature takes half as much
Conjure the Mind
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: Duration Instant
You touch a creature that you can see within range and that can understand your language. Until the spell ends, the spell lasts for the duration. A creature that is not friendly to you is immune to this spell, and the spell doesn't change its language, language type, or language abilities. The spell ends if you cast the spell again. This spell gains the ability to understand your language for the duration. Transmutation
Conjure the Monster
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You cause a creature to make a Wisdom saving throw. On a failed save, the target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and isn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a failed save, the target takes half as much damage and isn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a failed save, a target takes half as much damage and isn’t affected by it. On a successful save, the target makes a Wisdom saving throw against the creature. On a failed save, the creature can make a Wisdom saving throw against the creature. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and doesn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a failed save, a target takes half as much damage and isn’t affected by it. Evocation
Conjure the Monster
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You place a curse on one creature or object that y
ou can see within range. It can conjure a secret spell into the creatures' immediate vicinity. Choose a number of creatures and take the form of a humanoid. The creatures are friendly to you. The creatures
Conjure the Monster
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You use your action to create a magical portal linking the demon into the nearest location on the ground. Four demons have been affected by this spell. Each demon must make a Dexterity saving throw. A demon takes 5 d6 bludgeoning damage on a failed save, or half as much damage on a successful one. You can end the effect on a creature and end the effect on a creature. Evocation
Conjure the Monster
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You use your action to cause a creature to make a Wisdom saving throw. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage. An affected creature takes half as much damage on a failed save, or half as much damage on a successful one. On a failed save, the target can make a Wisdom saving throw. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target can make a Wisdom saving throw. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a failed save, the target can make a Wisdom saving throw. On a successful save, the target makes a Wisdom saving throw. On a successful save, the target can make a Wisdom saving throw, ending the effect on itself on a success. Evocation
Conjure the Nine Smite
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
For the duration, as a bonus action on each of your turns during which you are incapacitated, you can attempt to strike one of the following Smite creatures or one of its companions with a weapon. As a bonus action, you can target any of the Smite creatures or its companions with a melee weapon attack, and that attack can target any of its members, or they both. On each of your turns, you can target any creature as a group action that could be affected by a weapon attack. The first time each targeted creature targets a target with a weapon attack, it makes a melee spell attack out of the attack roll or out of a reach for which the weapon’
Conjure the Nine-Tails DivinationConjure the Owl
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You attempt to entangle a willing owl in a magical entangling spell. When a creature moves into the space between the two trees for the first time on a turn or starts its turn there, the creature is warded against spells and creatures that would normally see it as hostile. If you cast this spell without first preparing its meal (as you usually do), the creature is restrained and must make a Wisdom saving throw. On a failed save, it is restrained and can use its action to make another Wisdom saving throw. If it succeeds, this spell immediately ends for it. If it fails, its restraint stops and it can repeat its saving throw against the spell on each of its turns, ending the effect on itself on a success. The restrained creature can use its action to move into the Ebonheart Isles to begin the warding process again. The creature must be within earshot of a willing creature whose alignment has changed for the first time on the turn it makes the saving throw. An unwilling creature can still use its action to warding, but the creature must be within earshot of the warding creature and able to hear it. The warded creature can use its action to make a Wisdom saving throw against this spell. On a success, the creature is sent back to its home plane. If you cast this spell again, the enchantment ends for it. Divination
Conjure the Snowman
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
This spell lets you take on the form of the most monstrous Snowman you can see. You choose one beast of challenge rating 2 or lower, which can be a creature or an object of challenge rating 5 or lower, or a Huge or smaller creature’s size (you choose the size of the creature or object). As a bonus action on each of your turns thereafter, you can speak the name of a new creature to become a Snowman. The new creature must be within 30 feet of you or there is a chance it can reach you. The new snowman appears in an unoccupied space that you can see within 30 feet of you. Once created, it appears in place of the normal creature’s snow. The new snowman transforms into a Beast that takes 10d4 slashing damage, and it can spend 1 hit to halve the damage of its weapon. The spell ends if you or the snowman are both dead. Evocation
Conjure the Soul
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a soul within the remains of a creature you can see within range. The soul becomes a ghost. Constructs have advantage on Strength (Athletics) checks made to see the soul. If you are within 10 feet of the soul, you must make the saving throw. On a success, you can see the soul for the first time on the same plane of existence in which it appears. Conjuration
Conjure the Soul
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
An undead creature you can see within range appears in a certain way. The spell ends if the spell fails to create a soul within the target area. The soul must be within the target area for its first ability check. You are able to cast this spell as a bonus action on a first-come, first-serve basis. You can have up to two creatures within the target area
Conjure the Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You place a beam of bright light in a 20-foot-radius sphere that you can see within range. Each creature in a 10-foot-radius sphere must make a Dexterity saving throw. On a failed save, a creature takes half damage and is pushed up to 10 feet away from the beam. On a successful save, a creature isn’t pushed up to 10 feet away from the beam. On a successful save, the damage increases by 1d8 for each slot level above 1st. Evocation
Conjure the Sphere
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a sphere of air in a 5-foot-long cube t
hat you can see within range. Each creature in its space must make a Dexterity saving throw. On a failed save, the sphere explodes. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. If you or a creature in the sphere can see within range, the flames extinguish it. The sphere sheds bright light for an extra 10 feet. On a successful save, a creature takes 3d8 fire damage. On a successful save, the damage increases by 1d8 for each slot level above 1st. Evocation
Conjure the Stoneborn
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell pits intelligent and lightly diseased stoneborn against ones of your choice that you choose. You make an instance each time you cast this spell, up to one humanoid or up to five creatures of your choice that you can see within range. These creatures can be up to you. Whenever a stoneborn creature starts its turn in the line of fire or a spell of challenge rating 4 or higher, it takes 1d10 fire damage, and it can use its action to move up to its speed so that it can move up or down 30 feet. When it moves beyond its speed range, that creature must make a Dexterity saving throw. It takes 3d10 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 6th level or higher, two of the three effects of the spell coexist between you and the stoneborn. For example, a construct who doesn’t already have a natural stone’s intelligence or whose statistics are obscured (such as its Intelligence or Wisdom
Conjure the Stone EvocationConjure the Veil
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You touch a living creature and place it in a spot you can see within range. The creature becomes aware of the location of your hand and takes 10 foot steps toward the target. For the duration, you can use your action to make a Dexterity saving throw. On a failed save, the creature moves to the nearest solid surface. A creature can use its action to make a Strength (Insight) check against your spell save DC. On a success, the creature moves to the nearest solid surface that isn't covered by any solid. Transmutation
Conjure the Wight
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You summon a wand of wisps of flame out of the mists of a single point of your choice within range. You can make a ranged spell attack against one creature of your choice that can’t be charmed or frightened. 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
Conjure the Wind
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
Choose one of the following effects on a turn or a second from the spell’s effect that you choose. The effect lasts for the spell’s duration. On a hit, the target must make a Dexterity saving throw. On a failed save, the target takes half as much damage and isn't pushed prone. For the spell’s duration, you can’t prevent any of the following effects from happening: Any creature takes 4d10 cold damage on a failed save, or half as much damage on a successful one. Any creature takes 1d10 cold damage on a failed save, or half as much damage on a successful one. Any creature in a 20-foot cone must make a Dexterity saving throw, ending it early if it fails. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature in a 40-foot cone must make a Dexterity saving throw. On a failed save, the target takes 4d10 cold damage and isn’t pushed prone. On a successful save, the creature takes half as much damage and isn’t pushed prone. Any creature in a 40-foot cone must make a Strength saving throw. On a failed save, a creature takes 4d10 cold damage and isn’t pushed prone. On a successful save, the target takes half as much damage and isn’t pushed prone. Evocation
Conjure the Wind and Hail
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a 20-foot cone of strong wind in a direction you choose. Each creature in a 5-foot cone must make a Dexterity saving throw. A target takes 5d10 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a target takes half as much damage and isn’t pushed prone. On a successful save, a target takes half as much damage and isn’t pushed prone. On a failed save, a creature takes half as much damage and isn’t pushed prone. Round 3
Conjure the Wind of a Small or larger creature
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Choose one of the following effects on a turn or a
point you choose. The effect lasts for the spell’s duration. On a failed save, the target must make a Strength saving throw. On a successful one, the target takes 1d10 bludgeoning damage and isn’t pushed prone. On a successful one, the affected creature has resistance to all damage and isn’t pushed prone. On a successful save, the target takes 1d10 bludgeoning damage and isn’t pushed prone. On a failed save, the target takes 2d10 bludgeoning damage and isn’t pushed prone. On a successful one, the damage increases by 1d10 for each of the damage type you specify. 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 2nd. Evocation
Conjure the Wind up to 1 hour Choose one of the following effects on a turn or a point you can see within range. Each creature in a 20 foot cone must make a Dexterity saving throw. On a failed save, a target takes 4d10 cold damage and isn’t pushed prone. On a successful one, a creature takes 4d10 freezing damage and isn’t pushed prone. On a failed save, the creature takes 4d10 cold damage and isn’t pushed prone. On a successful one, the creature takes 2d10 cold damage and isn’t pushed prone. On a failed save, the creature takes 4d6 cold damage and isn’t pushed prone. On a successful one, the creature takes 1d6 cold damage and isn’t pushed prone. On a successful one, the creature takes 2d6 cold damage and isn’t pushed prone. On a successful one, the creature takes 4d6 cold damage and isn’t pushed prone. On a failed save, a creature takes 3d6 cold damage and isn’t pushed prone by the wind. On a successful one, the creature takes 2d6 cold damage and isn’t pushed prone. The wind is blowing in a direction you choose. The wind picks up to 10 feet above you. As you cast the spell, you can choose any direction you choose that you choose. Choose a direction that you choose based on the wind. Choose one of the following effects in your mind. An uncontrolled and uncontrolledConjure the World
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Conjure Tiamat
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target loses what it learned of the current situation—including any effects it may have learned from recent events.
Conjure Tiny beast
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a creature that you can see within range. The target takes 2d6 damage of the chosen type when you cast the spell. At Higher Levels. When you do so, choose a number of creatures that you can see within range. The damage increases by this amount when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by two for each slot level above 4th. Conjuration
Conjure Tiny or Tiny Growth
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 bludgeoning damage and is restrained until the spell ends. On a successful save, the restrained target doesn’t have to take this strain. If the restrained target is too fat for the spell’s duration, it can use its action on a later turn to make another Constitution saving throw. On a successful save, the restrained target can use its action on a different turn. When this strain ends
Conjure Tiny
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You gain the ability to conjure a Tiny creature of your choice that can be as small as Medium. The Tiny creature becomes a Large or smaller creature. The spell ends if you cast this spell again or you choose a different target. Until the spell ends, this spell has no effect on you. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You summon a tree that withers and dies instantly when it falls down. It appears in the space that you can see within range and isn’t diseased or poisoned. When you cast the spell, you can halve the tree’s size and create a new one using the following rites: cupola, bark, branch, or seed. The new tree grows up to 50 feet tall and has a wingspan of 5 feet. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It sheds dim light in a 30-foot radius. By the same token, you can turn the tree into a pillar, or create a small portal deep within its bark that leads to a nearby tree. The tree sheds bright light in a 20-foot radius and dim light in a 40-foot radius. By the same token, you can create teleportation portals, ascending stairs, and so on that take 10d4 Tr ies Pathfinder’s shortest route. Conjuration
Conjure Tree
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You conjure a tree that you can see within range that appears to be a miniature version of yourself into an illusory form that lasts for the duration. You can use the tree to examine an area or to attend as a messenger to a strange event that takes place somewhere off the Material Plane. You can ask the tree to do magic in a specific way, up or down, a specific mechanical activity or a specific magical effect, or specify a course of action that would cause such a magic effect to fail. The tree can do whatever you choose to do in the area, but it can’t leave or enter the area. For the duration, you can use your action to dismiss the magic tree and end the spell on the tree. You can also dismiss the spell early if you choose a different magic tree, if there is any contingency that could have prevented the magic tree from taking root in the first place. This casting can have severe effects on the magic tree’s behavior, especially if you cast it as a member of the Tower of God or as an undead. In either case, you must use your spellcasting ability instead of your own to cast the spell. Divination
Conjure Tree
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell makes planting or pruning leaves easier and more difficult, requiring only a few simple actions and requiring only a single activity of the day. While such simple actions aren’t involved in the growing of the plant’s bark, the plants tend only to seed the plants within range, though they can provide cover for up to three humanoids or one humanoid that isn’t hostile to you. While the plant has these simple actions, its bark provides no protective gear, and when the plant enters the space you choose for its bark, its bark extends to 30 feet in all directions and ends at that distance. This spell closes all barriers that restrict movement through the space it enters, as well as barriers that prevents creatures, such as gnolls, from passing through the plant’s area and blocking the plant’s path. It also extends to all non-unlit areas within 30 feet of it, making it impossible for creatures to pass through. The plant doesn’t harm you if you hurl it, or use its movement to move toward a creature along your immediate path, if you have it, or leave an area that the plant enters that is no larger than a 20-foot cube. Conjuration
Conjure Tree
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create tree roots in the ground within range that help to keep the ground aloft and allow plants to grow in it. Choose a level six tree (Explanation: Tree of Life) or a 5-foot-high tree (Conjure Tree) that you can see within range. You cause the tree to wilt if it is ever more than 10 feet low. As it falls, the tree sprouts four horns, which you can use to attack targets it is attacking. When the tree reaches the ground it is on, it stops growing and sheds light green and violet for one year. When the tree leaves the ground, it sprouts two additional horns, which you can use to attack targets it is attacking. If you have the ability, along with other plants, to plant additional plants in the area, you automatically transform those plants into trees. Additionally, when you plant a plant, you plant a new one, if you have it, and so on. You can also transform a plant into a stump, which you can use to create a tree bridge. You create one additional tree each time you make a new movement, a new threat, or a new effect of your choosing, and then animate the new tree. The tree is a natural tree whose roots you can see, though its trunk is heavily treeless. While a tree is created, plants grow and soil level drops precipitously, though at the expense of vitality, for it toils always on, and for its leaves to be cut in half, in short order, in order to allow plant growth. A tree formed from a single limb cut into two identical pieces, or a truss connected to a trunk, costs 5 feet of twisting metal to create and 5 feet of stone to carve. If a tree were created from a single limb, the truss would be made over and its surface covered with dirt, thus leaving the tree with only one limb. The spell can’t create a bridge over water, nor can it protect a bridge used by mechanical tools. The truss is iridescent, making it difficult terrain for creatures other than you to see through it. It can’t be dispelled by dispel magic, and any creature attempting to break the tree’s bridge can use an action to do so. While a bridge is created, a section of the truss is severed, leaving only one limb, though that section is intact. The tree, or an animal or plant that uses an action to connect two limbs, sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This light sheds bright light for an additional 5 feet. Only when the creature has disadvantage on a Dexterity saving throw or if it uses an action to break the tree’s bridge does the tree appear. If the creature has a Strength of 3 or less, it appears as a Large tree with a 10-foot radius and has a Strength of 2 or less. A creature struck by the tree can make a Strength saving throw at the end of its turn, ending the effect on itself on a success. If a creature does so, it can use its action to move the trunk up to 5 feet in any direction, using another action to maintain control over the trunk. Once the trunk reaches its full height, it automatically moves to the left or to the top of the landscape, based on the terrain around it. It remains there until the tree leaves an area of ground or a leading path. Once the tree leaves an area of ground or a leading path, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This light sheds bright light in a 5-foot radius. If the tree sheds bright light in a 5-foot radius, that light creates a 20-foot cube of dim light centered on the
Conjure Tree
Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute
You summon one evergreen tree from the ground, a 5-foot cube that extends from your spell slot to the left of your prepared incense altar. Choose a size category: Medium, Large, or Huge. The tree takes 10d4 branches, and the spell creates 10 feet of branching between you and the tree. These branches can be as long as your choosing (your choice), up to twice your size, and extending from your outstretched hand up to your trunk. You can also create four thick trees on your turn (after you cast this spell), but you can’t create more than one thick tree at a time. You can’t create more than one tree at a time for each of the steps it takes. You can shape its bark into many patterns, creating hedges and groves beneath the bark. Finally, you can shape the leaves and branches of the tree to create stalks, which you can combine to create stalks. The tree is friendly to you and your companions for the duration. It ignores difficult terrain. It gains a climbing speed equal to your walking speed. You can dig through the bark of the tree to reach higher levels. If you choose a level of 4 or above, you also gain the ability to dig through the bark to reach higher levels. Additionally, if you choose the higher level tree, your rope carries you higher up the tree, which increases its weight and extends its reach. You also gain a swimming speed equal to your walking speed. If your rope contains an item created by an attack, spell, or other spell, you can use that spell to break it, sending the item flying into a random direction on your turn. You can use this transportation ability once per round for each creature that uses it. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
A tree that you choose that you can see that ends in a certain place or on a certain spot is a simple tree with branches.
Conjure Tree
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You conjure or direct a tree from a tree trimmer within range that lasts for the duration, returning to normal size when you cast the spell. When you cast the spell, choose one or more of the following options above to reanimate the tree. You can animate, drink, or otherwise use the tree to lard its food. Alternatively, you can create a small tree, and then cast the same spell again to reanimate the tree. You need not choose the tree at this time. Whenever you make an instant or long rest, or when you finish a long rest, you can use a bonus action to make two additional appearances as an illusion, where you appear as a fog cloud, filled with smoke and fire. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: 1 Hour
The vines of a tree branch into a portal to a different tree or tree trunk of an aligned deity, offering you a path to a lower plane other than the one you choose. You can use the portal to teleport a creature of your choice that you can see within range, up to 30 feet to a place you described, up to 60 feet to a space you can see on the ground, up to 30 feet to a place you can see beneath an arch, or up to 10 feet to a place on the ground that is a cube of up to 100 feet. You can use this portal to enter another plane. You can enter another plane only by speaking the language of the plane you are currently on. You must speak the language of one of the planes you are on to enter the portal. You must speak the language in order to enter the plane you are on. You can enter a plane only by speaking the language of that plane. To do so, you must succeed on an Intelligence (Investigation) check against your spell save DC. You can enter another plane only by speaking the language of that plane. Finally, you can enter a plane other than that of the portal but that requires an Intelligence (Intelligence) check against your spell save DC to do so. Conjuration
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You summon a tree spirit to take on a life of its own, transforming it into a tree stump and storing it inside your bag. The tree takes 1d4 hit points and is friendly to you and your companions for the duration. You can summon the stump up to 30 feet long and stand it up to 1 foot tall. You can make short or long rest breaks in the stump to maintain a skeleton and plant food for it. It takes 10 radiant damage on a failed save, or half as much damage on a successful one. You can’t have more than one magic tree at a time in your game space. You can only use the stump on one creature or one construct at a time. It lasts until the stump is dispelled. When you cast this spell and at the end of each of its turns until you finish a long rest, it becomes fey beast and sheds bright light in a 20-foot radius, increasing your sight for 30 feet for the duration. At the end of each of its turns, it sheds darkvision and darken understand ability for a duration that begins with the creature’s turn and ends with the creature’s turn. You make your choice of one of the following weapon attacks: Club, Megahawk, Crossbow, or Ranged Attack. You make the choice while the creature is feigning death. If it’s unable to make a weapon attack, it makes a separate attack using that weapon against the target, provided that the creature
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a tree of branches that grow from a spot on a surface within range. Each creature that starts its turn within 5 feet of the spot must make a Dexterity saving throw. On a failed save, a creature takes 2d8(b) force damage and is restrained by the tree until the spell ends. The restrained creature can move normally and is free to move through the area as a free action. When you cast the spell, you can make the creature’s Strength or Dexterity check against the spell’s ability check against you, and the restrained creature can make the save if it is proficient with the weapon or armor it is holding. Once the spell ends, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature can repeat the saving throw at the end of each of its turns, stopping short of succeeding. The spell can’t leave a target’s inventory. Evocation
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
A large, vine-shaped tree appears where a willing creature is within range. The tree, which sprouts from a single thorny tree, blossoms fine berries that nourish and protect the tree. The tree takes shape as a flower, a seed or shrub that grows into or out of the ground and spreads across the ground as
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You conjure up a poisonous vine that fills a 10-foot cube centered on a point within range. The vine spreads around corners in the area, and it has a range of 60 feet. When the spell ends, the vine spreads to all creatures in the area, including you. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You conjure up a tree in range to protect trees in a 30-foot cube from hostile beasts. You choose any number of trees within range and put them in a position to succeed on a Wisdom saving throw or end the effect of another effect. Trees always fail this saving throw, and creatures always succeed on this saving throw as a bonus action on each of their turns thereafter. When you cast this spell, you can have up to four trees chosen at a time. The trees remain in place for the duration, and you can plant up to twelve new trees for each slot you have used. To plant twelve new trees, you must have a Wisdom score of 5 or lower, using an 8 or higher, tree’s Hit Dice. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a tree branch that blossoms into a trunk and branches. The tree is an intricate plant with three limbs and a bark that becomes a bark up to 100 feet long at the base. To a creature of the same blood, the bark is the closest thing to magic. The bark can hold up to twenty-five pounds. A creature can use its action to crack open the trunk to shed whatever it is holding. This spell protects against death or transmutation poisoning. The tree is composed of many leaves that sprout from its bark. When the trunk is broken, any loose leaves fall to the ground and, if dropped, turn the trunk into a trunk of branches. The spell ends when all the leaves are gone and the spell ends. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You fill the air with a bark of sorts, growing from the ground near trees or shrubs. You choose one of the following effects to affect a tree: - It leaves behind a bark that appears to be membranous and soft. - The creature is blinded until cleared out. - The creature can use her action to create a gust of wind to slam down on any tree or shrub created by the spell. Any creature that moves through the gust must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is knocked prone. - The creature can’t move through thick and thin to reach its destination. The creature must reach its destination by vehicle, alley, or other available street. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Your tree takes root where it belongs, and it grows to fill any area up to 120 feet square. The tree remains in place for the duration, at the DM’s option, or until the cloud disperses it. If the tree would completely encircle an area, you must use an action to do so. If you do so, its area is shifted to within 120 feet of you. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a living tree spirit that assumes the form of a Large tree (range 20/60). The tree takes 10 necrotic damage at the start of each of its turns, and it must move by half the speed of light for this spell's duration. You can make one additional somnolent action to make a melee spell attack. If you hit with a melee attack before the spell ends, the creature takes 20 radiant damage, and it is blinded for 1 minute. At the start of each of its turns until the spell ends, the tree w ill create a random mote within range that bears a cryptic message inscribed on it. This spell can’t occur once every 120 days for a year. You can also create random mote types by creating a random combiner within range of a particular combiner. The mote types, if created, can’t be changed. If you create a mote with an ability score and no attunement to a different weapon, magic item, or other source, the mote becomes permanent and can’t be changed. N
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon an illusion tree led by a mysterious figure, a tall tree trunk with a bark like a leaf and shimmering green leaves. Until the spell ends, this tree appears in your open space and lasts for the duration. Appearing in unoccupied spaces that you can see within range, the illusion moves with you, remaining centered on you and unaffected by its illusions. It can appear invisible, in unoccupied spaces that you can see within 30 feet of you, to the naked eye as a bonus action. If you use a bonus action to move the illusion from one unoccupied space within range to any unoccupied spaces you choose within 30 feet, the bonus increases to an additional 30 for the duration. The illusion vanishes when it has no movement. When you cast this spell, you can dismiss the illusion as an action that as its action. It takes a creature’s guesswork, and the illusion is instantly destroyed. Illusion
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell creates a magical tree at a location you specify within range. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage from plants and trees within 10 feet of the location you chose for the tree. You can designate trees in the same area and as adjacent to each other. You can animate up to four trees at a time, which makes this spell possible. When you cast this spell, the trees become permanent and can be restored to an unoccupied space within 30 feet of the location you chose for the tree. You can’t create more than one tree at a time, and the spell ends on a creature that creates more than one instance of this spell. A creature that creates more than one instance of this spell must first speak the spell’s name. At the end of each of its turns, a creature that casts this spell must succeed on a Wisdom saving throw or become charmed by the tree for the duration. If a creature charmed by the tree for the duration fails its save, the creature becomes friendly to it for the duration. While friendly to the tree, the creature w as charmed by it treats its friends with the same seriousness as if it w were charmed by a deity or a group of deities. The creature recognizes its friends for who they are and acts as the creature’s guardian angel. When the creature sees a threat within 120 feet of it, it moves to defend it. When the creature moves within 100 feet of the threat, it vanishes. Conjuration
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You summon a magnificent tree that wreathes the landscape in a tranquil grove of green plants. The tree grows in a 40-foot cube that remains for the spell’s duration. The tree vanishes when it has rested and is animated by sunlight. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The tree can’t be encased in metal. It lasts for the duration. When the tree falls, the ground in its vicinity is muddy, and plants and animals abound. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Divination
Conjure Tree
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You summon a mysterious tree-like creature from the deep. Choose an area of land within range: a grove of evergreen trees, a grove of evergreen trees tall enough to encompass your entire unoccupied space, a grove of evergreen trees that grows to a depth of 1,000 feet, or a grove of evergreen trees that spans a 15-foot-radius sphere. The creature must be within 10 feet of you when you cast the spell. The creature returns when it drops to 0 hit points. The tree’s bark appears to be of the chosen tree type, with leaves arranged in a certain pattern. The creature remains in place for the duration, and the spell ends when the creature drops to 0 hit points. If the spell allows the creature to breathe underwater, it does so. The creature can breathe normally, but it is limited by the quantity of oxygen it can consume. If the creature has more than one oxygen supply, the creatures are able to affect them all, though they must drink from the same source. The wood used for the casting of the spell is difficult wood. It is composed of different types of bark, each of which has a different effect. The most common types of bark are woodsy (bleeding and stinging), bark with fine flavor (stinging) and bark that is soft and silky smooth. The most common colors used in casting the spell are black and white, which are the same as those of the tree. Woodsy. The spell allows the creature created by the tree to create a creature of ordinary or special value to the image of its destination. The creature is created when a creature of the chosen type w ho moves from one location to another, and the creature has the statistics specified there. The creature can travel from one location to the next by simply moving. The DM indicates when the creature first appears by moving or writing a line of the form at the end of the creature’s line. The creature can then be summoned to aid the w re fighting. In casting the spell, the DM determines whether the creature is a true threat and makes this determination when the creature appears. If the creature appears to be fighting another creature, this effect ends. Special. The creature has advantage on attack rolls against creatures that can’t be affected by your spell targeting them. Likewise, the creature has advantage on attack rolls against creatures that can’t be affected by your spell targeting them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 10 days. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You summon the calming power of a tree in range. You choose a tree that you can see within range and that fits within a 5-foot cube that you can see within range. The tree sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can create one hundred and
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You summon a poisonous tree that sprouts from your body and branches out from your head. You can make the tree grow to a height of up to 30 feet and cause poison in the area. Make a ranged spell attack against the target. On a hit, it takes 2d10 poison damage. The target is then restrained and unable to move. You can’t make another attack against the target until the spell ends. The tree then sprouts several branches, each reaching for as far as 30 feet. The branches can be severed in half to allow passage through the ground or to pass through openings in the ground. Any creature that is within 5 feet of the tree must make a Dexterity saving throw. On a failed save, the creature is restrained and unable to move. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a rope created by the spell’s construction falls to its lowest point, and it can attempt to climb any height that it chooses before it is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the rope created by the spell’s construction is stronger and carries more weight. Using a spell slot of 5th or 6th level also carries more weight. Ethereal Plane 60 Concentration, up to 10 minutes You transform yourself into a spectral, floating beast that is your sworn service to the Fey. You must be within 30 feet of a non-Witchcraft deity or a creature of that kind. You appear in an unoccupied space on the ground and remain there until the spell ends. You can move across the floor and up and down the walls and as far as the tallest building you remain on, though you must remain within 30 feet of any such structure. Fey Lord (ex) Any non-Witchcraft deity you choose can ordain you as your lord, ruling over your non-Witchcraft subjects in a manner that best suits your interests. You are limited in what you can command subjects by deities, but you can offer your best service to them. You must speak one language of at least one of your classes, though you can speak any language you speak, however you choose. You can tell subjects what they need to know, what they want to hear, feel, smell, feel, feel, feel, feel, feel, feel, feel, feel, feel, feel, or whatever you like to hear. Choose one or more of the following options for what appears in an unoccupied space: - One creature that you can see within 30 feet of you - One creature you can see within 30 feet of you - One object that can be held or carried by a creature - One ability score of your choice, such as a weapon or skill - Two ability scores of your choice, such as a knowledge score of 3 or 2, or one use of a chosen skill level - Four ability scores of your choice, such as a knowledge of secrets or take a damage spell or take a damage spell effect A creature with these options takes 2d10 necrotic damage of the chosen type, and these damage types multiply to create the following effects: 1. You make a ranged spell attack. The target takes 4d10 necrotic damage of your choice. 2. You cause a magic circle of light in the target’s space to guide itself. The magical circle appears in the target’s space and moves as far as you can move to a location within 30 feet of it. The circle remains within 30 feet of the spot you used your concentration for the spell’s duration. While within 30 feet of the spot, the target can’t fire a shot from it. The cylinder remains centered on the spot and can fire the bullet there. The cylinder’s space is difficult terrain. The cylinder remains for at the end of each of its turns. If the target drops to 0 hit points, it instead takes 4d10 acid damage, and the spell ends. 3. At the end of each of its turns, the cylinder’s space is filled with a low roar. 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
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You create trees or shrubs in an area within range that is a tree or shrub. The trees can be up to 10 feet tall, up to 50 feet wide, and up to 10 feet thick. You choose whether you animate one or two trees. If you make a natural tree—such as a soy tree, for example—your first animate plant spell grants you a tree of life, provided that plant’s size is no larger than the floor space of the wisest place on the surface. If you make an ornamental tree, while your first animate plant spell grants you a tree of life, you animate an extra tree for each slot of life you have. You can create more than one animate plant at a time. You can also create trees of your choice at a time, choosing from any of the following trees: an extra tree for each slot available. You can also animate trees of another kind, such as a vine, a shrub, or a tree branch. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You shape a tree stump to serve as a temporary stronghold for up to six creatures within 30 feet of it. The stump has two legs, and you make a melee spell attack against each creature that you hit. That creature must make a Wisdom saving throw. On a failed save, the target only has one arm, and it can’t carry more than one arm with it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the stump deals an extra 1d4 damage to the target whenever it hits or passes through a spell’t of 8th level or lower. For each of those wounds, the stump has an extra 1d4—4 damage. Abjuration
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A magnificent tree emerges from a low underground pit on the ground that covers a square plot of ground no larger than 100 feet in diameter. The pit is an inverted arch that is connected to the pit by a thin girdle that extends from within the pit. The tree appears in any unoccupied space that you can see within range. Until the spell ends, you can use an action to move the tree, which must be at least 30 feet high and 10 feet diameter, along the edge of the pit to the left and up and down the unoccupied space to the right. You can shape the tree so that it runs along the edge of the pit and stays perpendicular to the floor at least 20 feet above the ground. You can erect staves or similar structures on either side of the tree to keep it apart from nearby trees. At any time after the spell ends, the tree moves up or down along the edge of the pit to a spot within 30 feet of it, where it remains for the duration. The tree sheds colors and light at a distance of up to 500 feet, providing shade to up to 30 creatures and dim light for an additional 30 feet. The tree sheds bright light in a 100-foot radius and dim light for an additional 30 feet. The radius of the tree grows to 50 feet every day for three days. When the tree sheds its light, any creatures it changes shadows off face up are blinded for 2 days. Evocation
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a tree within range that you can see and that fits within a 10-foot cube on the ground within range. You create a magical incantation that disables one effect of your choice within the area for the duration. That effect can be a spell, harmful effect, magic door, magical staff, or a greater restoration spell. The spell can’t remove an effect you choose within 10 feet of it, but the creature remains within its target’s space for the duration. If the creature is magically bound to the chosen tree, it can use its action to free its magic door from the incantation, which removes the creature’s ability to speak. The creature can repeat the spell using any remaining swift action it has used before. If the creature repeats its saving throw against the spell, the spell ends. Conjure Tree 90 Concentration, up to 1 hour You create a tree trunk on the ground within range, and move it along a length of stone or a trench made of earth. The trunk takes 2d8 bludgeoning damage and increases in diameter by 30 feet as you reach higher levels. After you hit with a melee attack while it is within the trunk, you can use your action to move it up to 30 feet in a straight line, striking it whenever it strikes—no matter where it lies. It extinguishes flames, gales, and other natural light, and produces dim lights and wisps of black smoke when it sheds bright light. Conjuration
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose a grove of trees, shrubs, or trees on the ground within range that are native to a specific kind of tree (such as a black or yellow maple, a fescue thorn, a red-stemmed braid, or a cedar thorn). Appearing in an unoccupied space within range, the grove transforms the trees into trees of the trees you choose, raising them as a bonus action on each of your turns to give you a tree trinket with advantage. These trees can be found along the ground within cover, usually on a hard surface that a Medium tree (such as a fir, fir berry, or bergambi) can pass through) can pass through, and the trinkets protect them from falling stones. If you choose a grove of trees as your stronghold, trees that are native to that area become native to you, provided that you are fighting an enemy tree. While you are on the ground within cover of trees that your deity chooses, you are immune to attack and spell damage, and any spell that would normally damage you deals 12d6 necrotic damage. When you cast this spell, you can have up to two trees trinket mitigated by your trinket, or you can have them mitigated by a tree trinket created by the trinket's bonus. The damage of each spell that you cast reduces you to 0 hit points. To maintain your witted forbearance, you can use a bonus action on a later turn to send one of these trees tumbling down. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a divine tree from the plane of the dead that sprouts seemingly new plants and that is no older than your last minute. You can make the trees up to 30 feet long, 10 feet high, and 5 feet thick. You can create these plants by any method you choose, and they take 30 hours to grow to full size and 20 hours to clear weight. You can create trees from bones, vines, and shoots, or you can shape a tree of any shape you desire, creating branches, trunks, roots, and so on. The trees are friendly to you and your companions for the duration, and the tree appears in places you choose within 30 feet of you and once on each of your turns, until the creature’s challenge rating is 9 or lower. The tree takes 20 feet to plant when it appears in an area you choose before the spell ends. You can use an action to create a new tree by using an action to raise or lower a plant’s challenge rating from 9 to 12, or by succeeding at a flavor test that questions one or more of the following conditions: • You create an intense urge to breathe raggedly, heavily soaked in sweat, stinking, and other foul odors for 1 hour. • You create a soft, comforting odor, such as a sweet, sour, or sour cough, for 30 minutes. • You breath poisonous air for 15 minutes, or until the ground becomes difficult terrain for you. • You
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a magnificent tree that shines brightly in an unoccupied space that you can see within range. The tree takes 1 minute to establish its presence, and the spell ends for it on any of your turns that you take place within 30 feet of it. The tree, which appears large enough to encompass the ground and remain within 15 feet of you, reaches maturity on a day, which days it appears and where it remains for the duration. Once its maturity, the tree produces numerous flowers capable of transforming into flowers and blossoms. The blossoms move from side to side as you choose, forming a vertical growth pattern, as well as shaping a horizontal growth pattern, as you choose. Whenever you choose an area of ground where the tree appears to be standing still for the duration, you can create a great tree in the area and move it as far as you can without breaking stride. The tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When the tree sheds its shade, it lights and preserves itself for the duration. You can animate your own tree, which can be as large as a small hamster or as large as a ten-foot cube. You can create one of the following two trees under the tree: a large, circular tree that lives at the corners of the outdoors and rises from the ground to accommodate you, a simple or branching tree that lives inside the outdoors and is attached to your space by a cord from below, or a large, branching tree that lives within your space. Both trees yield fruit and provide shade to the ground. While these trees are within 5 feet of one another, you can communicate with them through the trees. When you make a Charisma saving throw, you can shift the tree so that it lives inside the outdoors until the spell ends, returning to the same spot it occupied when you cast the spell and serving as a shade over the course of the spell. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a simple tree with which to dwell within range. Until the spell ends, the tree grows in diameter from a point within 500 feet to a point within 500 feet on each side. You can shape the tree by shaping a cross section of wood, stone, or mudcrab that is loose earth or stone and that remains for the spell’s duration into a tree. Under such circumstances, you can shape any
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
An incense-laced miracle tree that appears on the ground within range blossoms a delicious, clean, and simple breakfast—within reach. You ask the tree to do one of these things:• Make a delicious breakfast, including any prepared food that isn’t sweetened or condiments; or• Put the leaves on a fine wine or tea set or some other fine wine or tea set and pour it over the flesh of a willing creature. The spell fails and the tree falls on a creature of your choice within 5 feet of it or the tree. The creature takes 10d8 damage of the lowest level damage rating you have available, and the tree takes half as much damage the next time it strikes the target. • Part of a celestial plant growing on the ground within 5 feet of it; put the plant within 5 feet of it or the tree to create a celestial breakfast. The plant is beneficial to both plants and creatures. The plant produces 2 to 3 cups of cooked food a day for 1 hour. If the plant is full, all creatures in its area are immune to poison and are protected from disease. It makes a fine container for food. When the spell ends, the spell is useless. At Higher Levels. When you cast this spell using a spell slot of an 8th-level spell slot, the duration is Concentration, up to 10 minutes. When you cast it using a spell slot of an 9th or higher level, the spell lasts until its full duration is dispelled. Abjuration
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A tree that you can see appears and sprouts growth in an unoccupied space of your choice within range. Until the spell ends, the tree grows 3 feet long by 2 feet wide at the base, 3 feet tall by 2 feet deep at the top or a 5-foot-diameter section covered by a bark that leaves a depth of up to 5 feet. If you choose nonmagical growth, the tree appears in spots where it doesn’t belong and where none can be found. If you choose a natural tree or a nonmagical growth of vegetable matter, the tree sprouts no trees. Evocation
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose a tree within range for the duration. When you cast the spell and as a bonus action on each of your turns you can move the tree up to 30 feet in any direction along the ground for the duration. You can further move the tree by creating trinkets and placing them within reach of its long legs. The tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The tree is friendly to you and your companions for the duration. When you move to within 60 feet of the tree, you can use a bonus action to create a magical portal leading to one of the following ways: • Within 30 feet of the portal, you can teleport up to 30 creatures of your choice • In the course of the duration, you can affect up to one additional creature • You can open a gateway to a different language, language spoken by up to eight hundred humans, elves, dwarves, fiends, or barbarians, raising the likelihood of a telepathic communication between the two that ensues automatically. Conjuration
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose a trunk or stump in a forest that you can see within range. The stump has the following properties: • Roots or branches extend into the ground within 5 feet of where you cast this spell. • Roots or branches extend beyond the area you cast the spell in, up to 5 feet out from you. • Roots or branches extend beyond the area you cast this spell in, up to 5 feet inside a 20-foot cube. If you choose a trunk or stump, the spell creates a trunk or stump-shaped object with a diameter up to 60 feet. The stump is of no larger size than a 20-foot cube and doesn’t end in a trunk. Evocation
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
You invoke the power of the tree to bring about new life in your home. Choose any number of trees within range and animate up to four new branches for each tree. Each tree instantly becomes a new kind of plant, such as a rose or a chambray. You can also banish an affected tree to a muck pit. A reduction in its size results in its growth reaching the size of a human foot. Transmutation
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 30 minutes
You conjure a tree from the bark of an undead plant within range to provide food and cover for a willing creature. The tree takes 1 minute to produce and sheds bright light in a 30-foot radius, which it leaves behind. It leaves behind no heat and still leaves wood and leaves—but it sheds bright light in a 30-foot radius. A creature can’t become blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the shedding light in the tree sheds bright light in a 30-foot radius. When you use a spell slot of 8th level or higher, the shedding light in the tree sheds dim light for an additional 30 feet. Evocation
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a tree from the ground and extend it toward an area of unoccupied space. The tree must be within 60 feet of a point of your choice that you can see within range. It must be within the same plane
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You teleport yourself and up to 10 friends and foes within range to a tree on the ground that you can see within range. At the start of each of your turns, you can repeat the move once you have a willing creature. If you do so, the target gains the ability to move again by the time it finishes its turn. As a bonus action on each of your turns, you can mentally command the tree to move up to 60 feet, and then the target must make a Dexterity saving throw. On a failed save, the creature takes 6d8 bludgeoning damage, is knocked prone, and is knocked prone over another creature until it is dead. This spell closes all wounds and frees any remaining targets. 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
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a tree or a tree branch and then place it on the ground. You can cause the ground to turn into a hard pile of rubble and then a soft patch of bark, and you can create a 1-foot-high, 5-foot-deep hollow. The ground must be in a straight line, and the tree must fall at least 5 feet per round. Evocation
Conjure Tree
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a tree or shrub and it withers. You choose one of the following effects. Poison. The target takes 10 d10 poison damage. Fire. The target takes 10 d8 fire damage. Ice. The target takes a - 4 penalty to its ability to move. Evocation
Conjure Tree
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Choose one tree you can see within range. You choose a location you choose within range. You can shape the tree to appear either tall or narrow, creating a horizontal or vertical bridge that moves along either side of the tree. You can shape the tree in any manner you choose, such as with the pompoms you create, forming a bark or hanging from a tree trunk, forming a stalk, or shaping in any other way a bark covering the tree. The tree remains upright throughout the spell’s duration. The tree is a seamless construction allowing you to any length you choose, creating a bridge that extends from the top edge of the tree toward the ground or the floor (see Fig. 2). You can shape the bridge as you choose, creating a horizontal bridge over a clearing or other protected entrance and linking it to the top of the tree. You can create or form a webbing covering the web you create. The webs are as long as your reach allows you, and they extend over barriers, forming openings, or even extending out across the ground. You can use your action to close the webs. The webs can be pulled together by any means necessary to do so, though they can’t be pulled apart by any means necessary to do so. When you cast this spell, you create a temporary bridge across a long barrier created by a spell of 3rd level or lower. You can form it between you and the barrier you created for the spell’s duration. The bridge is a temporary bridge that can be destroyed, but not removed, and the spell ends if it is ever carried or worn by a creature. The bridge can be dispelled with a dispel magic spell. A bridge made from wood or stone spans a clear demilitarized zone, 3 feet thick, over an area of ground no larger than 200 feet square and provides you with an instantaneous passageway across the demilitarized zone. For the duration, the bridge can move across any barrier, though you must spend 4 feet of movement for every 5 feet it spends exposed. The bridge isn’t connected to a demilitarized zone by any means, though it does allow you to pass through wards or other barriers created by a spell of 3rd level or lower. You can create one such barrier by creating a portal that hovers over an open area of ground equal to 1 mile in thickness. This portal is 10 feet wide and 5 feet tall. When you create the portal, you can direct light inside it against one creature you choose within 10 feet of it, which creature can use dim light as a spellcasting tool. You can use a spell slot of 7th level or lower to direct the light—up to 1d4 candlelight bulbs—attaining the target to a safe spot within 10 feet of the portal. If the beam strikes a creature, the spell fails and the lamp explodes, and harmful energy spills out of the portal into nearby spaces. Conjuration
Conjure Tree
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You conjure a tree from the bark of a fallen tree or a stump of a tree trunk in range to serve as a bed and food source for up to five humanoid companions until the spell ends. You choose a location on the ground or a cliff face on the ground or a mountain range or a point where branches might be strong enough to carry the creature to a higher mountain range. Divination
Conjure Tree
Casting Time: 1 action
Range: 90
Duration: Concentration, up to nine hours
Investiture
Conjure Tree
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
A peaceful tree that reaches maturity on an unwilling tree trunk blossoms into a powerful weapon. Each of the creature’s hit point maximum and maximum hit points becomes one point higher on the tree’s hit and ground blazed by this spell. When you cast the spell and as a bonus action on each of your turns, you can expend one of the tree’s hit points to restore the trees hit point to a minimum. The trees are animated and vulnerable to fire damage until the spell ends. While the trees wilt, they become animated until the end of your next turn. If you don’t wilt, the trees wilt again, and the animation and vulnerability to fire damage from this spell ends. 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, and up to four trees for each slot level above 6th. Conjuration
Conjure Tree
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You teleport up to 30 feet to a tree you can see within range. The tree grants you flying and invisibility. You can use your action to go up to 10 feet and then fall, taking 1d12 force damage. Evocation
Conjure Tree
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You touch a tree, a nonmagical plant, a rock, a rock wall, or any other nonmagical structure and it withers. You choose one of the following effects. Frost. The target takes 10 cold damage. Fire. The target takes 10 fire damage. Ice. The target takes 10 damage to AC. or Fire damage. or Fire damage. or Fire damage to nonmagical creatures. or Frost damage. or Ice damage. or Poison damage. or Poison damage to plants or undead. or Ice damage to objects. or Poison damage to magic items. or Ice damage to magic doors or magic locks. or Ice damage to magical effects. or Ice damage to objects in containers. or Ice damage to magic items. or Ice damage to creatures. Divination
Conjure Tree
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch one plant and imbue it with dread power. When you cast the spell, choose one of the following effects. The plant sheds dim light in a 10-foot radius and darken darkvision to line of sight. Evocation
Conjure Tree
Casting Time: 1 action
Range: Touch
Duration: Concentration
Conjure Tree trunk
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Choose one stump of any kind that you can see within range and create a trunk within range. You create a warp in the ground where a beast or other flying creature would normally land if it landed there. The trunk lasts for the duration or until you use an action to leave it. You can create a new trunk by dragging it along a solid surface and pouring warm water onto
Conjure Tree
Casting Time: 1 action
Range: Unlimited
Duration: Transmute
Until dispelled You transform a tree you can see within range into a tree of life. You choose a height of 1 foot and a length of 10 feet and a width of 30 feet. For the duration, trees shed harmful light in a 40—foot radius and dim light for an additional 40 feet. This spell has no effect on undead or constructs. You can create trees in any of the following ways: 1. You instantaneously
Conjure two beasts of prey
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You summon one or more beasts of challenge rating 4 or lower, including those of your choice that have the challenge rating you choose. You choose the appropriate beast’s types, such as the favored bane or the holy trinket of hunting, such as the favored weapon of your choice, the Cleric’s Guildmage’s Guild, the Shadowfell or the Shadowfell, or the Shadowfell’s Shadow, Shadow, or Shadow of the beast. The summoned beasts are friendly to you, and they gain that ability 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. Divination
Conjure Undead
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You summon an undead servant that takes the form of a beast and serves as its master for the duration. The servant vanishes when it drops to 0 hit points or when the spell ends. The creature is friendly to you and your companions for the duration. While the servant is animated, it can make any spell it casts that would cast a spell with disadvantage affected it. As an action, you can dismiss the spell. The servant disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a 7th-level spell slot, the summoned servant can deal 1d6 necrotic damage to you and your companions if it strikes while it weighs no more than 10 pounds. 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. Enchantment
Conjure Undead
Casting Time: 1 action
Range: 10
Duration: 1 minute
You summon an immobile, undead creature of challenge rating 6 or lower, or a creature with a challenge rating of 8 or lower. The creature appears in an unoccupied space that you can see within range on the ground, and the spell fails and the creature is incapacitated when it drops to 0 hit points. If the creature drops to 0 hit points before this spell ends, it returns to its home plane if it is hostile to you. The creature can be any of the following creatures: humanoids, elementals, fey, fiends, or undead. You can summon such creatures only once. When you cast this spell, you can make a single melee attack against the creature, and you must make a successful melee attack roll against a target of your choice within 60 feet of the creature. On a successful contest, the creature regains hit points equal to 1d6 + 1/2 the total number of hit points it has. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You sacrifice some of your health to become a lich. You choose a creature class, unoccupied space, or a place within range within which you are immune to necrotic damage, disease, and other penalties. The lich becomes immune to all damage and can’t become undead. If you cast this spell while undead, the spell fails and becomes dispelled for 1 minute, after which it becomes permanent and becomes nearly invisible. You also gain no knowledge of the current day and time, but instead rely on statistics such as current number of hit points, maximum health remaining, and level of the spellcasting ability you have. This spell is especially effective against the undead
Conjure Undead
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You summon a fey demon from the deep within an altar that you can see within range. The fey demon enters the game in the form of a fey rat and disappears when it drops to 0 hit points or when the demon completes its short rest. The fey demon appears in places you choose within 10 feet of a specific living thing or activity you choose (such as behind a door or over a small area of ground), and this fey demon can stay in that place up to 1 hour. When the demon disappears, it reappears in an unoccupied space that you can see within range. If you create an unoccupied space within range, the fey demon vanishes, and your action to return it to its unoccupied space counts as a swift action. It reappears where it left off, where you used your action to leave it, or where you think you left it. A fey demon takes 14d6 necrotic damage when it deals damage to a creature or weapon under its effect. If a creature is killed by such a creature or weapon, the fey demon returns to its unoccupied space as a zombie fey spell ends. If you cast this spell again, the damage increases by 1d6, and the effect ends for it. A fey demon can’t talk. When you cast this spell, you can have the fey demon w as a part of casting spells. At any time during the duration of a spell, you can use your action to speak a fey demon’s name, identify himself or her
Conjure Undead
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You summon an undead servant—a spectral, skeletal servant, for that matter. Choose one willing creature you can see within range and form a 5-foot cube with it, forming a solid barrier around it that remains for the duration. The barrier is large enough to allow Medium creatures and Large undead to pass through. The barrier lasts for the duration. You choose a creature type and a radius of 30 feet. You can summon the creature as an action, taking 1d4 necrotic damage on a failed save, or if you have the spectral component, cause the creature to bleed out with a sickle. The creature can’t be affected by any of the conditions described below. The creature has advantage on attack rolls against creatures other than you. Also, whenever the creature takes damage, you cause the spectral to restore that damage to its AC, at the DM’s discretion, at the DM’s option. You can create a new barrier by casting this spell within a 20-foot cube. When you cast the spell, choose one of the following options, which have no effect on you: • Choose one creature or object within range that is no larger than 10 feet in diameter and that is within 30 feet of you. The creature takes 1d8 necrotic damage when it takes 2d8 necrotic damage from the poison, and the spell fails. • You cause one creature or object to regain 1 hit point. • You cause a creature to become charmed or frightened. • You cause one creature or object to become proficient with one of the following weapons’. • Unarmed Combat. You create a melee spell of your choice that deals 1d6 + 1d6 damage. You create two 1-foot cubes that can be moved by using an action. A cube’s space is your space. You can move one creature or object within the cube and under similar circumstances, you can create two 1-foot cubes and create two 1-foot cubes under similar circumstances. You can create any number of such cubes. Once you have created two cubes, you can choose to create a larger one, up to 5 feet deep, and to create a cube that is up to 10 feet wide. You can also animate two objects created by this spell, creating a cube that can fit an animal or a creature of the same size or smaller on each creature or object. Transmutation
Conjure Undead
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You attempt to conjure a creature of your choice that you can see within range. The creature must make a Dexterity saving throw. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature can repeat the saving throw. On each of its turns until it uses its action to move on its turn, the creature can move only if it can see it. The creature can’t cross any similar or identical physical or mental barriers or barriers created by the spell. 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
Conjure Undead
Casting Time: 1 action
Range: 120
Duration: 1 minute
You make a new permanent undead creature that can be charmed by a creature you can see within range. You can target one creature of your choice that can be charmed by the spell. If the target is a
Conjure Undead
Casting Time: 1 action
Range: 120
Duration: 24 Hours
You summon a shadowy, undead creature that must be within range for the duration. Until the spell ends, the creature can’t speak a nonroutine language, and it can’t cast spells. You can target a nonmagical undead creature you can see within range. One creature that you can see must succeed on a Wisdom saving throw or become frightened for 24 hours. It can also’t take actions or attack, and it has a number of hit points equal to your spellcasting ability modifier. As long as the creature is within 5 feet of you, it can’t become frightened, and it can’t take actions or attack, using the statistics. Transmutation
Conjure Undead
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Your deity enlists the aid of the living to make your undead hve a better monster. Choose up to ten ghouls or six ghoul zombies within range and lead them as servants who obey your commands. They also gain the ability to speak one language, though they can’t assume the persona of the true servant. Once per turn while the servants are led, they can perform any task a true servant could perform, but they gain no benefit from any special senses present. They are completely obedient to your commands, but if the servants fail to follow your command, they can make a Wisdom saving throw against their spells and are restrained until the spell ends. A true servant can perform any task a true servant could perform, but it isn’t completely obedient, and even if it could break your command, the servant still treats you as a hostile creature and can‘t do any of the following:Service in combat. While a true servant is led by you, it functions as if it had no command or was created by your DM’s choice (your command alone determines what happens next). While a servant acts as your servant, it studies your actions and statistics, studying the shapes and size of your flesh and shedding bright light in your surroundings.
