Ensntalice! What Would a ‘True Steake’ Spell Do? Prompted D&D Spells

When I was working on the first post about D&D spells from a neural network I generally let the network run wild and create the spells from nothing, which also created the spell names. But I did try ‘prompting’ the network with the spell names from @JanelleCShane’s neural network D&D spell names post and asking it to fill in the rest of the spell information.

I made a ton but they were a bit harder to skim through since you can’t rely on a catchy spell name to jump out. I was going to make better sifting tools but figured I’ll post what I’ve got for now. Thanks to my friend Sam for picking out some good ones. Be warned a lot these samples were from a terrible model and it went way off the rails and just generated absolute nonsense — but it also gave us such delights as a spell that is just “No,No,No,No” over and over.

D&D Spells based on aiweirdness.com

Mous of Farts

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

You make a creature’s sound louder or quieter. You can make the sound either with a fine mallet or a mallet-bore-saw. The sound can be nonmagical or audible through walls and ceilings. Transmutation

True Steake

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

The steak rises from the earth and falls from the sky to rest on the shoulders of giants. A giant comes into existence to serve you during the duration of your stay in the City. One creature that you can see must succeed on a Constitution saving throw or be pushed up to 10 feet away from you in a direction you choose (your choice, one that includes the current land). You can push the steak up to 5 feet away from you in any direction you choose. It remains there until the spell ends, at which point it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light sheds a faint blue light upon entering the steak. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create two additional steak’s worth of light upon each of your turns, bringing the total to three light ers. When you use an action to dismiss the spell, choose one of the steak steaks from the list above or choose any of the three remaining steaks from the steak’s list. You can have no more than two steak steaks in a container at a time and still have light produced by them. Transmutation

Warrifg

Casting Time: 1 action
Range: 150
Duration: 5

You place four pounds of parchment on top of an empty bowl and fill it with ice. You can designate a time or day, and a layer of ice blocks the sunlight. The layer lasts for the duration, and it disappears when the spell ends. So, to open a bowl of ice cream yesterday, you might need to pour out the extra 1¼ pounds on top of ice cream; if you pour out the 1¼ pounds on the inside, you’ll need to pour out the extra 1¼ pounds elsewhere. You can also add any number of pounds of parchment on top of plain ice cream, or your choice of two pounds of parchment, one inch thick, and the same weight as the bowl. You decide how many layers the ice cream layer can hold. You can place anywhere from two sheets of ice on top of plain ice cream to four sheets on top of plain ice cream. When you use an ice cream layer on a surface other than a solid surface such as a ceiling or a pillar, the ice cream layer takes 1d4 bludgeoning damage, which is no smaller than a Large or smaller object. When you use an ice cream layer on a surface that is neither firm nor unstable, the ice cream layer takes only 1d4 bludgeoning damage. This damage can’t be reduced or prevented by magic. Transmutation

and Prime

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

A magic weapon forged when Primordia ascended to the heavens. It is a double-bladed, double-barreled, multi-woven, double-swivelled, quadrupedal bow. Its properties and functions are the same as that of most common axes, but it has a quarterstaff instead of a staff or two. If the wielder lacks a staff, they instead use cross pieces to raise it. A halfstaff is made of quadruple crosspiece and has a quarterstaff on the staff end. In combat, a halfstaff deals triple damage with a shot. It is_ a weapon, of the strongest form that a mortal wielder needs as most weapons require a powerful reserve of energy within them. Its wielder must also use their own reserve. Each creature within 5 feet of the staff 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 halfstaff slices through the barrier created by Primordia, knocking away magical barriers that prevent creatures from passing through. Transmutation

and Prime

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

This spell merely asserts the will of a deity, manifesting it as your choice of any of the following: Gaia; Astarte; Astarteite; Black Gaia; the Burning Legion; or the Dark Gods. Anything with an equivocal beginning or ending denoted by a “’” indicates it to be an invalid deity. If you cast this spell two or more times, you can have none stored up to this spell’s concentration. Actions. You can move you are full speed toward a creature that has it “acción” declared. The target takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. Rock wall Down direction. Huge rock or cliff face under you. Rocksmith. You pick up or throw up to six simple and martial tools or a pile of worn-down tools. A tool is a tool that is difficult or impossible to use again. You can use a combination of the different tools rolled with advantage if you are using the same set of tools. If you roll a 6 or higher, the swarm is suppressed for the duration. You can use this spell to create or breakdown chain links or welds. The symbols are handcrafted and represent the characteristics of the item you chose. You can design your own symbols, but they appear to be generated by other creatures. 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

and Prime

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

This spell merely asserts the will of a deity, manifesting it as your choice of any of the following: Gaia; Astarte; Astarteite; Black Gaia; the Burning Legion; or the Dark Gods. Anything with an equivocal beginning or ending denoted by a “’” indicates it to be an invalid deity. If you cast this spell two or more times, you can have none stored up to this spell’s concentration. Actions. You can move you are full speed toward a creature that has it “acción” declared. The target takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. Rock wall Down direction. Huge rock or cliff face under you. Rocksmith. You pick up or throw up to six simple and martial tools or a pile of worn-down tools. A tool is a tool that is difficult or impossible to use again. You can use a combination of the different tools rolled with advantage if you are using the same set of tools. If you roll a 6 or higher, the swarm is suppressed for the duration. You can use this spell to create or breakdown chain links or welds. The symbols are handcrafted and represent the characteristics of the item you chose. You can design your own symbols, but they appear to be generated by other creatures. 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

Witch’s Whisk

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

By manipulating one willing creature willing to be her friend, you instantly mend or re-amp an ally’s severed arm, leg or chest, making the creature appear as if it had rested. Illusion

Bline Ons

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

Describe or name someone, something, or something within range. Your magic might be real, a trick, or a plan. Perhaps you have an idea of a particular task, a secret mission, a dark secret, or an old murder/murder mystery. You might choose a name that sounds a bit like your favorite TV show, and you might create a story that doesn’t involve any of your characters’ names. Some characters, like the man who killed a woman in the alley, might end up as his real name. The spell ends if the real name or real person you chose isn’t on the receiving end of the spell. If you cast this spell on a creature, you get a list of names and other information about the creature that you choose. An example would be “Catherine,” in reference to her job at a law firm. The list could be up to 20 lines long and could be expanded so that it includes names, photo captions, and other information. The spell ends if you cast this spell on a creature other than you, if you dismiss the spell and throw it to the ground or if you create a pillar on the ground where the spell ends. Abjuration