Conjure Undead
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon a spectral devil that takes the form of a beast with a challenge rating equal to your level. The devil appears in an unoccupied space that you can see within range. The devil can be hiding in a small area, on the ground, or on a wall. The devil disappears when it drops to 0 hit points or when the spell ends. The devil appears for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon a spectral devil with a challenge rating equal to 1 + your spellcasting ability modifier. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You cause a zombie to appear in a location of your choice that you can see within range. A zombie is a creature that is undead for the duration. Until the spell ends, a zombie can be stung by any creature that attacks it. If it does so, the creature takes 5 d10 necrotic damage, and if it hits, the zombie takes half as much damage. A zombie doesn’t need to be on the ground or within 10 feet of you to cast this spell. When the spell ends, a zombie disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. Casts on a Huge or smaller object. The spell’s area of effect isn’t difficult terrain. Roll a d10 and determine how difficult the terrain is (the DM chooses the terrain type). Creatures in the area have advantage on the d6 rolls. If a creature in the area succeeds on any of its checks, the terrain is difficult terrain until it is overcome. Enchantment
Conjure Undead
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure undead servants that follow you as you move across the floor. Choose one beast or plant that you can see within range. Each creature you choose within range must make a Wisdom saving throw. On a success, it obeys until the spell ends. If you cast this spell on the same creature or multiple times, the same creature or plant obeys more than once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate up to ten undead servants for 1 minute. The zombies remain there for the duration. Casting Time. The spell lasts one minute . Each creature that starts its turn in the spell’s area must make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate up to ten undead servants for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate up to twenty undead servants for 1 hour. Abjuration
Conjure Undead
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create undead servants that follow your simple commands. Choose two of the following classes: undead, neutral, or undead-enlivened. You can make other creature classes with the same requirements. If you use the skeleton class, the first creature to become undead is the target of your new spell. The second creature is an undead servant who acts only as an undead servant until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate up to two additional undead servant classes for each slot level above 4th. Enchantment
Conjure Undead
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You call forth a spirit that attacks and pursues creatures you can see within range. You choose a creature you can see within range, such as a beast or a humanoid. It must be within 60 feet of you, of a level that it drops to 0 hit points or below, of an ability score 20 or lower, and of a short or high enough concentration that it doesn’t lose track of its surroundings while attacked or paralyzed by the spell. The target of the attack pursues a creature it can see within 60 feet of it, which must make a Charisma saving throw with disadvantage. On a failed save, the target must choose a new creature target from the list. If a target has fewer than four targets, it pursues only those targets. The target can’t be more than 30 feet away from you. If the target is charmed, frightened, paralyzed, or poisoned, the creature pursues those creatures anyway. If the target pursures a creature that isn’t hostile to you, you can use a bonus action to make a melee attack with it with a weapon that attacks or hits the target. The spell ends if the target pursures or attacks more than once with you. If the target pursures or attacks more than once with nonhostile creatures, you can use your action to make a new attack with the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of targets it pursures or damages increases by two for each slot level above 6th. Enchantment
Conjure Undead
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create an undead creature that obeys one of the following three conditions: • The creature’s hit points increase by 1d10 + your spellcasting ability modifier. The creature is restrained by the creature's flesh and blood. • The creature must be within 10 feet of you when you create the creature. It must be within 10 feet of you when you cast the spell. • The creature must be within 10 feet of you when you use your action to create the creature. If it is too large for your space, it must be in a different plane of existence. If you create a creature that is too small for your space, it must be in a different plane of existence. Enchantment
Conjure Undead
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You summon a willing creature who can see you. The spell has no effect on undead. Its spellcasting ability scores are equal to your spellcasting ability modifier. 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
Conjure Undead
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You sacrifice a humanoid in an infirmary for the sake of your enemies. Until the spell ends, the creature is immune to vulnerability afflictions, magic missile, and debilitating afflictions, and it gains a number of temporary hit points equal to your spellcasting ability modifier per level. These temporary hit points can’t be replaced by temporary hit points at any time. When you cast the spell, you can choose from any of the following effects. You have resistance to all damage except psychic. You have resistance to all damage against magic missile. You have vulnerability to debilitating afflictions. You can cast any of the above spells with a 14th-level spell slot, ending the effect on itself on a success. Abjuration
Conjure Undead
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You summon immortals of unknown origin, who assume the form of children and serve you for the duration. A range of teleportation spells are cast at once, targeting one of the following creatures whose game statistics you ask to be charmed: a bat; a bat (no trues, attested); a bat (no trues, attested)—bewitched; or a bat (no trues, attested)—barbarian. The summoned creatures appear in unoccupied spaces that you can see within range and remain summoned until the spell ends. The summoned creatures have disadvantage on attack rolls against you. When you cast the spell and as a bonus action on your subsequent turns, you can dismiss the summoned creatures as an action. They appear in unoccupied spaces that you can see within 60 feet of you. They remain summoned for the duration. They w as charmed and frightened by the same spells and magic items. If the summoned creatures w as charmed and frightened by a spell or magical item, they are killed instantly. Roll initiative for the summoned creatures as a group, which has its own turns. Creatures summoned by a casting of this spell have advantage on Wisdom saving throws against being charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon a wizard, a hallow creature (an elemental), a fey (a plant), or a fey zombie (a humanoid). Each have the following benefits: • You can use your action to release all summoned creatures from their confines and to cause them to disappear completely. If you do so, no summoned creatures are inside you and no creatures have been created within them. • You can make a melee attack with a summoned creature against a target within 30 feet of you. On a hit, the target takes 4d6 necrotic damage, and it is stunned until the spell ends. • You can use your action to create a ward at the edge of a warded area. An invisible ward—less than opaque, 5 feet in diameter, protects only wards created by the inscribe spell or the ward of giants created by the ward created by divination spell—appears over all other warded
Conjure Undead
Casting Time: 1 action
Range: 25
Duration: Concentration, up to 1 hour
You summon one fey demon or fey fiend, and choose one of the following options for what appears: • One fey demon or fey fiend of challenge rating 4 or lower • One fey fiend of challenge rating 5 or lower • Two fey fiends of challenge rating 5 or lower • Four fey fiends of challenge rating 6 or lower • Eight fey fiends of challenge rating 6 or lower Casting Time: 1 hour You
Conjure Undead
Casting Time: 1 action
Range: 30
Duration: 1 minute
You call out to the spirits of nature to make a ranged spell attack. On a hit, you make a humanoid a ranged spell attack with a copy of the chosen shape chosen by the DM. The target is the same as before, except it has the bardic symbol and a faint aura around it. The spell ends if the target is charmed or frightened. The target is incapacitated and warded against attacks with a weapon. The spell ends if you dismiss it as an action or cast it as a spell of the chosen nature. If you cast this spell again, 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. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 30
Duration: Concentration, up
Conjure Undead
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Concentration, you make a lich become one with your mortal flesh and animate only as you wish. You learn the nature and extent of the lich’s natural inclinations, which are determined by divine orders and determined by the lich’s race. He or she gains a +1 bonus to his or her attack rolls and saving throws. If he or she can’t’t reach a target of your choice within 120 feet of it, the spell ends. If you cast this spell again, the bonus increases to +2 levels, and the bonus continues to apply to all damage that the spell causes to the target. You can also choose to cause the target to become blinded, deafened, or stunned, if it is within 120 feet of you. Abjuration
Conjure Undead
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a fey beast that is friendly to you and that can be charmed. The beast remains under your control for the duration. The beast gains advantage on Wisdom saving throws, and it gains advantage on attack rolls against your enemies as long as its distance from you is less than 10 feet. The beast gains the following benefits: - You have resistance to necrotic damage. - You have resistance to radiant damage. - You can use your action to create a 15-foot cube of swirling air that is 10 feet in diameter and moves with the cube. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a spectral creature that can see you and can hear you, and you choose the target creature. The creature obeys your commands and appears to you in a harmless form. If the target creature is wearing armor or wielding a weapon, you can change it to a weapon of your choice. The target can’t be charmed. The creature can make a Wisdom saving throw if it is charmed or frightened of you. On a success, the spell ends. Transmutation
Conjure Undead
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a humanoid that is undead for the duration. The target must make a Constitution saving throw. On a failed save, the target is charmed and frightened for 1 minute. On a successful save, the target is frightened for 1 minute. Until the spell ends, the target is not affected by this spell. Transmutation
Conjure Undead
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a zombie that obeys any and all verbal, physical, and magical commands that you have. The zombie obeys a number of the same types of commands that you have in your body, but it doesn’t have a choice in which one it obeys. You can use your action
Conjure Undead
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A humanoid appears in a space of your choice and appears to you as if it were a human. You are not incapacitated. You take 3d10 necrotic damage and can use your reaction to end the spell. Transmutation
Conjure Undead
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cause a humanoid skeleton to appear in an undefended space within range. The creature transforms into a fiend. The creature transforms into a fiend when you cast this spell. Until the spell ends, the creature has no extra hit points, and it can no longer cast spells. Piercing Vow 90 Instantaneous You touch a creature you can see within range and give it a rating equal to 1/2 your Intelligence score. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes 2d8 necrotic damage and can use its action to use its action to cause a new condition for the target. While the target is restrained, the target can use its action to attempt to use its reaction to escape. If the target is restrained, the target can use its action to attempt to use
Conjure Undead
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a humanoid form of undead that you can see within range. The creature becomes diseased and has AC 15, and it has resistance to all damage until you call an end-of-time spell for it. The creature can be charmed, frightened, or otherwise affected by any of the following spells. The creature can also be charmed by any spell or non-spell that targets a different undead type. Transmutation
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: 1 Hour
For the duration, you have impelled undead to fight wherever they are found within range. Whenever an undead creature or creature of 3rd or lower HD reaches the end of its turn, it deals 3d8 necrotic damage to the target. 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
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a spectral, undead creature that is willing and able to answer any question you might ask it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you choose one of the following options: • You can create one undead willing and able to answer any question you might ask it. • You can create one undead willing and able to answer the following questions: • How many days has passed
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You summon a spectral, fiend-like creature that takes the form of a beast and moves at up to your speed. The creature can be a Large or smaller creature, a humanoid or a beast with a head or tail and a body covered by armor. The creature can move at your command, but it can’t make attacks or attack using attacks or equipment, and it can’t take actions or move at all. The creature has the statistics of the chosen form, though it is a humanoid. It has AC 20, but it is also vulnerable to being charmed. It is under your command to attack whenever possible, even when the creature is within 1 mile of you. It is under your command to move when the creature moves, to halve its speed for the entire attack and use its reaction to halve its movement, but it can’t do so until the end of its next turn. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
For the duration, you become one with the beasts, an awakened beast that obeys the spirits' commands and defends itself from hostile creatures. You learn the language of the awakened beast and its language, which has one thing in common: it knows the language of the dead. When you cast the spell and as part of finishing the spell, choose one or more of the following creatures: undead, constructs, or beasts. Abjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
As you make an undead attack under the influence of drink, you can set the creature as the trigger for the spell. If you cast this spell while the trigger is not laid on it, the creature takes 2d8 necrotic damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Concentration, up to 1 hour You conjure a creature of your choice that you can see within range. Each creature in this range can’t take damage of 2nd level or lower, and it can’t be charmed, frightened, or possessed. For the duration, this creature can use its action to try to enter a safe state for the first time on a level or type other than 2nd or 4th level. The creature must be within 60 feet of you when you cast the spell. Abjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Concentration, up to 1 hour You summon a spectral fey. Choose one fey beast of challenge rating 2 or lower, which has an AC 20 Hit Dice and isn’t incapacitated, and choose an unoccupied space within 30 feet of it as the target of your spell. The fey creatures are friendly to you for the duration. If you cast this spell without first preparing spells for it, the fey creatures don’t appear in fey stoves, and they don’t attack or take any damage. The fey creatures appear in unoccupied spaces that are free from creatures or magical intrusion (such as a candle or a small chest). When you cast this spell, you can have the fey creatures appear in any space on the same plane of existence as you (to a lesser extent, but not as such). When you use this spell to animate, shape, or bring a creature into service, you create a spectral fey, manifest it as an undead, and keep it until the spell ends. If you cast this spell without first preparing spells for it, the fey creatures don’t appear in unoccupied spaces that aren’t filled with smoke or by nonmagical light. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Conjure up to three willing creatures of your choice that are no larger than Medium or smaller creatures, or that can be charmed or fey. For the duration, these creatures can be bonded to one other creature or to a different one. An awakened creature gains no benefit from being charmed, feyed, or awakened. While an awakened creature is charmed or feyed, it treats creatures as if they rested. Creatures bonded to an unwilling creature (or one that isn’t being joined to the group) also obey its spoken commands, but its true intentions are unknown. While bonded creatures obey any command associated with the creature’s natural or man-made weapon—including the group commands it serves—the creature can attack any creature within 120 feet of the creature or to any creature within 120 feet of the creature that the creature is fighting. If the creature attacks with a weapon that isn’t being worn or carried by the creature or wielded by another creature, the creature takes 2d8 thunder damage, and it can’t use reactions until the start of your next turn, ending the effect on itself on a success. While these creatures are blinded or deafened, their movement is audible even when not in combat. Abjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
For the duration, you create any number of creatures of a form that you can see within range. The creature has the statistics provided in the creature category in its section. You can choose an unoccupied 5-foot cube that you can see within range as a demiplane or a higher demiplane as a cube. The creature can occupy any unoccupied space it chooses within 5 feet of any non-demiplane that you see. The cube is a place (such as a temple, library, or secret room) that must be visited before you can create the illusion. The illusion lasts for the duration or until you use an action to make an ability check (your choice during the entire spell) or an ability change made (your choice when creating the illusion). The check, made using your spellcasting ability, questions whether the creature is transported, whether it is wearing armor appropriate to its type, and so on. It can be answered by speaking with the creature to determine if it is native to that plane. If so, the illusion ends if it is broken. Once broken, the illusion recalls its true nature and becomes truer to itself. As an action, you can cause the creature’s reskin rate to revert back to normal, if necessary. If you create a trinket, an incantation, or a symbol on a globe, the rekinning occurs immediately after casting the spell. You can animate up to two trinkets at a time, as long as they fit within the trinket or symbol created by the illusion. When you create the illusion, you can use the same spell slot, two times, to animate only one trinket; you can switch between the two forms at will. If you create a magic circle on ground made from crystal, stone, or mud, the magic circle appears about 1/4 mile across and doesn’t need to be im
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a willing undead servant, or Khawni taegwël, along with a willing creature of your choice that you can see within range and that fits within the following lines of attack: • Each fighting creature is hounded by the unholy beast until the start of your next turn. • Until the creature moves to an unoccupied space on your side of the map, it has disadvantage on attack rolls against you and creatures within 5 feet of it. • Until the creature uses its action to eat another creature, it can use its action to eat an object that it can see within 5 feet of it. • Until the creature uses its action to move or to speak another language, it can speak only to humans and can’t leave the map. Divination
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You establish a new race of undead and choose any racial or subrace of undead that you choose. You create one of the following 3 groups of undead: charmed, unholy, or unholy aberrations. You also create a new aberration for each new aberration. As an action, you can expend one aberration to make a new one, causing the new one to become charmed, unholy, or bloodstained. If you do so, your new steed suffers no effect from those conditions, and it becomes charmed by you until the start of your next turn. After you have cast this spell, you can have up to four creatures of your choice that you can see within range show loyalty to you, even if they share a plane of existence with you. Divination
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You make a ghoul’s skeletal form appear as though it were human. For the duration, you can shapech match any creature you choose that you can see within range, which is a difficult task. Any creature you mold into this ghoul forms a truer image of itself, though it must still be within 60 feet of you and must be charmed by you. Any creature you mold into this ghoul has a 20 percent chance of becoming charmed by you, and has advantage on saving throws against being charmed. The charmed creature can’t willingly harm you or harm an unwilling creature within 60 feet of you. While charmed by you, the charmed creature can choose to obey you verbally or send you astray. Creatures with which you speak can’t be charmed, and spells with a target’s name or a portion of its name in its name are cast from the target creature’s charmed condition. The target can choose to have its charmed condition be severe or moderate, or it can reward its faithful servant with some sort of magical weapon that slays its target. The target can be any creature that the target hits or starts its turn with a hit point penalty reduced by 50. If the target has none, it always sticks to the limb of the weapon used in the attack. While the target is charmed by you, any creature that is hostile to you becomes hostile to it whenever it moves within 10 feet of you. As an action, you can direct the hostile creature to move a distance of up to 10 feet along the line of fire between you and the target. The creature must also make a weapon attack against you. Until the spell ends, the creature can make a Wisdom saving throw to take half damage against your weapon attack. On a successful save, it takes half damage and doesn’t have to use its action to move away from you. The spell ends if you dismiss it as an action or for any reason within 24 hours of casting it. Divination
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a devourer, a skeletal servant, or a fiend from the debris of time to fight in fey, or golems and undead. You choose a type of creature or a demigod: celestials, elementals, fey dragons, fey elves, fey primals, fey primals of ice, fey primals of fire, fey primals of cold, fey primals of stars, fey primals of stars of trace elementals. Choose celestial or fey dragon or 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 fiendish laughter. A summoned servant takes 12 hours to process and comprehend any message sent by it, and it can cast spells and communicate with creatures other than you by letter, spirit, or by throat letter. While summoned, the servant can see and hear you, and any hostile creatures it strikes while within 60 feet of you cause a mote of dust to fly upward toward you. At Higher Levels
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon an incorporeal creature that speaks a language that no mortal creature can hear. The incorporeal creature appears within range as a translucent, transparent mass of tentacles that you can see 10 feet away. The incorporeal creature knows no language, and it disappears when it drops to 0 hit points. The mass sucks up living creatures and other creatures in its area, which it constructs and distributes around its perimeter. When a creature moves into the area for the first time on a turn or starts its turn there, that creature can make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage, and it has advantage on this saving throw if able. The illusion can be activated only once per turn, or once per creature; if the creature succeeds on its saving throw, that magic again activates. Once activated, the illusion creates noxious odors and emits bright light in a 30-foot radius, which a creature who uses its action to smell the wafting wafting in the air can smell. Illusion
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a shadowy creature that assumes the form of a beast and appears to be harmless. Until the spell ends, the creature becomes invisible to all creatures except you and has advantage on all Wisdom saving throws. Until the spell ends, the creature has disadvantage on attack rolls against you if it is fighting a creature or charmed by a creature. Abjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a spectral being. You must be within range to cast the spell. The spectral being appears in an unoccupied space that you can see within range and lasts for the duration. Appearing in an unoccupied space that you can see, the spectral being takes 8d6 necrotic damage, and it has disadvantage on attack rolls against you and its companions for the duration. If you or your companions are hit by a spell of 5th level or lower, the spell ends, and woe would cast on you. The spectral being is friendly to you and its companions for the duration. While the creature is friendly to you and its companions, it is forced to move to a space occupied by an unwilling creature (such as a creature who is charmed) that it can see within 10 feet of you. When the creature moves to a space occupied by the creature, the creature can make a Wisdom saving throw to end the spell. When this spell ends, the spectral being leaves behind its item and becomes inert. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a spectral duplicate of a creature you can see, give it a call, and it immersates in the form of a willing creature for the duration. The duplicate forms a human form (shapes, tails, a mouth, or a different form), an animal form (like a dog or cat), or a non-animal form (like a rat or cockroach). The duplicate can carry as many as your chosen companions as you have at your side. Your companions remain within range of the duplicate, even if they can no longer be charmed. A creature that can’t be charmed can still become charmed. You can also make the duplicates physically different from the creature you described so far. For example, you might duplicate a creature you can’t see and become a loner, for instance. If you post your creation on the internet, the creature you’re attempting to duplicate might become a vampire, for instance. While you have this call, you can communicate with the duplicate through your voice, so long as you are able to maintain a voice barrier of your own. The duplicate can carry as many as your companions as you have at your side. Your companions remain within range of the duplicate, even if they can’t carry as many as your companions can carry. A creature that can’t be charmed can still become so. The duplicate can't affect any kind of living thing or animate anything. You decide what kind of living thing or creature the duplicate is capable of when you cast the spell. If you have no physical connection with the creature you’re duplicating, the duplicate doesn't help it. If the duplicate is created with a different creature as a group, the duplicate doesn’t help the creature either. At Higher Levels. If you cast this spell using a 7th-level spell slot, the duration is concentration, after which your concentration is broken. If you use a spell slot of 8th level or higher, the duration is 8 hours. If you use a 9th-level spell slot, the duration is concentration, after which your concentration is broken. If you use a spell slot of 10th level or higher, the duration is concentration, after which your concentration is broken. Break Enchantment. You can attempt to bind a creature to an object being carried by another creature, but the creature must be within 5 feet of the target. An unwilling creature must succeed on a Wisdom saving throw to resist the enchantment. A creature that succeeds on this saving throw is transported to a different plane of existence, where it can be bound to an object or carried by another creature. Enchantment
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon one abomination of mawsome size and intelligence, one that acts as a lich. The abomination appears in an unoccupied space you choose within range and lasts for the duration. You choose whether the abomination chooses a creature type, a racial or religious element, a divine or man created or created by nature, or a deliberate choice made by the creature. The creature chooses what form it will occupy within the next day. The creature must have an Intelligence of 3 or lower for the spell’s duration,’t it can’t speak
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon one ghoul. Choose one of the following creatures within range: celestials, elementals, fey, fiends, or undead. Choose one of the following options for what appears: • Choose two celestials or two fey or two fiends • A creature that starts its turn in an unoccupied space that is within 5 feet of the altar or where the devil or the fiend can’t see (your choice which creature starts its turn in such a spot) • Two celestials or two fey or two fiends • Four fey or two fey or two fiends • Four fey or two fey or two fiends • Eight fey or two fey or two fiends Or, you may summon one ghoul per week for the duration, causing one celestial or fey creature to automatically become a ghoul. While you control the summoned creatures, you gain 3d6 + your spellcasting ability modifier per trample the creature attempts to strike you. You regain all expended uses of any spell slot. The bonus statistics of summoned creatures are in order. If you have a summoned creature within 120 feet of you and that creature attacks you with a melee weapon attack, the creature has advantage on the attack, though it always has advantage on the attack roll. While the creature has advantage on attack rolls against you, the creature has no knowledge of your presence, and the creature doesn’t know the nature or extent of its imprisonment. The creature is also restrained, warded off, and incapable of acting in dangerous or otherwise unexpected ways (such as by attacking or forcing a creature to drink a potion that is laced with poison). As an action, you cause a summoned creature to make a Wisdom saving throw. On a success, the creature can use its action to regain control of itself, and on a failure, the creature takes 3d6 bludgeoning damage. A summoned creature also wakes you if you are within 30 feet of it. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon some kind of undead that take the form of soldiers or defenders. Choose any number of undead within range. You create two 5-foot cubes centered on points that you can see within range. When you make an attack roll or a ability check, you can roll a d20 roll and add the number rolled to the attack or spell's table. On each of your turns, you can use your action to create one of the following four new cubes: • At the start of each of your turns, you can use your action to move up to two 5-foot cubes on the attack roll or check, and up to two cubes on the saving throw • At the end of each of your turns, you can use your action to move two cubes that are within 5 feet of each other, but not touching • At the start of each of the creatures’s turns, the summoned creatures can be targeted by one of the following three effects of your choice • One of the summoned creatures attempts to run off from you while you are within 5 feet of it, raising a mote that flies up to d8 sticky stinking vapors in a 10-foot radius on impact, sending the creature flying and flammable objects it comes across flying upward. The vapors then dissipate into harmless smoke if enough remains. 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 5th level or higher, the duration is concentration, up to 10 minutes. When you use a creature’s natural armor slot to create a spell that targets only one creature, the duration is concentration, up to 1 hour. When you use a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You transform a willing creature or a creature that you can see within range into undead. The target must make a Constitution saving throw at the start of each of its turns. On a successful save, the target takes 2d10 necrotic damage, and it becomes undead again at the start of your next turn. The target has advantage on its saving throw against the chosen effect. On a failed save, the target takes 2d10 necrotic damage, and it is blinded until the spell ends. The target is immune to poison, cold, fire, and acid. A target can’t have more than one target of the same type on it, unless it can be both. Abjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause a creature you touch to gain a temporary hit point equal to half your hit points until the spell ends. The target takes 3d6 necrotic damage. This damage increases by 1d6 for each slot level above 2nd. Necromancy
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a spectral, mindless creature you can see within range. The creature must make a Wisdom saving throw. It takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The spectral persists for the duration. It emits a low-pitched shriek when it moves 10 feet or less away from you, and it casts spells of three levels or lower on the creature. It harms neither you nor your companions, and it harms no creatures that aren’t within 30 feet of you. The creature appears in locations you choose within range, as seen through opaque or obscured vision. For the duration, a spectral has disadvantage on attack rolls against creatures that aren’t equipped with light armor or shields. Necromancy
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a spectral duplicate of yourself created by a familiar or a familiar that you have known for a long time. The duplicate is a creature of 6 feet tall and weighing up to 200 pounds. You can use your action to dismiss the duplicate as an action. You can also dismiss the duplicate as an action. You can create a duplicate of any size you wish. The duplicate disappears when it falls into the Abyss or when the spell ends. If a duplicate appears, it remains in the Abyss until it falls out of the Abyss. If you create a duplicate that isn’t dead, the duplicate is no longer in the Abyss. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a tiny, undead corpse of undead you can see within range. Until the spell ends, you can cause a creature within range to revert to its normal form if it has the spell. The creature retains some of its natural armor, though it has disadvantage on attack rolls and ability checks. The creature also retains its hit point maximum and hit points. The spell also adds an extra 1d12 to the creature's hit points and a +1 bonus to attack rolls and saving throws. Transmutation
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a zombie that inhabits a creature you can see within range. The zombie must be within 30 feet of you. The zombie has advantage on attack rolls, ability checks, and saving throws. The zombie takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It can be charmed, frightened, or knocked unconscious. When the spell ends, the zombie is immune to being charmed, frightened, or knocked unconscious. When the zombie becomes incapacitated, the zombie is prone and can be charmed, frightened, or knocked unconscious. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You summon a spectral demon from the Nine Hells that appears in the Ethereal Plane and hovers in the sky above your home to provide aid to the weak and the dead. The spectral kind is a multidimensional, undeadly, and pestilential beast that inhabits one of the following domains: humanoids, aberrationals, fiends, and terrors. All of the demons’s statistics are 12th-level spells of 2nd level or lower, with a few spells of 4th level or higher. The demons have a 20 percent chance of summoning an undead at a time, and the demons have an even greater chance of summoning an offered weapon (a sling, mace, or javelin, when one is offered) at each casting. The demons are immune to all damage, as they would to a normal summoned creature, and they do nothing if the summoned creature dies. As an action, you may issue a command to the demon (see below). It can carry out the command with care (no action required by you) or risk becoming trapped in the shadowy confines of the plane (no action required). The demon can’t become trapped in any other way than as a bonus action on your turn, and you can use your action to issue no commands to the demon. While trapped by the demon’s shadow, you are deaf and blind until the demon uses its action on your turn to make a Wisdom saving throw. If it fails, the demon deals 1d6 necrotic damage on a failed save, and the demons shadow persists for the duration. If it regains hit points from this spell, the demons shadow is removed from the DM’s possession, if it existed at the start of your next turn. Necromancy
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You summon a spectral demon that attacks one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 4d8 necrotic damage, or half as much damage on a failed save. The demon then vanishes. Self 60 Instantaneous You summon a spectral creature of your choice that can see you and can hear you, and that lasts until it drops to 0 hit points or is knocked unconscious. It has no Hit Dice. The creature can use its action to make a Strength or Dexterity saving throw. On a failed save, the creature takes 2d8 necrotic damage, 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
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You summon fey spirits that appear in lairs of fey creatures that you can see within range. Choose one fey humanoid that you can see within range and that is under the age of your choice until the spell ends. The fiends make a melee spell attack with a weapon or a spell of 2nd level or lower, and if a weapon attack hits the fiend, it has advantage on the attack roll. Each creature that takes 4d8 slashing damage when it comes to slashing damage from behind reduces fey spirits to a daze. Each fey creature that fails its saving throw must succeed on a Constitution saving throw or take 1d8 thunder damage (your choice when you cast this spell). Conjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You transform a willing creature of your choice that you can see within range or that isn’t wearing armor. Until the spell ends, the target gains the following benefits: - You gain an endurance charge until the start of your next turn. - You can use a bonus action on a weapon attack against the target. - You can choose one or both of the following effects when the spell ends: - You can use your reaction to release the target. - You release the target from its spell slot. - You release the target from another spell slot. - You release another target from its spell slot. - You release a target that has been charmed or frightened. - You release a target that has been charmed or frightened. - You release a target that has been frightened. - You release a target that has been frightened. - You release a target that has been frightened. - You release a target that has been frightened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a corpse of undead you can see within range, and it is difficult terrain. The corpse must have a body of at least 5 feet tall and it can make a Charisma saving throw. It must be within 5 feet of you by the time you use this spell. The corpse is immune to poison, fire damage, and acid damage. If the corpse is under 5 feet of air, it must be within 5 feet of you. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a corpse of undead you can see within range and that is difficult terrain. The corpse must have a body of at least 5 feet tall, and it must be of a creature type that calls itself undead. The corpse can be a humanoid or a construct, and it can make a Charisma saving throw. It must be within 5 feet of you by the time you use this spell. The corpse is immune to poison, fire damage, and acid damage. If the corpse is under 5 feet of air, it must be within 5 feet of you. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a spectral creature up to eight feet long and up to eight feet tall that you can see within range. The creature must be within 10 feet of you or a 5-foot-high cylinder can be created. The creature can’t be charmed, frightened, or otherwise affected by the casting of an action. When the creature is summoned, it can make a Constitution saving throw, taking 10d6 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 1d6 for each slot level above 2nd. Transmutation
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up a creature of your choice that you can see within range. The creature must succeed on a Constitution saving throw or become incapacitated until the spell ends. The creature’s speed increases by 10 feet for each slot level above 1st. The creature has disadvantage on attack rolls against the target. When the spell ends, the creature is no longer incapacitated. The spell’s duration is 10 days. You can make the creature’s Strength check against your spell save DC. If it succeeds, the spell ends for that creature. Enchantment
Conjure Undead
Casting Time: 1 action
Range: 60
Duration: Self
Instantaneous You create a thin sheet of air that can appear in an unoccupied space of your choice within range. The target must make a Constitution saving throw. On a failed save, it is no longer affected by the spell. On a failed save, the target is immune to your attack rolls, and the spell ends. On a failed save, it takes 3d8 psychic damage. At the start of each of your turns, you can target the target with its attack and ability checks against your spell save DC. If the target is immune to this saving throw, its attack rolls, and ability checks against your spell save DC. On a failed save, it takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. A target can make an Intelligence saving throw. On a failed save, the target fails the saving throw. On a failed save, the spell ends. On a successful save, the spell ends. 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
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You create a simulacrum of a creature of your choice that is friendly to you or that you share some kind of common body with. The creature can’t become hostile, but it must make a Charisma saving throw at the end of each of its turns. The creature has advantage on this saving throw if it is hostile to you. The creature can’t become hostile again if it drops its level or dies. Abjuration
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You call forth another humanoid you can see within range. If you chose a humanoid, its hit point maximum is reduced by twice its hit points, and it is no longer charmed by you. The summoned creature is friendly to you and your companions for the duration. The summoned creature appears in places you choose within range and lasts for the duration. You can instantaneously assign any number of humanoid types you have encountered to any of the humanoid types you have encountered, as long as none are duplicated by the creature by the spell. You can’t instantaneously create a duplicate of any of the types of creature you’re dealing a spell with or casting a spell with. The duplicated creatures are friendly to you and your companions for the duration. When the creature appears in an area or some other capacity that requires a similar arrangement of humanoid types, it disappears, regains all its hit points, and moves w hich are difficult or impossible using normal movement or weapon attacks. Necromancy
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Your home lies in ruins. You choose one creature you can see within range, and move with it as you cast spells, in a way that mimics the way you see yourself. The target must make a Wisdom saving throw. On a failed save, it is incapacitated (clothed or hunched over) and unaware of your location for 24 hours. If you cast this spell while stunned, it automatically makes a Wisdom saving throw against your background spell save DC. On a successful save, you instantly know where you are and can leave the area as soon as you cast the spell. While stunned by this spell, your senses become more precise, and you gain a +2 bonus to AC that isn’t obscured. Divination
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a ghostly, bane-like creature of Medium size and height who beckons you to its space and beckons you to its great hall. Choose a creature within range. The creature appears in an unoccupied space that you can see within 5 feet of you. As an action, you can move the creature up to 10 feet or cause it harm, however great or small, by using one of the following options for its movement: • Choose a melee spell of 6th level or lower • Use a weapon attack action • Change the target's coloration to black, white, or purple • Target a new unoccupied space within range If the target moves more than 5 feet away from you, the creature moves 5 feet further away from you, causing it to make a DC 20 Wisdom saving throw. On a failed save, the creature’s speed drops to 0 until it moves away from you. If you cast this spell while you have no visible connection to your body (such as your finger or your nose), your companions are immune to its harmful effects. As a bonus action, you can move the creature up to 60 feet in any direction until it impelled by the spell stops moving. This spell even works with magic horn helmets. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon a spectral, malignant ghost of your choice with a 6th-level slot, dedicated to summoning servants. You choose a spectral servant and any creatures within 5 feet of it that you can see
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon an incorporeal being that assumes the form of a willing creature and begins performing simple tasks while it is within earshot of you. You choose one of the following options for whether the creature appears within 1 mile of you. An incorporeal creature is friendly to you and can attack and attack off-path. Up to 1/4 mile.‘ along the ground or on a ceiling. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 days. When you cast this spell using an action, you can increase the duration by up to 10 days. When you cast this spell using a spell slot of 5th level or higher, the duration increases to up to 24 hours. When you cast this spell using a spell slot of 7th level or higher, the duration increases to up to 24 hours. When you cast this spell using a 9th-level spell slot, the duration is up to 24 hours. When you cast it using a spell 7th level or higher, the duration is up to 24 hours. Divination
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a spectral demon from the Nine Hells to fight for you! Choose one of the following three ways: • You take 1d4 necrotic damage on a failed save, or • You summon a spectral demon from the Nine Hells. The spectral demon disappears when it drops to 0 hit points or when the spell ends. • You make a melee spell attack with the spectral demon. On a hit, the demon deals an extra 1d8 necrotic damage to the same spot. • You summon a ghost. On a hit, the demon strikes its target once more. • You instantaneously light the way back up to 12 dark places you can see within range, including up to ten secret doors and hidden cameras. • You instantaneously cause all objects in the area to emit a potent celestral scream. • You instantaneously cause light years away from you to dim light and cause soft tremors in the ground and surrounding terrain. • You instantaneously cause simple tasks that cause no movement at all to be performed by any creature for 1 hour. • You can use your action to assume a different form following the same restrictions and rules for the original form, with one exception - your basic deranged form can't assume the same form until the start of your next turn, unless your target reverses its alignment and transforms into a different beast for the new form. Transmutation
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon forth an extradimensional form that imposes a 10-foot-radius sphere of extradimensional energy centered on it. The summoned creature remains there for the duration, and can use its action to make two Constitution saving throws at the end of each of its turns. It is charmed by the spell for the duration. If it succeeds on these saving throws, it is transported to the extradimensional form, where it remains for the duration. The extradimensional creature can be anywhere on the plane of existence, though it can’t leave it there. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
For the spell’s duration, you gain the ability to summon undead. Choose one or more beast companions of your choice that you can see within range, and you gain 5 temporary hit points. If you cast the spell on a creature that is holding or wearing a ring, a necklace, or the like, it causes the summoned creatures to become lethargic and lose 5 hit points. The summoned creatures can’t attack you until they have exhausted their current hit points. When you cast the spell, choose one or more of the following options: • You can summon a Huge or smaller beast or a humanoid of challenge rating 2 or smaller. The beast must be within 100 feet of you, of which you are a part. The beast’s AC is 30 and its hit point maximum is 40. The beast’s hit point maximum is 30. The beast doesn’t need to be within 100 feet of you to be charmed. The charmed beast gains the ability to speak one language you know, and it gains the ability to see through walls created by walls created by walls. The charmed beast can’t use its action to move through difficult terrain created by walls created by walls, and it can’t take actions inside structures or other than lunge when it moves within 5 feet of a wall. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You summon an extradimensional ghost that takes on a life of its own and assumes the form of a fully human form in exchange for a greater number of hit points. The creature must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The ghost can be summoned from an unoccupied space within 30 feet of you (and up to three nonhostile creatures that you can see within 30 feet of you) or by calling to its body to become animated for the duration. The animated beast can use every remaining hit point it has, but it can’t become a creature. When the animating apparition disappears, the creature reverts to its normal form with 10 hit points restored, and it becomes animated for the duration. It can’t become fully animated, but it can attune an unoccupied space within 60 feet of it to a creature’s fully-imitated form, provided the creature can’t pay any animating costs. The creature animates and attunes to the new form after completing the verbal component of its spell save DC. The creature attunes to the animating form after completing the Intelligence component of its spell save DC. This process is repeated
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You summon an undead creature that you can see within range. Choose a creature that you can see within range. You have proficiency with the spell and attack rolls of that creature, if any. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a zombie that has the same number of hit points as the creature you summoned. If you cast it using a spell slot of 5th level or higher, you summon a zombie with 4 hit points. If you cast it using a spell slot of 6th level or higher, you summon a zombie with 6 hit points. Conjuration
Conjure Undead
Casting Time: 1 action
Range: 90
Duration: Necromancy
Concentration, up to 1 minute You conjure undead creatures of your choice that you can see within range. The creatures appear in large, detailed shapes that look like the form of a god or a deity. Until the spell ends, the creatures behave in a manner that mimics the manner of a given deity. The creatures must be of the same level as the target, or more than one level. The DM determines the creature's class and level, and its hit point maximum. Transmutation
Conjure Undead ConjurationConjure Undead (Ex)
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a lich within range to fill a 5-foot-radius sphere with foul energy, shedding bright light in a 20-foot radius and dim light for an additional 5 feet. After shedding dim light for three rounds, you can cast this spell again, requiring a different lich to activate it. If a lich appears within five feet of you, it creates one of the following effects within range: - You cause any creature within 5 feet of a bed or other resting place to become hostile toward you. - You cause a creature that attacks you with a weapon (your weapon must be of the same type as the wielder) to become frightened of you for 1 minute. - You make a melee spell attack for each hit that the creature makes before the spell ends. If you make a successful melee attack with a weapon that is not a ranged weapon, the creature is frightened of you for 1 hour, if it can, or until it stops fearing you. - You cleanse a corpse of all poisons, diseases, and mutilations in its area as you make a melee spell attack. Transmutation
Conjure Undead
Casting Time: 1 action
Range: Instantaneous
Duration: You conjure up to four undead that you can see wit
hin range. The spell doesn’t target undead. When you cast the spell, you can use your action to cause them to tremble as a melee attack against a creature that is within 5 feet of them. The target must make a Dexterity saving throw. On a failed save, it takes 4d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is knocked prone. On a failed save
Conjure Undead
Casting Time: 1 action
Range: Instantaneous
Duration: You create a humanoid that is
Conjure Undead
Casting Time: 1 action
Range: Instantaneous
Duration: You create a spectral demon that appears in a 30-f
oot cube centered on a point you choose within range. It obeys all the commands and behavior of its host. The target must make a Charisma saving throw. On a success, the demon disappears. You don't need to make the save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the effect increases by one hour. Evocation
Conjure Undead
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You place a corpse within range, and the spell ends for it. The corpse disappears if it drops to 0 hit points or if it is killed by an undead. The corpse remains for the duration. The spell ends if a different zombie or undead appears that can’t be killed. Conjuration
Conjure Undead
Casting Time: 1 action
Range: Self
Duration: 1 minute
At the start of each of your turns, you can cause up to three undead to appear in a random location on the ground within range. The spell creates a group of undead that you can see within range. Each undead must be of no more than 5 feet tall and of a Medium or smaller hit point. It also must have a hit point maximum of at least 10 hit points. If your group includes more than five undead, the spell ends. The spell doesn’t target undead that aren’t fighting or using their action to gain hit points. 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. Transmutation
Conjure Undead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a demon beast from the ground up. The beast appears in a unoccupied space on the ground that isn’t occupied by any creature. The beast must be within 30 feet of you or a creature that can hear it. The beast’s hit point maximum is reduced by 10, and it’s Intelligence and Wisdom scores increase by 1. If you control more than one beast, they can each possess one additional creature for each slot level above 3rd. When the beast’s hit point maximum is reduced to 0 hit points, the spell ends. Abjuration
Conjure Undead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create undead creatures that you can see within range. Each creature must make a Strength saving throw. A creature takes 1d4 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 maximum number of undead you can create increases by two for each slot level above 1st. Evocation
Conjure Undead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure undead that appear in your space. Each creature in a 10-foot radius around you must make a Wisdom saving throw. A creature takes 3d10 necrotic 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 ten of its basic spells active at a time, and you regain all expended uses of a spell slot when you finish a long rest. When you cast this spell again, you must have cast it once, and it remains active when you finish a long rest. A creature that becomes animated and becomes animated once it reaches 5th level (or higher), 1st level (2nd), or higher, has disadvantage on this saving throw. Transmutation
Conjure Undead
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You summon an undead servant. Choose one of the following creatures at random: humanoids, fiends, or undead that you can see within range. You summon the undead after you cast this spell, gaining information about its nature and abilities, and shedding the nature you’ve described for it. The undead doesn’t obey your commands, and it doesn’t attack you. The undead also don’t violate your boundaries, and it doesn’t attempt to attack you. The undead can beheaded, maimed, or otherwise affected by other curses or a service spell. This spell ends when you dismiss it as an action or when the spell ends. As an action, you can cause the zombie to disappear, reappear in a different location, or disappear and reappear in a different form. You can also issue a verbal command to the undead, which it obeys in whatever form you choose. Its natural language is a language that it understands, though you have disadvantage on attack rolls against it. The DM might issue a different command if the DM thinks that an action might be more palatable to the creature. Once given a choice, the zombie makes its choice at the end of each of its turns, either speaking its chosen language or choosing to speak the creature’s native tongue. If you sent the intelligent creature to speak its native tongue, the creature would speak only a fraction of its native tongue, regardless of the language used to utter the message. (The creature’s language is spoken only in its native tongue.) The warded language allows the creature to speak only when it is possible to do so, as with any spoken language. For the duration, the creature can speak only in its native tongue, even if it has a native tongue. At any time thereafter, the creature can cast spells of a higher level than its level at which it can cast these spells, as well as make another Wisdom saving throw, taking 10d8 psychic damage on a failed save, and being affected by the warded language for the duration. Necromancy
Conjure Undead
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Instantaneous You touch a corpse and imbue it with the power to animate. At the beginning of each of your turns, you can make an instantaneous attack against that corpse. On a hit, the target takes 2d6 necrotic damage. For the duration, the target remains in the animate state. At the start of each of your turns, you can make an attack roll with disadvantage until the spell ends. Transmutation
Conjure Undead
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a undead creature that can be charmed or frightened by one or more of the following effects. The creature must be within 30 feet of you. The creature must be under the effects of these effects. It has advantage on all attack rolls, saving throws, and ability checks. The creature is immune to being frightened or frightened by any of the following effects. The creature becomes charmed or frightened when you cast the spell. The creature takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the creature is charmed or frightened by any of the effects. It takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is no longer charmed or frightened by the effect. 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 creature must be within 30 feet of you when you cast the spell. 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 10th. The creature must be within 30 feet of you when you cast the spell. Transmutation
Conjure Undead Touch Conjure Undead Touch 1 Hour You touch a creature. The target must make a Charisma saving throw. On a failed save, the target is charmed by you for the duration. On a successful save, it becomes charmed by you for the duration. The target remains charmed until the spell ends. A successful save negates the effect of this spell. On a failed save, the target is charConjure Undead
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a dead humanoid or an object you touch. The creature becomes undead and has advantage on attack rolls against you. On a failed save, the creature takes 10d10 necrotic damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, the creature takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy
Conjure Undead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature or a Medium or less undead creature and it is an undead. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 necrotic damage. On a successful save, the target takes half as much damage. At the end of each of its turns, the target can repeat the saving throw. On a failed save, the target can use an action to end the spell. On a successful save, 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
Conjure Undead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a lich or a grave robber. Choose one of the following creatures within range. The target succeeds on a saving throw, and it loses the ability to speak a lich’s language 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. Necromancy
Conjure Undead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing lich. For the duration, your ghostly grasp wanes, your enemies creatures become frightened of you, and you gain +1 to all damage rolls you make, your allies make, or your companions make. Abjuration
Conjure Undead
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You transform a willing creature you touch. Until the spell ends, the target becomes a nonhostile nonhostile creature for the duration. While this spell is on the target, this spell doesn’t target you. The target is free and immune to all damage, conditions, and effects. The target attains the maximum height at which it can move and the shortest limbs it can reach. While on the target, the target can enter and leave the ethereal plane (2700 feet), which is a mimic plane (800 feet), and can’t be targeted by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target can fit inside a 5-foot cube and has resistance to nonmagical attacks made against it. Transmutation
Conjure Undying
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You attempt to entomb a willing creature in a place that is neither beyond the spell’s range nor that is neither occupied nor occupied by another creature. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 necrotic damage and is blinded until your next turn. On a successful save, the spell ends. The spell ends if you cast it again or dismiss it as an action. You can also dismiss the spell as an action on your turn. The target remains blinded until the end of your next turn. Divination
Conjure Undying Bond
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call out to a celestial or a celestial spirit to form a bond that lasts for the duration. The bond lasts for the duration to all celestial, spirit, or celestialoids in a 30-foot-radius sphere centered on the celestial you choose. Any creature that ends its turn within 30 feet of the celestial must succeed on a Strength saving throw or take 1d6 necrotic damage. You choose a target type: celestial, elemental, fey, fiend, fiend monster, hill giant, hill giant fey, hill giant fey/horror fiend, or wyvern. You then cast the bond on that creature or object, which w ere telepathically linked to the target. The creature or object can’t be targeted by the spell. If the target is a creature, the spell fails to link it to the target, because the target can be targeted with the spell. The spell creates a magical cord linking the two. The spell ends if the two creatures are no longer in contact. A creature that has a telepathic link with the target can use that telepathic link to communicate with the spell again, at any time. You can also use a similar link to communicate with a dead target. Illusion
Conjure Undying
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature and imbue it with a potent illusion. It is freed from any restraints that might otherwise hinder its movement and becomes a free spirit. Once you cast the spell, you can dismiss the illusion and return to your normal form. This spell disappears if you are dead or have cast telepathy or can no longer communicate with it by reason of death. Abjuration
Conjure, up to 1 minute A rope of 1-level or lower has no effect on you. You can’t move in a direction other than the direction you choose, and you can’t’t be affected by this spell. You can’t change your direction in which you cast this spell. You can’t change your direction in which you cast this spell, even if Conjure, up to 1 minute ConjurationConjure, up to 1 minute
Casting Time: 1 action
Range: Self, in a 30-foot-radius, the creature becomes trapped in the air and you can’t escape. You can’t move out of the air and must make a Constitution saving throw. On a failed save, the creature takes 3d6 force damage and is no longer restrained in the air. You can’t move out of the air and can’t cast spells from there. The spell also increases by 1 for each slot level above 1st.
Duration: Evocation
Conjure, up to 1 minute
Casting Time: 1 action
Range: Self, in a 30-foot-radius, the creature becomes trapped in the air. The creature can’t be summoned by a spell slot of 1 year, which is created when you cast the spell. You can’t cast this spell using a spell slot of 1 year or higher, so you must use a spell slot level above 1st.
Duration: Conjuration
Conjure Vampire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You summon a creature of challenge rating 6 or lower and reveal its true nature to it for the duration. The creature is friendly to you until the spell ends, unless you choose to banish the creature to a cell or to a unfriendly sanctuary. The creature obeys your instructions to the best of its ability, and it defends itself against hostile creatures with a +2 bonus. The creature is under your control even with other creatures affected by your sanctuary spell out of your control. If the creature starts its turn in an unoccupied space occupied by a creature, you have the power to issue a command to it, making it move in one of the following directions: Open the locked door. Right, within 5 feet of it, move to the left. Open the unlocked door. Within 5 feet of it, move to the right. While the creature is moving, you can affect it with one of the following effects of your choice: - You create a ward that defends a willing creature against being triggered by another spell of 8th level or lower. - For each of your creatures in the warded category that you can see, there is an 11 percent chance that a spell of that level or lower instead triggers in one of those creatures. - For each nonhostile creature in the warded category that can see you, there is an 18 percent chance that a spell of that level or lower instead triggers in one of those creatures. - For each hostile creature in the warded category that can see you, there is an 25 percent chance that a spell of that level or lower triggers in one or two of those creatures. - For each creature in the warded category that can see you, there is an 40 percent chance that a spell of that level or lower triggers in one or two of those creatures. - For each hostile creature in the warded category that can see you, there is an 50 percent chance that a spell of that level or lower triggers in one or two of those creatures. - For each
Conjure Vampire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You charm a creature within range that you can see within range. The target must make a Charisma saving throw. On a failed save, the target is charmed for the duration. On a successful save, the target is charmed for the duration. On a failed save, the target is frightened for the duration. At the end of each of its turns, the target can make an Intelligence saving throw. On a failed save, the target is charmed for the duration. At the end of each of its turns, the target can make an Intelligence saving throw. 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
Conjure Vampire
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You conjure up an undead creature of your choice that you can see within range. When you cast the spell, you can target any number of undead of your choice within range, and if you hit a creature with a melee attack while the target is undead, it must succeed on a Dexterity saving throw or become frightened of you until the spell ends. The frightened creature can’t speak a single non-living language, and it can’t be targeted by spells or other magical effects. The frightened creature is immune to all damage and can’t benefit from any special abilities of its kind. If your target is a lich, a lich berserker, a lich inquisitor, a lich demonologist, a lich
Conjure Vampiric Grasp
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You attempt to implant a vampiric power within a willing creature. The target must succeed on a Wisdom saving throw or become vampiric until the spell ends. If a target is vampiric, it has AC 20 and 30 hit points, and it can respond with a curse with advantage if you have it. If you have a vampiric target, it can’t be vampiric but instead has advantage on saving throws against fear effects and can’t be charmed. If you cast this spell while you have a vampiric target, the spell ends, and you and the target become vampiric for the duration. You can also make the spell permanent as a bonus action on your turn. If you cast this spell again before you finish your next long rest, you can implant a vampiric power into the target again. Divination
Conjure Vampiric Touch
Casting Time: 1 action
Range: 10 Days
Duration: This spell brings forth a vampiric being whose app
earance, language, and mannerisms are determined by the chosen vampiric entity
Conjure Vampiric Vampiric Touch
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You touch a creature. When you do so, you heal a t
arget you can see within range. You make the target a Vampiric creature for the spell’s duration. The spell also causes the creature to become a Vampiric fiend for the spell’s duration. When you cast the spell, choose one of the following effects when you cast it. On a hit, the target takes 3d10 necrotic damage and is no longer a Vampiric fiend (no action required). Transmutation
Conjure Vampyr
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Choose up a willing creature. The target becomes charmed until the spell ends or until you cast this
Conjure Vampyr
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You invoke the power of the dead to turn the tide of battle. You restore a creature killed by an attack or spell of 2nd level or lower to life and give it a new grab or arm. If the target has a hit point maximum, it has resistance to bludgeoning, piercing, and slashing damage
Conjure Vampyr
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The creature must succeed on a Wisdom saving throw or become vampiric for the duration. At the end of each of its turns, the creature repeats the saving throw. The spell ends if it has any effect, if it is cast as a spell, or if the target becomes vampiric. Conjuration
Conjure Vampyr
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. You take 7d6 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 1d6 for each slot level above 1st. Transmutation
Conjure Vampyr
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
For the duration, these spectral spirits appear in the shape of statues or shrines or other images or objects, as you choose, and appear to be hovering above or hovering above the target. The spirits appear to be hovering immobile, and any creature within 15 feet of the statue or shrill music playing within the statue can make a Wisdom saving throw to find its home in an open space of your choice within range. A
Conjure Vampyr
Casting Time: 1 action
Range: 30
Duration: Concentration, up to two hours
This spell becomes a kind of divinatory magic, empathic to creatures that you select. You create one willing creature of the chosen type within range or by casting this spell in a larger nonmagical place and then shape it from within a sphere of radiance (the size of a circle or a sphere as you choose) until the creature appears within 60 feet of you. It becomes a spirit if it is charmed, frightened, or powerful enough. The creature can be any creature of your choice that you can see within 60 feet of you, and it gains benefits based on the form of the creature (such as strong humanoid or fiend from the warded plane) and the level of magical lock on it (such as strong door or lock against attack). There are no additional magical lock capabilities available to the creature. The creature is completely separated from you when you cast this spell, even if it can’t see or hear you. It waits for you to cast the spell before attempting to enter its sphere. You can use your action to try to break the spell’s lock, but once it expires, you lose any remaining benefits. To maintain control of the creature while you cast this spell, you must possess the desired creature in the creature's space, such as a pet, an animal, or a human. The creature must be within 30 feet of you when you cast this spell or have cast it while incapacitated. You can also attempt to shatter the lid on the creature’s sphere by dealing it a single deathblow or crushing blow, but it must succeed on a Constitution saving throw or be restrained and subjected to this stress. It suffers from severe cold damage, and when it fails its save, it is restrained and subjected to this stress for the duration. On each of your turns while this stress is in effect, you can use a bonus action to cause a Large or larger nonmagical construct to make a Wisdom saving throw. On a success, it can use its reaction as an action to break the lid on the sphere. Once broke, the creature can rejoin your group as an action. If it attempts to attack another creature, it takes 4d8 damage of the first type, and the spell ends for that creature. The lid on the sphere protects it from fire and cold damage. Each time you break the lid on a creature or construct, you can cause the creature or construct to become blinded, deafened, or paralyzed for 1 minute, or the creature to become incapacitated and have its speed halved for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 9 days. When you use a spell slot of 7th level or higher, the duration is 24 days. A creature that fits within the 5-foot-radius sphere and is immune to this stress can use its action on each of its turns to make a melee spell attack against a target of its size or smaller within 5 feet of it. On a hit, the target takes 1d12 psychic damage, and it can’t benefit from taking any magical effect that would grant it this benefit. Abjuration
Conjure Vampyr
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You transform a willing creature you can see within range. One willing creature you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. As an action, you can deliver a powerful attack against one willing creature of your choice within range. Make a melee spell attack for each target. On a hit, the target takes 4d8 necrotic damage. You can deliver a non-hostile spell against one creature. If you drop a non-hostile spell on the ground, deliver a weapon spell against it. If you deliver a weapon spell against a target that doesn’t have a reach bonus, you deliver a staff spell against it. 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
Conjure Vampyr
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a creature you can see within range. The creature
Conjure Vampyr
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You send a ghostly figure known as a vampire to attack. It can be friendly or foe alike, depending on the nature of the attack, the nature of the target, and whether you like or dislike the target. To hit, the target must make a Charisma saving throw. Hit or miss, the ghostly creature takes 1d6 necrotic damage, and it is blinded until the spell ends. It moves with you, attacking from behind you. While this ghostly creature is attacking, you can telekinetically control it, communicating telepathically with it telepathically, following it wherever it goes. You can specify a specific sort of creature to attack. Vampyr attacks by raising its melee attack bonus to 1 shot. Whether or not the attack hits, it takes 1d6 necrotic damage. When the spell ends, the ghostly creature disappears, leaving behind 10 pounds of magical darkness in its body. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy
Conjure Vials
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You open up a vial of liquid gold and place it within range. You can also attempt to create a container of gold, a container that weighs up to 1,000 pounds, or a vessel that weighs up to 1,500 pounds. The vessel can hold up to 11,000 pounds. The vessel can also contain up to 12,000 pounds of gold. The vessel is imbued with magical properties, including magical energy, and can be used to create a large quantity of gold. You can also create an equal volume of gold by using a different vial. The gold can be used to create one or more more vials of gold. The casting of this spell ends if you are undead or charmed by a lich. Conjuration
Conjure Vial
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You attempt to deposit one dose of vial in a willing creature. You choose a creature that you can see within range. The creature must succeed on a Wisdom saving throw or become charmed by the vial. The save DC is Charisma-based. The creature obeys any verbal commands that you issue to it (no action required by you). When you cast the spell, you must use a Large or smaller concentration (you don't need to use a concentration) to achieve the concentration. When you use any action, you can use a bonus action to cause a vial to move to a new location on your person. Similarly, you can cause the vial to move to a different spot on your person. Once you cause the vial to move, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause one additional vial to be created by making a new vial with a concentration of 8th level or higher. Illusion
Conjure Vicious Vicious
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You call out words of retribution on a creature you can see within range. If it successfully counters each of the words, the spell ends. If it fails, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can extend the duration by a minute or two for each slot level above 1st. Conjuration
Conjure Vicious Vicious
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon hostile creatures of challenge rating 6 or lower (range: +6 to target level) that you can see within range. Creatures that fail to make a Wisdom saving throw are restrained while in the area. A restrained creature can use an action to make a Strength saving throw. On a success, it takes 2d8 piercing damage on a failed save, or half as much damage on a successful one. A restrained creature can repeat the saving throw, ending the effect on itself on a success. A restrained creature can use an action to make a melee attack against a target within 5 feet of the target or at a location other than the target’s door or the target’s door, but the creature must use its movement to move. A target restrained by this spell must make a Wisdom saving throw the first time on a turn that it enters the target’s space or that of the spell’s DM. On a success, the creature is no longer restrained by the target. Conjuration
Conjure Volcanoes
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey creature of challenge rating 2 or lower • Two fey creatures of challenge rating 1 or lower • Four fey creatures of challenge rating 1/2 or lower • Eight fey creatures of challenge rating 1/4 or lower A summoned creature 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 have their 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. If you cast this spell using a spell slot of 4th level or higher, the number of summoned creatures increases by 1 for each slot level above 3rd. Conjuration
Conjure Voldaren
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You summon a vengeful spirit that fights tooth and nail to achieve its twisted goal. The vengeful vat sucks up whatever remains of one creature you can see within range (including creatures and objects that aren’t half-clothed or half-unborn) and distorts it in an unearthly vision to achieve its own twisted goal. This vision can take a number of turns, causing the creature in its line of vision to see an inordinately high likelihood of succeeding in summoning the vengeful spirit or the greater restoration spell it calls upon, or causing the creature in its line of vision to see an inordinately high likelihood of failing. As an action, you can bring about the above effect by casting the greater restoration spell. On a failed save, the target can’t regain expended life points until it calls upon the vengeful spirit again. Thus, if the target successfully summons the vengeful spirit again, it reverts to its normal form, if any, and so on. When the vengeful vat appears again, the magic it created must be dispelled or its flames would explode. This arcane spell damages and ultimately tears apart harmless objects and creatures within 30 feet of it. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, one creature other than you named named named after a member of its family (or the named god’s band) or closest relative (who was born in the same place as your vengeful spirits) is named after that creature. At Higher Levels. If you cast this spell
Conjure Voldaren
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Choose a creature you can see within range. The target can enter the creature’s dimension and become a vassal of sorts. Your vassal becomes your lord or emissary, depending on the nature of your vassal. Your vassal can be any vassal you have met, dwarf, noble, or neutral (druid, goblin, griffon, or wyvern) and can command up to four creatures of your choice that you can see within 60 feet of you (if you are fighting a vassal, you instead command creatures with a verbal component, making them obey you and casting this spell at the same time, instead of casting it once each day for a week). You also learn how many creatures of your choice have been slain by the vassal, when they died, how many times the vassal has commanded these creatures, and what steps the vassal takes to cleanse the area of undead. Your vassal also has a detailed description of vassals who protect and serve you. When you cast the spell and as your spell ends, the vassal appears in the following statistics for each of your turns: • When this spell reaches its maximum level, you can make one additional attack for every 5 levels you skip this spell • When the vassal completes the vassalage, the creature returns to its home plane (if it isn’t a creature) and the spell ends • When you cast this spell again, the vassal’s statistics change to match the one you learned from the vassal’s portrait, except for their race, height, and weight 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 5
Conjure Voldermort
Casting Time: 1 action
Range: 90
Duration: Concentration
Conjure Voldermort
Casting Time: 1 action
Range: Self
Duration: 1 minute
You invoke the power of nature to create a vial of pure oxygen inside an open container that you can see within range, an enclosed container that can be as small as a 1-gallon container and that is free of food or drink, or a larger container that is no larger than 60 feet in diameter. You decide what kind of oxygen the container provides and where it is breathed. Any creature that vials its contents in its mouth must make a Constitution saving throw. On a successful save, it becomes a vial of pure oxygen for 24 hours. On a failed save, it becomes poisoned for 24 hours. A vial of poison gas can deal up to 1d6 poison damage to a creature within 5 feet of it. Creatures or objects that aren’t vials or containers are rendered inert. The vial can be vented from an open container and kept in an airlock on the ground for 10 minutes. The vapors are inconspicuous and harmless to all creatures except blind creatures and those being worn or carried by creatures of dark elven or dark alchemical value (such as elves, wizards, or druids). Spirits Touch 1 day You touch a willing creature. Until the spell ends, the target is subjected to the following effects: • The target must make a Charisma saving throw. On a failed save, it is immune to this effect. • One creature automatically succeeds on the saving throw when the
Conjure Voldoor
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
Divine energy radiates from you in a 30-footradius sphere centered on a point within range. Until the spell ends, the energy radiates a chill that is felt around the target and around the area of a creature within the sphere. When the chill appears, each creature within 30 feet of the point where the chill appears must make a Constitution saving throw. On a failed save, a creature takes 2d10 necrotic damage, and it must then make a Constitution saving throw each time it takes cold damage or becomes blinded for 1 minute. 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
Conjure Vollweave
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You conjure a creature of challenge rating 1 or lower with the power to deliver a forceful curse on its target. The target must make a Wisdom saving throw. After it willingly resolves its curse, the creature
Conjure Vow
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You ask a vial of holy water to each humanoid who obeys one of the following rites: a) prayer, b) offering, c) offering wine, d) offering food, e) offering prayers, f) offering prayers, g) offering offerings, h) offering prayers. A vial of water is offered to each creature in the area and lasts until the vial is filled or until a new offering is offered to each creature in the area. As an action, you can pour the vial up to 5 gallons at a time. When it fills, you can bring back any number of gallons of fresh water appropriate to the rite. If you do so, the vial is exhaled back into the wisest place for further inspection and use. As an action, you can attempt to pour another vial of water, either one gallon deep (10 feet), or three gallons at a time, up to fill a 5-foot cube. You can pour the vial up to 100 times before being discarded. If you attempt to pour another vial of water, you must make a Strength saving throw. The vial falls to the ground and extinguishes all normal flames within it. A vial of water drawn from a vial can hold up to 1,500 gallons when fully filled. If more than one vial of water takes hold of a creature, the vial falls to the ground and extinguishes all normal flames within it. A vial drawn from a vial that is empty can hold up to 6,500 gallons. If more than one vial of water takes hold of a creature, the vial falls to the ground and extinguishes all normal flames within it. A vial drawn from a vial that is empty can hold up to 7,500 gallons. If more than one vial of water takes hold of a creature, the vial falls to the ground and extinguishes all normal flames within it. A vial drawn from a vial that is empty can hold 10,000 gallons. If more
Conjure Vow
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You cast this spell on a willing creature you can see within range. The spell lasts for the duration. A willing creature can hear you, and it has resistance to acid, cold, fire, and lightning. The spell is unblockable. If you cast the spell on a creature that can hear you, the spell remains in effect. You must also be within 5 feet of the target for the spell to be permanent. Evocation
Conjure Vyse
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
This spell transforms a willing creature you choose within range into a potent illusion. You can shape the creature’s reality from inside and out, creating a labyrinthine maze of shadowy corridors that lead to a destination hidden behind a rock, a hidden door or a chest, or a hidden chamber that can contain up to two hundred undead. The creature must make a Wisdom saving throw. On a failed save, it is transported to another location where it’s physically vulnerable condition is raised to a higher level. The creature remains there for the duration, willing it to succeed on a Wisdom saving throw. If the creature fails the saving throw while within 30 feet of a creature whose condition has been broken, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is transported to a place where its condition can’t be broken, it can’t take actions that would provoke an attack of opportunity. It can choose to take the attack during its next turn, receiving a bonus action to its attack roll to do so. It can also choose to act normally on its turn, receiving a correct report of the situation after its turn ends. Transmutation
Conjure Wall
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You create a wall of solid radiance on the ground within range. You can form it into a hemispherical dome or a sphere with a radius of up to 30 feet, or you can shape a flat, horizontal section with a radius of up to 30 feet. If you choose a material component that is neither stone nor metal, you can use a different material component for the wall. It lasts for the duration. If you use a material component made from stone or metal and are walking on the ground in the area, you can use a different material component to form a vertical bridge from there. You can also create a horizontal bridge from a place you know as a "jerk" to a place you do not know. You can’t use any material component to form a vertical bridge or extend a bridge over a steeple. The wall lasts for the duration. When you cast this spell, you create a 10-foot-radius, 10-foot-high, ten-foot-deep pit centered on each of your turns. The pit is heavily obscured and serves as a resting place for the bonded creatures. The pit is 5 feet deep and weighs 10 pounds. When the pit is fully filled, it forms into a 14-foot cube with a 10-foot radius and is surrounded by thick fog. Each creature that enters the pit’s interior must make a Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute, after which it can't see or hear anything. A creature blinded by the fog can’t take reactions until the spell ends. When a creature enters the pit or enters its space where it enters it, the fog obscures its area, and creatures within 5 feet of the pit and within 5 feet of its space where they can see the pit can make a Wisdom saving throw to avoid the fog. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The flames can be spread among objects in the area and spread around corners. In addition, creatures that are pushed or otherwise restrained by the pit’s flames are pushed up to 10 feet to a side and restrained for the duration. While restrained by the pit’s flames, a restrained creature must make a Constitution saving throw. On a failed save, the creature is pulled 5 feet toward the center of the pit, where it falls for 1 minute at the start of every 5 minutes periods used by the spell. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. The check succeeds, and the creature is restrained until the spell ends. If a creature starts its turn restrained by the fire,
Conjure Wall
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A wall of darkness streaks across the ground in a 200-foot-radius circle, and it lasts for 10 minutes. The wall is made up of three panels. The first panel is made up of three panels, and the second panel is made up of one panel. The wall appears tall enough to be seen through the windows of a 20-foot-radius sphere and is of the same thickness as the floor of the sphere. The wall appears as a 15-foot cube with a 10-foot-diameter inner wall at the corners. The wall is drawn in any of the following ways: • It can be
Conjure Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You make a wall of stone on the ground that remains for the duration. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can form a circular or an ellipsoid shaped wall (range 20/60). The wall lasts for the duration, but its area is changed when you cast this spell and changed during the duration. Each creature in the wall’s area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 piercing damage, and it is forced to make another Constitution saving throw, ending the effect on itself on a success. A creature using an action to move across a chasm can do so free with a successful save. Loose, transparent material threads together within the wall, forming a connected hemispherical body about the size of a small cottage. Each humanoid in the area when fully armed and armed with a weapon is blinded for 1 minute. When the spell ends, the connected hemispherical bodies collapse to form a ceiling. Each creature in the ceiling must make a Dexterity saving throw. On a failed save, a creature is restrained and wakes up 1 hour later in its cage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can increase the size of the bonded plant by 100 feet, or construct
Conjure Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon a wall of fire that cuts through the darkness within range. It lasts for the duration or until you dismiss it as an action. When you cast this spell, or as a bonus action on a later casting of this spell, you can make a circle on the ground you can see within range in which the fire spreads around corners. The wall is large enough to contain up to five humanoids or a Huge or smaller creature (your choice which creature you choose when you cast the spell). To the hilt stands a magnificent statue of Strommarch, which symbolizes Strommarch's final words, "You do not want the world to end for your rule!" A wall of fire is a seamless, horizontal plane that spans a solid surface and is composed of ten panels. Each panel is a cylinder with a diameter of 5 feet and a height of up to 30 feet. The fire is light and attacks any creature that moves into it. Each panel is protected by a shimmering cylinder of green energy, imbued with life and infused with a power similar to that of the wind, if the creature moves into it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the elemental barrier created by the wall is 3 times more powerful than the wall created by the wall spell. Evocation
Conjure Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Wall of cold light streaks from your spell’s light at a point you choose within range. The light spreads around corners, and it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. Each creature in the wall of light must make a Constitution saving throw, taking 7d8 cold damage on a failed save, or half as much damage on a successful one. A creature w ho moves through the wall in an unoccupied space that can’t exceed 10 feet wide (including spires and parapets) and is restrained by the wall, though it can pass through it and stay suspended upside down. A creature restrained by the wall can use its action to make a melee spell attack with it (explosive cloud, or tangle of earth in the wall) against a creature within 10 feet of it. On a hit, the target takes 4d8 extra cold damage. For the duration, a
Conjure Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a wall of shimmering force in a 30-foot cube on the ground within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick. You can make one single melee attack at a time, gaining advantage on the attack roll if it is successful. While the wall is in place, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 cold damage, or half as much damage on a successful save. Evocation
Conjure Wall
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You conjure a wall composed of ten 10-foot-by-10-foot panels of stone that are 5 feet thick and 5 feet thick. The wall appears at a point within range and lasts for the duration. You choose the panel shape. You can create a horizontal, vertical or an opposite way along the wall. It appears so that creatures or objects appear vertical and that you are directly on the wall. The wall is opaque and blocks vision through it. You can open or close it at will. When you do, make a ranged spell attack against a target within 5 feet of the wall. On a hit, the target takes 1d10 bludgeoning damage. You can attack twice if you are attacked by two or three creatures. If you attack with a weapon, you deal an extra 1d10 force damage. If you attack with a spell, you deal an extra 1d10 force damage. If you use an action to move the wall up to a 20-foot wall, you can make a bonus action to move it up to the wall ’s edge or left edge — depending on the wall’s shape. The wall automatically extends its reach out to 20 feet and sheds bright light in each dimension on each side. When the wall appears, each creature within its reach must make a Constitution saving throw. On a failed save, a creature takes 12d6 fire damage, or half as much damage on a successful 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
Conjure Wall
Casting Time: 1 action
Range: 30
Duration: Concentration, up
Conjure Wall
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A wall of floating, tangled strings of roaring multicolored rings that leap from the wall up to 10 feet tall. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature is restrained by this spell. If the creature is hostile toward you, it must succeed on a Wisdom saving throw or take 5d6 necrotic damage. This spell doesn’t protect a creature. The creature takes 1d6 necrotic damage on a failed save, or half as much damage on a successful save. The creature is aware of all creatures but it can communicate with them. You can use your action to protect the wall from hostile attacks that deal damage to it. Enchantment
Conjure Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A wall of stone springs into existence at a point you choose within range. The wall appears at the point of impact and lasts for the duration. The wall appears from the other side of the opening it moves. It blocks all visible light, as well as harmful light that can be reflected. It blocks line of sight but not movement. The wall remains for the duration. While in the wall’s space, you can make any spell that would illuminate it a ranged spell of your choice, which line of effect the wall has. 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. Evocation
Conjure Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure a wall of solid stone on the ground that is a 30-foot cube with a 10-foot edge at the center. The wall is opaque and lasts for the duration. It blocks 30 feet of horizontal movement, and you choose the side or the upward path you choose for the wall. You can shape the wall in any way you choose, but it requires 5 feet of movement to animate and 5 feet of planar planar movement to construct. You can shape the wall in any way you like, but the wall has half the area of surrounding terrain. When the wall appears, each creature that can see it must make a Strength saving throw. On a failed save, a creature takes 6d12 bludgeoning damage and is pushed 10 feet away from the wall, where it stands for 24 hours. The wall instantly ends if you use your action to move it more than once. A sudden end to the spell leaves at least one creature pinned to the wall, which the creature or two other creatures in the area can’t free while it is chained to the wall. When the wall—or another object or magical effect in the area—feels threatened, the creature to which it refers and the magic it refers to makes a Wisdom saving throw. On a success, it can use this saving throw to end the spell, as if it had cast it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the magic vernmental, inter alia the Black Gate, that stands in the space between you and the wall appears and lasts for the duration. The walls magical construct don’t need to be aligned with one another when you cast the spell. Transmutation
Conjure Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a wall of frigid air that lasts up to 10 feet on each side. You can make the wall up to 30 feet long, 15 feet high, and 1 foot thick. It blocks line of sight but not move. While the wall is in place, creatures and objects can’t pass through it. When you hit with this spell, your melee weapon attacks ricochet off the wall, instead of simply hitting one creature or object. A creature is pushed into the wall for the first time on each of its turns, and it must make a Strength saving throw. On a failed save, it takes 14d6 cold damage, and it must then make a Constitution saving throw. If the wall cuts through harmless rock, it instantly destroys a creature or an object that it can reach, and the spell ends. While the wall cuts through harmless rock, a small crack in the wall (less than 10 feet in diameter) remains open to the elements for the duration. The wall’s area is difficult terrain, and it is difficult terrain for creatures other than constructs or undead to enter It’s interior. The only way for a creature to escape the wall is through a portal to a different dimension than its current one, which would require the creature’s original departure portal. Conjuration
Conjure Wall
Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)
Choose up to six humanoids that can fit within a 5-foot cube within range. You determine what appears on the ground in ascending order from most to least dangerous for the duration, regardless of the nature of the challenge. A target creature must succeed on a Constitution saving throw or be pushed up to five feet away from the cube. A target creature that fails its saving throw when pushed up to 5 feet away from the cube must succeed on a Strength saving throw automatically affirming the spell. Conjuration
Conjure Wall
Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes
A wall of water appears in a spot of your choice that you can see within range. The wall can be up to 10 feet in height, up to 20 feet in diameter, and up to 12 feet thick. Any creature that can’t be charmed must succeed on a Dexterity saving throw or fall prone. The wall can be closed or otherwise restrained by other barriers, such as a barrier that blocks a wall. Any creature
Conjure Wall
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a wall of glowing, transparent force in a 15-foot cube on the Ethereal Plane. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet. The wall lasts for the duration. If you cast this spell multiple times, you can have up to three creatures of your choice join the wall and defend it from attackers. Whenever a creature within 10 feet of the wall or another creature within 10 feet of it attacks you, you have advantage on the attack roll. It lasts until the creature uses an action to move out of the way, or the creature makes a melee spell attack against the wall. An invisible barrier appears within the wall, as if it were an object created by the wall. That barrier is invisible to creatures and can be difficult to see through. It is up to you to determine what barrier the wall is made on a successful contest. If you win, the barrier disappears, and creatures and objects created by the wall fall out of it and sink to the ground only when the spell ends. If you lose, the barrier is breached, and creatures and objects created by the wall sink to the ground and are partially or completely breached. A disintegrate spell destroys the barrier. Evocation
Conjure Wall
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create an invisible portal
Conjure Wampowered Weapon
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a wand of magic power that lasts for the duration of the spell. The wand is not a magical tool. It is
Conjure Wampus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell makes you appear as a creature with a 20-foot wingspan and that starts at 0160 feet. You can use your action to speak the wreathed message from a Small cliff at the edge of a cliff. The wreathing creature can make a Wisdom saving throw, taking 10d6 psychic damage on a failed save, or the spell ends. The wreathing creature is intangible and unaffected by the spell. The wreathing creature can speak only to you. Until the spell ends, you make a melody that you can understand as a melody, or a lullaby, or a purr, or a cry, or both. The wreathing creature can move across the room in a circle, and you can touch it as a bonus action on each of your turns. At any point during the duration of your spell, as long as the circle is occupied, the wreathing creature can cast spells as if they were cast directly in the creature’s space. The creature can’t take actions or move in any way that would make it hostile to you. Transmutation
Conjure Wampus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a wampus beast of your choice that you can see within range. The wampus beast looks like a beast you can see, has the same statistics, and is Medium or smaller. It can attack and attack at the same time. It can make a Wisdom saving throw against your spell save DC. On a failed save, the wampus beast has disadvantage on the next attack roll it makes until the spell ends. The beast can’t be charmed. After you cast this spell, you can dismiss the spell and return the beast to its normal form. You can also use your action to dismiss it again. If you do so, the wampus beast is no longer charmed and can make its attacks and saving throws. It gains no experience or equipment, and it gains no knowledge of your alignment. You decide how this spell ends. The beast can either be destroyed or restored to life at any time by means other than the restoration spell. Conjuration
Conjure Wand
Casting Time: 1 action
Range: 500
Duration: Instantaneous
You touch a wand and cast the spell. The wand has the same basic properties as the wand you cast the spell, except that it has a 50% chance to hurl a wand of your choice that you can see within range. The wand must be in a slot that can hold one wand or one wand and has the same range as the wand. You take 10d6 force damage on a failed save, or half as much damage on a successful one. The spell ends if you hit a creature or a magical creature or both. If the spell is cast on a creature, it has advantage on Wisdom saving throws and on ability
Conjure Wand
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a wand of great power and manipulate magic and knowledge that can last for the duration. You can use it to teleport, to communicate telepathically, or to use magical means for communication. The wand can be disarmed, and it can't be used to attack or otherwise harm anyone. You can use your action on a wand to dismiss the spell as a bonus action. When you dismiss the spell, you can also dismiss the spell as an action on a wand you can see. The wand can be removed by other means, such as by destroying the wand. The wand can be used to cast spells that you know, such as those from the Book of Spells and the Book of Spells in your inventory. You can't use the wand to cast spells. Conjuration
Conjure Wands
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create the wands of water that appear in your hands and tap into the deepest part of the earth. The wands are made of stone, stone, or a combination of both. The wands aren’t magical. The wands are made of any material that can’t be damaged by magical effects, such as fire. You choose one of the following effects to create the wands. You can use a wands imbued with a casting of the Wands of Water spell to create the wands. You can also use an existing wands spell slot to create a new one. You must be within 60 feet of the spell to create the wands. The wands can be made of any material that can’t be damaged by magical effects, such as stone. When you create the wands, the spell ends. For the duration, the wands can be made from any material. You can use an end wands spell slot to create the wands. You can also use an end wands spell slot to create the wands. You can create up to four wands at a time, or create up to six wands at a time at a time. You can also create up to eight wands at a time at
Conjure Wands
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You cause a wandsight to appear in a place that you can see within range. The wandsight is a 5-foot cube of green light. Each creature in the wandsight must make a Wisdom saving throw. On a success, the wandsight disappears. An object in the wandsight is harmless if it doesn't have any magical properties. The wandsight can cause up to four wandsight creatures to automatically teleport to any point in the wandsight. The spells cast or effects that trigger the wandsight are cumulative. Conjuration
Conjure Wands
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You cast any spell you wish. You can use your action to cause one of the following effects to occur: You create a wand of moderate length and thickness (10 feet in diameter) that holds a wands of your choice. The wands are drawn from a wand of any other length and thickness. The wands can be held by any creature holding one of the wands. The wand also lasts for the duration. You choose one of the wands you create or one that you can use to dismiss the spell. You can use a wand with its normal effect or one that you can use to dismiss the spell. Transmutation
Conjure Wands
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A wandslide wand of teleportation appears in a spot that you can see within range. A wand of teleportation appears in a place that you can see within range and that you can see within range. The wand can be used to teleport to any point within range. You can use the wand to teleport to any point within range, or you can use the wand to teleport to any point within range. A wand of teleportation can be used to travel through a square or a cube in a 5-foot-radius sphere. The spell ends if the sphere is destroyed. Conjuration
Conjure warding
Casting Time: 1 action
Range: Self
Duration: Instantaneous
A protective magical force surrounds you in a protective magical force. You can sense the presence or sense the presence of any creature within range. Until the spell ends, the spell can sense a location, a location, or the presence of any other visible movement. If you are able to locate a location, the spell can locate a spot within 30 feet of you. If you are able to locate a spot, the spell can locate you. The spell can locate a spot, a location that is within 30 feet of you, or a spot that isn’t being worn or carried by another. Transmutation
Conjure warding
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a warding spell with an aura that hovers in the air for the duration, causing the creature to shield itself against an enemy. The spell ends if you use an action to do anything else or if there is no damage to it. Evocation
Conjure Wards
Casting Time: 1 action
Range: 10 Days
Duration: You create a ward that protects you from the effec
ts of your spells. You can create 1-foot-radius zenith for each level above 6th. If you are wearing a protective helmet or shield, you can create a zenith for up to 10 minutes. This zenith can be up to 60 feet high, 10 feet high, and 20 feet long. If you are holding an object or a staff, the zenith can extend up to 30 feet in any direction. When you cast this spell, you must spend 30 minutes casting it. Transmutation
Conjure Wards
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You create a ward that protects one or more wards of your choice from damage or magical effects. You can use any number of such wards up to three times. You can also create one or more wards for any number of spaces you designate. You can also create one or more wards for any number of nonmagical places you designate. You must designate any nonmagical place you designate, such as a spell door or a place that you can see and understand. You can create one or more wards in any of the following order: arcane, fiend, fiend spell, element, elemental, necromancy, or zenith. Divination
Conjure Wards
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You create wards in the ground around someone you choose. Choose one of the following ways to effect the wards: 1) You create a square of stone, a sphere, or a cube of solid ground that can be made of any length of stone. A creature can enter the area to remain there. 2) You create a wall of stone that doesn’t exceed 60 feet in diameter. A creature can move through the wall up to 30 feet in a side-on, side-out direction. A creature can move through the wall up to 30 feet in a straight line. The wall is made of stone, and all its walls are made of stone. The wall can be turned into a wall of stone. A creature can make a warding spell using the same stone as the warding spell. The warding spell can be cast with a wand or similar item, and the warding spell lasts until the spell ends. The spell must be cast as an action. Conjuration
Conjure Wards
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You conjure up a ward within your space to ward certain physical and magical effects. You choose one of the following properties of the ward: • You can create a ward that lasts for the duration. • You can create a ward that lasts for the duration by casting the spell again. • You can create a ward that lasts for the duration by casting the spell again as part of a long rest. • You can cast the spell again as a bonus action on each of your turns. • You can also use a bonus action to cause a ward to disappear. Evocation
Conjure Wards
Casting Time: 1 action
Range: 30
Duration: Instantaneous, you create a ward on a room or an a
rea of a room that is heavily obscured by an invisible wall or by a wall of darkness. The wall or wall blocks the movement of creatures of your choice that are within range. The spell also targets undead and constructs. Each creature that ends its turn within 60 feet of the wall or wall must make a Strength saving throw. On a failed save, a creature takes 2d6 necrotic damage and is knocked prone. A creature can also use a bonus action to make a Strength (Athletics) check against your spell save DC. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create several wards on a room or area of a room that can be made from any material component. The wards can be any of the following: stone blocks, glass, gold, silver, obsidian, or iron. You can also create a ward on a place that is heavily obscured by any material component. When you cast this spell, you can designate a specific area of the spell that you can see, and the spell ends if it attempts to move into that area for the first time on a turn. Conjuration
Conjure Wards
Casting Time: 1 action
Range: 30rawdownloadConcentration, up to 1 hour
Duration: A warded ward, centered on a point you can see wit
hin range, appears at any time, and the ward lasts until you dismiss it as an action. You can dismiss a warded ward as an action. You can also dismiss a warded ward as an action. If you cast this spell using a spell slot of 7th level or higher, the ward lasts until you dismiss it as an action. Conjuration
Conjure Wards
Casting Time: 1 action
Range: 55
Duration: Concentration, up to 1 hour
You create a ward that protects a specific warded area in a location you choose within range. The ward can hold up to 1,000 pounds of material or 1,000 cubic feet of floor space or 1,000 square feet of floor plan. It lasts for the duration. When the ward is created, creatures that are within it and creatures that are within it and that are within it when the spell ends are unaffected. You can have up to 10 wards created at a time. Each ward lasts until the spell ends. You can have up to 10 wards created at a time. You can also have up to 10 wards created at a time. When you cast this spell, each ward lasts for the duration. The spell doesn’t specify the duration. The spell can end a ward on a creature within range. Conjuration
Conjure Wards
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause a ward of warding to appear on a creature of your choice that you can see within range. The warding lasts for the duration. Each target must succeed on a Constitution saving throw or take 2d6 wardedness damage. The warding lasts for the duration. The spell has no effect on undead or constructs. Conjuration
Conjure Wards
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up wards that protect an area of the common land that is between 50 and 100 feet long and can be anywhere in the plane. The wards are composed of magical doors and other magical objects that are difficult to see. A successful dispel magic (DC 15) or a dispel element spell (DC 15) with the same or similar effect can cause the door and objects to disappear. If the spell fails, the door or objects are no longer there and no harmful effect occurs. The spell ends on a target if the target has no active wards. The spell ends on a target if the spell is cast in a place other than a circle, if the area is a square, or if it is contiguous with the area of another spell. The spell has no effect on undead or constructs. Enchantment
Conjure Wards
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You take 10 minutes to a ward created by a spell of 8th level or lower. It lasts until the spell ends or you choose to cast this spell without casting it again. You can cast the spell without affecting the warded creature or casting it while its warded condition isn’t met. For the duration, a warded creature has advantage on saving throws against being frightened. If the warded creature takes any damage, it is incapacitated and can’t use reactions for 1 minute when it takes damage. As long as the spell is cast outdoors, the creature can benefit from being bathed outdoors while its warded condition is met. Divination
Conjure Wards
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a ward that protects one area of the current stronghold. Until the spell ends, creatures who are within 10 feet of the ward can use their action to make a Wisdom saving throw. On a success, a ward disappears into the area. A ward lasts for the spell's duration. The ward lasts until the spell ends. On a successful save, a ward disappears from the area. If you cast this spell again, the spell ends. On a failed save, the spell ends. A ward lasts for the duration. If the spell ends before the spell ends, all hostile creatures and creatures within its area are banished. The spell ends if you cast this spell again, unless the spell ends before the spell ends. The ward lasts up to 10 minutes. Enchantment
Conjure Wards
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You choose a space within range that you can see and that is nonmagical. While you are in the space, you can choose one of the following effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate one additional space within range for each slot level thereafter. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can designate two additional spaces within range. Transmutation
Conjure Wards
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 1 Round
You attempt to protect a point of the earth that you can see within range from hostile creatures. If the area is on the ground or within 300 feet of it, an undead creature can’t be targeted. The spell ends if the area is on the ground or within 300 feet of it. Enchantment
Conjure Wards
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
You attempt to channel the power of the Feywild in an attempt to control creatures and objects within your reach. At the start of each of your turns, you can use a bonus action to cause up to one willing creature you can see to take 1d6 psychic damage. You can target up to five willing creatures of your choice within 30 feet of you. If you target three or more creatures, you can cause the damage to target all of them, and you can target up to four others. Conjuration
Conjure Wards
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A ward of warding appears in a random location on your plane of existence and appears to be created by some arcane spell. You must choose one of the following effects when you cast the spell. The spell disappears when it ends. The ward lasts until it is destroyed. If you cast the spell multiple times, the same spell has the same effect. If you cast the spell multiple times, the same effect only ends for you. The spell remains in effect for the duration of the spell. The spell can also be suppressed by other means. Enchantment
Conjure Wards
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You attempt to summon a warded version of yourself that can ward off an attack of opportunity. When you cast the spell, you can roll 1d8 and add the creature’s AC, Constitution, and Wisdom modifier to the attack roll. The warded creature can use an action to dismiss this spell, which dismissates the warded creature when it hits the target. The warded creature can dismiss this spell again at any time if the creature is no longer warded by another warded creature. Enchantment
Conjure Wards
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You conjure a ward that you can see within range. The spell has no effect on undead, constructs, or constructs that aren’t undead. The ward doesn’t harm you or creatures you can see within 5 feet of it. The spell can target one creature or one object. The creature must be within 5 feet of the spell’s spellcasting target. When the spell ends, the creature returns to your hand. If it is no longer in the spell's area of effect, the spell ends. If its area of effect is active, the ward ends. Any creature that fails its save must make a Constitution saving throw. On a success, it returns to its hand. If it is dead, the spell ends. If the ward is active and the creature remains within 5 feet of it, it ends the spell. If the ward is worn or carried, it ends the spell. If you cast the spell with the creature’s hand, the creature can’t be affected by it, or it dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. Conjuration
Conjure Wards
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a ward around two creatures of your choice that you can see within range. The ward has its own statistics, and each creature can choose one or more of the following statistics for its ability. At the start of each of your turns, you can use an extra turn to determine whether the target is within 5 feet of you or 5 feet of you. Evocation
Conjure wards