Acter Lor distertion

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

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

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Describe the subject of a spell. You know the target of that spell, and you receive an audible reply, which we call a telepathic reply. The telepathic reply might be a telepathically-motivated one, or it might be a telepathic spell. The spell we choose might be an illusion, a trick, a prank, or a declaration of war.The more lies the truth, the greater the damage. Divination

Cow of Auraly

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke the power of the Four Winds to freeze the earth beneath you. Each wind is a cylinder centered on a point within range. A crafty archer with a +5 bonus to attack and damage rolls determines which cylinder is activated. When the spell ends and the spell ends in one of the shapes you chose, a thunderous crash is heard throughout the ground, ending the spell. Each creature in any one of its dimensions must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage. On a successful save, it takes half as much damage. The spell ends if you use your action to do anything else. Evocation

Crackling claus

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a crackling crack in one creature’s chest. Each creature that starts its turn within 120 feet of you must make a Dexterity saving throw. On a failedsave, the creature takes 2d8 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The crack causes a crack to form in the creature’s space, which must be within 60 feet of you. The crackle and crackle of the crack can be heard through the creature’s bedroom or at the door to the northeast corner of the room. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 20 percent for each slot level above 3rd. Evocation

Dance of Sack

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

Your magical dance produces some effect similar to a magic axe, but with a shorter duration and a 5th-level slot instead of the normal slot. While the spell lasts, you can use your action to switch from a simple one-word spell to a long-term spell, rather than casting it again. Choose two words that you can understand, one that you understand, and one that you don’t understand. The spell lasts for the duration or until you use an action to switch between two words. If you cast the spell three times, you spend one use of your action to switch from short of word to long of action. If you use only one spell of your choice, you can’t cast it again until you finish a long rest. Transmutation

Dood to Stone

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

You gain the ability to make a melee spell attack. On a hit, you cause a rock to fall from the sky. A rock is a solid structure that is 30 feet in diameter and 5 feet tall and weighs 1,000 pounds. You can use your action to cause the rock to fall. Each creature in that spot must make a melee spell throw. On a successful throw, a rock falls. This spell ends when the rock becomes worn or carries on your person. Conjuration

Dumination

Casting Time: 1 action
Range: 10 Days
Duration:

This spell can reduce an affected creature’s temperature to -90 C., and it removes fog covering an area of ground equal to 100 m2 (25 m2 occupied floors and 20 m2 levels beneath the ground) to sores, for 5 days. The sores are small enough to barely scratch exposed skin, but they can’t pass through metal, stone, or steel. The sores last for the duration. If the creature burns or fashions a new home, the creature is no longer affected by this spell. Transmutation

Ensntalice

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

A witch rises to power and glory through example. She takes on many of the same tasks as a normal witch, but strives more toward creating her own image. She strives to be the best version of herself possible, and strives for perfection over her peers. To achieve this, a witch must be able to do feats surpassing the average wizard. The DM deems this achievement a success. Divination

Finger of Enftebtemang

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

Your fingernails lengthen and rest on a rock. Until the rock you choose is no lower than 10 feet deep, you project a small amount of energy to light the way, slowly fading as it descends. You can reach out and touch the rock to gain the benefit of additional spells and other effects, such as invisibility or truesight, but this spell is wasted. If you do, the spell ends in an instance of summoning. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range:90
Duration:10 minutes

You create six magical furs in an unoccupied space that you can see within range. The furs are imbued with an aura that predicts the course of your next turn,allowing you to deal magical damage as normal if you are within 30 feet of the target. While the target is within 30 feet of you, you can use its movement to make a Dexterity saving throw as an action to keep the furs locked into their container. On a successful save, you can switch out the furs for the next day. At Higher Levels. When you cast this spell using a 3rd- or 4th—level spell slot, the duration is concentration, up to 10 minutes. When you use a 4th— or 5th—level spell slot, 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. Enchantment

Sereisk

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

For the duration, you can speak or write as if you held a crossbow or crossbow bolt, and you regain hit points equal to half your hit point maximum. Additionally, if you are also carrying a crossbow or a crossbow bolt, you can deliver the weapon and the bolt to a creature carrying a crossbow, bolt, or similar, but not both, and neither power nor ammunition can’t carry the crossbow or bolt. A creature carrying a crossbow or crossbow bolt takes 3d6 cold damage from your spell’s damage type, and the spell has no effect on it. A noncreature creature carrying a crossbow or crossbow bolt takes half as much damage from the spell as itwould from a burning crossbow or crossbow bolt. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You speak a message to the spirits of war. From the shadows of the contested city, a group of raven-haired, bearded men form a giant, brooding, raven-haired band of giants. You choose one creature you can see within range, and it appears to be the size of your fist. It takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. The creature’s AC equals 10 + its Dexterity modifier. If the creature is Medium or smaller, it must be within 30 feet of you. The creature can be targeted only by attacks that use Strength or Dexterity. If you target an AC of 5 or less, the creature takes 2d6 bludgeoning damage, and the creature takes 2d6 bludgeoning damage when it strikes you. The creature can be targeted only by attacks that use Strength or Dexterity. If you targetan AC of 10 or less, the creature takes 2d6 cold damage, and the creature takes 2d6 radiant damage when it strikes you. If you target an AC of 10 or less, thecreature takes 2d6 acid damage, and the creature takes 2d6 cold damage when it strikes you. The duration is 10 days. When you cast this spell, and whenever you hit with it, you regain 2d6 acid damage. Conjuration

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 aspell 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 Acter Lor distertion 120 24 Hours This spell creates an undead servant composed of thorns and sticks that grow larger and larger throughout your whole life and resemble the creatures that you fight in the video game Mass Effect: Andromeda. Choose a tree, a swamp, a grove of trees, a swampy meadow, a grove of trees with thickets (including those on the ground), or a forest or an open field that you can see. All the creatures in each category have advantage on Constitution saving throws. The Huge or smaller creatures in any of the categories also take 10d6 bludgeoning damage, or half as much damage on a Strength saving throw. If you throw this spell against a creature that isn’t a tree or shrub, its Strength saving throw is reduced by 5, and it is also reduced by 1 until it drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 5d6 for each slot level above 2nd. Evocation

Acter Lor distertion

Casting Time: 1 action
Range: 24 Hours
Duration:

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

Acter Lor distertion

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

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

Blenss

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

This spell turns your body into a labyrinthine labyrinth that takes you a good while to clear. When you drop to 0 hit points, you automatically clear your mind and become charmed by one willing creature of your choice that you can see within range. You can be the good guy or the bad guy, depending on the choice. The only thing that can be done in this state is to open a gateway to another reality locked behind a barrier made of magical force that prevents travel. If the spell is cast from a different reality than the one you’re in, the ordeal carries over to that reality. As long as the barrier remains in place, you and any creatures that can’t be charmed by the spell don’t need to interact with it. You can use your action to control the direction of the labyrinth, which must be horizontal and wide at any one time. If you choose, all creatures that can’t be charmed are pushed up against the wall, unless they have resistance against thunder damage. If you choose a point on an archway, that point must be directly over the edge of the spell’s range, and anyone who enters that point must make a Charisma saving throw. On a failed save, a creature can’t speak a single word until the spell ends. On a successful save, the creature speaks only to speak the truth if it wants to be believed. Enchantment

Cow of Auraly

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

n

Glib ton

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

You conjure up a miniature version of yourself that is bonded to a object that is no larger than a 15-foot cube. The baby is identical to the original except it has an Intelligence of 5 and weighs 5 pounds less than the infant. The spell lasts until the baby is completely grown and the spell ends. The baby can’t be bonded to an object or carried by another creature. Necromancy

Glib ton

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

You step into a place that looks nothing like a hospital bed. There are beds on each of your turns that can be reached by swimming or by dropping to the ground. You can make each bed up to 20 feet in any dimension, and you regain all expended turns if the bed is occupied. When you first gain this spell, you could be cured of all diseases and any poison affecting a creature under the age of 18, but this spell ends if you or your companions die while you are cured of all diseases and any poison affecting a creature under the age of 18 has no effect on you. Necromancy

Glib ton

Casting Time: 1 action
Range: You touch a creature. The target’s skin appears damp and wrinkled, and your Intelligence scores increase by 2 for each slot level above 2nd.
Duration: Conjuration

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants the bonded creature the ability to fly, which requires constant movement. While bound, the creature can barely move and relies on movement to move its limbs and eat things. The creature is limited in the actions it can perform by the nature of its freedom and the nature of its surroundings. The creature can speak only as the weather and without spending its movement. It can make no illogical decisions or make stupid mistakes. The creature is surrounded by stars and is blind to visible light. The creature can take actions that would reduce the target to 0 hit points at the start of its turn, or end its turn and cause the target to take no actions. The creature can choose to end its turn before then or move after the creature if it chooses. If the creature moves before the spell ends, the spell doesn’t harm it. Transmutation

Grove of Plants

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

You create a magical tree from a solid, unoccupied space that appears up to 10 feet in length. The tree is a 5-foot-by-5-foot cube. You can make wreaths and wreaths up to 5 feet in length as you choose, but you must make these wreaths only once. The tree is made up of branches, branches that appear to be straight, and branches that appear to be curved. When you cast this spell, you must use your action to cause the tree to move 20 feet in any direction in a direction that you specify. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a bonfire come alive in a 30 foot radius centered on a point within range. Creatures are immune to this effect. If you target an area of dry earth or stone made of stone, you create the bonfire and cause it to glow greenish-white in color and dim in intensity until you dismiss it as an action. The bonfire emits a bright light and lasts for the duration. When the bonfire ignites, any creatures it affected and on which it rested or rested during the fire’s duration must make Constitution saving throws to escape. They do so by throwing the bonfire or opening its mouth. On subsequent turns, they can use the opening to attack. On each of your turns after you cast this spell, you can repeat the saving throw. The saving throw must be made before the bonfire erupts, in whole or in part. 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

Heat on Farm

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

You establish a magical community in soil up to 1 mile square and within which you can gather and craft food and drink. You can supply yourself with any number of creatures you can see within range, but not beyond the amount of creatures you can craft there. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. Conjuration

Heat on Farm

Casting Time: 1 action
Range: You create and hold animals for the duration, which lasts until you drop to 0 hit points or until you have no more available creatures. This spell also makes a creature’s body inert for the duration. The creature can’t have arms or legs, can’t move or cast spells, have no intellect, and is physically weak (in your hand or some sort of item if it is worn or carried by you).
Evocation

Mind Blark

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

This spell transforms a creature into a laughing, nodding creature for the duration. For the duration, the target can make a Wisdom saving throw to avoid being charmed by laughing creatures of your choice. On a failed save, the target can roll a d6 and add one of the following dice to the roll: c1d6, d2, d3, d4, d5, d6, d7, d8, or d10. The spell ends if the target takes any damage or if you cast this spell again. Whether you have light feet or dark feet, the target can reach for a different kind of creature when it moves, for the duration. When the spell ends, the creature w ill die. Necromancy

Monsen

Casting Time: 1 action
Range: NONE
Duration:NO

NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO

Moss Healing Word

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

You utter a hoarse whisper. You sound as if you’d been tortured. A voice answers: – You are going to a party; one person or group of people wearing armor and weapons, or someone carrying or carrying out a task, should be able to safely pass. A person standing still in the sand could stumble into the nearest solid rock, leaving them vulnerable to being snatched away. On the other hand, if a person uses your hoarse whisper to cast a spell, such as cast these, they must arrive at their safe spot before the spell is cast. They can make a Dexterity saving throw against the spell, ending the effect on themselves instantly. Such a spell even summons creatures from the deep, and if they fail the save, they have their hoarse whispers ejected from their bodies. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two objects or a creature with an Intelligence of 5 or less and animate one object or creature with an Intelligence of 7 or less. When you cast this spell using a spell slot of 8th level or higher, you can animate two objects or a creature with an Intelligence of 10 or less and animate one object or creature with an Intelligence of 13 or less. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature you touch with holy power. Write on the page a message of restoration, sentance, or a different spell of equal or higher level that can end spells and magical effects. Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak the word of Life and Death, bringing with it the sense of mortality that is common knowledge. For the duration, each creature you choose within 30 feet of you is affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. Illusion

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell makes a creature bleed to death. Choose one creature in an area of air or underwater that you can see within range. The affected creature must make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute, or until it can no longer hear you. On a successful save, the creature is no longer blinded and has half the creature’s hit points and no harmful poison on it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Mous of Farts

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

A shimmering, multicolored, translucent substance appears at a point of your choice within range and lasts for the duration. The substance is flammable, requiring a successful Intelligence (Investigation) check against your spell save DC to swallow all living things it touches. A creature that succeeds on its saving throw is immune to this saving throw. A creature swallowed by a misty cloud is immune to the effects of its own transformation. The first time a creature enters the cloud with a Body part, the creature is turned to ash, and its whole family and community is depowered. Until the spell ends, you can use a bonus action on each of your turns to call into the cloud a member of your clan. You summon that member to your service. The member becomes an adult in 7 days. If the member isn’t a celestial, celestial family, or other celestial family, it becomes a celestial citizen only until the member is no longer a celestial. Conjuration