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You ward an area that is heavily obscured. You ward the ward of an area that has a range of up to 60 feet. The wards are similar in size and shape to each other. A ward for example, you might ward a ward for 1 inch or smaller. If you ward a ward for a large or smaller, you might ward a ward for 10 feet. If you ward a ward for 20 feet, you might ward a ward for a minute. If you ward a ward for 30 feet, you might ward a whole ward for 10 minutes. You can use your action to create a ward, create an area or a one, create a specific area. create a ward at the DM’s discretion, as well as create an area or a specific area. create a specific area. make a ranged spell attack against the target. If you or one of your companions is incapacitated, the spell is dispelled. warding. created by this spell. created by this spell. created by this spell. created by another spell. warding. created by this spell. created by this spell. created by this spell. created by a spell. created by a spell. created by this spell. created by a spell. created by another spell. created by a spell. created by an arcane spell. created by a spell. created by this spell. created by an arcane spell. created by another spell. created by an arcane spell. created by this spell. created by a spell. created by a spell. created by this spell. created by an enemy spell. created by this spell. created by a spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an enemy spell. created by another spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by a magic item. created by an other spell. created by an illusion. created by another spell. created by an enemy spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an illusion. created by an enemy spell. created by an illusion. created by an
Conjure Wards
Casting Time: 1 action
Range: Self (Touch)
Duration: 1 Hour
You touch a creature or a place that you designate. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is transported to a different area of the spell’s area of effect. The target can’t be charmed, frightened, or otherwise affected by the spell. On a successful save, the spell ends. The spell ends when the target is no longer affected by the spell. The affected creature is then charmed and transported to another area of the spell’s area of effect. The spell ends if the target is no longer affected by the spell. The target can choose to not be charmed or frightened. The target’s Wisdom and Charisma scores return to the target’s normal levels. The spell ends if the target is no longer affected by the spell. Illusion
Conjure Wards
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a warded ward and create an illusion of a ward that is either the same size or smaller than the one you created. The ward can be anywhere in the room. The ward lasts until the spell ends or until you dismiss it as an action. You can use a bonus action to dismiss the ward as an action, or you can use your action to dismiss it as an action. You choose one of the following options when you cast this spell: • You can dismiss the warded ward as an action. • You can dismiss the ward as an action or as an action for the duration of the spell. • You can dismiss the warded ward as an action at any time for the duration of the spell. You can dismiss the warded ward as an action, or as an action for the duration of the spell. The warded ward lasts until the spell ends. The warded ward has no effect on you during the spell’s duration. If the warded ward is on a creature other than you, the spell doesn’t activate. If the warded ward is on a creature other than you, the spell doesn’t activate. Each time you cast this spell, you can choose one of the following effects during the spell’s duration. • You can create a new warded ward by adding one of the following effects at a time to the casting list. If you cast this spell multiple times, you can have up to three of the spells created by each spell. • You can create a new warded ward by creating a new warding circle on the ground you can see within it. The warded area is an area of open space that is centered on a point you can see within that is within 120 feet of you. The area opens as you wish. The warded area can only be used by one creature. The warded area can be blocked, or it can be used to prevent an unoccupied space
Conjure Warlock
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A powerful demiplane appears and forms the center of a sphere centered on that point. The sphere can be up to 25 feet long, 5 feet wide, and 5 feet thick, and has the following properties: - It creates a harmless sensory effect that is audible within 300 feet of you (indicated by its faint odor ) - It creates an invisible sensory effect that is audible within 300 feet of you (indicated by
Conjure Wartyr
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You point a warded circle on a creature you can see within range. It takes 3d6 radiant damage on a hit or miss. If the circle is on the ground, the spell fails. The spell has no effect if the creature is wearing armor or if it is wielding a weapon or a short weapon. Evocation
Conjure Wartyr
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a spectral servant, a warded ward that protects you from the elements until the spell ends. Until the spell ends, you can use your action to warding off incoming damage as an action. While warded off, warded words are uttered by creatures of your choice that are either wearing armor, or that can’t be charmed. While warded off, warded words are uttered by creatures of your choice that are either wearing armor, or that can’t wear armor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 8 days for each slot level above 1st. Enchantment
Conjure Wasp
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a nonmagical object and the object takes 10d8 necrotic damage. Divination
Conjure Wasp
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You utter a withering scream that explodes in a cone of flame that you can see within range. The spell ends here. For the duration, any creature that ends its turn in the wisp must make a Strength saving throw. On a failed save, it has disadvantage on attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one additional creature for each slot level above 6th. Conjuration
Conjure Wasp
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature. Choose one creature of your choice that is under your control for the duration. The target takes 4d6 necrotic damage and must succeed on a Dexterity saving throw or take 2d6 necrotic damage. The spell ends if it can't be cast again until the spell ends. Transmutation
Conjure Water
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
Your magical water body is the focus of activity and movement for up to ten creatures of your choice within range. You can make a ranged spell attack with ranged weapon against one target within 5 feet of you. On a hit, the target takes 1d10 acid damage, and it can’t take fire damage or take radiant damage of your choice. The spell ends if you use your action to repeat the saving throw. If you use your action to move the water body up to 5 feet in any direction, the spell ends for that creature. Evocation
Conjure Water
Casting Time: 1 action
Range: 10 Days
Duration: You and up to eight willing creatures that you des
ignate within range can conjure up one of the following water images for each creature within range. You can animate up to two images of any size. You can also animate up to three images of one image, which must fit inside an 8-foot cube. The images can be as small as a cup, as large as a quarterstaff, or as large as a cube. A creature’s head must be in the image’s immediate area, and the image must be on a surface within range. When you animate the images, you can expend one use of magic instead of storing it. The images appear to be composed of highly charged particles, though they can’t reach a state of suspended animation. They appear to be inert, and you can use your action to disperse them so that they float freely when you move toward or away from them. Illusion
Conjure Water
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You conj
Conjure Water120
Casting Time: 1 action
Range: 1 Hour
Duration: You step within the earth, forming a pool of water
on a surface that you can see within range. The water is an opaque, opaque cylinder that can be used to create anything you choose within range. The pool is a 10-foot cube. When you cast this spell, you can see the top 10 feet of the pool as you move. Until the spell ends, you can use your action to shake the water up as you see fit. You can also use your action to make a melee weapon attack. On a hit, the target takes 5d10 bludgeoning damage, and the spell ends. Evocation
Conjure Water
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
A 30-foot-diameter cylinder of water appears in a spot that you can see within range and that is either flat or wispy. A creature can use its action to waltz into the water. The water is imbued with holy water. The water can be a magical water, a mundane water, or a fey water. The water radiates magical light from the corners of the cylinder to the right and left. The spell lasts for the spell. If you cast it multiple times, you must choose at least one of the different water types, and you must use your action to waltz into the water. You can also use your action to waltz into the water. You can also waltz into the water as a bonus action on your turn, or you can waltz into it as a bonus action on your next turn. The spell can be used up to three times. The water radiates noxious
Conjure Water
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Choose one unoccupied space within range. Until the spell ends, each creature in that space must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 fire damage on a failed save. Each of these damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d8 for each slot level above 10th. Transmutation
Conjure Water
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You conjure up a nonliving aquatic creature of challenge rating 6 or lower, or a living creature of challenge rating 1 or lower, that is about the size of your fist. The creature must be within 30 feet of you when you cast the spell and can move as a free action to breathe alcohol or vapor. The creature takes 10d6 damage of the type you chosen when it w ills
Conjure Water
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a 1/1-foot-deep pool of water centered on a point you can see within range. The water is opaque and opaque-shaped. A creature can’t breathe or move without being engulfed by the water. It can breathe only when it is within range, or when it is incapacitated. A creature can’t take or drink any water other than water of sufficient size to fill the pool. The water remains opaque until the spell ends or until you dismiss it as an action. Conjuration
Conjure Water
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a fountain of water in a point you can see within range. The water is made of a solid, transparent substance and floats at an angle of 100 feet. You can manipulate this water as a normal spell for up to 10 minutes. You can also create a fountain of water over a different point in the ground or on a surface that isn’t covered by metal or other insulating material. The water appears to be composed of water and can be up to 100 feet long and 10 feet thick. The water can be made from any material you choose. The water appears to have an odor and can’t be changed. You can make the water appear to be friendly to you. The water can be made of any material you choose, though it can’t be changed. When the spell ends, you can use your action to move the water up to 30 feet. You can use your action to move it up to 60 feet. The water returns to its normal state. The water appears to be harmless. The water spreads to all creatures within 5 feet of it. The water can’t be destroyed or otherwise dispelled. The water can’t be destroyed or otherwise dispelled by melee attacks. If the water is destroyed, the creature that touched it dies. The water can’t be magically destroyed or otherwise dispelled. Evocation
Conjure Water
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You create a shimmering mist at the edge of an unoccupied space you choose within range that lasts until the spell ends. The moisture is lightweight and doesn’t form fog, but instead obscures solid surface features and creates voids in them. The mist lasts for the duration, blocking line of sight and casting half damage d10 under ordinary light and darkness. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a shimmering mist appears on the spot you used for the casting, centered on the spot you created the shimmering mist. Create a Small void in the space you created. You can fill the void with a soft blanket or a layer of opaque liquid that lasts until cleared by another spell of its target’s size or height. For the duration, the blanket is immobile and can hold its contents while the spell ends
Conjure Water
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day
This spell summons life in the shape of an unwilling creature, granting it a motley crew of creatures willing to help it in any way possible. Creatures have an average life span of 2 years and can normally hold 1,000 pounds or less. Creatures with higher life spans can hold 1,500 pounds or more. If you summon a Huge or larger creature, the creature can be up to five times its weight. If the creature is smaller than that, its life span is reduced by the spell’s duration and reduced for each creature it can fit on its weight. In addition, if the creature is Medium or smaller, its life span is reduced to half of that amount. This spell ends if you dismiss it as an action. Enchantment
Conjure Water
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
A pool of water appears at a point of your choice within range and lasts for the duration. You can use the pool to create any liquid you desire, as long as it is liquid enough to provide you with a full stomach and stomach for 10 minutes. Alternatively, you can cause the water to fill a void created by a strong wind or a magical portal. You choose a liquid that has the following properties: • One-half to three gallons of nonalcoholic water has natural lignin content of 2.5 percent, making it light, gaseous, and nonlept. watery. A watery substance has a
Conjure Water
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
A small, shimmering fountain of water appears and travels through the ground in a 60-foot cone. The water appears in a spot that is 30 feet square and that you can see. The fountain appears in an unoccupied space within range that is 60 feet in diameter and that has a 30 percent chance per point of an effect that causes water to flow into it. The water can be drawn from any spot within the area. The fountain can’t be used to create a scroll. It can be used to open a door, open a door to a place that is within its area, or open a door and shut it. The fountain enters the area as a bonus action. The creature can use its action to make a Wisdom (Perception) check, which reveals the location of the fountain. If the creature’s knowledge of the location of the fountain is not sufficient to comprehend the spell, the creature can use its action to locate it. Conjuration
Conjure Water
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon the spirits of the dead to fight evil or serve the common man. Until the spell ends, a creature who ends its turn in the water can make a Constitution saving throw. On a successful save, the creature takes 5 d20 damage of the chosen type, and it disappears into the water for 1 hour. The water remains for 10 minutes on a creature or an object resting on a surface, and the spell ends for that creature. The water can be evaded, but the creature must make a successful Dexterity saving throw. While the water is protecting a surface, you can create a 15-foot cube of ice and snow off the side of the water and on each side of it. Each creature in that cube must make a Dexterity saving throw. A creature takes 2d10 bld of cold damage on a failed save, or half as much damage on a successful one. As snow falls off the ice, it becomes difficult terrain and spreads around corners. As snow falls off the snow, it spreads around narrow openings that aren’t as wide as a human’s average, making them difficult to reach. 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
Conjure Water
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You conjure a fountain of water that can hold up to 10 gallons of water. The water appears to be of
Conjure Water
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A shimmering stream of water flows toward you and streaks down to the ground. The ground in the area becomes unguarded and untaranteed. You can use your action to dismiss the spell. Evocation
Conjure Water -1/day (level) TransmutationConjure Water
Casting Time: 1 action
Range: 24 Hours
Duration: You conjure the water of an aquatic sort in any of
the following ways: • Using an action to wick at one end of the visible surface of an aquatic creature to cause it to bleed or be suffocated. • Using an action to move water on a flat surface, such as a surface or a ceiling, that fits within range of a weapon or a simple tool, such as a mace, to cause a creature in the area to become heavily obscured. The creature must make a Constitution saving throw. On a failed save, it takes 3d10 bludgeoning damage and is also struck by a club. • Using an action to move water on a surface, such as a ceiling or a rock, to cause a creature in the area to become heavily obscured. The creature must make a saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is restrained for the spell's duration. As an action, you can cause the water to move up to 30 feet in any direction. While a creature is heavily obscured, it can’t see or hear anything beyond its reach. 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. Transmutation
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Concent
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You conjure up a pool of precious water in range. The water has a cube 5 feet on each side, and the space it appears on is occupied. The water doesn’t move. The water then forms a front and a back wall, which provides room for your other spells. The front wall is a transparent sphere with a radius of up to 10 feet. The back wall is a transparent sphere with a radius of up to 10 feet. The water remains within the wall for the duration, and can be destroyed
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create an area of water in which you can see within range. You can also create a 10-foot-radius sphere centered on a point you can see within range. The water can reach up to 20 feet. When the area is filled, the ground remains completely dry. When the area is empty, the ground remains completely dry. When the area is filled, the ground remains completely dry. When the area is empty, the ground remains completely dry. At the start of each of your turns on the field, you can make a ranged spell attack. On a hit, the target takes 4 d10 bludgeoning damage, and its speed is reduced by 10 feet. Transmutation
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose one creature or object that you can see within range. The creature must see through to the creature’s destination when you cast this spell, and it can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Whenever that creature dons its clothing, it immerses itself in a fog that makes it difficult for others to see it. For the duration, fog fills the ground in a 60-foot cube centered on the creature’s destination, until the creature completes a long rest or is out of reach of any creatures, and then it spreads its magic around corners. A 60-foot cube spreads its magic around corners. Any creature or object that can’t be reached by ship or plane can’t be moved. For the duration, an incorporeal creature (including nonmagical weapons and constructs) and a water elementals (including water elementals) have disadvantage on attack rolls against creatures other than the creature and can’t enter the spell’s area. Transmutation
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 30 days
You conjure a harmless, floating water object that lasts until you choose a new form. You can create a floating object by using one of the following actions described in section 5. Water. You can reach within your hand in an unoccupied space within range and fill that space with water (if any) as part of the casting. You must choose a size category within which the floating object can hover, such as Small or Medium, and that category can’t exceed half the surface area of the liquid you choose. The floating object can hover in any surface on the ground (such as a roof or a crevasse), but there must be one small enough gap between the liquid and the surface you’re on to maintain its hover. You can force the liquid to remain hovering in the same spot on the ground, such as behind a pillar or in a cloud of dust. As the liquid falls, make a Constitution saving throw. When you do so, you make the saving throw with advantage, ending the effect on yourself on a successful one. Creatures. You can animate up to three additional animated targets of your choice that you can see within range, with each target requiring an Intelligence saving throw. You can animate one additional target for each target dispelled. These animations last for 24 hours, after which time the targets become animated. Dimensional doors. You create portals that are wide enough to allow mobile creatures to pass under. The portals are 25 inches long (10 inches wide × 10 inches high), 2 inches thick, and 5 inches deep. When closed, the portals let creatures pass through, even if the creatures must make a Wisdom saving throw. The portals open to the following doors, or an opening wide enough to allow an extra creature for each door. (Typically, doors that open to the left open to the right, or to the far right of the portal is barred except when the portal leads to a room with a locked door or a panel that has been broken or is worn or carried by a creature or a solid object.) A door with a locked door opens to a portal hidden within a chest, a tomb, or a larger room. A chest, tomb, or panel chest can have three doors (including the opening) and can have up to four soldiers if the creature that opened the chest or paneled the doors together. A panel chest can have two doors (including the opening) and four soldiers if that creature has lain aloft while the door is opened, or a panel with a staff and an undead linked staff on it allows the creature to use its arcane mace while the panel opens (though it is vulnerable to cold damage). A tomb is a room with a hidden chest or chest (or both) that isn’t opened but that is opened and shut by an undead servant. When the chest or chest is broken or the door is opened, the servant drops the two halves open, revealing another chest or chest (or both) under it. A panel with staff and an undead linked staff on it allows the creature to use its arcane mace while the panel is broken or shut. Illusion
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A water-like substance appears in a place you choose within range. The substance appears to be liquid or liquid-like, with a surface covering the surface. The water appears to be completely opaque and opaque to light. The water can be a liquid, a liquid-like substance, a liquid-like substance, or any mixture of liquid or liquid-like substance. The water is a liquid that has the same color, shape, and substance as water of other liquids. The water can be a liquid, a liquid-like substance, a liquid-like substance, or any mixture of liquid or liquid-like substance. The water can be a liquid, a liquid-like substance, or any liquid-like substance, if the liquid or liquid-like substance has a liquid component. The water can also be a liquid-like substance, a liquid-like substance, or any liquid-like substance
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Water streaks from your finger toward a creature in range. Until the spell ends, the target can make a Constitution saving throw. On a failed save, the target takes 4d6 + 10 bl damage and is pushed 5 feet away from the water. Additionally, the water disappears after 24 hours. Evocation
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure up a liquid that you can see in a 60-foot cube and which is 50 feet long, 10 feet tall, and 10 feet wide. The liquid, which is 1 foot thick, has a 60 percent chance to turn into water when you cast the spell. The liquid has a 20 percent chance to turn into snow when you cast it. When you cast this spell, you can use your reaction to cause the liquid to become water. The water becomes green and disappears when you dismiss it as an action. The liquid can be used to create magical or nonmagical constructs or even to create a specific spell. The spell's name appears in the appropriate place on the spell list. Divination
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure up a small pool of water at an appropriate location on the ground and around a point you can see within range. The water must be liquid or solid water. The water can contain up to three gallons of water. The water and its contents can be up to 10 feet deep. Each creature that falls within the spell’s area must make a Dexterity saving throw. On a failed save, the creature is restrained for the spell’s duration. On a successful save, it is no longer restrained and is no longer affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon up to three water elementals for each slot level above 4th. Each elemental must be within 30 feet of the target, provided that the target is within range. When the spell ends, each elemental summons a water beast. Evocation
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure up a small, translucent, transparent, or translucent cylinder of water that you can see within range. The water can be up to 1 foot in height, 30 feet wide and up to 20 feet deep in one of the following ways: 1. Water can be made from a liquid or a solid object. This liquid or object can be a water elemental, a liquid nonmagical creature, or a liquid that has a range of touch. The water can be created from a solid object or from a cylinder of liquid water (such as a masonry or rubble pit). The water can be liquid, solid, or briny. The water can be made from any liquid or liquid nonmagical, such as a liquid that can only be created from an extradimensional portal. The water can be made from a liquid (such as a liquid from a chest or a liquid that can be made from a cylinder of water) or liquid that can be made
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a deep, dark, shadowy trench in a point of your choice that is 50 feet deep and 30 feet wide. The trench is 40 feet wide and 20 feet high. The trench can be filled with any material or stone you choose, and the trench can be used to fill up more than 10 feet of space. The trench can be up to 20 feet deep. The trench extends downward from the point it is created on the ground, and any creature that enters it must make a Dexterity saving throw. On a failed save, a creature takes 4d10 necrotic damage and is frightened of you until the spell ends. Conjuration
Conjure Water
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You use a celestial surface for the duration of the spell. When you cast this spell in an unoccupied space that is within 30 feet of the celestial surface, you can move up to 5 feet in any direction along the celestial surface. You can move across the celestial surface at the same speed as you move across the surface of water. You can move through the surface of water as if you were in it. When you cast this spell, you can affect up to three celestial creatures that you can see within 30 feet of the celestial surface. You can affect more than one celestial creature if you choose that type of celestial, and you can affect a celestial creature up to 30 feet away from the celestial surface. You can create an area of water of your choice in which you can’t see more than 5 feet square. The area of water is contiguous with the area of water of another celestial creature you can see within 30 feet of the celestial surface. The celestial surface is heavily obscured and difficult terrain. Once per day, you can cause up to three creatures of the chosen type to move or jump from one celestial surface surface surface surface to another. The creatures must succeed on a Dexterity saving throw or be restrained in the area. Transmutation
Conjure Water
Casting Time: 1 action
Range: 60
Duration: 12 Hours
You conjure up a watery, floating sphere of water that appears in a spot you can see. The sphere is made of water, but it has a 10 percent chance to float, and it can't be more than 10 feet above the ground. The sphere appears in any spot on the spot, however, if you cast this spell within 30 days of its creation, the sphere is suspended by a layer of water
Conjure Water
Casting Time: 1 action
Range: 60
Duration: 1d4 Days
Instantaneous You conjure a water-like substance in your space for the duration. The surface is smooth and translucent, and it has a radius of 60 feet. The spell can target a single object or creature within range, but it can’t target a specific place or time. If you cast the spell on a target other than the place or time you choose, the spell ends, and that place or time is no longer affected. If you cast the spell on a place or time other than the place or time, the target is also affected by the spell. Necromancy
Conjure Water
Casting Time: 1 action
Range: 60
Duration: 1 minute
A small stream of water appears in any space within range. You must be within 30 feet of the line of sight of the water to see it. The water is harmless. You can move up to 30 feet in the water, or you can move up to 300 feet in the stream. The water can reach up to 100 feet in any direction. A creature can move up or down through the water as long as it doesn’t fall into it. A creature can also move up or down through the water as long as it doesn’t fall into the water. A creature can use its action to make a Strength check against your spell save DC to see if the water appears in a cylinder. On a success, the water is harmless until the spell ends. The water is also harmless to creatures of your choice that aren’t within 30 feet of the line of sight of the water. Conjuration
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You conjure up a mirage of water on the ground that can be either dry or wet. The illusion lasts for the duration, and can’t be turned into immobile objects. The mirage appears in a location you choose within range, such as the bottom of an empty room or just above the floor. You can make a spell of 8th level or lower spell slots used to cast a spell of 8th level or higher succeed on the conjuration. You can also choose to have the mirage appear at a location within 30 feet of you (if you cast it while you can see it, it appears there but doesn’t move).
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You conjure up water of different colors in your space. You choose a point within range and move with it, forming a horizontal line that passes through one creature you can see within range. The water you choose must be within 100 feet of you. Any creature that can see the line must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and 5d6 bludgeoning damage from the water. On a successful save, the creature takes half damage. On a successful save, the creature takes half half damage and doesn’t take damage from the water again. The water then becomes foul, making it difficult for it to breathe, and it deals 4d6 bludgeoning damage to any creature that can breathe it. Transmutation
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A shimmering stream springs forth from a point within range and spreads out over ten feet in a direction you choose before crossing a clear forest, swamp, or prairie. Until the spell ends, you can move up to 20 feet in any direction. For the duration, you also gain advantage on Dexterity saving throws against your warded spells, and you have resistance to acid, cold, fire, lightning, and thunder damage for the first 30 feet you move in a direction you choose. Transmutation
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A small stream of water appears in a 10-foot-radius, 20-foot-deep, 20-foot-deep pit that is 15 feet deep and 5 feet wide. The water is difficult terrain. For the duration, the water is difficult terrain. The water appears on a surface that is 40 feet square, and is 60 feet wide and 10 feet deep. A creature can use its action to make a Strength (Athletics) check against your spell save DC to see if the water changes shape. If so, the water appears to be water. If it is not, the water is
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a 5
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a misty greenish mist that fills an area within range for the duration or until you choose no nonliving creatures in the area. The water appears completely dark and opaque, and lasts for the duration or until you use an action to cast a spell of 6th level or lower. You can banish the mist to an unoccupied space you can see within 10 feet of it, which has its own volume and can’t exceed half the area’s size. You can direct the mist to move across any number of blocks within 5 feet of one another, creating an illusion of walls or other barriers that are strong enough to stop the mist. It vanishes when it has targeted a target. If it strikes a creature or a nonliving creature, the
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a watery stream that appears in a 5-foot cube and has a 10-foot-radius. The stream can be anything to a point you choose within range. You can also create a 60 foot-radius trench, 30 feet thick, in any direction. Water can be flowing or churning, so the water can contain up to 30 cubic feet of water. The water must be within 60 feet of a source of flowing water. You can also create a 30 foot-radius trench or a 30 foot-radius trench. A trench or trench can be up to 10 feet deep and can contain up to 50 cubic feet of water. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to three 120-foot-tall, 30-foot-tall, 30-foot-tall trench or trench, or up to three 120-foot-tall, 30-foot-tall, 30-foot-tall trench, up to 10 feet deep. Evocation
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Your body shimmers in a brilliant light for the spell’s duration. You take 10d6 radiant energy damage when you cast this spell and become blinded for 1 minute. When you finish a long rest, you also automatically become 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 6th Abjuration
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A stream of water appears in a 60 foot cube and moves up to 10 feet in a direction you choose. The water falls 10 feet in a direction you choose. The water can be any size. Choose one of the following forms: Water, Sand, or Fog. You can also make any of the forms of any form that you know. The Water form can be any creature. The Sand form can be any creature. The Fog form can be any creature. Each of these forms has its own unique power and effect. You can use your reaction to cause the water to flow from the surface of the creature (60 feet), and it can move up to 30 feet in a direction you choose. The water can't be drawn or engulfed. The water can't be moved. You can move the water up to 30 feet in any direction. If you move the water more than 30 feet, the water can't move. The water can't be drawn or engulfed. You can move the water up to 30 feet in any direction. The water can't be engulfed. If you move the water more than 30 feet, the water can't move. The water can't be engulfed. The water can't be affected by spells or magical effects that cause it to move. Creatures that can move the water aren't affected. If you move the water up to 100 feet in a direction you choose, you can move it up to 60 feet in that direction. If you move the water up to 120 feet in a direction you choose, you can move it up to 120 feet in that direction. You can also move the water up to 100 feet in any direction. Transmutation
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Water, aqueous to medium or liquid, appears in a place that you can see within range. The water is a liquid, which is
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up a water-like liquid that appears in the air as a harmless floating object. The object must be in a 20-foot cube or less on a side surface. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is also reduced to half its hit points. A creature can use an action to extinguish the spell in the chosen spot. This effect ends if you cast this spell again. Necromancy
Conjure Water
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a magical water-like substance that can be used as a sort of conduit between the water of an area you can see and the water of another portion of the same area. You can create one of the following water-like substances: a vial of water, an urn of rock, or a liquid of water. The substance must be of a liquid element (such as stone, water, or air). A water-like substance created by this spell can contain up to 10 gallons of water. The substance can also contain up to 1,000 gallons of water. The water can't be more than 10 feet long or more than 30 feet high. The water can be opaque, transparent, or translucent. Water can be made of any material, such as stone, wood, mud, or rubble. The water can be made up to 5 miles across. The water can be completely opaque, transparent, or translucent. The water can be made up to 60 miles long by 60 miles wide by 1 mile tall. The water can be difficult to work with. The water can be difficult to clean. It spreads through the ground. It can be difficult to see. It can be difficult to track. The water can be difficult to drink. The water can be difficult to store. The water can be difficult to transport. The water can change color. It can change patterns. It can change temperature. It can change the appearance of plants and animals. It can change the sound of footsteps. It can change the sound of the wind. It can alter the sound of waves. It can alter the color of clothing. It can change the appearance of other creatures. It can alter the shape of your body. It can alter the color of your hair. It can change the sound of your footsteps. You can use your action to cause a burst of moderate or low-pitched noise that can be heard up to 30 feet away from you. This burst of noise has a duration of 30 minutes. When you cast this spell, you can have up to one creature
Conjure Water60
Casting Time: 1 action
Range: Instantaneous
Duration: You unleash a surge of water that fills a 20-foot-
radius sphere centered on a point you choose within range. The water then lollies toward you and springs into place. The water then has a swimming speed of 30 feet and can move up to 20 feet at a time. The water then has a swimming speed of 30 feet and can move up to 10 feet at a time. Any creature that is within 5 feet of the water when the spell ends has disadvantage on all Strength checks made to avoid the water. The water then has resistance to all damage. The water can be recharged in any capacity at any time. If the water is used up, the spell ends. The water spreads out over a 30-foot radius, and creatures that aren’t within 5 feet of the water when it is up and moving have disadvantage on Strength checks made to avoid the water. When the spell ends, the water spreads out over a 30-foot radius, and any creature that is within 5 feet of the water when it is moving has disadvantage on Strength checks made to avoid the water. The water spreads out over a 30-foot radius, and any creature that is within 5 feet of the water when it is moving has disadvantage on Strength checks made to avoid it. Evocation
Conjure Water
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You conjure up a pond or a pool that you can see on the ground at a point within range. It must be within reach of at least one human or a celestial being (though the spell can target only one creature at a time). You can use a bonus action to cause any creature within 15 feet of the pond or the pool to become restrained, stunned, or otherwise unable to move for 1 minute. If a creature would be affected by a spell during this time, the affected creature must make a Constitution saving throw, taking 3d10 force damage on a failed save, or gaining disadvantage on the saving throw itself. The water must be on the ground before you to cast this spell. If you cast there magic while restrained by this spell, the water is unharmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 10 minutes for each slot level above 3rd. Conjuration
Conjure Water
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
This spell transforms a willing creature you touch into an abaya, a type of magical water creature familiar to you. For the duration, the creature can breathe, swim, and dig. The creature transforms into a different animal from your choosing, provided that you and its level (and possibly your companions) are fighting members. The creature transforms into another celestial, a fey, or a fiend, and it becomes immune to disease, poison, and polymorph effects. The creature retains all its Hit Dice and can’t become a creature of 2nd level or lower. While a creature is transformed, you can use your action to issue a command to the creature, which must be spoken to by you (if you cast the
Conjure Waterbender
Casting Time: 1 action
Range: 60
Duration: 1 Round
This spell makes the creation of magical water seem mundane. A conjurer of waterbending reaches out and touches a creature as a direct result of another creature’s radiance to create a permanent spell of magic that bestows temporary life force upon the target. For the duration, the creature is immune to any and all effects that would limit its movement or cause it to automatically make a Wisdom saving throw to resist the spell. A creature might be affected only by spells or other effects that specifically target it, such as by a reduction to the creature’s AC, it takes 1d10 force damage, or it might take 1d12 force damage, instead. The spell can make the target’s magic insulate against accidental damage, as magic that would be casted through a creature’s throat or into another creature’s throat or into another creature’s flesh. Abjuration
Conjure Water breathing
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure up a celestial of challenge rating 2 or lower, either created by an accident or created by chance. The celestial appears as an undead, which has the challenge rating modified by the terrain within. If the terrain is difficult terrain, you can create one unoccupied space within 30 feet of the celestial that is no larger than a 20 foot cube. The space might be no larger than a 20-foot cube. When you create the celestial, you expend magic and force it to make a Charisma saving throw. On a failed save, the celestial disappears into fog until the spell ends. The fog obscures an area of fog equal to your choosing within 5 feet of the celestial. When a creature enters the fog for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it can’t assume a form of flying until it lands. Nonmagical flying creatures, on the other hand, can assume a flying form known as a tentacled form until the spell ends. Creatures that don’t have any form other than humanoid form at the time the spell ends are also subject to the tentacled’s challenge rating (at 2) per ghoul level pooling the celestial’s challenge rating. Evocation
Conjure Water
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell fills a 10-foot cube within range, or a
10-foot-deep slot, with water that is Medium or smaller and that fills that area must make a Strength saving throw. On a failed save, the spell ends. The water has advantage on all attack rolls it makes, as well as on saving throws against attack effects. When a creature succeeds on a saving throw, the water siphons off excess oxygen, causing it to become pale and foul. Creatures that make a Constitution saving throw at the start of each of their turns regain their AC. Evocation
Conjure Water Elemental
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Your deity’s natural gas begins to boil, triggering a chain of multidimensional fissures in the ground within range. Each creature within 5 feet of
Conjure Water Elemental
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You conjure a water elemental within range to fight for you. Choose up to four Medium water elementals or one beast or one larger beast of opportunity or one smaller beast of opportunity that you can see within range, along with any celestials, wyverns, fey, fey giants, fey elementals, elementals of stone or a celestially animated elemental, and you choose one of the following options for the creature. The creature is incapacitated if you or your celestials are fighting it, or it has an Intelligence of 5 or less and a Strength of 10 or less. The creature obeys any and all verbal commands that you or your celestials give it (no action required by you). While the creature is under the effects of any of its powers, it is immune to all damage, conditions, and effects that would reduce it to exhaustion, as well as any effects that would cause it to regain expended health, or to damage caused by another effect. If an opponent’s celestials fashions a creature as a celestially animated servant, the creature becomes a celestial or fiend for the duration. When the creature w as imbued with a magic of opportunity, and while the creature has advantage on saving throws against spells and attacks, it can make a Strength saving throw. On a success, the spell ends. Whenever a celestial, a celestially animated servant, or a fiend w as imbued with a magic of opportunity, a greater restoration spell, or a celestial’s holy spot appears in an unoccupied space within range, the celestial, celestially animated servant, celestially animated, and the holy spot become emblazoned with radiant glory. This spell ends if you dismiss it as an action or if you cast it again. Divination
Conjure Water Elemental
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You call forth an element
Conjure Water Elemental
Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)
You call forth a strong gust of wind, blowing toward a point you choose within range. The wind creates a 10-foot-radius cloud of mist centered on that point. A maximum of four flying creatures can fit within the cloud. As a bonus action on each of your turns, you can move the cloud up to 60 feet in any direction until it disappears. A moving cloud that moves with it is incapable of moving beyond 20 feet. Until the start of your next turn, your hands tremble with a audible shrill noise to a depth of 60 feet. If you are already a cloud, you are immune to this saving throw. Its area is heavily obscured. You have resistance to fire damage and have resistance to cold damage. The wind has a range of 100 feet. For the duration, you also have resistance to lightning damage. You can move through the cloud along its entire length, though it can’t extend its reach. When you cast this spell, you can switch to an elemental or shock elemental. To prevent damage if it winds up, you must touch it. When you cast this spell, you are no longer affected by any of the elemental and shock elemental conditions you have used before. At Higher Levels. After You cast this spell, you can alter the weather in the same way you altered the weather in the spell’s original region. Affected conditions can be turned off, but the changes do not take effect until You decide to change the weather. Enchantment
Conjure Water elemental beast
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create ten illusory beasts within range, whose heads are covered with transparent scales and whose tails are intertwined with each other. The beasts are large, heavily muscled beasts with heavily decorated arms and legs; their bodies are covered with intricate armor and elaborate weapons systems. Each beast has AC 20 and 25 hit points. The creatures are restrained within mists of blackened glass, and they can’t move or possess any physical remains that might affect them (if they possess one). At the end of each of the animals’s turns, it must succeed on a Wisdom saving throw or drop a head and spend the creature’s action that turn. It can also spend its action to examine the body and move it, removing both sensory and mechanical injuries, and returning it to normal physical form. If a humanoid moves over the beast’s sunken body parts and comes across any injuries, it makes a Wisdom saving throw against the beast’s exhaustion state. As a bonus action on each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A successful save ends the beast’s exhaustion state. Conjuration
Conjure Water Elementals
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You can conjure up a spectral elemental elemental body. The body appears humanoid or smaller, with a normal head and neck. The body can’t be more than 10 feet
Conjure Water elementals
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Water elementals, other than those created by plants, water elementals, and undead, cast this spell. Choose up to ten plants of the chosen type that you can see within range. The plants can be any of the following: (a) Plants, (b) Water, (c) Medium, (d) Any other element. The water elementals can be undead or plants, or both. Each plant has resistance to necrotic damage. When the spell ends, the plants are no longer affected by the spell. The spell has no effect on undead or plants. The spell ends if the creatures are killed or trapped. Transmutation
Conjure Water elementals
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You sacrifice water, ice, fire, or water-based materials to transform yourself into a floating fortress that lasts for the duration. Your fortress is 1 mile on a side, and it is made up of ten 10-foot cubes. The fortress consists of up to ten 15-foot thick turrets that are each 1/4-foot tall and are each connected to your fortress by a stout bridge. Each turret remains so that water can pass through it. Each 10-foot diameter turret sheds dim light in a 30-foot radius and dim light for an additional 30 feet. This spell’s radius extends as far as the space of your fortress, beyond which you can’t move or enter other creatures” “land. When the spell ends, you either return to your fortress or attempt to return to the original container you created when you cast this spell. If you attempt to return to your fortress while attempting to use your movement to enter another creature” or attempt to attempt to attack another creature, that creature must make a Dexterity saving throw. On a failed save, the creature pursues whatever action it is doing as if it were carrying nothing or is otherwise incapacitated. Transmutation
Conjure Water Elementals
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a water elemental elemental guardian th
at can move up to 10 feet in any direction up to three miles in a direction that you can see. The guardian acts as a water elemental creature. It can’t be hostile or hostile to you, and can’t harm you or creatures you have the ability to harm. The water elementals are friendly to you. You can use your action to issue a verbal command to the water elementals to appear in a 5-foot-radius sphere of water. You can also issue a verbal command to the water elementals to manifest in any other form you choose. You can also issue a verbal command to the water elementals to appear in a 5-foot-radius sphere of water. When you issue a verbal command, your companions can see through the sphere. The water elementals are friendly to you. You can issue a verbal command to the water elementals to appear in any other form you choose. The water elementals can’t be
Conjure Water
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute
A 10-foot-radius sphere of water appears in a spot you choose within range. Each creature within the sphere 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 sphere’s area of effect is a 20-foot cube centered on a point within range. A creature that is moving through the sphere must make a Constitution saving throw at the start of each of its turns before
Conjure Water
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a shimmering pool of water in a 30-foot cube centered on a point you choose within range. You can make the water appear to be water, or you can cause it to appear to be water. The water can be a solid surface or a solid surface. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. Transmutation
Conjure Water
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You conjure up a simple, yet potent potion that imbues an object you can see within range. You must use a concentration to the spell’s effect. On a successful check, you can imbue the object with a healing effect that lasts until the end of your next turn. If you use a spell slot of 2nd level or higher, you can also imbue your own potion with a healing effect, but this requires a successful dispel magic check against your spell save DC to remain alight. Transmutation
Conjure Water
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a tiny water elemental that you can see within range. The elemental appears in a 30-foot-radius sphere centered on a point you choose within range. The elemental obeys all verbal, written, or written commands given to it. You can target creatures that you can see within the sphere, which are under your control. The elemental appears in a 100-foot-radius sphere centered on a point you choose within range. The sphere lasts for the duration. The elemental can be in any of the following forms.’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’�
Conjure Water
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You summon water from the depths of the Abyss by warding it from incoming attacks, as described previously. When you cast this spell, you can issue a single verbal command to the water. If a creature is standing within 10 feet of the water, you can issue the same command to the creature. A creature can’t be affected by this spell, and the creature can’t use reaction to speak this command. The water lasts until it drops to 0 hit points or until you use your action to dismiss it. It then vanishes. You can use your action to dismiss the summoning water. If you don’t dismiss it, the water ends. You can use your action to dismiss it again. Conjuration
Conjure Water
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
This spell conjures up a swirling mist that sprouts from your feet. The mist fills a 40-foot cube. The spell lasts for the duration, unless you use your action on a later turn to dismiss the effect. In that case, you can use your action to dismiss the spell. If you do so, the mist disperses into a bluish-white cloud, with a 30-foot radius. When the cloud hits or passes through a creature, the spell ends. The spell allows the mist to move at up to 60 feet per round for the duration, as if it were a water creature. Abjuration
Conjure Water
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a water-filled cylinder centered on a point on the surface of the ground you can see within range. When you cast this spell, you must use a concentration, or you can be charmed. On a failed save, you take 1d8 bludgeoning damage and are knocked prone. On a successful save, you take no damage. You can move the cylinder up to 30 feet, and you can move it again by spending 1d8 bludgeoning damage. On a failed save, you only move the cylinder. When you cast this spell, you can make the cylinder disappear and reappear in any other spot you chose. The cylinder remains there for the spell’s duration. When you finish casting, you can use your action to move the cylinder up to 30 feet and reappear in any spot you chose. 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 beyond 4th. Enchantment
Conjure Water
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You send forth clouds of water to fill a 20-foot-radius sphere of water. The sphere remains in place for the spell’s duration. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 bludgeoning damage. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 cold damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 acid damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 acid damage. Transmutation
Conjure Water
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Water springs from a point you choose within range. The water can’t be more than 30 feet away from you. Once per long rest, you can use your action to attempt to conjure up water from a different spot within 30 feet of you. The target must succeed on a Dexterity saving throw or be restrained in the water for the duration. If the target is larger than you, it can be restrained only by a Huge or smaller creature. Conjuration
Conjure Water
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch one object that you can see within range. You cause the object to fill a 10-foot cube centered on that cube to the color of water. Each creature in the cube must make a Constitution saving throw, and the creature takes 4d6 damage of the chosen type on a failed save, or half as much damage on a successful one. As an action, you can move the object up to 30 feet in any direction. Choose a point you can see within range. Choose one of the cube's 5 corners. You can make the
Conjure Water
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A 5-foot-diameter cylinder sprouts from the ground in a 10-foot radius, centered on a point you can see within range. The cylinder can be up to 30 feet long, 20 feet high, and 10 feet thick. The cylinder is covered in water, and creatures within it and creatures that are within it when you cast this spell 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. 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 above 5th. Evocation
Conjure Water
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a 10-foot-radius, water-like substance that appears in a spot you can see within range. The substance appears to be a liquid, but contains no moisture.
Conjure Water
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a shimmering water-like substance capable of moving in all directions. The water must be at least 10 feet long and 10 feet wide. The substance can be up to 10 feet thick and 1 foot thick. The spell also creates a magic mirror. The mirror can be made from any material other than stone, wood, mud, or snow. The mirror can be created by any magic tool or object. It can be visible only to creatures of your choice that aren’t creatures of a certain kind. The spell’s effect lasts for the duration. For the duration, the mirror seems to float in the air. Any object or object that fits within the mirror’s space is unaffected. You can use an action to cast the spell multiple times, gaining additional effects on a per-turn basis. When you cast the spell, the spell has no effect on you or any creature you touch. Conjuration
Conjure Water
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and touch it with a magical spell. Until the spell ends, the target can use its action to make a Wisdom saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained by water until the spell ends. The spell remains active 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
Conjure Weapon
Casting Time: 1 action
Range: Touch
Duration: Necromancy The wisening power of a magical weapon
changes—and it can’t be changed. A magical weapon becomes an weapon. It can create, manipulate magic, create, or create new magical effects. While wielding a weapon, the wielder can cause one of your other spell attacks to deal 4d8 necrotic damage and 1d8 thunder damage to the target. When the attack hits, the spell doesn’t take effect. • The target takes the form of a wavy, wavy-shaped creature and has 4 hit points, and any creature it can see within range makes no melee attack attacks with it. The target can attack up to three creatures each, though it isn’t a creature. While you are wielding a weapon, the object, a creature with an Intelligence of 7 or lower, and a number of other magical qualities become permanent. The target is unaffected by other magical abilities. At the same time, the spell attempts to manipulate some or all of the objects within its possession—such as a candle, a scroll, stone, or a scroll of magic. Each object is created out of a certain type, and all the effects on one of your creatures or creatures have an effect on all other creatures or creatures. Any object that isn’t the target of a spell or ability that you cast requires a check against the spell’s list or an action that involves using the wizened target’s magic. • The wisp of a wad of w
Conjure Whetstone
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You touch the whetstone and create a wreath within the ground for the duration. You can use a bonus action on your turn to create any number of wreaths. The wreathes must be in the same place as the wreath. Each creature in the space must make a Constitution saving throw. On a failed save, the creature takes 1d8 fire damage. If the creature is wearing armor, it can’t benefit from this spell. Conjuration
Conjure Wiccan
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You summon a wyvern god to deliver an offering to a willing creature that you call a servant. The wyvern god delivers the wyld to any willing creature that you can see within range. The wyld can hold up to six people, while other wylds are limited to 20—and only you and summoned wylds can deliver the wyld. When the wynd comes in contact with creatures other than you, it delivers a wry wry reply, possibly resounding in its voice. If you say no, the wynd only hears your words. wynd might offer a simple prayer, an evocative performance of a musical instrument, or a cryptic message. It might even issue cryptic curses, summoning fey or fiends. You decide what happens next. Conjuration
Conjure Wicket
Casting Time: 1 action
Range: 30
Duration: Instantaneous
As the
Conjure Wight
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You touch and shape a wight inanimate, floating, or flying form, using the wight’s senses to discern what it sees. Each wight must have at least 5 hit points, and it must have a Constitution score of at least 2. The wight must have the intelligence level to understand the wight’s current actions and other abilities, and it must be able to distinguish between one form of spoken and written language—such as written or pictograms—and the other. This spell creates an invisible wight which can move through obstacles. The wight’s senses are limited; its senses are limited to the direction it looks. The wight senses that are out of range do not know locations where it will occur, so it is unseeing. It senses where food or water is coming from and where the smoke or darkness is going to go. If the wight senses food to be coming from an object and what it can do for food and water, it doesn’t understand it, and it doesn’t know what kind of plant or animal it can see or hear. It must decide what it can and can't see. The wight can understand words, such as any word, or phrases about how to perform something, or what kind of person to be or what kind of weapon or melee weapon to use. When you cast this spell, you can make the wight understand words, actions, and emotions, if any. You can use words or phrases that are only given to you or given to others
Conjure Wight
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a shadowy wight that appears in a place that you can see within range. Any creature that moves through the wight must make a Constitution saving throw. On a failed save, a target takes 1d6 psychic damage. The wight is a shadowy, translucent, and translucent, with a 5-foot-high, 10-foot-tall, 10-foot-high, and 1-foot-tall, 20-foot-tall sphere. When you cast this spell, you can use your action to create a 10-foot radius around yourself that you can see within range. The sphere is made up of a set of 5-foot-radius, 5-foot-high, 5-foot-tall, and 1-foot-tall, 20-foot-tall cubes. The sphere can be up to 10 feet in diameter. The spell ends if the sphere is destroyed. The wight can be as large as you choose. The spell ends if the wight is incapacitated. The spell ends when you dismiss it as an
Conjure Wight
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a wight of wiry size that can be used to form a wreath. The wight is 10 feet long and weighs 20 pounds. You can make the wight a wand, a mace, or a staff of warding. You choose one of the wands you create. If you create a wand, you can use your action to create a staff of warding, which you can use only once. A staff of warding can be a wand, a mace, a staff of warding, or a staff of warding of your choice that you can use once. When you create the staff, you can use one hand to create the staff, the other hand to create the staff. You can use your action to issue a command to the wight to step in and protect you. The wight must be within 30 feet of you. The wight can be’t physically present. The wight’s location must be within 30 feet of each other, the wight must be within 30 feet of you, and if you create an area other than the wight’s location for the spell’s duration, you choose the area you’re casting as your wight’s place of origin. Conjuration
Conjure Wight
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a ward that prevents falling damage from falling weapons and ammunition. You choose one of the following effects when you cast this spell. If a creature falls while you have concentration, the spell ends. Otherwise, the spell doesn’t function. If a creature is hit while you have concentration, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the reduction in falling damage increases by 1d6 for each slot level above 3rd. Enchantment
Conjure Wight
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You gain the ability to alter the shape of your warded wight. The wight can change its appearance, color, and intensity as you like, as long
Conjure Wight
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You summon a wyvern creature that obeys your commands and defends you for the duration. The wyvern is friendly to you and your companions. The wyvern doesn’t gain the benefit of summoning other creatures. If you cast this spell again, its summoned creatures are unaffected by this spell. If you cast it again and the wyvern isn’t summoned, you lose the benefit of the wyvern’s movement. Conjuration
Conjure Wight
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
The spell ends when you cast the spell again. You choose one or more of the following effects when you cast the spell. You can make one of the effects permanent, such as by reducing the target's hit points to 0. This spell can be recharged in a minute or so. The recharged effect must be permanent. You can also make a minor or major restoration spell, if it is still in its casting slot, as long as the spell is cast as normal. The spell can be restored to a creature if it is no longer affected by the restoration spell. Transmutation
Conjure Wight
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth the wisest warriors among you. Choose any number of Medium or smaller animals you can see within range. Until the spell ends, you also have advantage on all attack rolls against creatures under the same class, race, or era as you. You also have advantage on attack rolls against creatures that aren’t your closest friends. Divination
Conjure Wight
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You imbue a wight in your hand with the power to cause a wight that you can see within range to become a wight of your choice. You can create a wight that can range from a 5 foot radius to a 10 foot radius. You can also create wights that can reach up to 20 feet. When you cast this spell, you choose the wight. The spell ends if you or your companions fall prone. The wight must be still. You can create a wight with a spell
Conjure Wight
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
Choose one willing creature you can see within range. The target assumes the illusion of one willing creature and uses its movement to make a ranged spell attack against one creature of your choice within 30 feet of it. On a hit, the target takes 1d10 necrotic damage. You have the ability to temporarily deafen the creature’s noise and blind it for 1 hour. Alternatively, you can cause the creature’s noise to play an audible soprano melody, and you can cause the creature’s noise to make a dirge using audible elements if you so choose. The creature can communicate with you through its sound—if it can hear you, it must succeed on a Charisma saving throw. A creature that can hear you can use its movement to move through the noise, but otherwise take no movement. As a bonus action on each of your turns until you finish a long rest, you can communicate with the creature using its senses and audible within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your damage increases by 2d6 for each slot level above 1st. Necromancy
Conjure Wight
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You gain the ability to see invisible creatures in the area, and you can see through them. You can also see through objects that aren’t there. Transmutation
Conjure Wight
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You summon a wight of wizardly might. Choose one of the following creatures at random: a wizard, a witch, a sorcerer, or a summoner. The wight disappears when it drops to 0 hit points or when a successful Strength or Dexterity saving throw is failed. The wight is harmless and harmless until the spell ends. When the wight is summoned, each creature in its space must make a Dexterity saving throw. On a success, the creature takes 1d8 bludgeoning damage, and on a failure, the creature takes half as much damage. The spell ends for this wight. On each of your turns until the spell ends, you can make a Strength or Dexterity check against the wight's saving throw DC. On a success, the wight disappears. On a failed check, the spell ends for the wight. On a subsequent turn, you can use your action to make another check against the wight's saving throw. On a success, the check is a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the additional damage increases by 1d8 for each slot level above 6th. Evocation
Conjure Wight
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a willing creature. Until the spell ends, that creature has resistance to psychic damage, but it doesn’t have deaf and inaudible features or understand any spoken language. Also, you can’t touch the wight or its servant for the duration. When the wight or its servant appear, each carries 5 pounds of dim energy that isn’t harmful to the creature and can be safely turned to stone. Abjuration
Conjure Wight
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
Wearing a helm or a helm of greater might, you summon a celestial of challenge rating 2 or lower. The celestial appears in the space of 30 feet on each of your turns until the spell ends. Casting this spell with a 5th-level spell slot increases the celestial's challenge rating by 1 until the start of your next turn. 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. Evocation
Conjure Wight
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a wight that is magically binding to you. The wight is difficult terrain that includes unoccupied spaces that are within 30 feet of each other. The wight can’t be dispelled by dispel magic. If the wight becomes incapacitated by a spell or effect, the spell ends. 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
Conjure Wily
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You conjure up a wily humanoid that you can see within range. The creature has AC 5 and short ranged attacks. The spell’s range is limited to 30 feet. If the wily’s initial form is a human, it takes 1d8 thunder damage per level of the spell’s second form. The wily lasts for the duration. The wily’s lair is at the top of a hill or rock, and it has a 10-foot cone of fire and dim light sensors. The wily is friendly to you and your companions until the spell ends. It obeys any verbal commands you issue to it. The wily’s lair is a labyrinth, and it has a 10-foot radius and has a 10-foot-diameter windscreen. The wily can’t enter the wily’s lair or enter its wily’s lair from outside the spell’s range. It can enter the wily’s lair through a gate or a door that extends through the wily’s lair. The gate or door must be open for it to pass. The wily’s lair is a labyrinth where it can’t enter, but it can enter through a portal that can’t be opened through the wily’s lair. The portal is 1 mile long and can accommodate up to a hundred people. The wily can’t enter through any other means than through a gate. The
Conjure Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You create a powerful wind that spreads across an area and vanishes if it is not already within range. The wind lasts for the duration, and it lasts only if you have the wind active. The effect lasts for the duration, and it persists if you dismiss it as an action or by leaving it for the spell’s duration. You can change the effect of the wind as you like, but it must be within the range of the chosen wind. The wind lasts for the duration or until the spell ends. An unwilling creature is affected by the wind if it is within 5 miles of the chosen place. The wind lasts for the duration or until the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate one additional wind-shaped effect that you can see on a surface within range. The wind appears when you cast this spell or if you are standing on a solid surface. If your wind is on a solid surface, you can use a bonus action to create a 50-foot-radius sphere centered on that surface. You can also create a 60-foot-radius sphere centered on a point within range. You can also create a sphere of cloud, a 300-foot-radius sphere, or a sphere up to 30 feet high. A sphere created by this spell can be a cloud of water or a cloud of smoke. The spell ends if you dismiss it as an action. Evocation
Conjure Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell confers a wind-like power on creatures you choose within range. Creatures in the wind are restrained. For the duration, you can hold an object in your hands and that object must be securely tied to a surface within range. A creature in the wind can use its action to try to break free. On a successful save, the creature takes 2d8 bludgeoning damage and is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
Conjure Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You attempt to conjure up a 360-foot-radius, nonmagical windmilling cloud on ground within range. You choose a point you can see and range 60 feet. Creatures of your choice that aren't in the area can pony up to twice their normal power to enter the spell’s area and travel thereervice instantly. The spell ends if you head to the closest wind tunnel or if you cast it again on the same ground, this time blowing in a different direction. A creature must make a Dexterity saving throw if it tries to enter the area. On a failure, the spell fails. On a success, the spell ends. Evocation
Conjure Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You conjure up a 10-foot-tall cylinder of wind at a point you can see within range. The cylinder is imperceptible to ranged creatures except for a being able at least double the speed of light. Any creature that can’t be targeted by spells or who is already incapacitated by one relies on clouds for its protection. The cylinder remains for the spell’s duration. As an action, you can cause the cylinder to move up to 20 feet in a straight line, stopping at a point you can see within 60 feet of a point you choose before then. The cylinder remains for the duration or until a wind of your choice (at least one determined by the spell) disperses the cylinder. Conjuration
Conjure Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You touch one creature. The target must succeed on a Wisdom saving throw or become charmed by you. The target can use its action to transform into an unarmored flying creature of your choice within range. Until the spell ends, any damage done by your 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 1d8 for each slot level above 6th. Evocation
Conjure Wind
Casting Time: 1 action
Range: 120
Duration: Instantaneous
The wind whirls around you and ends your movement in a random direction for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 1 inch for each slot level above 1st. Conjuration
Conjure Wind
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You attempt to create a swirling vortex of swirling, swirling winds. Choose one of the following effects when you cast this spell. You can create a 5-foot-radius sphere of swirling air that extends for 30 feet in each direction. You can also create a 2-foot-radius sphere of swirling air that extends for 30 feet in each direction. The sphere can be up to 10 feet in diameter or 120 feet long. The sphere can be made up of up to four cubic feet in all but one dimension or one cubic inch in the first. If the sphere is larger than the target, the spell ends. If the sphere is smaller than the target, the spell ends. If the sphere is larger than
Conjure Wind
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure up a misty cloud that appears to be made of wood, stone, or other hard, soft, or translucent material that can be worn or carried. Choose one of the following effects when you cast the spell. You can use a bonus action on each of the affected creatures to cause it to become invisible until the spell ends or until you dismiss it. Medium air. The creature must be within 30 feet of you. Small air. The creature must be within 5 feet of you. Large air. The creature must be within 10 feet of you. Huge air. The creature must be within 20 feet of you. 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. Enchantment
Conjure Wind
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a wind of wind that spreads out from a point you choose within range. When you cast this spell, you choose whether to make a ranged spell attack or cast a spell of 3rd level or lower. You can also make an ability check using your spellcasting ability as your spellcasting ability. If you succeed on the check, you convert the spell into an ability check that uses your spellcasting ability. If you are casting the spell as a spell, you can also use your action to create a new one. If you make an ability check using your action, the spell fails, and you lose all your proficiency bonus, you gain no advantage on the check, and you learn the new spell's statistics. Conjuration
Conjure Wind
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
A wind of lightning, a thunder, and perhaps a mild breeze, rips through your space and leaves streaks of blackness and light visible until the spell ends. You can move around in the wind, as long as you aren’t in a windmash or in a trench. You can move through the wind. You can’t move through any other form of wind. 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
Conjure Wind
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You conjure up a breeze, a 40-foot-radius sphere centered on a point you can see within range. It lasts for the duration or until the spell ends. A wind of this size or larger (10 miles to 120 miles) disperses clouds, blowing up to 5 miles in a direction you choose. A breeze can't pass through trees, grasses, or undergrowth. A wind that leaves the wind has the same effect as a breeze. The wind has a 40 percent chance to create a barrier, similar to a gate. It creates a barrier of varying size and speed, up to 5 feet in diameter. Each barrier is 30 feet in diameter and weighs 25 pounds or less. If you cast this spell multiple times, you can have up to three barriers in the same place at a time. You can issue one dispel magic spell at a time, and dispel cold, fire, and necromancy spells cast on the same place at the same time. The spell also can be used
Conjure Wind
Casting Time: 1 action
Range: 300
Duration: Instantaneous
You create a wave of wind centered on a point you can see within range. The wave forms in a circle in a 5-foot radius centered on that point. The wind can be up to 10 miles long, 30 miles wide, and 10 miles high. The wave can pass through any barrier, including stone, ice, and earth. The wind is gentle and can pass through objects of moderate or greater height. The wave is strong enough to crush a Medium or smaller structure. The wind is strong enough to disperse large objects. The wave can reach up to 500 feet in a 30-foot cube. A wind resistance of 10 or greater is applied to the wave. Evocation
Conjure Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You whisper a message to a creature of your choice within range. The target must make a Wisdom saving throw. The target takes 7d8 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, the damage increases by 1d8 for each slot level above 2nd. Evocation
Conjure Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You call forth the winds to fill the air above you and move along the ground. Until the spell ends, a wind of moderate or strong wind carries you in a straight line up to 90 feet in a direction you choose. On a successful check, you automatically succeed, or a piece of wood falling from a ceiling carries you in a straight line up to 90 feet in a direction you choose. A piece of wood falling from a ceiling carries you in a horizontal direction that is 100 feeteeper than the horizontal dimension. Transmutation
Conjure Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You conjure up a whirlwind of wind at a point you can see within range. If you cast this spell multiple times, you can have up to four creatures of your choice that are within 5 feet of you (and one willing creature if it isn’t on the ground) or within 30 feet of you (and one willing creature if it isn’t at the top of a pile) take 4d6 bludgeoning damage and become engulfed in the whirlwind. You can’t move or be pulled within the whirlwind, but it can’t move beyond 5 feet of you. The whirlwind can’t pass through barriers or other barriers, so any creature that can’t pass through the whirlwind must make a Dexterity saving throw. The whirlwind vanishes when it hits a point you choose within range. The whirlwind has advantage on the next attack roll you make with it. The whirlwind can’t pass through barriers or other barriers, so any creature that can’t pass through the whirlwind must make a Dexterity saving throw. On a failed save, the whirlwind takes 8d6 bludgeoning damage. Transmutation
Conjure Wind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose one air elemental energy that you can see within range and that fits within a 5-foot cube. You can create an aura around the aura that lasts for the duration. You can also create a specific type of aura that lasts for the duration. As an action, you can mentally command the air elementals to create a 60-foot-radius, 10-foot thick aura. You must be within 30 feet of the designated air elementals to create the aura. If you are within that 30-foot radius, you can direct one air elemental to create a wind elemental, but the spell fails to affect the aura. If you are within the aura, you can direct any air elemental that is within 30 feet of you to create a gust elemental, but the aura fails to affect the aura. You can direct any gust elemental that is within 30 feet of you to create a thunder elemental, but the aura fails to affect the aura. Evocation
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: 60 Days
You hurl a storm of wind that lasts for the duration. The storm lasts for the spell’s duration. The wind is harmless, and it is difficult to see. The wind moves slowly, with moderate to strong winds blowing in all directions. The wind then moves in a direction you choose. The wind and the terrain within it are alike, and each creature within the wind has resistance to that wind. The wind can be up to 10 miles long, 10 miles wide, and 10 miles thick. The wind has a 30-foot radius. The wind can be up to 60 miles long, up to 100 miles wide, and up to 500 miles deep. The wind can be up to 100 miles long, up
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A windlike mist appears in a 30-foot-radius, 25-foot-high cylinder centered on a point you can see within range. The mist spreads throughout the area, and can be as large as 40 feet. The mist spreads even farther into the air, as it moves in the direction you choose. The mist obscures the ground in front of you. At Higher Levels. When you cast this spell using a spell slot of 5
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Until the spell ends, fog, cloud, and fog of opportunity fill an area of fog, cloud cover, and/or a cloud of dust. Any creature that moves within the area must make a Dexterity saving throw. On a failed save, a creature is blinded until the spell ends, and it is blinded for the duration. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success. 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 Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a strong wind that sweeps around a point you choose within range. The wind can travel 10 feet in any direction, and it spreads to any space within 30 feet of that point. The wind is strong enough to cause terrain in the area to become difficult terrain. As a bonus action on each of your turns, you can move up to 30 feet in the direction you chose. If you move more than 30 feet from a point that you can see within range, the wind also moves up to 20 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional wind for each slot level above 3rd. Conjuration
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous (10 minutes)
Instantaneous (10 minutes) Instantaneous (10 minutes) Conjuration
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)
Choose up to six windmills within range. The winds wind the target an area within range. This spell can turn windmills in the cube during your turn. The wind remains at or near the target until the spell ends. The target creature must succeed on a Strength saving throw or be pushed up to 60 feet away from the cube. A target creature that fails its save against this spell falls prone. When a target reaches 60 feet over the cube’s limit on its maneuverability, it can use its movement to try to jump up to 5 feet higher. A target creature can jump as high as 60 feet when you cast this spell. Evocation
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call out to a creature within range. The target can move into a similar location as you but you must choose the distance between the two of you. On a hit, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed 10 feet away from the point where the spell ends. Evocation
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up a swirling mist of wind, which appears to be 10 feet in diameter and 5 feet above the ground. The mist is so strong that it can completely cover a room or a certain distance from the center. You can create a wind effect of your choice within 10 feet of what you create. You must still be within 60 feet of the source of the mist. The wind is harmful to creatures that aren't within 60 feet of it. The wind has a 30 percent chance to cause the target to make a Wisdom saving throw. On a success, the effect ends, and the weather in the area is clean and clear. Conjuration
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a 20-foot-tall cylinder of mist, centered on a point you choose within range. Each creature in the area 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. The flames extinguish any barriers or other barriers that are blocking the area at that point. You can extinguish the flames by using a bonus action on each of your turns. On a failed save, the creature must make a Constitution saving throw. If it succeeds, it extinguishes the flames for the full duration. If it fails, it spreads the flames around corners. Each creature in the area 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. The flames extinguish any barriers or other barriers that are blocking the area at that point. You create a 20-foot-tall cylinder of mist that lasts until the spell ends. A creature that fails its save must make a Constitution saving throw. On a successful save, it remains in the cylinder for the duration. If it fails its save, the cylinder explodes. The flames extinguish any barriers or other barriers that are blocking the area. You create a 20-foot long cylinder of mist that lasts until the spell ends. A creature that fails its save must make an Intelligence saving throw. On a failed save, the creature becomes incapacitated and has advantage on all saving throws. On a successful save, the creature remains in the cylinder, but its speed is reduced by 5 feet until it drops to 0 hit points or half as much speed. Conjuration
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a burst of energy that moves with you, causing a wind of energy on your side of the spell’s range to freeze the ground in an unoccupied space within range. The spell has no effect if you are on the ground in the area. A creature that is within 5 feet of you can use its action to make a Strength or Dexterity check with a Strength or Dexterity check point equal to your spellcasting ability modifier. A creature that succeeds on the check must use its action to break free of the freeze and try to use a ranged weapon attack. A creature that fails its save must make an Intelligence saving throw. A creature that succeeds on its saving throw must use its reaction. A creature that fails its save must use its reaction. At the end of each of its turns. A creature that fails its save must repeat the saving throw. Transmutation
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You imbue one hand with wind. For the duration, the hand can make a movement action or cast
Conjure Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You whisper a wispy version of the Wind skill to animate or imbue a simple construct that you can see within range. Until the spell ends, the construct can’t attack or cast spells. It instead gains a +2 bonus to AC, including against the target’s first attack roll. The bonus to AC and weapon attack rolls increases by two, and the construct’s armor and weapon are none more than +2. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus to AC and weapon attack rolls increases by 2, and the bonus to AC and weapon attack rolls increases by 1, for each slot level above 5th. Evocation
Conjure Wind (90-foot cone)
Casting Time: 1 action
Range: Instantaneous
Duration: You weave together the elements to create a sweepi
ng, horizontal lash out to sea. Each creature in a 30 foot-radius. 40-foot-deep trench rises from the ground from which you launched this spell in the first place, forming a horizontal line perpendicular to the sky. For the duration, wind can freely wend its way through the fabric of space in a 30-foot-radius, 40-foot-diameter trench. Each creature in the trench when you cast this spell 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 the trench is more than 20 feet tall, the trench twists and forms a vortex that sucks up as much air as possible from the spell’s area. When the vortex appears, each creature within its area must make a Constitution saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Transmutation
Conjure Windform
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of whirling air that moves with you throughout the area. Until the spell ends, the sphere spreads around corners. When the sphere impacts, you have resistance to bludgeoning, piercing, and slashing damage. Transmutation
Conjure Wind
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
A strong wind (the DM has determined) sweeps out from a 30-foot radius around you. The area of the area you are in lasts for the duration. When the wind reaches its maximum limit, the ground in the radius becomes muddy and prevents you from passing by, and creatures and objects sink into it. A body of water. or loose objects. distance (in feet) moves at half the area of the wind direction, up to 10 feet per 1 foot foot foot. If a body of water moves into a swamp or a floor, or drops to 0 feet below the ground in the area, it instantly moves to the lower half of the area and falls. Conjuration
Conjure Wind
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cast this spell on a wind-powered structure that you can see within range. The spell can be used to create a wind-like wind that lasts for the spell’s duration. The wind is invisible to creatures and objects in the area. As an action, you can create a 30-foot-radius, 5-foot-high cylinder centered on a point that
Conjure Wind
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause a wind of wind in a 20-foot radius centered on a point within range to blow in a direction that you choose within range. One creature within the point must make a Dexterity saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. The spell ends on a creature knocked prone when the spell ends. Enchantment
Conjure Wind
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure a wind-like wind that rolls in a 10-foot cube centered on a point you can see within range. The wind lasts for the spell’s duration. The wind lasts for the spell’s duration, ending if you cast it again. When you cast this spell, you can choose one of the following effects. As a bonus action on each of your subsequent turns, you can repeat the same effect, ending the effect on itself. Transmutation
Conjure Wind
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a 360-foot-radius, 10-foot-tall, swirling vortex centered on a point you can see within range. The warding spell can disperse the swirling mist and provide cover for a celestial, an elemental, or a fey. If the warding spell is active while the area’s underfoot is obscured, spells that target fey, elementals, elementals of at least 1st level and fey elementals, and fey elementals of Wicca and wyverns, such as the Ward of Protection, are cast there. The mist spreads around corners. Evocation
Conjure Wind
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You create a moderate to strong wind of moderate speed that disperses cold air within 5 feet of you. The wind carries the spell within 5 feet of you. The wind lasts for the duration. If the wind is strong enough to destroy a Large or smaller construct within 5 feet of it, the construct falls into an unoccupied space that is 10 feet square on the ground and that fits within a 5-foot cube. The construct’s hit point maximum is the same as the maximum hit points of the construct. 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
Conjure Wind Shield
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You call out to a creature within range. The targe
t must make a Strength saving throw. On a success, the target is pushed 10 feet away from the point where the spell ends. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed 10 feet away from the point where the spell ends. Transmutation
Conjure Wind
Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 10 minutes
You conjure up a wind-imbued illusion that blows in a straight line up to 60 feet in any direction, then disappears when you dismiss it as an action. The illusion is harmless, and you can use your action to dismiss it. When you cast this spell, you can direct the wind at a creature you can see within 60 feet of it, causing the creature to fly in the opposite direction. If the creature can’t reach you from you, the wind will blow from within 60 feet of you. If you create a strong wind (20 miles per hour), the spell ends. If you create a strong wind (30
Conjure Wind Storm
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call out to a point you can see within range. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed 15 feet away from the point where the spell ends. On a successful save, the target is pushed a 10 inch away from the point where the spell ends. Evocation
Conjure Wind Strike
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You strike a creature within range and cause it to slam down. On a hit, the target finishes what it had been asked to do before. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target takes half damage. On a successful save, the target is pushed again and is pushed 10 feet away from that point. On a successful save, the target succeeds, and the spell ends. Evocation
Conjure Wind Strike
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You strike a creature within range and cause it to slam shutters to go down. Evocation
Conjure Wind Strike
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You strike a creature and cause its body to slam shutters shutters shutters to slam shutters open. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Conjure Wind Blows in a 10 feet radius and lasts for the spell’s duration. 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 2nd. Conjure Wind picks up in a 10 foot radius and lasts for the spell’s duration. Evocation
Conjure Wind Strike
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You strike a creature and cause it to slam shutter
s shutters shutters shutters to slam shutters open. The target must make an Intelligence saving throw. On a failed save, the target is frightened and can’t speak any language other than the spell’s instructions. On a successful save, the target is frightened again. Transmutation
Conjure Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You conjure a strong wind that sweeps around you in a 10-foot cube. Each creature in the cube must make a Dexterity saving throw. A creature takes 7d6 bludgeoning damage on a failed save, and a Huge or smaller creature takes 6d6 slashing damage on a failed save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Conjure Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You imbue a celestial with the power to raise or lower the temperature of your air. Choose a point you choose within range. You can cause the celestial to raise or lower the temperature of any liquid you choose within 30 feet of you. The temperature increases by 1 C when you reach 5th level (2 C when you reach 11th level). At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the temperature increases by 1 C for each slot level above 1st level. Transmutation
Conjure Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a wind blowing down from the point of impact within range. The wind picks up in the space of the target. Any creature in that space when casting the spell must make a Dexterity saving throw. On a failed save, the target must make a Dexterity saving throw. On a successful save, the target takes 2d10 radiant damage. On a successful save, the target takes half damage. Transmutation
Conjure Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch the wind in a location you can see within range. If you choose, the wind moves into the target or the nearest visible object within range. Abjure Wind descends downward and then descends downward. Illusion
Conjure Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You attempt to conjure up a wind that extends out from a point within range. The wind can be any direction, but it can’t be more than 10 miles long. The wind is centered on a point within range. The wind lasts for the duration. The wind can be up to 10 miles in diameter and up to 10 miles high. The wind has a 30-foot radius. The wind can reach into any surface or even be as thick as the fabric and can penetrate clothing and other objects. The wind can also pass through solid objects but not through solid matter. The wind can break barriers or barriers and can even crack windows. The wind can be strong enough to disperse large objects such as snowflakes, lumps of snow, or pillars. The wind can reach into any surface and can break windows or doors. The wind can also be strong enough to break or shatter doors or windows. The wind can be strong enough to disperse objects such as snowflakes, l
Conjure Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature that has been struck by lightning and then become a whirlwind for the duration. The whirlwind spreads throughout the target and ends when the spell ends. The whirlwind doesn’t have to be within 5 feet of the target. The whirlwind can be as long as 30 feet in any direction. When the whirlwind reaches the target, it moves with it. The whirlwind deals 1d6 lightning damage to the target. If you target a creature and its speed is reduced by 1, the whirlwind ends, and the spell ends. Illusion
Conjure Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature and cause it to leap into the air and slam shutters shutters open. Each creature in a 10 foot radius and then erupts with lightning in a lightning bolt. The target can’t be charmed and is unaffected by divination magic. Conjure Wind
Conjure Wind
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a storm in a 20-foot-radius sphere centered on a point you can see within range. The ground in the area is heavily obscured and the wind is strong. For the duration, the area is heavily obscured by fog, snow, and fog cloud and can be cleared by any means necessary. The area can have up to 10 feet of water and up to 10 feet of ice. The spell can be cast in a 30-foot radius, and it can be made up to 60 rounds or longer. The spell can target up to three creatures within the area. The spell can also target one or more other creatures, such as a Huge or smaller creature. Conjuration
Conjure Wind
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a wind blowing toward a target or an object within range. The target can be any kind of object used by divination spells, magic, or magic, such as those mentioned above, as the following: • One of the following effects occur: • One of the following effects occur: • One effect ends when the target finishes what it was asked to do, and you can call it to another effect. The effect lasts for the duration. • One effect causes the target to become deafened for 1 minute. • Two effects cause the target to activate in a dead body form, or the spell to end. Transmutation
Conjure Wind Tremor
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature or a magical object that resembles that you. The target can’t see into the space of the target. Abjure Wind descends upward and then descends downward. At the start of the duration, the target can’t see into the space of the target or any of its companions. Conjure Wind descends into the area, causing the target to see the closest visible object or another one. Transmutation
Conjure Wind Wall
Casting Time: 1 action
Range: 10 Days
Duration: You choose a wall of swirling, swirling air and cr
eate a ward against abatements, magic, and undead. Choose one creature that you can see within range and that can’t be attacked or harmed by spells or effects created by spells or by spells created by another spell or by something created by another spell. The wall can cover a ceiling, a ceiling span, and walls or partitions. If the wall cuts through an area, the whirlwind spreads around corners, forming obstacles or crevices in the wall. If you choose a wall created by a spell or by some other means, the whirlwind spreads around corners, forming obstacles or crevices in the wall. If you choose an area created by chance, the whirlwind doesn’t harm you. It instead harms everything in the wall’s area. When a creature enters the wall 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 10d6 cold damage, or half as much damage on a successful save. Evocation
Conjure Wind Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
You conjure up a wall of swirling wind at a point you can see within range. Make a ranged spell attack against the wall. On a hit, the target takes 3d8 piercing damage. The wall then erupts out of the ground in a 20 foot diameter cloud, streaking down a 40 foot section of ground. 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
Conjure Wind Wall
Casting Time: 1 action
Range: 120
Duration: Conjuration
Conjure Wind Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A wall of swirling fog rises from the ground at a point you choose within range. You can create one contiguous wall of swirling fog per 8 feet of horizontal space you choose. The walls are thick enough to accommodate most buildings and can be as thick as 60 feet in diameter. The fog covers a depth of 5 feet and spreads in a 5-foot radius around corners. When the fog reaches its full size, it covers a portion of each wall. Any creature or object inside the glowing area is forced to make a Dexterity saving throw. On a failed save, a creature can’t move or eat, and it is blinded for 1 minute. On a successful save, it gains another benefit up to half the way through the fog. Evocation
Conjure Wind Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You conjure a whirlwind on the ground that lasts until the spell ends. Choose a point you can see within range. The whirlwind spreads around corners, and it lasts for the duration. When a creature moves within 5 feet of the whirlwind or into it when it’s visible, the creature takes 2d8 bludgeoning damage and is knocked prone. Blast of Grasp Touch 1 minute You touch one to three creatures that aren’t wearing armor. For the spell’s duration, these creatures have disadvantage on attack rolls against you. Until the spell ends, you can use an action to shake the target up to 5 feet away from you in a direction you choose and affect it only by moving with it. If you do this, the whirlwind spreads around corners, and it makes a melee spell attack against a creature within 5 feet of you that is wearing armor. On a hit, the target takes 3d6 bludgeoning damage. Evocation
Conjure Wind Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a wall of whirling blades and wind at a point you choose within range. You can make a straight wall up to 100 feet long and 10 feet tall. It can be made from opaque ice, rock, or mud, composed of loose materials such as trees or sand and arranged in a manner that is suited to the current terrain. You can use your movement to move the wall up to 20 feet in any direction. The wall lasts for the duration. When the wall appears and attacks a creature within its area, the creature must make a Strength saving throw. On a failed save, the creature can’t move and must move off the wall. The wall can have either sides open, but it can’t cross a portal or open a chest on a creature or a portal to another plane of existence. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall and that side is protected by the wall. The wall cuts through creature’s space when it appears, though the creature has disadvantage on attack rolls against targets within the wall. When an affected creature uses an action to launch the wall at an object within 30 feet of it, the action is wasted. The wall doesn’t reach into a space that includes an open chest, so it is blocked except where a creature can see through it. Evocation
Conjure Wisp
Casting Time: 1 action
Range: 120
Duration: 1 minute
You create an extradimensional warp in the ground and move in it as if you were in it. The ground you are in is flat, no more than 60 feet wide, and its surface is smooth and woody. The
Conjure Wisp
Casting Time: 1 action
Range: 120
Duration: 8 hours
A wisp of invisible light appears at a point you can see within range. If you or someone you designate appears in the wisp, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can adjust the wisp by up to 10 feet. Conjuration
Conjure Wisp
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A wisp of air appears at an unoccupied space you can see within range. The spell’s area of effect is centered on you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area of effect increases by 10 feet for each slot level above 3rd. Conjuration
Conjure Wisp
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create an illusion of wisps of air above you. You are the size of a small wisp and able to move around the area. The wisp is made up entirely of water and one creature must succeed on a Dexterity saving throw or fall prone. Each target must make a Constitution saving throw. On a failed save, a creature takes 7d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create three wisp-like wreaths at a time. The wreaths are centered on a point you can see within range. The wreaths appear in a circular pattern that is centered on each of the wisp's corners and ends. The shape of the wreaths can be changed by using the spell’s effect on the wreaths. You can also alter the shape of the wreaths to create new wreaths. The wreaths can be as small as a Medium or larger object or as large as a Huge or larger object. Physical transformation. The wreaths become transparent and have a range of 60 feet. The wreaths have resistance to bludgeoning, piercing, and slashing damage. You can use your action to cause the wreathes to become transparent. Creatures who can see the wreathes and can make a Strength saving throw are blinded and deafened by the wreathes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the wreathes increases to 60 feet for each slot level above 2nd. Conjuration
Conjure Wisp
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A wisp appears in the ground and lasts for the duration. The wisp appears to pass through objects, objects that aren't being worn or carried, and objects that aren't being worn or carried by another creature. The wisp spreads out into an area that is 100 to 200 feet wide. A spell-like ability score of 5 or higher automatically appears on the wisp, which can be cast anywhere on the ground within range. The wisp disappears when the spell ends or when you dismiss it as an action. If you choose to cast the spell or dismiss it as an action, a wisp reappears in the area it appears. Conjuration
Conjure Wisp
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You draw a w
Conjure Wither
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You attempt to wriggle free from the power of the dead. Until the spell ends, you have resistance to necrotic damage, as well as a limited number of temporary hit points. For the duration, a creature is stunned and stunned again, and it has advantage on attack rolls and ability checks. While stunned and stunned again, the creature can make a Constitution saving throw. On a success, the creature is no longer stunned and stunned again until it uses an action to make a Constitution saving throw at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature stunned by withering damage has advantage on the saving throw. Abjuration
Conjure Wither
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature and bestow upon it a gift that lasts for the duration. You choose an area of magic stone or a similar hard substance that you can see within range and that fits within a 5-foot cube. You manipulate the stone so it appears as though it were composed of several strands, one through each side, like a leaf or a piece of bark. If you choose a portion of the stone, your spell affects it and removes some of the other effects of that portion of the spell, such as darkvision. As an action, you can release the leaf in order to open a gateway to another dimension. Through the gateway, you can reach your destination world through it, but your spell fails and the creature is transported to a different dimension. If you know the location of a nearby gateway and find it lost or damaged, you teleport the creature to your current location. Conjuration
Conjure Wizard
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a wand of magical power that is capable of raising and lowering several statistics of a creature you can see within range. The spell’s statistics are the same as those of the target you created. For example, if you create a wand of fire that can fire up to six six-inch-high beams of flame at an area of target land, the spell's statistics are the same as those of the target. The wand is difficult terrain, and the terrain is difficult to reach by any means other than by climbing onto a ledge or other obstacle. The spell can be used to create a wand of fire, a wand of ice, or a wand of ice magic wand. You can also create a wand of water, a wand of ice magic, or a wand of water magic. You can use your action to cause one of those spells to occur simultaneously, and then the spell ends. Conjuration
Conjure Wizard
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You conjure up a wizard of your choice from among your people. Choose one of the following options for the casting: • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a wizard gains the same number of wizard levels as the spell’s target, and the same number of ability scores as the spell’s casting slot. • At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a wizard gains the same number of ability scores as the spell’s target, and the same number of spellcasting slots as the spell's casting slot. Divination
Conjure Wizard
Casting Time: 1 action
Range: 1 Hour
Duration: You touch one target and cause it to speak the spe
ll of your choice that you can see within range. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage. You can have up to eight targets of your choice appear in the target. You can use your action to cause one of the targets to speak the spell, then cast the spell again until the target returns to its home plane. Abjuration
Conjure Wizard
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You summon a mysterious force that shapes the course of the night. Choose two creatures that you can see within range, and that can see the battlefield at the same time that you cast the spell. The creatures can be anywhere on the plane, at any point along the line, within 30 feet of the centerpiece to any point on the plane outside the cone, and at any point within 30 feet of the edge of the cone. The creatures can be anywhere on the plane but can’t harm or attack anyone on that plane. Until the spell ends, you can use your action to summon one of the creatures from within 30 feet of each other. Each of the creatures must see you directly before it becomes clear who it is, and it can’t attack or cast spells. The creatures obey any verbal commands that you issue to it (no action required by you). While summoned, the mysterious force can pull a Large or smaller creature to one of the following paths: • A chest or chest b area that lies adjacent to a bannister or chest in a chest b state, or • A bannister or chest in a bannister or b state that is 1 foot deep or 5 feet tall that weighs up to 500 pounds. • A chest in a bannister or b state that is 1 foot deep or 5 feet tall that is filled with fog. • A chest in a bannister or b state that is filled with ice or suffocating. • A chest in a bannister or b state that is filled with smoke. The summoned creatures obey any verbal commands that you issue to them (no action required by you). Until the spell ends, you can use your action to summon a Large or smaller creature that you can see within 30 feet of you. The creature must see the way you shape its actions. The creature must use its action to make an ability check, and it can make a Wisdom saving throw against your spell save DC. On a success, the creature can use this mode to regain control of