Mous of Farts

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

You shape a foaming cesspool on the ground within range. Each creature in the area must make a Constitution saving throw against burning or writhing in the center. On a failed save, a creature is blinded and deafened for 1 minute. A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns. On a successful save, it is immune to this blindness for 24 hours. On a failed save, it becomes blinded and deafened for 1 hour. You can also destroy a foaming cesspool by forcing it to boil. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You unleash the power of your mind to reshape a creature’s memories and compel them to undertake heinous acts of violence without regard for their own well-being. Choose a creature that you can see within range and that fits the following statistics: • The creature is darkvisioned to a range of standard. • The creature is clumsy with a to-hit and is prone to being pushed prone. • The creature can be targeted by a mind-affecting ray of energy that inflicts psychic 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. Abjuration

Plonting Cloud

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

Your body radiates dread energy. Choose one creature within 30 feet of you that you can see. The target must make a Wisdom saving throw. On a failed save, the target takes 1d10 necrotic damage, and it must then make a Wisdom saving throw at the end of each of its turns to regain control of itself. The spell ends for you on a successful save. If it succeeds, the spell ends for you and your pet. 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

Plonting Cloud

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

This spell locates, obscures, and then vaporizes any creatures in its path who fail a saving throw against a spell of 3rd level or lower. For the duration, those creatures can’t take reactions nor use reactions, and it deals no damage. While a target is within 60 feet of a nonliving creature it can’t see, it can’t pass through the wall, and it can’t be targeted by spells or other magical effects. Abjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A veil of silvery light descends on a creature that you choose within range. The veil spreads around corners, forming a face that is completely face up. The veil doesn’t cover the creature’s physical appearance, but it obscures the voice of the creature if it’s hostile. The creature can use any sound created by the veil to warn off hostile creatures, provided that the creature is within 60 feet of the veil. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl all things blue and magical in a 120-foot-radius sphere centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. Reducing light, solid, and stone objects in that area to 0 hit points are also affected. A creature that fails the save must spend 4 hit points upgrading its equipment. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by a special magical light that emanates from a point of your choice within range, up to ten nonmagical objects—including magical constructs, animatronic children, and mere mortals—exploded, spewed acid, or shuddered in protest at your efforts. Each object exploded when a target of your choice that isn’t a celestial, fey, fiend, or undead (your choice) enters the spell’s area for the first time on a turn or starts its turn there. At the end of each of its turns, a fey creature that starts its turn in the area or that starts its turn there must succeed on a Constitution saving throw or take 1d6 acid damage. These spells have no effect if the creature’s alignment is in favor of the fey or neutral, or if the creature is fighting while trying to steal something. Conjuration

Purping Lightsin

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

Warmongering undeads emerge from hellishly hot springs in search of food, drink and opportunity. For the duration of the spell, the creatures in the area are immune to necrotic damage, and they gain + 5 necrotic damage, and health rises by 5 hit points for the duration. The undeads have resistance to acid, cold, fire, lightning, and lightning damage for the duration. A target w ere blinded by acid or a target at the end of a long rest can make a Constitution saving throw. A creature takes 3d10 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 3rd level or higher, the damage increases by 2d10 for each slot level above 2nd. Illusion

Q’s Invisibility

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

You cause up to fifteen creatures of your choice in a secluded location within range to become invisible until the spell ends. The invisible creatures don’t need to be inside the place, but must be within 30 feet of you. Each creature that can see the target must make a Wisdom saving throw. On a failed save, it can’t speak the spell again for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the invisibility lasts for the duration, and it increases by 1 hour for all creatures of your choice that you can see within 30 feet of the target creature. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Duration: Concentration, up to 1 minute

A shimmering force springs from your shoulder toward a creature within range and creates an instantaneous teleportation glyph that hovers between you and the target. For the duration, you and the target have the option to either fly to a point within 100 feet of the source of the glyph or teleport to a different plane of existence. If you plan on staying in a location known as a palimpsest, the target can be located in the immediate vicinity of the glyph as long as it remains within the glyph. The target can be instantly teleported to another plane of existence. Transmutation

Revitalizing Strike

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

You touch a creature. The target becomes a skeleton 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

Revitalizing Strike

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

You summon a phantom, an owl, an acorn, or a mastiff that hovers on top of a campfire and wreathes its body in filth. The phantom must be within 60 feet of you and has the Intelligence and Wisdom scores of at least one member of your immediate family. The phantom vanishes when it drops to 0 hit points, and it does nothing other than ignore any noise that emanates from within it. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a lich summoned by this spell to speak your deepest, most horrible words. You can’t direct the lich to attack or harm you. You can’t compel the lich to use a spell of 5th level or higher on a creature. Conjuration

Sereisk

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

You utter a groan. You or one of your companions or a creature within range comes within 60 feet of you and either screams, groans, flinches, writhes, stomps on the ground, or appears asleep. Until the spell ends, the groan can be heard within 30 feet of you. The sound can be heard through windows, doors, and other openings. When the groan occurs, each creature within 5 feet of you must succeed on a Constitution saving throw or take 1d6 thunder damage. 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. Evocation

Sereisk

Casting Time: 1 action
Range: 1 Hour
Duration:

A shadowy figure appears in the shape of a hand, hovering in front of a small window. The figure moves slowly and with a faint groan, as if it wanted to. Make a ranged spell attack against the hand. On a hit, the hand ends its turn and is incapacitated. Conjuration

Sereisk

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of the dark lord within to strike at your enemies. Each creature that you make a melee attack with takes 4d8 necrotic damage (if you have it, be that creature instead). You can use your action to dismiss the spell by dealing 4d8 necrotic damage to it. On a hit, it dies. It then regains 1d8 hit points. If you hit a creature with a melee attack, it also regains 1 hit point. If you have no hit points, you dismiss the spell. Necromancy

Speak with Alanc

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

You utter a whisper that causes a creature within range to become speechless for the duration. The creature must make a Charisma saving throw. On a failed save, the creature can’t speak a word and is deaf as warded. At the end of each of its turns, the creature can make another Wisdom saving throw. On a successful save, the spell ends. If the creature doesn’t speak a word during its turn, it chooses a new password and can’t attempt another Wisdom saving throw. As an action, you can use your action to dismiss the spell. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the magical power of the Feywild, a mysterious, mysterious race of creatures whose language is unknown to man. They inhabit a plane of existence far beyond the human dimension and orbit the stars in the night. The Feywild is a mysterious force that dwells in the primordial sea. It is the only race of creatures capable of perceiving the future, the past, and even the future—a race that is bound to fail. The Feywild is a fragile and unstable spirit. When it begins to grow weary of the mundane, it turns to stone. It grows obsessed with everything that isn’t worth living. It creates chaos, destruction, and even war. When the Feywild warms, it destroys itself. It destroys everything in its path. If you stand on its shore and walk along its shore, its destruction is complete. The Feywild is driven mad. It creates war. It destroys itself. It is driven by the primal desire to destroy everything. It is driven by the primal desire to destroy everything. The Feywild is a force composed of forces beyond measure and beyond the reach of any mortal being. It is the realm of monsters and demons. It is the realm of the dead and the realm of the undead. The Feywild is the realm of the weak and the weak. It is the realm of the cruel and the cruel. It is the realm of the dead and the realm of the undead. Its power is beyond measure. The Feywild is an abomination. The Feywild can be described as vicious, cruel, and cruel. The Feywild is unforgiving, unforgiving, and unforgiving. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel…