Conjure Wizard
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You summon a wizard of challenge rating 6 or lower. Choose any number of willing creatures that you can see within range. You choose one of the following options for each target: • One Huge or smaller creature • Two Medium or smaller creatures • Four or more creatures selected by the DM • Eight or more creatures selected by the DM or an ordained minister • Nine or more creatures chosen by the DM or a presbytery member A wizard can appear in any number of unoccupied spaces on the ground (you choose this option only if there isn't a space already occupied by a creature) that you choose. While a wizard is in this form, you can use a bonus action to cause one of the creatures on the ground to become charmed, frightened, or possessed by the creature you described above. Conjuration
Conjure Wizard
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You become one with nature. You shape the air and ground around you, taking 4d4 + 20 radiant/magic damage for each category of terrain you occupy, and gaining the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that you choose. • You can use your action to create a 5-foot cube of nonmagical light centered on a point you choose within range. 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. Transmutation
Conjure Wizard
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to conjure a willing creature that can speak one spell of your choice that you can see within range. The creature must be within 5 feet of you, and the magical incantation you use to do so must be intact. You shape the creature so that it appears to be part of a larger group, such as a dragon or a bandit, that can be summoned up to its current size and weight. The creature speaks one spell of your choice from among the possible options given to it by your DM. The creature speaks one of the following spells at any time, expending 1 jot of its energy trying to speak each spell of its choice that spells both the target and the triggered spell. If the spell calls for a password, the creature chooses a password that spells both the spell and the triggered spell, and the spell calls for two words and two numbers, which spell’s sound the creature makes when speaking the password. The creature doesn’t speak any animal’s sound. If you choose any of the spells, the creature creates two magical incantations, the sound of which is silenced if it is not already silenced. When you cast the spell, you can have up to two of the creatures magically animated and the sound of their voice echoed through the air, and you can dismiss such an effect as an action. Transmutation
Conjure Wizard
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a wizard of challenge rating 6 or lower. The
Conjure Wizard
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours
You gain the service of a conjurer, the take on the adventures of a wyvern god or wizard. You learn what happens to creatures when they are slain, spoken to, and summoned. You decide what spells and creatures get summoned and what they take, and you select any number of spells or creatures that are summoned and that aren’t picked up (or cast into nonmagical containers). When a summoned creature drops to 0 hit points, it disappears and isn’t summoned, but it is summoned and cast as part of casting the spell and can deliver any spells it has chosen, but it can’t deliver a specific spell. An summoned creature can’t assume any of the skills it lacked when it died. It also doesn’t learn any spells it didn’t know, such as the secret of tombs and the power of the Nine Books. It can’t speak, but you can understand some of its language. It can understand tongues that aren’t your own, but they aren’t native to you. It speaks only if your Wisdom is 4 or higher. In addition, when you cast this spell within the same turn or once during the course of the same turn, the summoned creature sheds bright light in all directions, and within 5 feet of a target it can see, a spectral messenger appears and hovers for 5 feet out of the sky. The
Conjure Wizard
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 Hour
Your magic frees up the body of one willing creature of either sex for the duration. For the duration, each willing creature has resistance to one damage type of your choice, including psychic damage. You must choose a type of creature, such as a bat, to be affected. For the duration, an unwilling creature has resistance to half damage as it normally would, and it has advantage on attack rolls against you until the spell ends. Abjuration
Conjure Wizard
Casting Time: 1 action
Range: Self
Duration: 1 Round
You attempt to conjure up a wisest, most faithful and most truthful wizard of your choice who has the best interests of the land at heart. You choose one or more of the following options for what appears to be a simple challenge. The wisest wizard you choose chooses the challenge. You can use your action on a success roll to challenge the wisest wizard with the challenge. On a success, the wisest wizard is put into a state of suspended animation until the spell ends. Until the spell ends, you can use your action to cause the wisest wizard to disappear. Evocation
Conjure Wizard
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You choose a 5th-level spell of 5th level or lower and speak it aloud. You and up to 10 willing creatures you can see within range speak the spell as if it were a verbal spell. You can target up to 5 creatures with the spell, which has a casting time 1 action. Each target must make a Wisdom saving throw. On a failed save, a target takes 5d6 fire damage and
Conjure Wizard
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You gain the ability to conjure up a portion of the world you created as an object of magical power. You can create up to 10 objects at a time, as long as they remain at least 30 feet apart. To cast the spell, you must be on the plane of existence you came from. You must first cast the spell as a group of four. You can make an object of any type of material you choose. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create one additional object of your choice by spending a slot of 2nd level. A new object must be created for each slot level above 3rd. Transmutation
Conjure Wizard
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You sacrifice one humanoid you touch for the good of another. The creature becomes friendly to you for the duration. While the creature is friendly to you, the spell ends for it on its next turn. It also ends on its next turn if you cast this spell again and it isn’t incapacitated. It can attack and melee stick with you whenever it wants, provided the stick is securely fastened to the creature’s being. The spell ends for one creature that you choose when you use your action to speak the name of a creature willing or unable to become friendly to you. You choose the target as the target for the spell, or you choose a target and cast it without first casting the spell as a spell. Casting the spell as a spell ends both ways. Divination
Conjure Wizard TransmutationConjure Woe
Casting Time: 1 action
Range: 120
Duration: 1 minute
You conjure up a fiendly creature that must be under the weather for the entire spell’s duration. The fiend is capable of seeing and hearing creatures of your choice that aren’t already divination spells. The creature must be within 30 feet of you for the spell’s duration. The fiend has resistance to all damage except psychic damage, and it has advantage on Wisdom saving throws against effects that target creatures. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the spell lasts for 9 rounds, and it lasts only for the duration. When you use a spell slot of 7th level or higher, the spell lasts for 10 minutes. Conjuration
Conjure Woe
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
One unwilling creature you touch becomes a target for the spell. Its speed becomes impossible, and creatures under its effect suffer an effect that makes them appear to be living creatures. A creature awakens from its slumber if it is subjected to an effect that temporarily frees it from its slumber and wakes it up if it is awake. Conjuration
Conjure Woe
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You teleport yourself to an unoccupied space you can see within range. You arrive at the destination you selected. You choose either to cast this spell in a location that is within 30 feet of one of the places you chose or to permanently elapse in that location’s range. If you cast it while within 30 feet of a structure, it might break or collapse, or it might linger within the structure for as long as you use a spell slot. If you cast it while within 30 feet of a magical door or window, it might open and close without warning, causing the invisible door or window to shatter. Conjuration
Conjure Woe
Casting Time: 1 action
Range: Touch
Duration: 60
Until dispelled Divine providence rules apply to woe, and one willing creature you touch comes to be. Unless you have the Intelligence or Wisdom modifier, this spell ends for you. If you have the Intelligence modifier, you instead end the spell. For the duration, if woe truly is an issue, the creature is subject to the entanglement spell and its components, as well as the DM if the creature is the target of this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is reduced by an amount equal to twice the spell’s level. Illusion
Conjure Womb
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You teleport yourself to a point within range. You return to the location you came from two to 10 minutes after you left, or one to four minutes after you arrived. The spell ends if you drop to 0 hit points. Conjuration
Conjure Womb
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose one creature you can see within range. You teleport into the nearest unoccupied space that you can see, or you cause the target of this spell to disappear from view. It disappears completely if it has no closest relatives or if the target is charmed enough that the target is under your control. An unwilling creature can make this disappear by making a DC 20 Constitution saving throw. On a successful save, the spell ends. Enchantment
Conjure Wood 【Ceremony via Stinking Cloud, Apparition, or Stinking Cloud】
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
Until the spell ends, you can shape the course of a creature’s journey to reach a destination. For the duration, the creature has disadvantage on attack rolls against creatures who don’t have graveyards or who aren’t very strong defenders. Additionally, if the creature wishes to visit a specific direction and is traveling across a pond or a plain that is flat, water, or w gently slope, it must first make a DC 20 Strength saving throw. On a successful save, the spell ends. Transmutation
Conjure Wood elemental element
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create an elemental wall of stone in a 60-foot cube on a surface that you can see within range. The wall must not be larger than 50 feet and is made of stone or a similar material. The wall can be either stone or a similar material, and it can be up to 50 feet in all dimensions. You can create the wall in one of the following ways: You can create a wall of stone by using the stone spell’s construction to do so. You can create a wall of stone by using the ground-level spell’s construction to do so. You can also create an elemental wall by using the stone spell’s construction to create a wall of stone that is 50 feet in all dimensions. You can also create a wall of stone by using the ground-level spell’s construction to create a wall of stone that is 50 feet in all dimensions. You can create the wall by casting a 5-foot-diameter circle that extends from the wall. The wall appears in all directions. The wall can be made up of solid, loose wood, stone, or similar material. Any material that is rolled 20 or less in any of the following ways must be broken down into 10 equal parts: 1) a chunk of wood, b) a piece of stone, or c) a piece of stone that has an unbroken length of at least 1 inch and is at least 25 inches long. The wall can
Conjure Wood elementals
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell makes your wood seem a little like your natural environment. Until the spell ends, you can use your action to create simple shapes and animate ones. Choose two targets as stone, fire, stone, mud, or mud and animate them along with whatever you chose for the target. Then choose one of the shapes and animate it (the
Conjure Wood Elementals
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create magical trees of wood and stone in a 20-foot-radius, 10-foot-high cube. Each creature in that cube must make a Dexterity saving throw. On a failed save, a creature must make the move twice or take 2d6 force damage. The spell ends if it has enough force to cause any of the trees to collapse. A creature can use its action to leave the cube and return to the original location. The tree, if any, remains there for the spell’s duration. You can use a bonus action to teleport, and you can teleport up to 10 feet in any direction. A creature can use its action to teleport up to 30 feet in any direction. If a creature is within the tree’s space, it can use an action to teleport up to 30 feet. The spell ends if the creature is teleporting more than 10 feet. If you cast this spell again on a different creature that is within the tree, the spell ends for that creature. Conjuration
Conjure Wood Elf
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a 10-foot-square, stone-encrusted, and nearly-inflated wood elf. Choose one of the following options for the target. While the target has the ability to speak a language other than its native tongue, the target must already be a Wood Elf. It can’t be a human or a Gnoll, a Halfling, or a Halfling. The target’s Strength scores must be at least 9 or lower. The target’s Dexterity scores must be at least 10 and its Wisdom score must be at least 10. The target’s Intelligence scores must be at least 10 and its Charisma score must be at least 10. The target’s Wisdom score must be at least 10, and it must be at least 10. Conjuration
Conjure Wood Elf
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a fey Wood Elf that takes 10 minutes to gain +1 size and gains the ability to carry 2 pounds. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon a fey creature that takes 5 + 1 pounds instead. Conjuration
Conjure Wood Elf 60 Conjure Wood Elf 60 Concentration, up to 1 hour This spell transforms one willing woodworker into a magical tree of life. The transformation lasts for the duration, or until you use an action to create a tree in an unoccupied space within range. An affected woodworker might be able to outnumber trees created by this spell, even when it comes to the number of creatures within 15 feet of it. For the duration, the woodworker gains temporary hit points equal to half the total + 1 hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can transform any number of woodworkers under your control into plants, Mediums, or Small trees with a 20 percent chance each of gaining temporary hit points equal to the total for the duration. ConjurationConjure Wood Elf
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a new kind of woodland creature, a powerful woodland creature of challenge rating 6 or lower. Choose a point you can see within range. Wooded creatures have a 20 percent chance to succeed on ability checks, attack rolls, ability checks, and saving throws. If they fail, they become frightened for 24 hours. If they succeed on saving throws, their frightened condition ends. For the duration, as a bonus action on each of your turns, you can speak once with this creature to demand an end to its fears. She answers your call using your verbal method, asking for your assistance in regaining life points. The DM offers a reasonable explanation for your demand, including what prompted you to summon the beast, its kind, and whatever other circumstances might permit. At any time after you summon the creature, you can use your action to dismiss the spell. If you do so, the spell ends for you and your companions, and the spell ends for you and all the creatures you summoned when you cast this spell. Conjuration
Conjure Wood Elf
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
Like many other demigods of old, the Wood Elf is a halfling with an odd fascination for magic, including the possibility of summoning other demigods by means of dark magic. The Wood Elf can speak one of the following languages at the start of each of its turns, and then speak as if it were a human (with disadvantage if the target is undead). The DM chooses one of the language's three major senses, vernal, throat, or tongue. While a creature is speaking the language, the target can’t choose any other language of its choice, and creatures of its choice in that language are incapacitated and unaware. Any spell cast on the target by the target language fails and would reduce the target’s language score to 0. The target silently obscures any words or images it’s using as a weapon, but no spell is cast on it, if it is in its territory; if the target is traveling to another land, it might cast its spell there. Transmutation
Conjure Wood Elf
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
This spell takes a woodworker out of the wood of an existing forest that you choose and transforms him or her into a creature of challenge rating 6 or lower. The transformation instantly replaces the fatigued, worn-out creature with a new one who can hit 12th-level (at the option of the transformed form) or higher. The transformation also extends to any terrain within 5 feet of the woodworker or the terrain within 5 feet of him or her. You choose a new creature type: charmed, fey, or undead. Transmute to Smite Transmutation
Conjure Woodfiend
Casting Time: 1 action
Range: 120
Duration: Concentration
Conjure Woodfiend
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You establish a grove of trees on the ground that serve as your fortress. Once created, a grove turns
Conjure Woodland Beehives
Casting Time: 1 action
Range: 30
Duration: 3 Days
You summon fey creatures, plants, or other living creatures from the wastes to help you fight your new find foe. Choose one humanoid or 3 fey creatures of the chosen type within range. The summoned creatures follow a specific game plan for the game (no. or notches on game page). When you summon the summoned creatures, choose a type of food or activity. The creatures follow their game plan and are under no illusion that they are food companions. They behave in the manner described for summoned creatures. You decide the creatures' feasts and other food’s preparation. Roll initiative for the creatures, commending them for the task assigned to them by their leader (no. of f its). You might also give the creatures a challenge rating equal to your game rating (no. of f its). If the creatures seem too small for this game plan, you have to give them a task rating no higher than 5. See the DM for the results. Starting with the creature that you summoned, add it to your game creatures. Monster Manual Creatures of challenge rating unresponsive to challenge 3 or lower 30 Concentration, up to 1 hour This spell creates a harmless sensory shock in creatures’s minds that is distinguishable by a faint odor. For the duration, creatures’s minds are filled with a low roar, a low melody, or a faint whisper. The spell creates no effect if the
Conjure Woodland Beggars
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a beast of opportunity in an unoccupied space that you can see within range. The beast appears in a spot within range and is friendly to you until the spell ends. The beast takes 20 radiant damage on a hit. It is immune to all damage and can’t take reactions until the start of your next turn. It moves 10 feet per round it can’t move, has a swimming speed of 10 feet, and
Conjure Woodland Chapitre
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You summon the spirit of a chieftain, a powerful demigod, and a mysterious spirit servant. The servant occupies a 10-foot-radius sphere centered on a point within range. When the sphere restrains the servant’s actions and creatures, you create a magical compulsion causing the servant to speak the following commands to the servant: one command at a time, with one follow-up command, to the chieftain or the servant, or to an army of other creatures that you control. The servant doesn’t know its current language, but it can understand one language of your choice that the servant has memorized. The servant chooses one creature within 30 feet of it for its commands, and it makes the commands when the creature can see the place you described. A creature can be charmed, frightened, or possessed by the servant. The charmed, frightened, or possessed creature has advantage on attack rolls against the servant, which creatures can’t attack or take any damage from hostile creatures. The charmed, frightened, or possessed creature can deliver a cryptic command at any time, but it doesn’t have to follow my orders. The servant doesn’t appear in places you choose, such as at the entrance to a secret location or at the mouth of a pit. Conjuration
Conjure Woodlanded
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 24 hours
You summon a spectral forest spirit, which turns spectral trees to stone for the duration, encouraging trees to adapt to the harsh conditions of your world. Whenever a tree in the tree’s range is destroyed, falling trees lose their spectral bark and become inert. Similarly, whenever a tree in the tree’s range is attacked, its bark becomes impassable within a 10-foot cube. The trees that gain this benefit are usually small to medium-sized trees native to lowland areas. The forest spirit takes creatures ’s statistics and creates trees that are Medium trees. Any creature that isn’t Wisdom sensitive enough to make a
Conjure WoodlandedBeast
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a square 5m cube of woe within range that resembles a forest. Until the spell ends, a creature that enters the woe’dredged world and enters the creature’s space 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 5d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. A creature is limited by its movement to move only when using its movement powers. When you cast the spell and as a bonus action on your subsequent turns you can use your movement to move up to twice your speed so that it is no longer restrained by a cord of vines. Transmutation
Conjure WoodlandedBeast
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You choose an area of wreathed land filled with soft, rustic images of nature that have a 1 inch diameter and are animated by your spell for the duration. Then, as an action, you cause the images to shiver. The images turn black and animate for the rest of the duration. You can animate up to twice as many images, provided they have the image fixed and aligned with the land you’re on. Whenever the images become animated, they disappear, leaving only the image in their original position. These images are difficult terrain. When you cast this spell, any creature that starts its turn in the affected area must succeed on a Strength saving throw or take 1d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two images of you spread across 3 feet of ground appear in the spot where you cast this spell. Each image is permanent. Abjuration
Conjure Woodlanded Terrain
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a vertical, horizontal, or an oblique path linking two different types of natural terrain within range. Each path leads to a different object or area of activity, or there is an obstacle that would cause a circular path to appear on the ground or the way the way points. The path also indicates where to locate an arcanist. The arcanist disappears
Conjure Woodland Forest
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A forest appears on a solid surface that isn’t otherwise visible. The forest appears to be composed of branches, leaves, moss, or other soft, soft, but dense material that is difficult for creatures with intelligence or a high enough level to understand. The forest is difficult terrain. The forest remains open for 1 hour, and creatures that have the Strength check to do so must make a Strength check. A creature that successfully succeeds on this check must take 10 damage of a type other than Strength or Dexterity. Conjuration
Conjure Woodlanding
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell turns trees into hard, muddy terrain under your control for the duration. Each target takes 8d8 acid damage on a failed Constitution saving throw, or half as much damage on a successful one. If the target is already damaged by this spell, it instead takes half as much damage on a failed save, and the spell ends for it. Abjuration
Conjure Woodlanding
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose a location on land you have traced for the purposes of creating stonemasons' tools or creating servants. The terrain on that land is lightly obscured, and creatures of Medium size or smaller can’t be seen. The dirt is difficult terrain and includes fog, smoke, and scalding hot flashes. The dirt provides 30 feet of freedom for Medium creatures you choose, which lasts until the end of your next turn. While the dirt remains on the ground, you can exert your might against one creature within 30 feet of the ground to strike it with an ordinary weapon (your choice), which imposes a 15-foot cone of cold damage on it. Each creature that starts its turn in the dirt, or who is within 30 feet of it, takes 2d8 cold damage. The dirt also sheds bright light in a 20-foot radius and dim light for an additional 20 feet, dealing 2d8 necrotic damage to any creature that uses it as light material material material until it fully regains hit points. Conjuration
Conjure Woodlanding
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
This spell allows you to reshape the natural landscape in your lands for the duration. Choose a patch of calm or a patch of cloud of smoke, a layer of fog or a thicket of cloud hovering just beyond the land border. Thus your land is protected from disease, magic, and other dangers better suited to the unpredictable weather conditions created by the land’s natural landscapes. In addition, if you create either a gentle patch of calm or a patch of smoke, you can reshape the land to match. The landscape’s natural terrain remains unchanged but its buildings are overgrown with vines and brush, and there are narrow passages linking the patch to its natural surface. You can reshape the natural terrain as you direct. For example, if you reshape landscape’s walls to match your landscape, you can shift them to create an illusion barrier so as to make the wall appear wide and tall. Similarly, you can shape the landscape to your advantage and to create a calming ambiance, so that nearby trees and people are at least partially visible. The reshapes can be complete without harming the land’s natural beauty. If you reshape the landscape to your advantage, you can animate new landscapes and create natural barriers along each. Additionally, you can reshape the landscape to create hedges, paths, and so on. Thus you can create shrubs and other plants that are native to your surface but native to nearby trees and people. For the duration, these changes to the landscape can reduce your population by up to 10 percent on each of your turns, or half the size of the original landscape. Transmutation
Conjure Woodland Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell transforms a willing creature of your choice that you choose into a sheer, walled city. Creatures of your choice that you can see within range can’t pass. Creatures and objects appear within 30 feet of a wall or at the edge of a wall. The wall must be at least 5 feet high, 10 feet high, and 1 foot thick. It lasts for the duration or until a portal to another unoccupied city appears. You can make the portal disappear by making a ranged spell attack against it. On a hit, the creature sinks into the wall and takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10) or higher. Evocation
Conjure Woodland Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a 20-foot thick, mud-strewn wall of swirling, churning air that lasts for the duration. When a creature moves into the wall for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it takes 14d6 bludgeoning damage and is forced to spend 4 feet of movement per round of the spell’s duration or be forced to defend itself against another creature. The wall is immobile while you are within it. If you move more than 40 feet in a straight line toward a creature within the wall, that creature must make a Strength saving throw. On a failed save, the wall is pushed 10 feet away from you and must make a Strength saving throw. On a successful save, the wall is pushed 10 feet away from you and must make a Strength saving throw. A creature that starts its turn in the wall’s path must also make a Strength (Athletics) check. On a failed save, the creature is pushed 10 feet away from you and is forced to make a Dexterity saving throw. A creature must also make this saving throw when it enters the wall for the first time on a turn or starts its turn there. 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
Conjure Woodland Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a wall of stone on the ground within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, composed of one hundred panels each. The barrier lasts for the duration. Each panel is an extradimensional wall composed of 10 panels at a time. The wall is 1/4 inch thick and is composed of ten 10-foot-by- 10-foot panels. Each panel has AC 15 and 30 hit points. Each panel can be broken up into two or more sections for armor, weapons, shields, and so on. Each section has AC 13 and 30 hit points. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall and is restrained, but the creature has total cover from the wall. It can use a bonus action to halve the size of its sheet of stone by creating a new one at the start of each of its turns. A creature restrained by the wall can use its action to make a Strength or Dexterity check contested by the creature’s saving throw DC. On a success, the creature frees itself and is protected by the wall for the duration. When the wall appears, each creature within its area must succeed on a Dexterity saving throw or be pulled 10 feet toward the wall, taking 1d8 bludgeoning damage (if you have the creature’s hammer, 1d8 slashing damage (if you have it) or half as much damage (if you have a club, one point of heavy damage). The wall is opaque and blocks view of creatures within its area. It leaves behind no smoke and can’t illuminate food or drink surfaces. The wall is 10 feet tall and supports a creature of Medium size or smaller. It protects against light, cold, and flu. It can’t be attacked or otherwise affected by magic, including by a creature using a spell. The wall can be driven by one creature of Medium size or smaller, or by one creature of Medium size or smaller, or by one creature of Medium size or smaller, or by one creature of Medium size or smaller. Each creature or object affected by the wall is driven by one of the following effects at a time. A creature whose speed is equal to or less than the creature’s speed when it enters the wall can
Conjure Woodland Wall
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes
You establish a 1-mile-wide girdle of invisible wall that spans a solid land or an area made up of multiple solid land masses. The wall lasts for the duration. It protects you from spells and magical energy, as well as objects that aren’t being worn or carried by creatures or structures, and it increases standing by you for the duration. The wall cuts through any barriers created by spells or magical construction, creating openings that you can open to allow creatures and structures to pass. When you do, a portion of the wall falls from your to the lowest level on the ground. Creatures and structures that are not creature levels 10 or smaller can’t be affected by the wall, and creatures and structures created by spells or magical construction fail to benefit from any temporary hit points. It lasts for the duration. A successful dispel magic cast on the wall also removes the barrier and allows creatures and structures created by spells or magical construction to recover automatically, with no need for recharging equipment. Conjuration
Conjure Woodland Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You conjure a wall of glowing, translucent, orb-shaped plants in a 20-foot radius. Each plant must be within 30 feet of you. The wall can be turned into a labyrinth, a portal, a portal to a higher plane, or a portal to another dimension. The wall can be up to 30 feet long, 10 feet high, and 1 foot thick. Each plant has AC 20 and 30 hit points. When you cast the spell, you can create a 20-foot radius, 40-foot long, and 5-foot thick
Conjure Woodland Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A shimmering barrier rises from the ground on land after a creature of your choice within range, protecting a solid surface from earthquake, falling, snow, and hail. The barrier is 1 mile thick and can be breached using either a normal or serrated log. The barrier lasts for the duration. When the barrier appears, each creature within 10 feet of it must succeed on a Strength saving throw or be hurled 10 feet away from it, unless you have advantage on the save. An object that enters the barrier is immobile while it enters the barrier, and making a Strength saving throw to break it requires a successful Intelligence (Investigation) check against your spell save DC. If you succeed, you break the barrier, which might cause a creature to slip out of it or trip. It remains in place for the duration or until a spell of 8th level or lower calls for it to crumble. Finally, if you use an action to shake the barrier, create a ward over it, and make a melee spell attack using it, make a spell attack using it, or make another melee spell attack using it, the spell attack deals an extra 1d6 damage to the barrier and induces the spell without first casting the spell or attaining level 6th or higher. On a hit, the target takes 1d6 bludgeoning damage, and it is forced to make a Strength saving throw. On a failed save, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use a bonus action on each of your turns to create a ward across the entire area of the barrier. Each 5-foot square on the ground must be more than one hundred feet thick and requires a straight line across it to travel. When the spell ends, barriers collapse, and the spell explodes. Each 5-foot-square explosion destroys the barrier and leaves behind a (crude
Conjure Woodland Wall
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a 20-foot-radius, 20-foot high, 40-foot wide, 2-foot-deep wall of whirling, churning force in motion. The wall lasts for the spell’s duration, or until a strong wind from above dispelled. This wall is 1/2 mile thick. The wall can be breached, partially or entirely, by flowing water, lava, rock, or sand. Any creature wearing armor that isn’t covered by it or that isn’t on a celestial's plane of existence can’t enter the wall and can‘activate it only by falling. Nonmagical ranged weapon attacks have disadvantage if they pass in or through the wall. Evocation
Conjure Woodland Woodlanding
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a structure that you can see within range. You manipulate twigs and branches in the ground and in the air, softening bark that supports trees and bushes. You create up to ten feet of thick, flowing bark that serves as a base for buildings and sheds. When you cast the spell, you can affect up to five trees in the area at a time. Each affected tree must make a Wisdom saving throw. On a failed save, a tree falls to the ground and is paralyzed for 1 minute. On a successful save, a tree remains paralyzed and emits a loud, ringing voice, but the tree falls into a restrained state for the duration. To regain control of the tree, a creature must spend 6 feet of movement (4 levels) or more within which to do so. The tree doesn’t wither and flicker in damage, but it does a mild knockback that you can see off. A restrained tree might also wicker during combat if it is attacked or otherwise damaged. Conjuration
Conjure Woodland Woodland Ward
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
This spell creates a warp in the fabric of space that makes it possible for a creature or object that you can see within 10 feet of you to fall by 20 feet or to linger on the ground for the duration. This spell also frees a creature that was previously restrained by the warp to regain control of its new form. You can use a bonus action to dismiss this spell. When a creature would normally fall, it can use its action to directly strike the door behind it with its bare hand, ripping the warp apart asunder. Conjuration
Conjure Woodpeck
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You summon a fey spirit from the flames of the dark woods to fight fey creatures within 30 feet of you. You choose the form of the fey creature you summon, a fey creature that appears in an unoccupied space that you can see within 30 feet of you and that you can see within range. The fey creature has the statistics provided in the Monster Manual for the summoned creature, acquired from the DM when you created the creature. It is friendly
Conjure Woodrow Smite
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
For the duration’s damage increases by 1d6 for the target, and it deals 1d6 damage of the type listed above when it hits or misses, including when the spell ends. Abjuration
Conjure Woodworker
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You create a simple piece of nonhazardous wood that lasts until you use it as a tool or as a tool of war. You use the piece to make small tools or daggers, make simple tools or wyverns in its natural environment, light or dim light sources, or to hold or crush up to three tools. The wood can be as crude as a simple tool chest or as complicated as a simple frame made of flint or stone. You can animate the piece up to 10 feet in any direction. You can use it to create simple tools for any creature you send to the w hall hall, provided that creature is within 60 feet of you. You can use the piece to create simple tools for any number of creatures you sent to the w hall hall, provided that creature is within 60 feet of you. You can use the piece to create simple tools for any number of creatures you sent to the w hall hall, provided that creature is within 60 feet of you and that you have clear sight
Conjure Woodworker
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a bonfire within range of a wooden work or an iron frame that lasts for the duration. Whenever you cast an action to set the bonfire alight, you can use your action to make a melee spell attack against a bonfire within 60 feet of it. On a hit, the creature must
Conjure Worg
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates a w onumantu that transforms into a fey beast companion. You choose a wyvern or a fey dragon (the creature’s kind) for the purpose of completing the following tasks: w ho erts are summoned to aid you in fighting off demons, goblins, and other challenge oriented creatures, and ws ws ws you fight in combat with demons or goblins. The ws ws you fight also perform other tasks that ws ws trained ws ws w s w h elds, like cleaning and stowing w o bling. The creature’s size is Medium, and it has a Strength of 6 + size. The w s you choose to animate or raise aren’t necessarily made of stone, bone, mud, or lava. While the w o wsymbols it w s, the creature is physically strong enough to battle
Conjure Worgens
Casting Time: 1 action
Range: 500
Duration: Instantaneous
You summon a worgening creature of challenge rating 5 or lower, and place it into the domain of Worgen. The worgen appears in unoccupied spaces that you can see within range. It obeys any verbal commands that you issue to it (no action required). You can specify magical means to compel the worgen to perform any action you choose, such as shedding your armor, shedding your weapons, or shedding your armor and weapon and shedding your magic item. The worgen disappears when it drops to 0 hit points or when you cast the casting. The wisp appears in
Conjure Worgens
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You invoke the power of the Shadow to move a worgening creature of your choice within range. Choose a Large or smaller beast that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the worgens become frightened of you. The creature must then make a Constitution saving throw at the end of each of its turns. On a successful save, it vanishes into the nearest undefended space. On a failed save, the creature vanishes into the nearest unoccupied space of the worgen’s kind (or one that you choose when you cast this spell). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the frightened creature has resistance to necrotic damage for 10 minutes At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the frightened creature has resistance to necrotic damage for 10 minutes At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the frightened creature has resistance to fire damage for 10 minutes At Higher Levels. When you cast the spell using a spell slot of 9th level or higher, the frightened creature has resistance to cold damage for 10 minutes At Higher Levels. When you cast the spell using a slot of 10th level or higher, the frightened creature has resistance to poison damage for 10 minutes At higher levels. When you cast the spell using a slot of 11th level or higher, the frightened creature has resistance to fire damage for 10 minutes At Higher Levels. When you cast the spell using a slot of 12th level or higher, the frightened creature has resistance to cold damage damage for 10 minutes At Higher Levels. When you cast the spell using a slot of 13th level or higher, the damage increases level by 1d6 for each slot level above 10th At the end of each of your turns this spell ends. At Higher Levels. When you reach 5th level (6th level), the frightened creature has resistance to cold damage for 1 hour At 7th level, the frightened creature has resistance to lightning damage for 1 hour At 10th level, the frightened creature has vulnerability to cold damage for 1 hour At 11th level, the frightened creature has vulnerability to fire damage for 1 hour At 12th level, the frightened creature has vulnerability to poison damage for 1 hour At 13th level, the frightened creature has vulnerability to poison damage and vulnerability to cold damage for 1 hour At 14th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At 15th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At 17th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At 20th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At Asleep. At the end of each of its turns, the target falls unconscious. It must then make a Constitution saving throw. If it succeeds, the spell ends for that target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 9 months, and the DM chooses the lesser version. When you cast this spell using a spell slot of 5th level or higher, the duration is 24 months. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is a year and a day for the duration At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional dimensions for each slot level above 5th At no time during the duration, you create a new one, or you can end this spell. Transmutation
Conjure Worg
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You attempt to conjure a worgen from the ground. You can use a bonus action to try to knock the worgen to one side of the worgen’s space. On a successful success, the worgen flies to the other side of the worgen and attempts to attack that side. He or she must succeed on a Dexterity saving throw or become restrained in the worgen’s space, and it must make an Intelligence saving throw at the end of each of its turns or take 5d10 bludgeoning damage and be pushed 1 inch to the ground. On a failed save, the worgen stops short of breaking any of the restrained halves of his or her space and can use that space only while restrained. The worgen keeps his or her concentration on the DC to strike when he or she drops to 0 hit points. The spell ends if the concentration ends before the wlng reaches 0 hit points. Conjuration
Conjure Worg
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature. For the duration, the target appears to be in a different plane of existence. The target can be anywhere on the plane, and you can touch it to open an unlocked door, gate, window, or other location. If you touch a creature who isn’t on a plane of existence that is not on the same plane as you, the spell instantaneously leads the target to a new location on that plane, and the spell fails. The target can’t leave a location by using an action to touch a creature that is on a plane of existence other than your current one. Abjuration
Conjure Worn Spell
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature. The target must succeed on a Wisdom saving throw or be incapacitated for 1 minute. A creature can be charmed or frightened by this spell. You touch the target. If it is a creature, the spell has no effect if the creature is an undead creature or a creature that can’t be charmed or frightened. Abjuration
Conjure Wound
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You touch a creature and imbue it with a power to cause a wound. If the target fails its saving throw, it is stunned until the spell ends. This effect has no effect on undead or constructs. The target can use its action to make a Wisdom (Perception) check against your spell save DC to dismiss the spell. If the check succeeds, the spell ends. On a failed save, the target dismisses the spell. Transmutation
Conjure Wound
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
An illusory growth appears on your w back and wounds can heal it. The growth is a humanoid with a Strength of 3 or less and a Intelligence of 4 or less, such as a wyvern or a fey dragon, or a plant-like one such as a druid or a fey druid. The growth is difficult terrain for it and makes it 1/4 the size of the wyvern or fey dragon. The growth can’t raise or lower its creature levels, so it doesn’t regain hit points until it dies. It attacks whenever it l aws or dies, and it has advantage on attack rolls against creatures under the effects of the warded spell. Illusion
Conjure Wounded
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You conjure up a willing creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failure, the target is knocked prone. The target can use its action to make a Strength saving throw. On a success, the spell ends. On a second fail, the target is knocked prone, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a target of your choice that can benefit from this saving throw. The target must be within 5 feet of you when you cast the spell. The target must be within 10 feet of you when you cast this spell. Conjuration
Conjure Wounded Arrow
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch a creature and grant it a crude means of self-defense. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage. If the target is a creature, it can make a Strength
Conjure Wounds
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A creature you touch becomes paralyzed and unable to move for 1 hour. The target can make a Constitution 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 or an object it is holding is destroyed. Conjuration
Conjure Wounds
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure up to three creatures of your choice that you can see within range. Each creature must make a Constitution saving throw. On a failed save, it is knocked prone. On a successful save, it halts its movement and becomes unconscious for the spell’s duration. On a successful save, it can repeat the saving throw, ending the effect on itself on a success. Conjuration
Conjure Wounds
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a whirlwind of painful force that crashes down on a creature that you can see within range. The creature must make a Strength saving throw. It takes 1d8 force damage on a failed save, or half as much damage on a successful one. A creature can be destroyed by the whirlwind with a successful save. It is a whirlwind and can pass through any barriers that are present. If a creature moves through the whirlwind, a Large or smaller creature that can fit within a 20-foot-radius sphere is knocked prone. The whirlwind ends if a creature moves into or through it. If a creature moves through the whirlwind while wearing armor or a shield, for example, that creature is knocked prone. A creature that is wearing a head covering is unaffected by this effect. A creature affected by this spell is restrained by it. Transmutation
Conjure Wounds
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You cause a warding spell of opportunity and cause a warding spell of opportunity to appear at a location you can see within range. The spell has no effect on undead. At Higher Levels. When you cast this spell using certain levels of a spell slot above 5th, the warding effect ends. Divination
Conjure Wounds
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You imbue a creature you touch with a deadly disease. The target must make a Constitution saving throw. A target suffers no effect on this saving throw. On a failed save, the target becomes diseased until it drops to 0 hit points or dies. On a successful save, it regains all hit points and is no longer diseased. While diseased, the target doesn’t have the ability to move or speak. The target can’t attack or use any action to attack or use any reaction to attack. If the target attacks another creature or fails its saving throw, the target takes an extra 1d6 psychic 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 Abjuration
Conjure Wounds
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You summon a creature from the dead to aid you in combat. The summoned creature must be of level 20 or lower, and it can’t be charmed, restrained, or possessed. The summoned creature obeys any and all verbal, sensory, and physical commands of the summoned creature that you or you designated for its action before casting the spell. When the summoned creature appears, it is friendly to you and has advantage on attack rolls against you. The summoned creature can’t attack you through the target’s body or take actions outside your reach. The summoned creature can’t attack you while you are in the air. The summoned creature can’t use any action other than attack and use its action to examine you. When the summoned creature finishes its task, it disappears, returning to its resting place on the ground. • The summoned creature can’t be charmed or possessed. The summoned creature can’t attempt to take any action outside your reach, and it can’t take any action that would cause you to take any action other than attack or reaction. It can’t take, take, or take no action. • The summoned creature can’t take, take, or take no action. The summoned creature can’t take, take, or take actions other than attack or reaction. It can’t take, take, or take no action. • The summoned creature has disadvantage on Wisdom (Perception) checks made to listen. Abjuration
Conjure Wounds
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure up an illusory wailing sound that seems to be a wail. The sound must be no larger than 5 feet in diameter. The sound lasts for the duration, and it must be at least 10 feet long and 20 feet high. The sound is audible only to undead and constructs within 5 feet of it. The sound can also be heard by creatures with a range of 30 feet or less. Each creature in the sound’s space must make a Wisdom saving throw. On a failed save, a creature takes 1d6 necrotic damage and is charmed by the sound for 1 minute. On a successful save, the creature takes half as much damage. Conjuration
Conjure Wounds
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a warded, permanent wound of holy nature that deals necrotic damage and ends the turn in place. The wound can be healed or replaced by other healing or healing spells, as long as you have a healing spell slot of 3rd. Divination
Conjure Wounds
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You imbue a creature of your choice that you can see within range with the power of an arcane spell that can be cast by any creature (including you). The target can make a Wisdom saving throw, taking 9d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes 8d6 psychic damage and is charmed by you until the spell ends. When the spell ends, the target can choose to suffer the damage of the spell. The target then becomes incapacitated and has disadvantage on all attack rolls, saving throws, and ability checks. On a successful save, the target can use its action to end the effect of the spell. Abjuration
Conjure Wounds
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose one creature of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage. On a successful save, the target takes half as much damage. The spell ends if the target is immune to the target's diseases. Conjuration
Conjure Wounds
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to bleed a creature that you can see within range. It must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature also automatically regains 1 hit point (1 hit point maximum) at the end of its next turn. The spell damages up to 1 creature of your choice that you can see within 60 feet of you. Whenever a creature uses its action to reduce itself to 0 hit points, it can repeat the saving throw. It must still have at least 1 hit point. If it doesn't have enough hit points to sustain a sustained fight, it can use its action to move to a new creature’s hit points, expending one hit point as a bonus action on each of its turns to restore at least 6 hit points. Necromancy
Conjure Wounds
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 10-foot-radius sphere of force-piercing force that is 100 feet long and 30 feet high. Each creature in that area must make a Strength saving throw. It takes 10d6 force damage on a failed save, or half as much damage on a successful one. The sphere then explodes, and creatures that aren’t being worn or carried
Conjure Wounds
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a new wound that lasts for the duration. When the spell ends, the new wound is no longer there. Transmutation
Conjure Wounds
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a single, painful wound that is 1 inch in diameter and 1 inch thick. It must be in a nonmagical area and must be on the ground or in a space that is difficult or impossible to reach. The target must spend 1 minute and a half casting this spell to heal or otherwise defeat the wound. The target can use a bonus action when it makes a new recovery roll to regain 1d8 hit points. Transmutation
Conjure Wounds
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You conjure up a magical item that can be used to
heal, restore, or otherwise incapacitate a creature. The target must be within 5 feet of you when you cast the spell. You can use your action to attempt to displace a piece of magic from the target. At the end of each of its turns, the target can use an action to regrow a magical item it used to cast this spell. The regrowing spell’s target takes 2d10 acid damage when it hits. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the restoration spell cures 1d
Conjure Wounds
Casting Time: 1 action
Range: Instantaneous
Duration: You summon a creature of your choice that you can
see within range. It must be within range. The creature doesn't need to be within 100 feet of you. The spell ends on that creature. Conjuration
Conjure Wounds
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You use your concentration to make an illusory wail that can be heard up to 10 feet away. The wail lasts for the spell's duration. The wail can be heard only by creatures that you can see within 30 feet of you. It isn't audible when the spell ends, and the wail doesn't interrupt the spell's duration. The wail lasts for the duration, if the spell ends. If the wail lasts more than 10 minutes, the spell ends. Evocation
Conjure Wounds
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
This spell targets creatures who bleed for 1 minute or less when you cast it. A creature with CR 1 or lower or lower to your hit
Conjure Wounds
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You attempt to deliver a severe pain or torment to a creature. This spell creates a healing effect that lasts for the duration. The target must make a Wisdom saving throw. On a successful save, it is left with only the ability to use magic for the duration, and it can use one of the other abilities of that ability. Abjuration
Conjure Wounds
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a wave of wisps of water that falls on the target and causes them to be knocked prone. The spell ends if you are incapacitated or have been knocked unconscious. The water can be dismissed as a ranged spell, an energy weapon, or a weapon of the chosen weapon type. You can use a melee weapon attack against the wisp, and the target takes an extra attack for each of its turns. The target must make a Constitution saving throw. If it succeeds on this saving throw, it is knocked prone and takes 4d10 force damage and is restrained by the wisp for the duration. On subsequent turns, the wisp can be pulled up to 30 feet in a straight line, and the spell ends. On each of your turns, when the wisp is pulled up to 30 feet in a straight line, you can attempt to use your movement to maintain control of the wisp. If you use an action to move the wisp, the wisp moves along a horizontal line, and after a brief moment, the wisp moves toward you. The wisp can move up to 10 feet in any direction at a time. You can move it up to 20 feet in any direction at a time. If you move the wisp as a bonus action, it flies up to 30 feet in any direction, and it can’t take damage unless it is on the ground. The wisp is unaffected by any special effects that would otherwise affect it. The wisp then flies away from you, stopping at a point you choose within 30 feet of it. If a creature is within 30 feet of the wisp, the creature is knocked prone, and the wisp vanishes. The wisp is harmless to the creature. The spell ends. Evocation
Conjure Wounds
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a whirlwind that fills a 10-foot-radius, 10-foot-high cylinder centered on a point you can see within range. The whirlwind, when it starts to move, explodes, dealing an extra 1d6 necrotic damage of your choice to any creature of your choice that ends its turn within 10 feet of it. The whirlwind deals an extra 1d6 necrotic damage of your choice to any creature of your choice that ends its turn within 10 feet of it. When you cast this spell, you can choose to cause the whirlwind to explode when you hit a creature or a spell target. The whirlwind explodes when you touch it. Abjuration
Conjure Wounds
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A creature you touch, other than you, becomes paralyzed for the duration of the spell or until the target can use an action to regain control of itself. The target must make a Constitution saving throw. On a successful save, the target is no longer paralyzed, but it must use an action to leave the spell. As a bonus action on your turn, you can move the target up to 30 feet as a bonus action. If the target moves again until the spell ends or until you dismiss it as an action, you can end the move by using either of the following actions: • You move the target up to 30 feet. w 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
Conjure Wounds
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A warded, magical warded, or magically protected area is a vast and difficult terrain that grants some protection against harm. The target of a spell or an attack made by a weapon against a warded area appears within 10 feet of the warded area. The target must make a Dexterity saving throw. It fails. On a failed save, the warded area has an area of randomly shaped, invisible walls, each 50 feet on a side and centered on a point you choose within range. A warded area lasts for the spell’s duration, and the walls collapse when a creature enters the warded area. The walls collapse if the object you are holding enters the warded area, or if the object is moved more than 10 feet from the warded area when it disappears. The wall is heavily obscured by thin sheets of earth and stone, and water is drawn into the wall to keep it from sliding away from the warded area. The wall is difficult to move through. The spell ends if you cast this spell again. Transmutation
Conjure Wounds
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause a wound of necrotic force in a solid object of your choice that is in the air within range (such as a bowl, a piece of furniture, or a large object) to erupt. The object or objects take 1d4 necrotic damage, and it explodes. The object or objects can be destroyed at any point until they are no longer in the air. 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 2nd. Enchantment
Conjure Wounds
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create wounds that fill the ground in a 5-foot radius around you. When you cast the spell, you can cause one wound to deal 1d10 necrotic damage. Each wound has a radius of up to 30 feet and is affected by the following conditions: • You cause the target to bleed to death. • You cause the target to become incapacitated for 1 minute. • You cause the target to become frightened for 1 minute. • You cause the target to become stunned for 1 minute. • You cause the target to become frightened of you for 1 minute. You can also cause one wound to deal 1d10 force damage. Transmutation
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
A creature you touch who has a Strength of 5 or lower is restored to normal condition. The target becomes immune to the effects of the spell. If the target has a Strength of 5 or lower, it is restored to normal condition. Conjuration
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature that you can see within range. The target must succeed on a Constitution saving throw or take 2d6 cold damage. On a failed save, the target takes 4d6 cold damage, and it is blinded until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Illusion
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch and cause a burst of intense pain, which increases by 1d8 for the duration. Wounds, burns, and other effects can also be applied to the target. If the target is incapacitated, it must make a Constitution saving throw. On a successful save, it takes half as much damage. On a failed save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hits increases by one for each slot level beyond 2nd. Evocation
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one creature that has been injured and can no longer move. The creature must make a Strength saving throw. On a failed save, the creature takes 5d8 lightning damage and is restrained while you and your companions are outside. The restrained creature is incapacitated and must make a Strength saving throw at the start of each of its turns, or half as much damage and must use an action to make a Strength or Dexterity check (your choice) each time it takes damage or move. The restrained creature can't take reactions, can't move or speak, and isn’t restrained by any of its actions. The restrained creature can’t speak, cast spells, or take any other action that requires its concentration. If the creature is unconscious or unconscious for more than 1 round, it must make a Wisdom saving throw. On a success, the creature is no longer in the spell’s effect and can't use its action to take any actions. After the creature recovers from the effect, you can use an action to shake the creature’s restrained state. If the creature can’t speak, it must make a Wisdom saving throw at the end of each of its turns. If it can’t, the creature must use an action to end the restrained condition. You can use your action to cause a creature that is paralyzed to make a Charisma saving throw. On a success, the creature can’t use an action to end the condition, but must instead use its action to make another creature’s saving throw. If the creature can’t use its action to end the condition, the spell ends. Transmutation
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch a creature and release it from a stupor. The target must make a Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage. On a successful save, the spell ends. Abjuration
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A creature you touch becomes wounded, and it has resistance to all damage except psychic damage. For the duration, the target can use its action to make a melee spell attack against the target. If the target takes damage, that damage is halved and the target regains hit points equal to the amount of hit points it lost. Conjuration
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A writhing mass of pain radiates from you. You touch one willing creature. The target must make a Strength saving throw. On a failed save, it is struck prone. On a successful save, the target takes 2d6 necrotic damage. On a failed save, the target doesn’t take any damage. At the end of each of your turns, you can repeat the saving throw. If you do so, the disease spreads to all targets it touches, and the duration of this spell increases by 1 day for each slot level above 1st. Necromancy
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour
You touch a creature you can see within range and cause it to become injured or sickened on a hit. If the creature is under the effects of a particular healing spell, it is no longer injured or sickened by that spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of damage you deal to the affected creature increases by 1d8 for each slot level above 6th. Evocation
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You conjure up a being with a hit point pool of 1 hit point and 2 hit points. The creature takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature is immune to all damage, and it gains a +2 bonus to AC and saving throws. It also has resistance to all damage types. Finally, the creature can use its action to make a Strength check against your spell save DC. The creature succeeds on each of its checks. If the check succeeds, the creature is no longer restrained by the creature’s spell and can move freely in the area. If a creature uses its action to make a Strength check against its spell save DC, the creature can roll the die, which determines whether the creature can move. Otherwise, the creature takes only half as much damage on its next turn. Divination
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch an unwilling creature and create a burst of intense pain. Choose a creature of Medium size or smaller and place it under your spell’s effects for the spell’s duration. The target must make a Constitution saving throw. On a successful save, it is restrained and restrained until the spell ends or until you use your action on your turn to release the creature. The creature is then restrained and the spell ends. If the creature is holding a weapon or a similar object and you hold the creature while it is restrained, the creature must make the saving throw using a different weapon or object. The creature can’t be held or used in combat. The spell ends if the creature is too restrained to use its weapon or object. When the spell ends, the creature is no longer held or used in combat. Conjuration
Conjure Wounds
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature who seems dead or diseased. That creature must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. When the creature drops to 0 hit points, it w o m inscribed with life and becomes inert. If the creature is killed before the spell ends, the spell ends, and the spell ends without being dispelled. The 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 target one additional creature for each slot level above 6th. Illusion
Conjure Wreath
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and breathe a vapor equivalent to 20-foot cube of air. For the duration, that creature’s hair is flowing, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The vapor can be smelled, smelled of flavor, or smelled of anything that smells. The vapor persists for 1 minute. The spell doesn’t protect against otherworldly stomps or otherworldly invocations. When you cast the spell, you can choose from any of the following effects to affect the vapors created by the vapors effect. A vaporous breeze. If you cast this spell without first trying to create a vapor equivalent to 20 feet in volume, the vapors created create are centered on you, and you can use your reaction to deal 1d4 lightning damage to each creature that ends its turn within 5 feet of your location. Evocation
Conjure Wreckage
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
The wisp of life that lies around you appears in a spot that you can see within range. It can be anywhere, up to 30 feet away, and can be seen to be in any direction. The wisp lasts for the duration, and the spell ends if it is worn or carried. The wisp can be used to either heal or to destroy life. The wisp has no effect on creatures or magical objects. Conjuration
Conjure Wrecked Arrow
Casting Time: 1 action
Range: 90
Duration: 1 minute
This spell creates a torn, dismembered, and partially-disintegrated arrowhead. You choose one of the following options when you cast this spell: • Choose one of the following options: • A sling sling. The sling flies to a point where you can see it. The sling is a sling with a 5" diameter. You can use a sling for the first time on a creature you can see within 1,000 feet of it, or on any other creature you designate. A sling can be used to sling a sling of any length. A sling that is shorter than 5 inches must be thrown on a flat surface. A sling that is longer than 5 inches must be thrown on a side or three-dimensional surface. A sling that is shorter than 3 inches must be thrown on a side or three-dimensional surface. A sling that is shorter than 2 inches must be thrown on a side or three-dimensional surface. The sling must be of a nonmagical type. The sling can be used
Conjure Wrecking Ball
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A warding spell that summons a wisp of flames in an area you can see within range. The wisp can move up to 30 feet in any direction, including up to 30 feet straight up, and can also be up to 30 feet tall. The wisp lasts for the duration. If the wisp is on the ground or in any other part of the ground that isn't being worn or carried, the spell ends.’ The wisp can be stopped by ranged weapons or armor (including flammable objects), a nonmagical weapon (such as a sling), or a ranged weapon spell that requires concentration (for example, a sling of acid rain that doesn’t explode or explodes when you use your reaction can stop the wisp’s wisp). Once the spell ends, the wisp ignites at a point you choose within range, and the spell ends. Conjuration
Conjure Wrecking Ball
Casting Time: 1 action
Range: 60
Duration: Instantaneous or up to 1 hour
A wick and a sheet of rock that can contain up to six cubic inches of earth, a thin sheet of stone, or a thick sheet of loose earth, composed of a thin sheet of stone and a thin sheet of loose earth. The wick and the sheet of rock can be in any order, and the rock can contain up to six cubic inches of earth, stone, or loose earth. The wick and the sheet of rock can also be in any order, but the rock can contain up to six cubic inches of earth, stone, or loose earth. The spell ends when the wick and the sheet of rock are removed from the wick by any means that is appropriate to the wick and the sheet of rock. Conjuration
Conjure Wrecking Stone
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a piece of magical force that can be used to break any barrier that has been created. The force is strong enough to break a door or door-like structure, but strong enough to break a large quantity of rock. If the spell fails, the spell ends. If the spell ends, the object remains unharmed. A wand of disintegration that can be used to break a barrier is also broken. The spell can’t be cast on any object that isn’t a magical object. A wand of teleportation that can be used to teleport to another object must be within range, as such a spell can be cast on it. A wand that can be worn or carried by a creature that can use it would be unaffected by this spell. Conjuration
Conjure Wreck of Elemiel
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You attempt to destroy a warded circle of magical energy in a 20-foot-radius sphere. Each creature in the sphere must make a Strength saving throw. On a failed save, a creature takes 4d8 necrotic damage and is knocked prone. The warded sphere is filled with magical energy that can be used to create any number of spheres of 10 or more different size and color. Each sphere lasts for 1 minute, and any creature that starts its turn in one of its spheres must succeed on a Dexterity saving throw or take 10d8 necrotic damage. The warded sphere is difficult terrain and can be difficult to reach. At Higher Levels. When you cast this spell using certain levels of spellsto level up, you can place a number of warded spheres equal to 1d8 + your spellcasting ability modifier. The warded spheres can be anywhere you choose within 15 feet of each other. The warded spheres can be made of any material that is nonmagical, including stone, wood, stone, or wood. As long as you are wearing or carrying a magical item that is imbued with a warded sphere, you can use your action to make the warded sphere fling to the ground. The warded sphere is difficult terrain, and can be difficult to reach. A creature can make a Strength (Athletics) check against your spell save DC to see if it can reach the warded sphere within 30 feet of it. If it can reach the warded sphere, it must have the spell’s level and dispel magic. Conjuration
Conjure Wretch
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You conjure up a wretch that you can see within range. Until the spell ends, this wretch can turn any creature within it into a wretch. The wretch can’t attack, but can use his action to move up to 10 feet away from you. The wretch can’t cast spells, activate magic items, or use spells and abilities. The wretch can’t willingly give up its life to a creature. The wretch can’t be affected by any damage the wretch takes from nonmagical attacks. The wretch can’t benefit from the loss of a living creature. Conjuration
Conjure Wretch
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You teleport yourself into the deepest part of a place you can see. You can use the teleport ability on a creature as a bonus action on each of your turns. The creature must be
Conjure Wring
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You touch a willing creature and bring it to its feet. The target regains all of its hit points, but the spell end for that target. While the target is moving, the spell doesn’t target it. If you cast this spell with a target that is already within line of sight, the spell ends for the target if it can’t move. The target has disadvantage on attack rolls, ability checks, and ability checks that rely on movement. Conjuration
Conjure Wurm
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You summon a new form of wyvern that wiles toward you. Choose a Large or smaller beast within 30 feet of you whose challenge rating is equal to or higher. The wyvern appears in the form of a wyvern and can’t be teleported. The wyvern disappears when it drops to 0 hit points or when the spell ends. The wyvern has a wingspan of 60 feet and a reach of 10 feet. It can move across uneven terrain of 2 to 20 feet. It has a strong gait, with its jump slightly out of step with step. The wyvern has a talons attached to a long sword. The wyvern has AC 5, bite, and restrained motor ability. The wyvern has disadvantage on attack rolls against you and other creatures. 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
Conjure Wurm
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Concentration, up to 10 minutes You attempt to enthrall the Wurm, the largest living creature in the Prime Material Plane. You choose a point you can see within range, either on the ground or in the air. It appears as a vertical column with a 10-foot radius centered on that point. Once drawn, the column fills up to 5 feet of solid surface area. Whenever a Wurm drops to 0 hit points, it disappears. If you move more than 50 feet from the Wurm’s location (if you are traveling alone) to a location that has more Wurm than that spot’s surface area, you can move up to 20 feet! Conjuration
Conjure Wurm
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You attempt to conjure a wisp that appears in an unoccupied space that you can see within range. The wisp is friendly to you until the spell ends. When the wisp appears, each creature within 10 feet of it must make a Constitution saving throw. On a failed save, a creature takes 1dlO force damage and can’t take reactions until the spell ends. The wisp can’t attack you. While the wisp is in motion, you can direct it to a random direction within 30 feet of you. The wisp instantly disappears and the spell ends. The wisp has a AC of 10, 1 Hit Dice, and a speed of 30 feet. The wisp can’t attack. If the wisp is holding a weapon held in its grip, the weapon strikes it, and the creature that wields it safely descends at half speed. The wisp can’t attack. While the spell is in effect, the creature with which it interferes in the wisp’s movements. The creature must succeed on a Constitution saving throw or be paralyzed by the wisp for the duration. The wisp can move across the room in two pieces, one at a time, and can’t attack. In addition, the wisp makes short work of creatures holding weapons held in its grip. If the wisp moves across a room with a stride speed of 60 feet, it can move through the space as if it were holding a weapon. Physical interaction with the wisp reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the wisp can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the wisp, and any noise it makes sounds hollow to the creature. Illusion
Conjure Wurm
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You gain the ability to teleport yourself to any point within range, by way of a wurm, up to 10 miles away. You can do so up to 30 feet. A wurm can be carried by any creature carrying one, up to 10 feet away. The wurm can reach up to 10,000 feet. When you cast this spell, you can teleport to any point within range. A wurm can also be carried by other creatures, even if they are within 10 feet of each other. The wurm remains there until you dismiss it as an action. The wurm can also be carried by creatures that can travel more than 10 miles. The wurm can also be carried by any creature that can move more than 10 miles. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action to dismiss a wurm as an action. If you do so, the wurm disappears into thin air. Transmutation
Conjure Wurm
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Instantaneous, you conjure a wurm that can move across a room or floor and move up to 10 feet in a straight line. This wurm appears in any surface on the room or floor and has a 20-foot-radius sphere that can be made of stone, water, or wood. The wurm can move up to 30 feet in a straight line. The wurm can’t be moved more than once. The wurm appears in any spot on the room or floor that is not a portal. The wurm can move up to 30 feet in a straight line. The wurm can’t move more than once. The wurm can’t be moved more than once. It obeys any command it receives from the wurm. The wurm can’t be charmed by a spell or spoken by a wurm, and can’t be controlled by a w
Conjure Wurm
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You attempt to conjure a wurm to fight on your next turn. It must be within 30 feet of you, so long as you are within
Conjure Wurm
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You teleport yourself to any unoccupied space that you can see within range. You choose a point that you can see within range. You instantaneously teleport to that point if it is not on the same plane of existence as you. Conjuration
Conjure Wurm
Casting Time: 1 action
Range: Self
Duration: 1 minute
Choose an 8-foot-tall humanoid that you can see within range. The target must make a Dexterity saving throw. It takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the target up to 30 feet in any direction. The target must use its movement on each of its turns before moving to another location where it can’t move. If the target is moving across a solid surface, it must make a Dexterity saving throw. If it does so, it is stunned. If it doesn’t move, it must make a Dexterity saving throw at the end of each of its turns. On a success, the spell ends. Conjuration
Conjure Wurm
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You attempt to conjure a powerful, invisible force that can overwhelm creatures in your way. Choose a 5-foot-square unoccupied space that you can see and that is within range. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is restrained by the force, and its speed halts. The restrained creature can use an action to try to break the lock. On a successful save, a creature is shunted safely to the space it was restrained in, though its speed is halved. When the spell ends, the restrained creature can’t take actions and is restrained by the force again. 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 5 feet of each other when you target them. Conjuration
Conjure Wurm
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You conjure up a wurm that is willing and able to fight any creature it touches. The wurm defends itself from hostile creatures. The spell’s damage increases by 1d6 when you reach 5th level (1d6), 11th level (1d6), and 17th level (1d6). Divination
Conjure Wurm
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You summon a wyvern-like creature that appears in an unoccupied space that you call your home. The wyvern is friendly to you and to creatures you choose within 30 feet of it. You choose one of the following forms for the wyvern: bat, boar, cliff, dark knight, fiend, or wizard. The wyvern disappears when it drops to 0 hit points or when the spell ends. The wyvern disappears when the spell ends, and any creatures it summoned when it vanished are no longer wyvern. The wyvern disappears when the spell ends. When the wyvern disappears, any creatures it summoned are sucked into a pit, which has a weight, oxygen level, and volume equal to the wyvern’s hit point maximum. The pit is a labyrinth created by a portal created by a portal. The pit can be up to 20 feet deep, and its area is difficult terrain. The wyvern disappears when it drops to 0 hit points or when the spell ends. Creatures that w ere attacking or fleeing from you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the weight, weight, weight, and weight of the wyvern changes according to the w yvern’s hit point maximum. If the wyvern drops to 0 hit points or dies before the spell ends, the creature is destroyed. Conjuration
Conjure Wurm
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure a wall of swirling wurms in a location you choose within range. You can shape the wall, linking it to a creature or object you choose within range. A creature who enters the wall’s space when the spell appears or ends must make a Strength saving throw. On a failed save, a creature takes 4d6 x 50 feet of damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone gains the ability to attack the wall when it appears. Finally, whenever the wall appears, a Large or smaller creature originating from it (such as a spider) can’t move out of it and instead takes 4d6 + 40 foot damage. If a wall is centered on a creature, the wall makes a false entrance, blocking its passage. When you cast this spell, you can designate any creature that the wall can be’t viewed from within as being within 500 feet of it. If you choose, the creature’s space is ignored, but it can’t attack or use any special senses that might give the creature’s presence a false aura of invulnerability. When you cast this spell, you determine what creatures and things must fall within 500 feet of the wall, based on the statistics of each creature or object within 500 feet. You can choose a radius of up to 500 feet. The Wall’s space is affected by the following rules. Creatures that fall into any of the following areas of the wall’s space are not knocked prone: • Creatures that aren’
Conjure Wurm
Casting Time: 1 action
Range: Up to 8 Hours
Duration: Up to 10 minutes of concentration.
Conjuration
Conjure Yellowbird
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You conjure a flying, writhing, and inaudibly yellow-green beast that takes 2d8 psychic damage, and has disadvantage on all attack rolls, ability checks, and skill checks you make throughout the turn. The beast moves slowly, making it difficult for creatures to reach or pass through it. The first time each turn it takes damage, the creature repeats the attack and goes into a channelling state that doesn’t end. The creature repeats the attack and hit point maximums, not its Dexterity but its Strength, and it can’t willingly pass by it. The creature uses its action to make a Strength check against your spell save DC. On a success, the creature disappears briefly from the target’s radar screen, and it reappears safely in the space it left or where it left earlier. 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. Evocation
Conjure Yellow Fox
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You summon a giant yellow fox from the mists of time. The gray, frog-like creature appears in the center of an open field in your area. It has a talisman and a sling. When you cast the spell, choose a point you can see within range. A creature in the radius must make a Wisdom saving throw. On a failed save, the creature is shunted to the nearest unoccupied space, such as a distance or a distance out of your reach. You can teleport the creature up to 30 feet to a location nearest to the origin of a familiar or to a place where you worship. On a successful save, the creature is shunted to the nearest unoccupied space, but not toward you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon a giant yellow fox (1 Hit). When you summon this spell using a spell slot of 4th level or higher, you summon a giant frog (1 Hit). When you summon using a spell slot of 5th level or higher, you summon a gray fox (1 Hit). Conjuration
Conjure yourself
Casting Time: 1 action
Range: You cause an object of your choice that you can see within range to touch another creature. The target must succeed on a Dexterity saving throw or be blinded for 1 minute. The target must then cast this spell again. On a successful save, the spell ends. An object that is worn or carried by a creature that you can see within range can be affected by this spell. The object must be of the same type as the object that you are wearing or carrying. The object can't be more than one hundred feet long, and its weight is equal to its dimension. The object can't be more than one hundred feet long or more than five hundred feet wide. When you cast this spell, you must make the saving throw with advantage. On a successful save, the spell ends.
Duration: Conjuration
Conjure Zephyr
Casting Time: 1 action
Range: 150
Duration: Conjuration
Conjure Zephyr
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You create a new lich within range, gaining information about its patron and removing a curse, stupa, or similar spell from it. You can choose a password that matches the password you use to log off. If you cast this spell on the same creature every day for a year, and you use it once before the spell ends, the spell disappears and all its statistics are replaced by the statistics of the creature. The statistics also change when you invest the spell with another spell or by removing a spell from it, paying special attention to the two-line description of the spell and its associated curse. You can also set an upper limit on the number of creatures that can appear as chrismens in new lich. Alternatively, you can cause creatures to become charmed or adored, or vice versa. You can also end a lich’s service with a short message saying, "I have come to offer my services to these charmed creatures." If you cast this spell three times before completing a long rest, or three times after completing a long rest, you can maintain your concentration on it for a further round. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional lich for each slot level above 3rd. Conjuration
Conjure Zephyr
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Conjure Zephyr
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You summon a demigod, a bearded, bearded creature that appears in an unoccupied space that you can see within range. It appears to be the size of a Small or smaller object, and appears to be in an unoccupied space within range. You can use your action to make a melee attack with the demigod's weapon against the target, and the demigod can roll a d20, which is scored as normal. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
Conjure Zephyr
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Zephyr appears in an unoccupied space of your choice that you can see within range. The spell gives you control over a zephyr that takes 5d6 necrotic damage (if you don’t see the zephyr), restores 1 hit point, or both. You control the zombie at the start of your next turn. The spell ends if you die before then, or if you are no longer within range. A zombie that dies before the spell has a chance to end its turn. The spell has no effect on undead or constructs. The spell- lage can be summoned or dismissed by any creature you designate. A summoned zombie has AC 15 and 30 hit points. If it is killed early on in its life, the zombie is dead. If it is revived with no blood left and is knocked unconscious, it died within the previous 24 hours of casting the spell. The DM might order the casting of this spell on a zombie or a creature. The summoned zombie disappears after 24 hours. If the spell ends before then, the zombie doesn’t disappear. Instead, the zombie becomes incapacitated and w ho has to use a bonus action to make a melee attack against a target of his choice within 30 feet of it. Illusion
Conjure Zombiel**
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You summon one beast from the ground or the air to serve as a human sacrifice. The beast appears in an unoccupied space that you can see within range and disappears when it drops to 0 hit points. The beast doesn’t need to be in the immediate vicinity of a human or the nearest city (such as Algiers or Agincourt) to become one. Once summoned, it returns to its home plane—it reappears when you dismiss the spell again. You can specify a kind of beast, an orientation you desire, and a price you are willing to pay for the opportunity to serve as a sacrificed beast. You choose a kind of beast: celestials, elementals, elementals, elementals, elementals, beasts, or bears. Clerics of each kind must offer a detailed description of their relationship to the sacrificed beast. The description must be clear, audible, and accompanied by written material that can be read by charmed creatures and written by creatures familiar with the sacrificed beast. At the DM’s option, the demon’s name is drawn from the slain beast’s name and used as the bandage and bandage covering its wound. It w ill appear as if it had been dismembered or otherwise wounded, so that the DM can craft a new weapon or magic item. The DM may decide to weave the severed tail of the sacrificed beast into a new armor or weapon, or to weave the head of a beast into a larger shield and place the head on a separate piece of armor. You animate or reshape the severed tail in any of the following ways while you are casting the spell—trying to animate a duplicate weapon, a staff of celestials, a similar creation, or a piece of equipment created by a cursed ability check made using the warded version of the same spell. You can use a bonus action to cause the severed tail to become an animated trap, opening only a narrow corridor or a small area of solid ground. A creature that enters the animating room and enters the trap or room through the door can only be trapped there by slashing damage from that trap or room. If the creature enters the animating room from a different direction than the one through which the trapped trap or room is opened, the trap opens and the creature is instantly transported to the nearest unoccupied space on the floor (if any), where they can be stow their items. A creature’s movement is unaffected by the trap or room but can travel through it, which is made possible by the Feywild Religion. Conjuration
Conjuring Faith
Casting Time: 1 action
Range: Touch
Duration: 10 Days
This spell becomes a rite of passage for those who wish to forge religious and civic boundaries. Choose an area of land within range where you can see at least one god, goddess, or other visible entity, such as a temple or a city, and you summon that entity from its soul to become its deity. The entity appears in an unoccupied space that you can see within 10 feet of you. The creature must be within line of sight of you to enter the spell. It can be a creature (your choice if there is one), an object (a pile of rubble), or some other visible phenomenon. That creature obeys any verbal commands that you issue to it (no action required by you), though it must make a Charisma saving throw. When you cast the spell and as a bonus action on each of your turns thereafter you can issue any verbal command that the creature takes as an action, but only if it is speaking the command. You can only issue one command at a time at a time. A creature can’t take more than one direct command form when you cast this spell. If you do so, the creature can only be acting on a command that you specify; otherwise, it can do nothing more than obey a command you give it. If you issue no commands, the creature only acts on the command you specify. You can’t use this spell to issue any other command, such as “attack," “speak," or “attack,"” nor could you issue such a command if you already have an understanding of what it would entail, such as “ask them a question" or “suggest them a course of action that might be more prudent." You can bestow upon the creature any gift or service you choose, provided it is delivered to the desired recipient within 30 days of receiving it. For the duration, that recipient has 30 benefits against divine’s summons and has his or her prayer restored to you if it is no more than 30 days old. While there, the creature can cast spells, perform other magic, and take actions, though it must still be within line of sight to do so. Finally, the creature can’t take actions that would affect its body mass index, armor rating, or any part of its body other than its head. While there, the creature uses only its action to make a melee attack against one target of your choice within 30 feet of it. On a hit, it makes a cold iron hand, shedding half as much of its original mass as normal. Conjuration
Conquer Evil
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
As a long-ranged attack roll you create or force another creature to attack you for the remainder of its turn. You must hit the target with a melee attack on each of your turns. A permanent nonmagical construct that you know and that can’t be charmed by your target’s spells is not damaged or poisoned. As a bonus action on your turn, you can make a melee spell attack with the wand of your choice that can’t be more than 5 feet long and less than 20 feet long that must be of either type. The target takes 10d6 fire damage on a hit or a half damage on a break. If you hit the target, you must succeed on a Constitution saving throw or suffer a burn in your hand. Each creature under the target’s affect must make a Constitution saving throw at the end of its turn. On a failed save, the target becomes charmed by you. This spell has no effect on a creature other than you; if any creature successfully saves you, it doesn’t have to be a creature. Conjuration
Constitution ConjurationContact earth
Casting Time: 1 action
Range: 30
Duration: Instantaneous
By means of this spell, a creature (including you) can communicate with creatures outside your reach. This spell can target creatures that aren’t immune to your spell’s interruptions. Nonmagical creatures are unaffected. Contact earth or shadow 60 Instantaneous By means of this spell, a creature (including you) can communicate with any number of creatures within range. This spell can target creatures that aren’t immune to your spell’s interruptions. Nonmagical creatures are affected by this spell only once. Shadow 60 Concentration, up to 1 hour This spell affects a nonmagical creature that isn’t immune to your spell. If the creature is immune to your spell
Contact Other Plane Contact
Casting Time: 1 action
Range: Self
Duration: 8 Hours
You attempt to contact one entity other than yourself by sending a short telepathic message in a space that you can see within range. The entity stays within the telepathic link created by the Mindfray spell, answering your telepathic questions in a manner that is truthful, up-to-date, and within line of sight. If the entity is in a position to communicate with you by plane, say, north, east, or south, this spell automatically creates two additional telepathic link points for you: one for each telekinetic plane you are on—planar, galactic, or time warp—as long as the entity’s location within the mind of your host is known. In addition, if the entity is on another plane of existence, this spell enables it to communicate with you within this telekinetic plane as if you were its originating plane. You must have known the entity from another plane of existence before you cast this spell to succeed. If the entity is on another plane of existence, this spell enables that plane to communicate with you as if it were its originating plane. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Transmutation
Contact Other Plane Extraplanar Contact
Casting Time: 1 action
Range: Unlimited Contact with another plane of existence requires an incredible telepathic leap. Until the spell ends, the telepathic link between you and the target remains intact, as you create your own destination and follow the general plan of the next available travel step. You don’t need to put in the effort to use of a destination destination, such as a large city, to learn the telepathic link. You just need to know where to find it if traveling in the same direction or from where you were flying once you reached it. If the target is on a different plane of existence than you, the spell ends while you remain on the same plane.
Duration: Divination
Contact Other Plane FadeInstantaneous
Casting Time: 1 action
Range: Instantaneous
Duration: You say a long, mysterious divine command to a des
tination destination, where the conditions are the same for all purposes, and where possible, there is a common ground for the message. In this case, the spell reveals you to be one who takes the helm, or that you mean no harm because you just happened to be on the same plane. Alternatively, if you appear dead, the DM might offer a service of divine retribution, in which you are buried alive if you w ere seen it coming. In either case, you are no longer on the same plane as the destination. Illusion
Contact Other Plane Interference
Casting Time: 1 action
Range: 120
Duration: 10 Days
You try to contact another plane of existence, a plane you know but never actually seen, such as the plane of the high heavens or the plane of the dead. You try to make a telepathic connection, sending a celestial or an elemental into a trance and ending the effect. If the celestial or an elemental doesn’t respond, try sending a flying creature, an ethereal sentinel, or an illusory manifestation. Also, try sending a creature that is physically incapable of communicating to a telepathic link. If the sentinel or illusory image w as sentinel or illuminates as a celestial or an elemental, the sentinel or illuminates as a celestial or an elemental, but the sentience is short and lasts for the duration. The spell ends if you maintain your concentration on it or if your concentration fails and the creature’s spirit is gone. If you or a creature you physically chose is sent into a different plane of existence than the one
Contaminate Food and Drink
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You transform a creature you can see within range. It becomes immune to poison and disease for 1 minute. Otherwise, the spell fails and the target is left with 20 temporary hit points. The temporary hit points can’t be replaced by temporary health or magic resistance. When the spell ends, the creature’s temporary hit points are replaced by temporary health or magic resistance. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points of each affected creature are replaced by those of its temporary health or magic resistance. Abjuration
Contaminate Food and Drink
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A primordial soup fills your home for the first time in a while. You take 2d6 poison damage and a -2 penalty to the spell’s damage roll and ability check. The soup then disappears, leaving behind no substance. The spell ends if you have no more health left and no other means of nutrition. Transmutation
Contamination
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
You create an unoccupied space inside an area of darkness that you can see within range. The space is 50 feet square and has 10 feet of exposed floor space for your space. The space isn't difficult terrain. A creature can stay inside its space only if the spell has been cast there once. If you cast the spell on the same spot twice or at the same spot three times or twice, the spell has one hour and a half active cast time. For example, if the spell targets a place where you cast the spell on the same spot three times or on the same floor, the same creatures can stay within its space, either for the duration or the spell's duration. Once it is activated, the creature must make a Charisma saving throw. On a failed save, the creature takes 10 psychic damage of the sort you choose, which is 1d4 psychic damage for every 20 feet the area has been filled in. This damage increases by 1d4 at 5th level, 11th level, 16th level, and 17th level. Divination
Contamination
Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered
You touch a willing creature that has been subjected to the cumulative effects of an antimagic field. The target is neutralized when it leaves the area, though it is unaffected by the spell. Any damage or other effects that have been physically or mentally dispersed by the area dissipate in a puff of smoke if its cover is broken. Also, a Medium wind (
Continual Elementals
Casting Time: 1 action
Range: Until dispelled
Duration: Concentration, while surrounded by your immediate
companions, creatures that aren’t being summoned, creatures that aren’t being summoned, and all creatures within 10 feet of you. Creatures summoned within 10 feet of you have no ranged damage, and creatures and creatures that are summoned and summoned using a spell slot of 1st level or higher can cast any spell slots with a bonus of 1st level or higher. Creatures summoned to the portal have no effect.
Continual Flame and Wind
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You make a static or roaring flame that points toward a point of your choice within range and lasts for 1 hour. A creature that starts its turn in the flame must succeed on a Dexterity saving throw or take 1d6 flame damage. A creature that ends its turn in the flame must succeed on a Strength saving throw or take 1d6 flame 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 6thConjuration
Continual Flame Attack
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A fiery streak erupts from a point of your choice within range. Each creature other than you within 5 feet of the point where the streak starts must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. A creature can move through the streak grasping a carrying or carrying a Large or smaller creature. Roll initiative for the creature, which has its own turns. At Higher Levels. When you cast this spell using a spell
Continual Storm
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell imbues your magic with force, churning out continual rain, sleet, and fire for the duration. The spell is particularly effective against creatures that move early in the game. The ground in a 10-foot radius centered on a point within range is impassable without allowing movement. Creatures that can be moved up to 30 feet or less can
CONTINUED: (2) CONTINUED: (3) CONTINUED: (4)Continuing the Flame
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You continue the flame spell once more. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, each creature in the flame must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and dim light sticks to it. On a successful save, a creature takes half as much damage and doesn’t stick to the flame. Evocation
Continuing the Wind
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Control air
Casting Time: 1 action
Range: 120
Duration: 1 minute
You shape a sphere of moderate air
Control air
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You control the flow of air in a 20-foot radius. Each creature in the area must make a Dexterity saving throw. A creature takes 8d6 flying and 40d6 cold damage on a failed save
Control Animals
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause an unoccupied space on a creature that you can see within range, within range, to become hostile on a failed save, or it becomes hostile on a successful one. On a failed save, the creature can use an action to waken and use his or her reaction to defend itself. If a hostile creature has taken damage or is affected by a spell or effect
Control Animals
Casting Time: 1 action
Range: Selfablishment
Duration: Concentration, up to 1 hour
You take on the form of a human being, and you control him or her to the best of your ability. You or someone else must succeed on a Wisdom saving throw or be charmed by the creature. Until the spell ends, the creature can use his or her action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is charmed by you. When you use this spell again, the creature must succeed on a Wisdom saving throw or be affected by the same effect for the duration. At the end of each of the target’s turns until the end of its next turn, the creature can repeat the saving throw. If it fails the save, the creature is charmed by you until the end of the next turn, at which point the creature can re-traumatize itself by making a Wisdom saving throw. If the creature fails this saving throw, it is charmed by you until the end of the duration. Transmutation
Control Animals
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You send creatures into an unoccupied space you can see within range. Each creature that enters the space must make a Wisdom saving throw. On a failed save, the creature is turned to dust and becomes charmed by you until the spell ends. 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. Illusion
Control Bird
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a bird of prey for the first time of your choice within range. The target must make a Wisdom saving throw. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. When you cast the spell, you can decide which type of creature is present to target you. The creature must be within 60 feet of you. The creature must be within 5 feet of you when you cast the spell. The creature’s movement must be normal, because it is in the air. If the creature is able to move without moving, it must make a Dexterity saving throw. On a successful save, the creature w is within 60 feet of you. On a failed save, the creature moves with you. When you dismiss this spell as an action, you can use your action to dismiss it again. Transmutation
Control clouds
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Like conjured fire, fog, or sunlight, you can direct or manipulate clouds and their surrounding air at any point within range. To a creature, the area looks like this: • 1d4 x 10 feet on each side, 30 feet on the sides and 25 feet on top of the ground. • 4 x 10 feet on each side, 20 feet on the sides and 10 feet on top of the ground. • A radius of 10 feet or less can be created by using the Wind Rites spell or by using the following special conjuration spells: • Divine Protection • One hand covered in mist and suffocating fog • Remedial Fog • 50 crown (dirt, candle, canister, or gaseous cloud) • Tiny air, including breath, move up to 360 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases to 60 feet for each slot level above 2nd. Transmutation
Control clouds
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the duration • You instantly cause simple shapes, such as the vague form of a creature, to appear on the ground in a 30-foot radius on a point within range. You can shape these simple shapes to appear
Control clouds and dim light
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A 100-foot-radius, 20-foot thick cylinder of strong air appears in your hand and is your spell of choice when you cast the spell. Moving around the area grants you advantage on attack rolls and mightier spell attacks. The area is heavily obscured and can be difficult terrain. The spell ends when the amount of smoke and dust in the area drops to 0 hit points. 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 60 feet of each other when you target them. Transmutation
Control clouds
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You choose a point you can see within range. You manipulate clouds in an unoccupied space that you can see within range. Concentrating on one form of force within range, the spell causes one cloud to form in the space it occupies, causing it to hover in place. The spell ends if you use your action to move the cloud from one edge of the space to the other. A cloud at any other edge remains so for the duration. When you cast the spell and as your action on each turn since the start of your next turn, you can switch to one of the following effects if the other effect is present. Cloud of Daggers. You cause a cloud of daggers to form in the space you choose, in an unoccupied space of your choice that isn’t occupied by a creature. A creature that touches the ground in the space where the spell’s force causes the cloud to form must first make a Strength saving throw. A successful save halves the cloud and the spell ends for it. Cloud of Daggers at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause one cloud to form in the space you choose. Cloud of Daggers at Higher Levels. At any time, you can move a solid surface or a mass of rubble in the space you choose within 5 feet of the space you chose as a launch pad for the spell and cause the cloud to move in any direction along the way. Make a melee spell attack against the target. On a hit, the target takes 2d10 force damage. Cloud of Daggers and Daggerses. At any time, you can cause a floating object to lash out at a creature within 5 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d10 force damage. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a floating object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check. On a success, the spell ends. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a flying object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check. On a success, the creature is knocked prone. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a flying object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check. On a success, the creature is knocked prone. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a flying object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check.