Speak with Alanc

Casting Time: 1 action
Range: 4
Duration: Concentration, up to 1 minute

You make a whisper. You can make the whisper a whisper of no size or shape, a whisper that is no larger than a 1-foot cube and that fits in your hand and is audible within 30 feet of you. It is so loud and clear that creatures can hear it. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak a language of your choice which you can understand. The language can be difficult, even to the point of being incomprehensible. You can describe the language in any manner you like, but you must describe the language in an uncluttered manner. A creature that speaks the language must make a Wisdom saving throw if it can. On a failed save, a creature takes 2d6 psychic damage and must spend 1 minute listening to the language. On a successful save, a creature takes half as much damage and can use its action to make a Wisdom saving throw again. The spell ends when it has failed. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

Describe or read magical herbs, minerals, or other substances that appear to be magical within range. You touch a willing creature and create a simple incantation to cleanse yourself of all harmful energy. For the spell’s duration, or an extra action, you can set aside a portion of your body for cleaning magic out of. You can use this incantation on the affected creature or something within your reach that is not part of the incantation’s harmful component, but you take no damage from magic. The spell ends if you cleanse yourself of all harmful energy. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell summons a lich within range, willing and able to deliver a crippling blow to your enemies. Choose one creature within 30 feet of you that you can see within range. It must make a Charisma saving throw. On a failed save, the creature takes 1d6 necrotic damage. On a successful save, the creature takes half the amount of damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Stone Share

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

You create a 60,000 light-wreathing creature-sized replica of yourself. This replica must feel completely different from your true form. You can cast this spell using only one hand, as if you used your hands to manipulate a globe. You don‡t need special equipment to do this spell. You can also alter the creature’s personality if you like.[/spell]

Stone Share

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

This spell allows a creature’s soul to rest. You possess a creature’s soul, which is a mixture of the soul of a living creature (your choice) and a solid object that you can see within range. The soul is an object that has the following properties: • It can’t be damaged or otherwise broken by normal means. • It can’t require life or material possessions to return to it. • It can’t be replaced by another creature or a new one. • It can’t be turned against you. Divination

Stone Share

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

This spell grants one creature that you touch the ability to understand one language for the first time on the target’s first day of school. While the target is on the spell’s Earth Hours, it can communicate with any other creature that can open its soul to be born as a child; however, it must first be born a creature of at least 1 foot in any of the language’s prime languages. Divination

Stone Share

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

This spell grants recipient the ability to share its expertise with others through words or writing. Choose up to three creatures you can see within range. An unwilling target must succeed on a Wisdom saving throw to recognize its proficiency as a newbie. 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

Stone Share

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

This spell grants you greater control over your own body parts and personality, and gives you what you consider to be minor functions. If you cast this spell with an 8th-level spell slot, you can cast this spell with an extra slot of 8th-level spell slot. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You and up to five willing creatures who link hands in a circle are bonded together in a magical union for a moment. Roll a d20 to determine whether your friend is real and humanoid-like in appearance. If he or she is, his or her magic indicates that he or she is the heir to the Lightbringer artifact. If he or she is undead, your magic fails and his or her magic indicates that he or she is not. Healers can’t cast spells through the link, and their spells fail when he or she activates them. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled, and the casting is continued as normal. Abjuration

Stone Share

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A piece of nonmagical ammunition such as a bow, arrow, or magic axe, is floated above the creature’s head in an unoccupied space closest to the spot where it was shot. The creature is protected from death and can’t be harmed while in the piece of ammunition. The piece of ammunition is then dropped into the sea. The piece of ammunition lasts for the duration, until it is dropped at the same spot every day for one year. This spell gives the piece of ammunition enough energy to sustain a creature for a year. Transmutation

Stone Share

Casting Time: 1 action
Range: You call forth a spirit that assumes the form of a crab and hovers at least 50 feet away from you in a 30-foot cube until the spell ends. The crab comes into existence at the start of each of your turns as a normal creature. You can use your action to speak with the creature and ask it to remain within 30 feet of you. The crab obeys your voice and takes 10d6 piercing damage at the start of each of its turns. If you don’t answer the spell immediately after it begins, the crab pursues you until it reaches its full weight and safely lands. You can have no more than two such companions on the creature. The crab’s shadow disappears when it drops to 0 hit points or when the spell ends.
Duration: Abjuration

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

You point towards a place within range and give a creature a cryptic tattoo on the spot. The tattoo has a drawn or written name, a title, or a symbol. The symbol must be penile and have a reach of at least 6 inches (10 feet). The tattoo lasts for the duration of the target. If you cast this spell again, you must give the target a shortening spell slot of 2 hours on a successful save, or until you cast this spell again, at the end of each of the target’s turns. It takes 14 d10 + 20 minutes for the spell to end. If you cast this spell again, the symbol still adorns the target, though it has a 20 percent chance of fading in a puff of smoke. You can use your action to exhale the tattoo up to 300 feet. Using this breath weapon, you can move one additional 500 feet for each tattooed creature within reach. Physical interaction with the tattoo doesn’t work. As an action, you can move an object made of the material you’re holding up to 100 feet up to a speed of 20 feet that causes it to emit a piercing shriek. That action can cut through other objects, though it deals 2d6 piercing damage to each creature targeted. Abjuration

Swirk with

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

You tap into the nightmares of a creature you can see within range and ask it to move out of the way for you. If the target recognizes you as the bespectacled manservant it is, it makes a Charisma saving throw. On a successful save, the target doesn’t need to move out of the way, and you can use its movement to move up to 5 feet in any direction along the target’s back. Necromancy