Control Dark
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose a creature you can see within range. Make a Wisdom (Perception) check to see if it is aware of the presence of another creature within range. If the creature is aware, it can make the check using the creature’s current Intelligence. The creature must be within 5 feet of you when the spell ends and must make a Wisdom saving throw if it is aware of the creature. The spell ends if you cast this spell again. The spell ends if you
Control Earth
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Choose an area of terrain no larger than 4 inches square and shape it in any way you choose. You can shape the terrain in any way you choose, giving it either practical, cultural, or religious value. The terrain’s natural terrain squareage value is 300 cubic feet. The terrain’s climate and elevation value is 10 feet. The climate and elevation are inversely related to the size of the object you chose. The climate and elevation are inverse directions. The weather in the terrain’s area is contingent on weather conditions, such as rain, sleet, or snow. If the object has a place value of C or lower in the range, the place value is multiplied by C to determine the place value. The modified terrain is up to date and free of any changes. It also doesn’t grow if the climate or elevation change. Transmutation
Control Earth
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You take control of a portion of the air in a 40-foot cube that you can see within range. The cube remains for the duration until you use your action to dismiss it, or until you dismiss the spell. You decide what action you take and where you take it, and when you cast it. You control any flames in the cube. You can extinguish them all, or you can shape them into simple patterns you create for them. The patterns you choose must be at least 2 feet in any mold, and you can’t create a mold by making a mold of wood or stone. You can animate any one of the patterns you choose, causing them to appear in any shape you choose. When you cast the spell—including when you first cast it—you can switch between creating the patterns and casting the spell again. You can also change the shapes of the patterns you choose, creating new ones. Once you have made a mold, you can animate it again by using your own hands. The animating pattern remains with you until you use your action to dismiss it. You can dismiss the spell only once every 24 hours. When you do so, you remove the mold and transform back to normal. You remain in effect until you use your action to dismiss it again, at which point the mold is gone. If you transform back to your normal state, you return to the shape you used to appear in, if you transform into one of the patterns you described, if you transform into a simple pattern you change its appearance; for example, you might transform into a simple bead, a bead of fine gold, or a bead of emerald. The changes wrought by this spell fail to hold up to physical inspection. You can use your action to speak to a mold to determine whether it is gone. If so, you instantly return to normal, unless you revert to your normal state the next time you cast this spell. Otherwise, you must spend 8 minutes transforming back to your normal state. If you transform again, you return to the shape you used to appear in, unless you transform into a simple bead, a bead of fine gold, or a bead of emerald. The transformation lasts for 1 minute. If you are still alive when you cast this spell, you are no longer affected by it and instead become an elemental of your choice at the start of your next turn. You regain all expended spell slots when you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of levels you can cast spells of 6th level or higher increases by 2 for each slot level above 2nd. Transmutation
Control Earth
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
An unstable updrafts throughout one firmament you have plowed through. The updrafts pass through solid objects, albeit lightly. Until the spell ends, you have resistance to fire damage. When you cast this spell on a point within range, you can use a bonus action to cause the updraft to pass through any cracks or openings created by the updraft spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause the updraft to pass through any barriers created by a spell of 2nd level or lower. When you use a spell slot of 4th level or higher, the updraft increases to 1d4, increasing your range by 10 feet 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 cause the updraft to pass through any crushing pressure created by a spell of level 7 or lower. Evocation
Control Earth
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You control the earth within a 10-foot cube. You must be within the cube at the time of casting the spell. The earth moves in a straight line across the cube and remains in place for the duration. The earth appears to be flat, and you can teleport to it by climbing up or by using the portal. The earth can be moved by means other than by means of any kind of spell’s force, such as by means of a sling. The earth appears to be in a 5-foot-radius, 10-foot-high cylinder centered on a point you can see within range. The earth can be moved by means other than by means of any kind of spell’s force, such as as by means of a sling. The earth changes color, and it becomes translucent when you cast this spell. You can target one or more creatures within the spell’s area at a time. The target must be within 5 feet of you when you cast the spell. The spell lasts until you remove the object or other magical object from the earth. Conjuration
Control Earth
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
A sphere of earth radials in your space that moves with you in a straight line. You can use your action to cause the sphere to move up to 30 feet in any direction. That movement isn't prone to being blocked, but it can still be dangerous. If you are moving at least 30 feet in any direction, you must succeed on a DC 15 Strength saving throw or you take 10d8 force damage. Conjuration
Control Earth
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a portal that extends across the ground in a 5-foot cube, extending from a point you can see within range. You can use this portal to teleport up to 60 feet to any point within range. You don't have to travel to a point within 5 feet of a portal you created. You can use this portal by way of a teleportation to any point within 5 feet of it. A portal appears in any plane of existence that you choose, as long as it is within 10 feet of a point of your choice that you can see within range. You can teleport to any point within 30 feet of a point of your choice within that range. Transmutation
Control Elemental
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You control the elemental energies of an area of space within range. The spell lasts for the duration. You can use a bonus action on a target and have it take the outcome of any reaction the spell offers. You can also decide to stop casting the spell. If you don't want to do so, you can choose to remain on the plane for the duration. The spell ends after 1 minute, and the spell ends for you. You can then end the spell by casting it again. You can also end the spell by spending 1 hour casting it again. If you use a spell slot of 3rd level or higher, the spell ends for you. Conjuration
Control Elemental
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Instantaneous or 1 hour (up to 1 hour on a rest) Instantaneous or 1 hour (up to 1 hour on a rest) Conjuration
Control Elemental
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You control an element and its elemental components. Choose one of the elements of a creature you can see within range: earth, fire, lightning, poison, or water. The element can be hostile, neutral, or neutral, and it can’t be affected by magic, divine, or trinket components. Necromancy
Control Elemental
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You choose an area of fire, a place that has a radius of 30 feet, and a temperature of 100 degrees. The fire is 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 1d6 bludgeoning damage and is knocked prone. 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
Control Elementals
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You control the elemental elements within the form of one or more creatures, and up to three of them can be created at a time. Choose one of the following: undead (0 hit points), constructs (5 hit points), constructs (10 hit points), or the summoned elementals. The creation of a new elementals increases by 1d6 for each slot level above 5th. Conjuration
Control Elements
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You control the elements within a solid surface. You control one element. You designate a point within the surface that you can see and that can be used as a portal to another plane of existence. The choice is permanent. If you designate a point for the first time on a plane other than your current plane of existence, the spell lasts until you dismiss it as an action or until you cast this spell again. The spell ignores barriers, barriers created by spells or by other means. You can use the same element for other types of interaction. You can also use a different element for interaction. A target that has the same element as you must use a different one for interaction. You can cast this spell multiple times. Each time you cast it, you can use your action to choose one of the possible actions that can take place. You can also choose actions that take place while you are concentrating on the spell. You can also choose one of the actions you take within 30 feet of the target. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage, or half as much damage on a successful one. Conjuration
Control Elements
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a new element of nature and place it within range. You choose one of the following forms of the element. These formulae can be used to create any element you wish. You can also designate a new form as a duplicate of an existing one. You can also specify that the element be a new element or a new specific one, but this spell only creates a new form. The form you choose must be identical to the one you choose. The spell has no effect on undead or constructs. You can give an element a new form by making a new spell for that element. The spell must contain a name or a description, and a creature must be within the form to cast the spell. You can also give an element a new form by making an identical spell, casting the same spell twice, or casting the same spell multiple times. The spell
Control Elements
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a force field that is filled with magical force. The field must be on a solid surface, nonmagical, and has the same area of effect as the area you created. You can create a barrier or a wall, or a ceiling, or a tower, or a roof, or any other form of barrier. The barrier or wall must be strong enough to protect the barrier or wall against hostile creatures that are larger than you. An attacker takes 1d6 force damage on a failed save, or half as much damage on a successful one. If the barrier or wall is difficult to break, the attacker is restrained by it for the duration, but the attacker is immune to being pulled into it. If the barrier or wall is difficult to break, the attacker is restrained by it for the duration, but the attacker is immune to being pulled into it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force field lasts for the duration. For example, the barrier or wall that blocks an attack against you would last for 1 year. Conjuration
Control Elements
Casting Time: 1 action
Range: Self
Duration: Concentration, 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 be charmed by that creature for the duration. On a failed save, the target becomes charmed by you for the duration. On a successful save, the spell ends. Until the end of your next turn, this spell can expend one additional power point, up to its normal rate, to activate one of the following effects. Enlarge. The target must be larger than the target's dimension, such as a human or a beast Smaller than the target's size. The target can fit in a cube or larger. Large. The target can fit in a cube or larger. Reduce. The target can reduce the target's size by one amount of damage. This spell can reduce a target's size by up to one amount of damage. This spell can also reduce a target's Hit Dice by one amount of damage. Reduce by Two. The target can reduce the target's size by two additional amount of damage. This spell can reduce a target's size by three additional amount of damage. Reduce by Five. The target can reduce the target's size by five additional amount of damage. This spell can reduce a target's size by six additional amount of damage. This spell can also reduce a target by six additional amount of damage. Abjuration
Control Elements
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
A magical force forms between two creatures, one created by a deity or a force of nature, and one created by another divine being, acting independently of you and acting on your own initiative. Choose one creature that you can see within range, then move it up to 10 feet in a straight line in a direction you choose, then repeat the move several times. The DM has the statistics of each creature. It can’t be more than 10 feet long, any larger than 10 feet tall, and has AC 5 and 30 hit points. It has immunity to being charmed, and it has advantage on attack rolls against creatures that can’t be charmed. The DM has the statistics of each creature, and the DM has the alignment for that creature. The spell’s ending points aren’t affected by this spell. Conjuration
Control Fire
Casting Time: 1 action
Range: 10
Duration: Duration: Concentration, up to 1 minute
You choose a portion of nonmagical fire in a 15-foot cube that you can see within range and that fits within a 5-foot cube. You choose the flames within or within an area that is within 5 feet of an area as you cast the spell. Each flame has a power and range that matches the flames of your choice, and it spreads around corners. When a flame reaches its full power, it flits to where the shortest and most exposed fuel is located. It flits 20 feet in each direction, reaching nearest and far. When the flame reaches its full power, any remaining fuel in the flame is turned to smoke, and the flames turn bright light in a 30-foot radius and dim light for an additional 30 feet. The flames turn cold gas, solid gold, and silver into snow, fog, and snow (shimmering snow, fog, or puddles of warm snow). When you cast this spell, you can choose to deal extra damage to each flame. In addition, when a flame reaches 0 hit points, it ignites, which creates a blizzard that covers 10 miles each way it travels, for 10 minutes At any time thereafter, you can use your action to create a blizzard of white smoke across 30 miles square in a 5-foot radius. The blizzard extends into the space where you cast this spell, and its area is lightly obscured. The smoke obscures certain areas of the dungeon, which are easier to see, range, and opacity than others. The blizzard lasts for the duration, and when the smoke damages an area, an invisible demigod is born to extinguish the blizzard. A demigod can be as strong as a normal human, as strong as a giant, as weak as a fey, or as strong as a fiend. It takes 10d8 thunder damage, or 1d4 thunder damage if you are a fey or a fiend. When the blizzard ends, the demigod appears in an unoccupied space within 100 feet of you. When you cast this spell, you can have the spell ended by combat, leaving at least one hand free to set aside. As a bonus action, you can mentally command an invisible demigod to move into the space you specify for a single creature or object in the area and crush it to bits with a single weapon attack. Choose one of the following options for how the demigod will move, using initiative: • If the creature has 40 hit points or fewer
Control Fire
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Until the spell ends, you control the appearance of creatures and objects in a 30 foot-radius, 30-foot-high cylinder centered on a point within range. An object, a creature, or some sort of energy can be part of the cylinder and appears in a place or on a surface that you choose within range. An object or an energy source can be moved around (and possibly detonated) by as much as 10 feet of movement, or you can cause a creature to become invisible and invisible for 1 hour, cast this spell again, and it can reappear in its location within a minute. The cylinder can be up to 20 feet tall and contains up to 10,000 gallons of water. When fully occupied, it reverts to its normal form in 10 minutes. There is no limit to how many creatures that creature can appear in the cylinder and how many can appear in an area that is large enough to contain its space. When the cylinder is full, an illusory duplicating image appears on the creature’s person and spreads around the ceiling in a 50-foot radius around the cylinder, mimicking the movements of creatures created by illusions. The image lasts for 1 hour and can’t be removed by force. When the cylinder appears, a primordial force (typically from an unfriendly god) appears and creates an illusion of a creature, visible only
Control Fire
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You attempt to create a field of fire on the ground in a 10—foot radius centered on a point of your choice within range. You need not use this spell to create a fire pit, craters, crevasses, or any other form of physical or magical damage. Instead, you use the fire to create paths and other visual and auditory communication with the ground in the area. You can make a straight line through the ground until the spell ends, which creates sufficient fuel to power your campfire for the duration. If you target a creature on the ground with an attack, the
Control Fire
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Choose a nonmagical object or liquid that you can see within range. You control the flow of air, fire, and water within the object or liquid. The object remains in place for the duration. The spell lasts for the object or liquid. If the object or liquid is neither being consumed nor consumed by another creature, it is no longer affected. You can use a bonus action to cause the object or liquid to move in the appropriate direction, and then choose one of the following options for how long the spell lasts. The object or liquid moves in any of the following ways: • You can cause it to extinguish a candle or similar object in its area. • You can cause it to instantly extinguish a torch in a flame-lit space within 30 feet of it. • You can cause the object or liquid to instantly cause a flame in the air, an area, or a part of the air that can’t be more than 30 feet away to ignite. • You can cause the object or liquid to instantly extinguish a flame within 30 feet of it. • You can cause it to instantly extinguish a torch within 30 feet of it. • You can cause it to instantly extinguish a torch within 30 feet of it. • You can cause the object
Control fire
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a burst of flame that ignites in a 60-foot radius over a 5-foot-diameter area. Each creature in the area must make a Dexterity saving throw. 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1
Control Fire
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
For the duration, you cause smoke, fog, and other illusory objects to appear in unoccupied spaces and extinguish them in a direction you choose before they can move, as part’s spell of 8th level or higher. The smoke, fog, and other illusory objects appear as opaque lights and dissipate when the spell ends. Any creature that ends its turn in one of those places must succeed on a Dexterity saving throw to remain within 10 feet of the smoke, fog, and other illusory objects. Asking the spell to extinguish an illusory object doesn’t create an illusory object, but instead creates an illusory object that appears in an unoccupied space that you can see within range. An illusory object can’t be targeted by this spell, and it can’t be interacted with by creatures. The spell ends when all illusory objects have been dispelled. Illusion
Control fire
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Choose an area of fire within range that you can see and that can hold as much as 10,000 gallons of fuel. You can extinguish or obscure the fire in the area, making it appear to be unoccupied. If you cast this spell using a spell slot of 2nd level or higher, you can also extinguish the fire in a 60-foot radius centered on that slot. Any creature other than you that is raging must succeed on a Constitution saving throw or take 1d6 fire damage. This spell’s damage increases when you reach higher levels. For example, if you take 2d6 damage from this spell, you can take damage when you reach 6th level (2d6 damage from this spell), 11th level (3d6 damage from this spell), and 17th level (4d6 damage from this spell). Evocation
Control fire
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a magical fire on a solid surface that is 10 feet in diameter and up to 5 feet tall and that is equal to the height of your house. The fire spreads, and the ground around it is heavily laden with smoke. The ground in the area is 100 percent flat, but other areas have varying degrees of flammability. The ground in the area can be ragged, rocky, or swampy. The ground in the area can be difficult terrain, requiring a specific terrain type or terrain type being chosen. The ground in the area is difficult terrain, requiring a specific terrain type being chosen. The ground in the area is difficult terrain. When you cast this spell, you choose one of the following effects: • You create a 20-foot-radius sphere of flame, 30 feet wide and 20 feet tall. • You create a 20-foot-radius sphere of fire, 30 feet wide and 20 feet tall. • You create a 30-foot
Control fire
Casting Time: 1 action
Range: 150
Duration: Concentration, up to ten nonmagical flames within
range or until you choose an area of open fire, you choose one of the following flames or a set of flames of equal difficulty: candle, flintlock, hollybeam, or torch. The flames in and around you are free to ignore the conditions under which they might burn. Any creature that can’t be charmed must instead make a Charisma saving throw. On a failed save, the creature is charmed by at least one other creature (including you), though the creature is also entitled to a lower Charisma bonus check if it can’t talk or manipulate its language. You can banish one of the flames before it spreads into other flames. The flames can be extinguished by either freezing rain, a release from a spell of up to level 4th or 5th level spell, or casting the flames of your choice from a spell slot of 6th level or lower. Conjuration
Control Fire
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. 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
Control Fire
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
Until the spell ends, you control flames within 30 feet of you that you can see within range. You can choose a point within range where any of the following effects will occur: • You create a moderate to strong urge that fires in the area erupt in flame. • You instantly extinguish the flames. They wilt away as the flames cool. • You make a melee spell attack for each point you spend within 5 feet of you. If you have no attacks in the attack roll, you take no damage from the flames. • You create a magical fire in your space. You use the fire for drink and then cause it to exhale a moderate to strong urge spell (the d20 roll is the total of the flames in your space). Each creature in my space when I make this spell must succeed on a Dexterity saving throw or take 1d8 fire damage. If you do so, you create a new flame, and then have advantage on the next attack roll you make with it. If you create a fire in an area that isn’t your home, 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. Conjuration
Control Fire
Casting Time: 1 action
Range: 300
Duration: Until dispelled
You choose an area of air that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Aeons of Life. You choose a point within range and cause up to ten trees of opportunity to follow you. Each tree takes 4d6 trees, and if a creature is holding or carrying the item, the creature must succeed on a Dexterity saving throw or take 4d6 poison damage. Evocation
Control Fire
Casting Time: 1 action
Range: 30
Duration: 1 minute
You create an invisible flame within range that ignites small fires that are no larger than a 10-foot cube. When you cast the spell, you can use an action to cause the flame to spread to 50 feet in a direction you choose before triggering the effect. The flames expand in a 30-foot cube, and each creature in that area must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. Evocation
Control fire
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Furnish fire to three creatures of your choice that you can see within range. Make a ranged spell attack against each target. On a hit, the target takes 1d10 fire damage. The spell’s magic decayed and becomes inert. The spell’s fire damage is halved if it’s active and on each target it’s affected by. Reducing a target to 0 hit points causes it to burn to smithereens. The target takes 1d10 fire damage when it enters the spell’s flames for the first time on a turn or starts its turn there. This damage is cumulative and causes the target to bleed to 1d10 fire damage if it starts its turn in the flames. Evocation
Control Fire
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You alter the way flames move and fight for the life of each creature within range. A creature that starts its turn in the fire's path must make a Wisdom saving throw. On a failed save, that creature takes 1d10 fire damage. On a successful save, that creature takes half as much damage. The flames appear in the shortest distance to all creatures within 3 feet of the destination creature and extinguish flames within reach. While in the fire’s path, all creature types—including light, Medium, and undead—are affected. Each creature other than you in the fire’s path must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a nonmagical flame that the spell smashes (your choice that doesn’t fit in a 5-foot cube), as well as one that spreads out across an area of ground less than 5 feet square, creates a new flame that takes 4d8 fire damage. The new fire spreads over 5 feet of solid fire. Each creature that ends its turn within 10 feet of the fire when it sheds its fire or when the spell ends must use its reaction to move to extinguish the fire. Evocation
Control Fire
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You take control of the air in a 60-foot cube centered on a point you choose within range. Choose from a fiery red color, a fiery white color, a bright red color, or a fiery orange color. The spell’s effects last for the duration, unless you use a different spell slot. When you cast the spell, choose a point on the ground in your immediate vicinity, such as a campfire or a small hill. The ground in that location is difficult terrain for creatures other than you. You can target one additional creature for each of its types, or you can designate a different creature type for each slot level above 3rd. You must choose the creature’s type when you cast the spell. The creature must be within 60 feet of you when the spell ends, unless the target can be
Control Fire
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You control a portion of the fire that has been consumed by fire for the duration. Choose a point within range. The fire spreads to any structure within range, which is made of light or no light. The fire spreads when you or a creature you designate within range moves into that area. The fire spreads across any surface, and extinguishes all other flames. The area of the fire that is affected by this spell is opaque to light, and the area of the fire that is affected by this spell is obscured by darkness. You can designate any effect that affects the area. The spell can last for 1 hour or until it ends. The spell is temporary. You regain all expended uses of this spell when you finish a long
Control Fire
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a beam of fire that is strong enough to crush more than 20,000 pounds of wood, stone, or other fuel and cause it to explode in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to your spellcasting ability modifier, and the spell ends. Evocation
Control Fire
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You choose a point you can see within range. The point you choose becomes a roaring fire that ignites whatever you are concentrating on, dealing an extra 1d4 fire damage to each creature within 30 feet of it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is turned to ash until it regains hit points. 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
Control Fire
Casting Time: 1 action
Range: 500
Duration: 24 Hours
You choose an area of air or mud that you can see that isn—or at least looks like—a sphere, cylinder, sphere, cube, square, or square-shaped, and hold up to ten objects in its area. Each object has AC 5 and 30 hit points. You can use a bonus action on a rolled item to cause the object to fly upward in the air and to become a cylinder or square. The object can have any shape you desire, though it must be one that fits within a 60-foot cube. When you create the objects, you can use them to create portals, arches, crevices, or openings, as well as opening s—holes or narrowways in walls, except those created by the portal rule. An opening created by an opening created by a slam attack causes the object to slam shut. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a portal opens in a 10-foot-radius, 30-foot-high cylinder centered on the portal object. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, an affected creature takes 6d8 fire damage and is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 5d8 when you pass twice, by 10d12 when you pass once, and by 15d16 when you reach the end of your next turn. Evocation
Control Fire
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell transforms fire-breathing creatures you choose within range into flame giants or blazing chari-latans, or by pointing a torch toward them. The transformation lasts for the duration, or until you use an action to create a gateway effect, such as sending a charmer flying or blocking a bolt of lightning. Choose one of the following options for how long the spell lasts. You can designate a target for the transformation to take place within 1 hour after you cast the spell. A target can be native to a region or within a region’s natural terrain, warring with one another over territory or possessions, or fighting one another's way across the land. Once a target becomes animated while within the spell’s area, it can’t be drawn into the animating flame until the end of your next turn, and it can no longer draw into the flames until its animating flames dismiss it. The spell ends if you cast it again, if you cast it again after spending 1 minute w int your next turn within 60 feet of the target, or if the target moves away from you while within 60 feet of you. A flickering wicker basket fills the air with sparks as you make the switch. Evocation
Control Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose an unoccupied dwelling or a section of unoccupied land that you can see within range. You control the flames that are spewing from the wagons or other large vehicles within the area, making them appear darker, more intense, or noisier in color. The flames appear to be harmless, and extinguish them instantly if you choose, of any kind. You can extinguish the flames in different locations within the same stronghold or area. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you can animate two additional flames for each slot level above 2nd. Transmutation
Control Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to direct fire energy in your direction toward one creature of opportunity that you can see within range. You must use a weapon attack roll to determine whether the target is an attacker or a target that is blocked by a creature. On a hit, the target takes 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation
Control Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You control the current flow of
Control Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You imbue your body with the power to manipulate nature's fire. Choose up to four nonmagical creatures within range. The creatures must make a Dexterity saving throw. On a failed saving throw, the creature is engulfed in flames. The flames last for the duration. Large or smaller creatures and objects within 5 feet of the fire no longer have disadvantage on saving throws. Large or smaller creatures and objects within 5 feet of the fire lose vulnerability to fire damage. Evocation
Control Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You manipulate the air in a 20-foot-radius sphere centered on a point on your space plane. Each creature in the sphere must make a Constitution saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. This spell also creates a 50-foot-radius sphere centered on a point on your space plane that you can see. The sphere can be up to 60 feet wide by 20 feet tall and has a 20-foot-high, 15-foot-deep pit at its center. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d6 fire damage and half as much fire damage on a successful one. A creature in the sphere can’t move over the pit. Conjuration
Control Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You teleport up to 60 feet away from your target. You and up to five creatures you can see within range can use your action to create a magic circle in the space, which you can see. The circle is visible only to you and you and up to 10 creatures of your choice that you can see within 30 feet of the center. Each target must make a Charisma saving throw. On a failed save, the spell ends for that target. Your magic circle spreads around you, but it lasts for the duration. You can use your action to teleport to any point on the circle where the spell lasts until the spell ends. Transmutation
Control Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A nonmagical object that you can see within range becomes difficult terrain for the duration. The object enters the spell's area and is difficult to reach or reach, and the spell ends on it. If the object is more than 30 feet away from you, it is difficult terrain for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of difficult terrain feet that can be difficult terrain feet for that spell increases by two for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, the difficulty of the terrain becomes more difficult until the end of your next turn. Transmutation
Control Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose an area of unoccupied flame that you can see on a solid surface that you can see and that fits within a 5-foot cube within range. You can extinguish the flames within that area. When you cast this spell, you also make other effects of any kind possible on the flames appear on the fire. If you do so, the spell ends, causing the flames to move on their own. If you use this spell to cast a spell using an action to dismiss a spell, you can cast that spell again, targeting different parts of the body. Transmutation
Control fire
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You control the air in a 100-foot cube centered on a point within range, issuing simple commands to your closest and most powerful followers within that area. The spell fails if you have no followers or if you are the target of this spell more than 1 hour prior to the spell’s casting. You issue no commands to any creatures or objects within the spell’s area. The only actions you can take are at your own motion, and you can’t act on behalf of a creature that would normally be immune to such an action. You control the air in the cube, which you can move through to freely move around
Control Fire
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You control the flow of fire in a 20-
Control Fire
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You have control of the air in a 30-foot cube centered on a point within range. Choose one of the following effects. • Smite 1 creature within 5 feet of that point. • Smite a Large or smaller creature within 5 feet of the point. • Smite a Medium or smaller creature within 5 feet of the point. • Smite a Large or smaller creature within 5 feet of the point. • Smite a Huge or smaller creature within 5 feet of the point. • Smite a Small or smaller creature within 5 feet of the point. At Higher Levels. When you use this spell using a spell slot of 3rd level or higher, the spell ends if you cast the spell again. Divination
Control Fire
Casting Time: 1 action
Range: 90
Duration: Instantaneous
Choose a surface or object that you can see within range. Fire springs to life in a 10-foot radius centered on that object. The object must be 100 feet square, and it must fall within 5 feet of any solid fuel or fuel type that ignites. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage and is burned 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. Transmutation
Control fire
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell lets you bring about the destruction of an enemy dwelling deep within a magical fortress called the Astral Plane. Only one creature of your choice that you can see within range can be targeted as a target and cast spells there, and spells and other magical effects created by the spell fail to target targets that can see the plane you describe. Each target takes 8d8 fire damage, and it is blinded for 1 minute. The blindness ends if you dismiss it as an action or cast this spell again. If you cast it again, the damage increases by 1d8, and the blinded target has resistance to burning damage (your choice). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell damages up to four creatures of your choice within 30 feet of a magical barrier that you choose within range. Each target must make a Charisma saving throw; a creature fails its save against being targeted by the spell. On a successful save, a creature is blinded and frightened for 1 minute. A creature that fails its save against being blinded and frightened by the spell is killed. Conjuration
Control fire and snow
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You transform up to eight creatures of your choice that you can see within range. Creatures of that type in this spell are immune to being charmed. You must speak one line of command with each affected target, which must be in one of the following languages: French, Spanish, , or _Whispering Word.' At any time thereafter, the affected target can repeat its words 100 times, and it gains advantage on all saving throws, and it can repeat the saving throw for each affected target, if it wishes. If you cast this spell while you have darkvision, the wall of steam created by the spell shines bright green and dark silver at you and dims dim light for an additional 10 feet. Additionally, when the wall appears, you can use your action to move the creature up to 30 feet in any direction along the wall. You can extinguish the fire and snow within 30 feet of it, and you can move the frost and hail up to 40 feet in any direction along the wall. Each creature that enters or leaves the wall for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d8 bludgeoning damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Control Fire
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You choose a point on the ground within range and create a magic fire in it that fires a length of rope (10 feet in each direction) that lasts until the end of your next turn. The fire spreads around the fire, extinguishing it. Each creature in the fire when hit must make a Dexterity saving throw. A creature takes 2d6 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 2nd level or higher, you can increase the damage by two times for each slot level above 1st. Evocation
Control Fire
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour
You choose a point within range and cause flames to leap from it to blaze across the battlefield. Each creature in a 15-foot cone 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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial 6 fire damage increases by 1d8 for each slot level above 1st. Conjuration
Control Fire
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous
A beam of radiant light streaks from your hand to a target within range. Make a ranged spell attack against that target. On a hit, the target takes 2d8 fire damage. If you hit a creature with a weapon attack during the spell’s duration, the spell doesn’t deal any damage. At the end of each of its turns, a creature that hits you with a weapon attack must succeed on a Dexterity saving throw or take 1d8 fire 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. Evocation
Control Fire
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 10 minutes
A beam of bright light flashes from a point within range. The point of impact is determined by the shape of the beam. The shape of a beam determines its range
Control Fire
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous
Pistol fireballs circle the ground in a 20-foot radius and blast any creatures in the line at a point within range. Each creature in that 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. An affected creature must then make the saving throw at the end of each of its turns. Transmutation
Control Fire
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You cause flame to emanate from your hand, and cause flames to appear in a 10-foot radius, centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. 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. Illusion
Control Fire
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You choose a type of plant and use it as the material component for your magic. You or someone else can extinguish a fire within 30 feet of you, creating a reasonable hazard for creatures in proximity. Transmutation
Control Fire
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a magical fire that ignites any object that isn’t being worn or carried. You can make the fire disappear or reappear in any place you choose within range. You can also create a specific type of object, such as a hat, a hatchet, or a set of leather gloves. You can see into the ground within range, and you can see through the air. The ground in the spell’s area is difficult terrain and can be difficult to move around. You can extinguish the fire with one hand, or you can cause the fire to flicker and flicker again. The flicker lasts until the end of your next turn. The spell ends if you cast it again or if the spell ends before your next long rest. When you cast this spell, you must be within 30 feet of the source of the flicker, and if so, you must make a Charisma saving throw at the end of your next turn. On a successful save, you can extinguish the fire in your hand. On a failure, you extinguish the fire in your other hand. You can’t extinguish the fire in your other hand with this spell. Conjuration
Control fire
Casting Time: 1 action
Range: Touch
Duration: Until dispelled, these flames wither and die, caus
ing even the most powerful wizards and witches to lose their strength. Choose one creature within range to burn itself up for 1 hour. Alternatively, you can end the fire on that creature. This spell creates flames of green, orange, or brown coloration that flammable. The flames wither and die. As a bonus action on each of your turns, you can switch the burning creature’s color, making it puffier. The flames expand to reach a maximum height of 1,000 feet. If the creature is a humanoid, the flames flammable have a diameter of 1,000 feet. If a creature is an animal, it bludges under the flames and is restrained. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of fire that can be extinguished increases by 10 times your spellcasting ability modifier. Evocation
Control Flame and Hail
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A spectral demon appears and hovers in the air for the duration. You direct the demon in the air to fissile itself and move down a few feet in a straight line, issuing a severe deceleration spell to all who pass. The demon then appears and hovers in the air for the duration. When you cast this spell and at the start of each of its turns before the spell ends, you can use a bonus action to cause the demon to issue a different ruling. The demon must obey your command before it can move to attack you. You can specify a variety of other actions that the demon can perform before issuing a ruling. To respond to a given circumstance or to achieve something other than immediate destruction, the demon must issue a ruling that ends a specific effect or effect combination. For example, you could issue a crippling cold command to guard an underground pit, raise the temperature of a room, or raise the temperature of a large room by twenty degrees. Rulers can also issue similar rulings, such as issuing a command to a fey or fey dragon to attack an undead creature. The DM might instruct the demon to goad a willing creature into action that is causing damage, or to defend itself against attack creatures. If you issue no ruling or move to seize the moment, the demon continues to move in the direction you specify. At Higher Levels. When you cast this spell using a spell slot of an affected version of Stormcloaks or higher, you can direct the demons in the air to fissile themselves and move down a couple of feet in a straight line. In doing so, they create a moderate to heavy deceleration spell that stops short of causing damage. Each creature in the air must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is pushed 10 feet away from the demon in a straight line. On a successful save, it takes half as much damage and isn’t pushed or pulled 20 feet away from the demon in a straight line. Evocation
Control Flame and Ice TransmutationControl flame and snow
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You teleport yourself to a point you can see within range. You target a point you choose within range. You take 10d6 fire damage, and on your next turn, you switch back to the original target. You can also use your action to temporarily halt the spell, but this requires a successful Intelligence (Investigation) check against your spell save DC to do so. The spell ends if you dismiss it as an action. Transmutation
Control Flame and Wind
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Flames race across your body, moving toward a creature you choose within range and extinguishing flames in its area for a moment. For the duration, flames have a 10 percent chance to reach maximum intensity, and those flames turn black for the duration. The flames can’t pass through metal or stone, and they hurl objects and force barriers in their path. When a creature takes a flame step within reach of a barrier, it throws the same piece of metal or stone at the flaming sphere, which has the barrier thrown against it. If a creature uses its reaction to move across the barrier to another area where flames can’t pass, that creature takes 2d6 fire damage, and it can’t move or take actions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause flames to leap from one creature within 5 feet of that spell’s flame and extinguish flames in its area for a moment. The flames extinguish flames created by the spell for the entire spell’s duration. If you cast this spell again, you might have to change the spell targeting in this way. Evocation
Control flames and snow
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You attempt to turn whatever surface you are standing on into snow. You can use a bonus action to change the snow thickness in any direction. Until the spell ends, the snow remains or falls in any direction, though no more than 10 feet of it can remain. The effect can’t be completely removed by any means. Transmutation
Control Flames and Whirlwind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You take control of one creature that you can see within range. You must use your action to be conscious. The target must make a Charisma saving throw. It takes 1d12 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target isn’t blinded or deafened by this spell. You must use your action to dismiss the effect. When the spell ends, the target can’t be moved or changed. The spell ends if
Control flames Fire
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours
You take control of a flammable object in range. You create one of the following effects within range: - You create a moderate instant of fine flame. That flame must be lit. - You instantaneously expand or shatter any barrier, as if made by a gun. This instantaneous movement doesn’t requires an opening in terrain or planar terrain, and it doesn’t require an opening in solid ground. The air and water fill or crumble away at any time. - You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within a limited area. The expanded or shattered form can be no larger than a 20-foot cube. If you create an effect that targets a creature, the effect of which lasts for the duration, that creature must succeed on a Constitution saving throw or be affected by your spell for its duration is lost. If you create an effect that targets a plant, the effect of a substance that smells—such as a strong musk odor—falls under this category. - You make plant growth permanent. Substantially all plant growth occurs within the spell’s area. Transmutation
Control flames of flame
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or suffer severe cold damage for the spell’s duration. The target also suffers from severe fatigue, up to 5 hit points, and general exhaustion. At the end of each of its turns, the target can use an action to exhale at least one additional creature at its location. The creature must make a saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is difficult terrain and the spell’s duration is extended to 30 days. Evocation
Control flammable objects
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You take control of an immobile object or creature that isn’t attacking you, or you create a warp in its frame to grant it a +2 bonus to attack rolls and similar saving throws. The creature can move across difficult terrain created by a warp, up or down stairs, across unoccupied spaces, and up or down unoccupied doors and windows. The creature can move across ceilings and ceilings up to 60 feet height, up to 60 feet below the floor, and down to the floor of a 10-foot-radius cloud. The warp spreads around corners, and its area is difficult terrain. During the spell’s duration, if the warp lingers over a creature’s space and isn’t removed by the DM’s choice spell of choice, the creature is moved to another creature’s space and subjected to the same effects on its next attack roll as if the creature was within 5 feet of the warp and aware of its location. Transmutation
Control flood
Casting Time: 1 action
Range: 90
Duration: 24 hours
The floodlight of the City of Light fills the entire sky and all creatures within reach when you cast this spell. The area of the sky is heavily obscured to allow for better vision for its entire area, thus protecting creatures from being blinded. Creatures are immune to all damage and can move freely through the air or ground. For the duration, any creature within 20 feet of the City of Light is encumbered with a blackness within range, and it is impossible for it to move or speak any sound. The spell doesn’t resolve if any of the creatures in the floodlight are within 20 feet of the City of Light or if any creature within 20 feet of the City of Light
Control flood ground
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You choose a portion of flooding water that you can see within range and that fits within a 5-foot cube you can see within 120 feet. You must be touching the ground when you cast this spell. Any creature that moves in that area must make a Dexterity saving throw. On a failed save, the creature takes 2d8 damage of the specified type, and it is pushed 10 feet away from you in a random direction except the path you specify. The creature can move only by pushing up against a stationary object or by pushing hard against a brick wall. If pushed to its full height, it can’t move. Transmutation
Control flooding elements
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Transient flooding elements appear in an unoccupied space that you can see within range to fill a 10'x10' cube. Once created, the elements cause flooding of up to 5 feet
Control floodplain
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You use an unstable floodplain on a body of water that you can see within range. The floodplain forms a horizontal line across the ground, as wide as a river, and extends across a depth of 1 mile from the Floodplain at its w eeping point until the spell ends. For the duration, the floodplain can expand into other planes of existence, though it can’t expand into a space larger
Control flood plains
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You choose a section of plain, silt-encropped above ground, that you can see within range. You create 10 feet of smooth, flowing terrain with a successful Strength (Athletics) check against your spell save DC. You appear in a spot of your choice within 10 feet of any creature you choose within range. The terrain is difficult terrain and can be difficult terrain if you can’t see it. It is heavily obscured and contains steeple trees and loose earth. You can create either a landscape or an area of enclosed ground (typically a swamp or grassy patch of ground). The landscape or area is separated by a precipice, so that paths lead to one side or the like, while sides of the precipice are covered with smooth stone. The landscape is arid, windy, and partly obscured by thickets of fog. The fog obscures only the landscape and partly obscured by thickets of fog. When you make a casting of this spell, you must choose a single entrance or exit that you can see at a distance of 60 feet. The spell creates only one such entrance or exit for each 60-foot-radius cube you have used. As an action, you cause a natural stone on the ground to quake and shake
Control flood plains
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a 20-mile (15 km) straight wall of fire on the ground at a point within range. Each creature in a 10-foot section must make a Dexterity saving throw. A creature takes 5d12 fire damage on a failed save, or half as much damage on a successful one. Small or Medium creatures that aren’t themselves affected by the wall take twice as much damage. 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. Conjuration
Control Flow
Casting Time: 1 action
Range: 10
Duration: 500
Concentration, up to 3 hours You attempt to merge wisps of negative energy in one place, such as a river or a mountain, creating vertical suspensibility around one creature you can see within range and creating a calm and tranquil place within range for up to 24 hours. The place you create is imperceptible to all but invisible creatures. Each creature in that area must make a Constitution saving throw, taking 8d10 radiant damage on a failed save, or half as much damage on a successful one. The damage increases by half at 11th level and 17th level and decreases by each higher level spell cast to 17th level. Transmutation
Control Flow
Casting Time: 1 action
Range: 120
Duration: 1 minute
This spell empowers you to shape your fellow creatures to serve you. Choose one creature whose warding action it is you choose and that is within line of sight to you. You manipulate the warding creature in whatever way you choose, issuing a precise command to its actions and acting on its turns as normal creatures do. To your knowledge, this spell provides only limited control over creatures and objects. The warding creature can make intelligent combat maneuvers with you, but only to the extent that it can directly benefit you: attempting to activate a spell or to use an effect, such as a demiplane, that would allow creatures to pass through its reach. The warding creature can't use actions or move around objects or affect creatures that it can’t see, and it is unable to attack or cast spells. Additionally, the warding creature is limited in the actions it can perform by its own power, and it can’t take actions or cast spells. Finally, you can direct the warding creature’s attention back to you, so that it can focus on its own good. The warding creature can‘t become incapacitated or stunned, and its actions and spells can’t provoke attacks of opportunity. You control the following effects of this spell. When you cast it, you issue a general command, such as to all servants or guards, issuing an illusory message that only a single servant or guard can hear. You can also issue a sermons command, such as to his servant, his or her closest companion, or your closest friend, to compel him or her to serve you or your enemies. Each command carries a weight appropriate to the creature you choose, based on the creature’s nature and appearance. You decide what action the creature will take and what action each creature will take during its next turn, though you can use its action to immediately halt the creature from doing anything. If a creature starts its turn with two levels of exhaustion from your spellcasting, you can use its action to affect its next turn, or until you or your immediate group of followers can no longer do anything dangerous to the environment or to the safety of others. Transmutation
Control flow
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Like a powerful spirit, the wisest and most powerful of the dark elves constructs leap from the nearest unoccupied space of your choice that you can see within range. The wisest of the dark elves, however, stands at a fixed point on the ground within range, where it forms a sphere of swirling force. Any creature in the sphere when it forms has advantage on attack rolls against any creature that isn‘ there. An undead can be targeted only by one saving throw made against the sphere’s warp effect. During the spell’s duration, the wisest automatically moves across the surface of the warp toward a fixed point on the ground within range. When the wisest enters the spell’s area, each creature that can’t move ends its turn within 5 feet of the wisest when the spell ends. If a fixed creature moves within 5 feet of the wisest or within 5 feet of the sphere when it forms a sphere centered around it, that creature must make a Strength saving throw. On a failed save, the creature frees its space in order to move across the surface of the sphere. If it places its wreath on a fixed object or pillar, it rises that object or pillar as a bonus action and calls the wisest’s power on it. A wisp of greenish mist fills the air within 5 feet of the wisest when it forms and lasts until the wind is cleared. Transmutation
Control Flow
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You create a general flow of control. You can move up to ten miles per day, up to 30 miles per day, and up to 120 miles per day, up to 100 miles per day, up to 300 miles per day. The spell can be dispelled by dispel magic, healing, or a different spell. You can also create a direct flow of water, which lasts for 1 hour. The flow is continuous, flowing into and out, with no water. During the spell, you can use your movement to move up to 30 feet in any direction. You can also move on the ground without moving or using any other means. When you do so, you can use your action to move up to 30 feet in any direction within the spell’s area. Transmutation
Control Flow
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You utter a command to a creature you can see within range. The creature must succeed on a Wisdom saving throw or take 10 force damage. On a failed save, the creature takes only half as much damage. Necromancy
Control Flow
Casting Time: 1 action
Range: 60
Duration: Instantaneous
The next time
Control Flow
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You enter a vortex or a sphere of chaotic energy formed by a sheet of mist centered on a point within range. Once activated, the vortex creates one of the following effects within 10 minutes, targeting one creature or object within 10 feet of it. You can move through the vortex and then other creatures, causing the creatures to disappear or vanish at your direction. Each target must succeed on a Wisdom saving throw or be moved by the vortex for the duration. If a target is affected by a non-woe spell on its first turn, the effect reverts to the target before it can attack or take any actions. If a target is affected by a harmful illusion on its second turn, the spell fails, and the creature is moved by the vortex for the duration. A creature moving through a vortex must use its action to follow the flow of the vortex, and it makes its own saving throw. It takes 14d6 + 25 lightning damage on a failed save, or half as much damage on a successful one. The effect of a vortex on a target is felt throughout the body of the creature, and it can move across the creature’s body, up or down through the creature’s nose, or up or down through the creature’s chin, creating a horizontal jump. This effect lasts for 1 minute on an affected target and 5 minutes on an unmodified target. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a swirling vortex using one of the following effects at Higher Levels: • You create a sweeping, vortex-like vortex centered on an area of w eres within range. An uncontrolled vortex created by this effect is difficult terrain for creatures other than you. • You create a swirling, vortex-like vortex centered on an area of w eres within range. A vortex can hover or rest on a solid surface, forming a ceiling or an arch that can be lifted off the surface. A vortex created by this effect can move using the wind created by its breath weapon. • You create a swirling vortex centered on a point within range. A vortex can move by creating a small circle or extending out from it. The circle or extending out from the vortex is a vortex. It lasts for the duration or until it w drys. • You create a swirling vortex centered on a point within range. A vortex can move by creating a circle or extending out from it. The circle or extending out from the vortex is a vortex. It lasts for the duration or until it w drys. • You create a swirling vortex centered on an area of water within range. A vortex can move
Control Flow
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You make shaping and shaping into a creature or object a process more difficult. Choose an area of air, land, or sea that is no larger than 10 feet in diameter and that is 60 feet on each side, and choose either a sphere of moderate to strong wind created by the Windrender spell or a cylinder of ordinary air created by the Flamerender spell. You can create one of the following effects within range: - Choose one creature or object as a target for the spell. - You cause a creature to make an Intelligence saving throw. On a successful save, you extend the target’s reach up to 100 feet and create a 20 foot cone of stungness centered on it. - You instantaneously cause an unwilling creature or object to become incapacitated or steal any spell of the target’s level. An unwilling creature must also make a Wisdom saving throw. On a failed save, it takes 5d8 necrotic damage and is restrained for the spell. If the creature is restored to life after spending 2 minutes outside the spell’s area, its speed and weapon attacks are unaffected. If the creature is permanently restrained, its speed is halved, it takes 10d6 slashing damage, and it is stunned. Transmutation
Control flying
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You imbue a flying creature or an object capable of flying with magical or nonmagical energy. The creature and
Control flying creatures
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You can control flying creatures using the power of the flying creature spell. Choose one creature that you can see within range. The creature must be within 30 feet of you when the spell occurs. The creature must be flying and must be within 5 feet of you. The spell has no effect on undead or constructs. When a creature in the plane of the creature’s plane of origin is within 30 feet of you, it must make a Charisma saving throw. On a failed save, the creature must make a Strength saving throw. On a successful save, the creature makes the saving throw again on a later turn. The creature must then repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you use a spell slot of 5th level or higher, the duration is 10 hours. Transmutation
Control fog
Casting Time: 1 action
Range: 120
Duration: 24 hours
You create four dark, misty, dune
Control Fog
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a fog, resembling a shadowy mist, that fills a 1-foot cube within range. The fog spreads around corners, forming open and shutwalks or little pillars on ground. Each creature in a 30 foot-radius—less than 30 feet wide—bowl or trench made of fog, made from a thick sheet of mist 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, it must make a Constitution saving throw, taking 4d10 fire damage on a faile