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a spell of challenge, opportunity, or goal, and it lasts until the spell ends. You choose the challenge, opportunity, or goal. The spell is a simulacrum of a spell of equal or higher level than your own. Casting is contingent on your success on the saving throw. On a failed save, you quickly regret your choice. On a successful save, you regret your mistake. The regretful throw is the end of the casting of the spell. The spell allows you to ask the mind of a willing creature that you can see what it thinks it knows what it thinks it knows what it knows it knows what it knows it knows what it knows it knows what it knows it knows what it knows it knows what it knows it knows what it knows what it knows it knows what it knows it knows what it knows it knows what it knows she knows what she knows she knows that she knows she knows she knows that she knows she knows she knows she knows she knows she knows she knows she is right she knows she is right she knows she knows she is right she knows she has it she knows she knows she knows she knows she is right she knows she knows she knows she knows she knows she knows she knows she knows she knows she knows she knows she knows she knew she knew she knew she knew she knew she knew she knew she knew she knew she could never trust her she knew she didn’t know she could never trust her she knew she could never trust her heeded her she knew she knew she could never trust him she knew she could never trust her heeded her heeded her heeded her heeded her heeded her heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded…

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature’s clothing to become translucent until the spell ends. A teddy bear can’t become translucent or translucent-sensitive until the spell ends. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You awaken in an unoccupied space within range to your full potential. For the duration, you can use your action to either grant yourself greater speed or to temporarily halt all movement in an unoccupied space for you until the spell ends. For the duration, you can move at half the speed of light, but you must spend 2 feet of movement to do so. Abjuration

Tidal treket

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

You transform a body of water up to 25 miles long and up to 50 miles wide into a lake of quicksilver and fey (composed of fine grit and emerald ash) for the duration. The quicksilver transforms the water into a liquid and nourish it for up to 12 hours until the quicksilver disappears. The quicksilver remains in the body for the duration. The quicksilver also becomes transparent, making it difficult for others to see through it. A creature that successfully saves against this spell loses all its senses, and it can’t speak, cast spells, or do anything else harmful to the quicksilver. Transmutation

Tidal treket

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

You call forth a new creature of your choice at the start of each of your turns. Your spell call consists of a choicestreet, akknight, a drehk, ekrafi, fasir, glaub, ghar, garr, glaob, harr, harr-horror, jakji, jak-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror…

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

Transcendent, you cause a treket to fly up to 30 feet in a direction you choose, and the treket flies in a direction you choose. The treket takes 10d6 bludgeoning damage and can’t be affected by nonmagical weapon attacks. Divination

Tidal treket

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

You summon a tiny stone and place it within range.The stone must be at least 1 inch thick and has a weight of no more than 4 pounds. The stone can be placed on any surface, including stone, stone floor, or any surface of nonmagical nature. The stone can be placed on any surface, including stone, stone floor, or any surface of nonmagical nature. A creature can use its action to dismiss the stone as an action. Divination

Tidal treket

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

You call forth a new age. Choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. A dispel magic cast on the stone or mud takes 1 minute and can be repeated 10 times. A dot com spell effect that lasts for 1 minute uses its effect slot. Burst You create a burst of sound that can be heard up to 100 feet away. Each creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw or take 1d6 thunder damage. A creature that succeeds on its saving throw takes half as much damage. Freezing wind You freeze wind 60 feet away from you in a 20-foot-radius sphere, centered on a point you choose within range. The spell ends if you move more than 60 feet from that point, or if you dismiss the spell as an action. Each wind in the area sucks up any remaining water in the area. Each creature that starts its turn in the stormwater must spend 3 feet of movement to a free swim stop. Evocation

Tidal treket

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

You call forth a new, twisted form of energy for the duration. The new form can be any beast you subject to the transformation, but it must make a Constitution saving throw or fall on its own turn. If it fails the save, it permanently turns to stone and is destroyed by lightning. Otherwise, the new form vanishes in a puff of blackness, assuming it is already a beast of challenge rating 5 or lower. The new form is taller and wussier than the original, and it has a bluer skin tone and a finer grained build. Until the spell ends, you can’t choose a new form of energy for the spell’s duration. Choose one from the following classes: Celestial, Celestial Sphere, Fey, Fox, Fox, Foxtrot, Grimm, Hound, Owl, and Vicious. Divination

Tones

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

The touch of a willing creature resounders if it is within range. Choose a creature and put it into an unoccupied space on the ground or on a surface. The creature is free to think in any way it wishes, and any pain or suffering it inflicts on the creature is endearing. The creature is also unaffected by any effects that apply to it, such as exhaustion, that would reduce it to exhaustion. Ab

Trickstrak empester

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

This spell creates a small circle that appears to be a sphere, but is actually a cube. The circle appears in the form of a cube and is centered on a point in the circle that you can see within range. A creature can use an action to teleport to the circle. An object or some other object that can be used as a means of transportation by this spell appears in the area. The object is a Large or smaller object, which has the same or lower-than-average AC as the object you are using to locate the object. If you are moving with the object, it must be within 30 feet of you. You can use your reaction to teleport to the circle, taking 6d8 fire damage on a hit. Evocation

Trickstrak empester

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose one creature you can see within range. It must succeed on a Wisdom saving throw or be pushed up to 5 feet away from you in a direction you chose. The creature succeeds on the saving throw if it is flying. It can carry no more than one passenger at a time and can’t take more than one cab ride. You can suggest a ride to a motel or a cabins off-trail. The creature takes 10d6 damage of the chosen type when it enters the motel or cabins, and half as much damage when it enters a place occupied by an adult or smaller creature. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: Self
Duration: Instantaneous

After spending 30 minutes cleaning, cleaning, cleaning, cleaning, cleaning, cleaning, cleaning, cleaning your body, you teleport yourself to a location you have visited and put your best efforts into it. You choose a location on the ground or on some other solid surface. Until the spell ends, you have advantage on all attack rolls you make that involve an object or a movement or a creature. In addition, you can use your movement to move a creature whose Strength or Dexterity score is less than or equal to the creature’s or the spell’s Strength or Dexterity score, or one that is within 60 feet of you and that is under the spell’s effect, or both. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: You use a coin to find another creature of your choice within range, and the other creature must make a Wisdom saving throw. On a failed save, the creature is charmed by you, and you can change the target’s alignment and/or the target’s race. The target must also be of a different alignment than you. You can use your action to make the change, and the change takes effect every time it is made.
Duration: Evocation

True Steake

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

You hear a voice speaking in a vague, almost reverent voice about the current situation in the region. This voice should occur within 5 feet of you and must be in a language you can understand. The voice can also be human or any other language of your choice that the spell can locate and spell resistance applies to its target. If you aren’t using an audible target to communicate, this spell doesn’t hear you. Transmutation

True Steake

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

You create a feast of delicious food that lasts for the duration. You select any number of creatures that you can see within range and that are within 5 feet of you within range. You serve as a zombie or a zombie catapulter, and feast. The creatures are completely obedient to your orders. Each creature obeys any verbal, physical, or mental command given to it by creatures other than you, even if the creature doesn’t carry a weapon. Necromancy

True Steake

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

This spell sends a golden ray of radiance down a creature’s nose and up its leg. The ray leaves behind a glowing, shimmering mark on the creature’s body that lasts for the duration. The mark can’t be removed by any means, but magic can—and probably will—activate the phial. A creature that can’t be charmed must use its reaction to take 1d6 radiant damage on a failed save, or half as much damage on a successful one. Necromancy

True Steake

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

You cause up to six pillars of green light to burst from places on the ground within range. The pillars are transparent and must be within 500 feet of each other. When a pillar leaves its place, it creates a horizontal crack—a cylinder of green light in color like a ball of light—which is visible from the pillar. All light in the area is extinguished when the light has passed through the pillar. The pillar is immobile while you are incapacitated. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can’t create a portal to another plane of existence. Conjuration

True Steake

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

You conjure up an illusory version of yourself, which appears to be human in appearance and with hair pulled back, and then disappears. The illusion can be reanimated or moved as a bonus action on your turn to face the target. The target can make an Intelligence saving throw to recognize it as another creature. On a failed save, the target can’t speak a line, and it takes 10d6 necrotic damage on your next turn. A successful save ends the illusion. Necromancy

True Steake

Casting Time: 1 action
Range: Self (100-foot cone)
Duration: Duration: Concentration, up to 1 hour

You attempt to siphon life from a creature you choose and force it to perform a specific task. The target must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage, and it must then end the task in a successful Wisdom saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Enchantment True Steake Self (10-foot radius) Instantaneous You summon steaks from the depths of the Abyss within reach. Choose a stout or succulent green or red ale brewed with fine black peppercorns and sweetened with a sweet tang. Choose one apple or a peppercorn-flavored drink. A draught of the draught causes a shimmering, green to your eyes that lasts for 1 minute. The shimmering effect lasts for 1 minute in a glass of water. 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

True Steake

Casting Time: 1 action
Range: Touch
Duration:

Until this spell ends, an eyed celestial can’t detect you or harm you. Touch Divination

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring forth a skeletal infant from your space. The infant is a Medium humanoid that seems to be vaguely human shaped and weighs about the same as a human being. When it drops to the ground, it becomes a muggle adult, which means it isn’t affected by any of the family rules. While you are casting this spell, you can make a melee attack with a sling based on the creature’s size. On a hit, it takes 14d6 damage. Hit or miss, the infant transforms into a celestial, which gives it advantage on attack rolls against creatures smaller than 2nd level (including you). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Until dispelled.

You touch a dead creature. You teleport to a place where it has been dead for the past twenty years or until the spell ends. You can also use your movements to move about the dead creature in a straight line. You can also move up to ten feet in a straight line—no more than one way at a time. You can also use your movement to move up to 10 feet in a straight line. You can also use your movement to move up to 10 feet in a straight line. Conjuration

Truneming fortune

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Duration: Concentration, up to 1 hour

You transform one willing creature you touch into a potent spellcaster. You transform a target you touch into a potent illusion. This transformation lasts for the duration, and the target becomes charmed and frightened when it drops to 0 hit points. The target is under your control, and you can make a Wisdom saving throw to dismiss the spell. On a successful save, the spell ends. Evocation

Truneming fortune

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The moment you step into the shoes of a creature that you can see within range, the target makes a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls against you and must make a Wisdom saving throw again on each of its turns. If it fails this saving throw, it also suffers from the illusion of liberty, and none of its movement is possible during its next turn. The creature can’t use move actions or take actions that follow a particular leader or leader’s line. While in the presence of this illusion, the creature is incapacitated and can’t use moves or take actions that follow an illogical leader or leader’s line. 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

Tunesrite

Casting Time: 1 action
Range: 1-6
Duration: 10 minutes

60 120 Instantaneous You call upon the divine for guidance and guidance. You can speak in the presence of any creature of your choice that you can see within range, and you can ask the DM for a specific question as part of the conversation. A question must be specific to a specific creature, such as, “What is your name?” or “What is your last name?” or “What is your last name?” or “Do you have any pets?” or “Do you have any belongings?” or “Do you have any objects?” or “Do you have any weapons?” or “Do you have any equipment?” or “Do you have any spells?”…

Tunesrite

Casting Time: 1 action
Range: 1 Hour

This spell poisons or maims a willing creature you touch for the duration. For the duration, the target’s hit point maximum and maximum is reduced to 0 hit points. For the duration, the target’s hit point maximum and maximum are reduced to 0 hit points. The target can use an action to end the spell on itself. The spell ends if you use an action to dismiss it. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken a creature that you can see within range. The creature is under the effects of the spell for the duration. If the creature starts its turn in the room where you cast this spell with a successful Intelligence (Investigation) check against your spell save DC, it wakes up one of the following creatures for the duration: Cane of Insight, Eagle, Fowl, Fox, Crab, Tiny, Whistler, Woodcock, or Tiny. Divination

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

kes it difficult for creatures on the ground or above to move. When you cast this spell, you can create two additional boulders on the ground at the same time. Whenever a creature within 30 feet of the boulders moves to attack you, the creature must succeed on a Strength saving throw or become restrained by the boulders until the spell ends. The creature’s speed is halved when you cast this spell and half your speed is halved on a successful one, ending the effect on itself on a success. The spell ends if you use your action to do anything else. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour You touch a nonmagical thing and it becomes one with you. The thing is a piece of celestial flesh, some sort of precious gem, and you make it yours. Until the spell ends, the creature can make a Wisdom (Perception) check against your spell save DC to see if it is a creature or an animal (your spellcasting choice). If it is a creature, it has advantage on the check. If it isn’t a creature, it can use an action to make an Intelligence saving throw against poison. On a success, the creature isn’t harmed and isn’t poisoned. Abjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour

You touch up to ten humanoidoids that you can see within range. For the duration, each humanoidoid has advantage on attack rolls, ability checks, ability skill checks, and saving throws. Conjuration@gmail.com. The server will reply with a link to the best piece of furniture. If you don’t get a reply within 2 days of the request, the server will take the item and deliver it to you. If you don’t receive a reply within 2 days of receiving the item, the server will take the item and deliver it to you. If you receive your item within 10 days of receiving it, the server will take the item and deliver it to you. This is a very special item. The item can be enchanted. Once the spell ends, it drops to the ground and is no longer in use. It is a piece of magical equipment that can be worn, carried, and carried on your person. This item can be used to open or close doors, open the door of any room, open or close a door on the ground, open or close the door of any container you hold, open or close the door of any object on the ground, open or close the door of any door on the floor, open or close the door of any creature holding a wand, spell, or staff that is holding a staff, spell, or staff, or open or close a door on the ground. The spell allows a creature to speak the language of the material plane in the language of the target when it enters the spell’s plane. Transmutation

Vicious Markers

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

You create a mark of devil worship on a creature you can see within range. The mark appears on the target and lasts for the duration. To dismiss the spell, choose one of the following two options. One option, chosen by you, dismiss the target. The target perceives the mark because of the devil-shaped runes on its chest and down its spine. You can use a bonus action to cause the mark to fly up to 60 feet in any direction, providing you are within 60 feet of the target. You can’t designate a target mode or designate a specific creature type. Abjuration

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to examine a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target must spend 1 minute casting this spell. On a successful save, the spell ends. The target can use its action to make a Wisdom saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your reaction to end the spell on a successful save. On a failed save, the spell ends. Conjuration

Vicious Markers

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

You touch a creature and cause it to become a ghost. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the ghost’s space is tripled. When you use a spell slot of 5th level or higher, you can create a ghost. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 10 feet. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

A pair of cursed words appear on a creature you choose within range. At the start of each of your turns, the creature must succeed on a Charisma saving throw or take 1d8 bludgeoning damage. On a success, the creature takes half as much damage. This spell fails if you and your companions are undead. Conjuration

Vicious Markers

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

A shimmering blue light appears on your person. Until the spell ends, this light fills a 5-foot cube that you can see within range with an emaciated skeleton. Any creature that you choose must succeed on a Dexterity saving throw or become restrained in the shimmering light for 1 minute. A creature can cast this spell with 0 or 1 Hit Points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 4 days. When you cast it using a spell slot of 5th level or higher, the duration is 10 days. When you use a spell slot of 7th level or higher, the duration is 24 hours. Abjuration

Vicious Markers

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

You call forth a devil from the jaws of an unwilling creature. The creature must succeed on a Dexterity saving throw or be sacrificed within 30 feet of you. As a bonus action on your turn, you can move the devil up to 30 feet to a space you can see. If the devil is a plant creature, it has advantage on the saving throw if it is a tree or shrub. It can’t attack or take any damage from outside the sphere. Abjuration

Vicious Markers

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

You touch a creature and bestow upon it a stupendous array of debilitating enchantments. Choose from disease, poison, familiar, curse, or ridicule. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Vicious Markers

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

You touch a willing creature. The target gains a +2 bonus to AC and saving throws, and the target becomes a newbie for the duration 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. Abjuration

Wrathful Hound

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

You learn to fear. You know the location of any traps, traps, trapsdoors, and other obstacles that you can see within range. Creatures in the area are hostile to you and must succeed on a Wisdom saving throw or take 5d6 force damage. This spell ends when you reach 5th level (2d6), 10th level (3d6), and 11th level (4d6). Conjuration

Wrathful Hound

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

A frightened beast descends on an unoccupied space you choose within range and attacks on its turn. On each of its turns until the spell ends, a frightened beast can make a Wisdom saving throw. On a successful save, it is no longer frightened and has no fear of you. Additionally, the spell ends if you choose to end it. Conjuration

Wrathful Hound

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

Until the spell ends, your voice wanes, your gaze drawn to an undead creature and the noise it makes, a scream that can be heard up to 500 feet away. It deals 2d4 mortal damage to any creature within 30 feet of you for the duration. An unwilling creature can choose to be affected, and its speed increases by 20 feet until the change ends. Illusion

Wrathful Hound

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

You call forth a raven that is eager to tear up the world. Roll a d20, and the creature deals an extra 1d6 damage on a hit. Whether you are on the same plane or the next, the raven flies toward you and lays waste to any creature that enters its path. The spell ends if you are in its space or within 5 feet of where the raven is located. When you cast this spell, you can end the spell early by using an action to dismiss it. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Wrathful Hound

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

You call forth a seer from the foul mouthed beasts of the wild. Choose any number of creatures that you can see within range. Each beast that can’t reach you must make a Charisma saving throw. On a failed save, a beast becomes frightened for the duration. While frightened by this spell, a creature must succeed on a Wisdom saving throw or be restrained by your semblance. A creature restrained by your semblance can use its action to make a Wisdom check against your spell save DC. On a success, it frees itself. When the spell ends, the beast pursues whatever path or course of action it chooses to take. Grove of Fire. You name one of the following spells you can cast to control the area of a sudden and unexpected precipitation within 30 feet of you. You choose the spell’s area, which must be within 10 feet of you, for the duration. When you cast this spell, you can control up to three meteors in a 10-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Each of the meteors takes about 1 minute to fall, and it takes two for each finish line after it to rise again. Any effect that creates an instant relief spell automatically causes the meteor to fall back to its original position, provided that it has at least one of the following ingredients: Solid Earth Clear Water Reducing Water Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes…

Wrathful Hound

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

You create a spectral guardian angel that hovers over creatures within range. Whenever a creature you choose makes an attack roll or a saving throw to take no damage or be poisoned, the guardian angel creates a protective magical wall of solid gold on the ground within 30 feet that protects creatures, objects, and everything else in the area. The wall is nearly invisible, preventing creatures from seeing it. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 10d8 necrotic damage and must move to a new spot on the ground for it to breathe. On a successful save, the creature takes half as much damage and doesn’t have to move. As a bonus action on each of your turns before the spell ends, you can dismiss the spell and return to the spell list to determine whether to dismiss it again. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You make a spectral servant appear. The servant takes on a form that you choose, such as a ghostly beast or a skeletal jaw, and becomes animated until the end of its next turn. The servant can act as a watchdog, watching for intruders, and guarding its lair. Your DM chooses the creature type, though it must be a humanoid, a humanoid possessing some sort of intelligence, or a Huge or smaller creature with a Medium size (or jump height) component. The creature’s size is also determined by your choice: Medium, Tiny or Medium (This creature can’t benefit from being able to take actions and can’t be targeted by effects that directly target it). Both types of creatures have advantage on attack rolls against you. Abjuration

By the Wisk of my Witch, I Want Even More Spells!

There is of course the other D&D Spell post and especially the links at the bottom with thousands of spell samples.

I mean, I want more of spell descriptions based on these names!

Okay:
https://iforcedabot.com/static/GiantListofSpells/aiwspells.html
(14 megabyte file, be patient)

One thought on “Ensntalice! What Would a ‘True Steake’ Spell Do? Prompted D&D Spells

Add yours

Leave a Reply

Proudly powered by WordPress | Theme: Baskerville 2 by Anders Noren.

Up ↑