dnd-file-gen/grimlore_raw.txt
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Ascending Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric
A flame-like radiance burns a creature that you can see
within range. The target must succeed on a Dexterity saving
throw or take 1d6 radiant damage, granting you half of the
damage dealt as temporary hit points. The target gains no
benefit from cover for this saving throw.
The spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Benediction
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Up to 1 minute
Classes: Bard, Cleric
You touch one willing creature. The target gains a +1
bonus to AC for the next attack made against it, then the spell
ends. This effect can only be active on one target at a time.
Blood Dagger
Conjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Up to 1 minute
Classes: Sorcerer, Warlock
As a bonus action on your turn, you are able to create a
weapon from the very life-force that sustains you. Casting this
spell causes you to immediately take 1d6 psychic damage, as
a small blade that resembles a dagger made of flowing blood
appears clutched in your hand.
Attacks with this weapon use your spellcasting modifier for
attack rolls and deal 1d4 slashing damage. Attacks from this
weapon are also considered magical and you cannot be
disarmed. You can dismiss the dagger as an action. You can
only have one blood dagger created by this spell active at a
time.
The damage dealt by this weapon increases by 1d4 at 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Blood Siphon
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You touch a creature with the tip of your finger and attempt
to siphon their life force to strengthen your own. Make a
melee spell attack against a target, with a successful attack
dealing 1d4 necrotic damage and granting you half of the
damage dealt as temporary hit points.
The spell's damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Bloodlink
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric, Sorcerer, Warlock
You touch two willing creatures and form a brief magical
link between them, causing one of the creatures that you
select to lose 1d8 hit points. The other creature gains
temporary hit points equal to this lost health.
This amount increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Bolster
Abjuration cantrip
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric
A shimmering magical force appears and shelters you from
danger at the cost of your stability. When you are targeted
with an attack but before you know if the attack hits, you can
roll a d6. If the attack hits, the die roll is subtracted from the
damage done by a single attack and you fall prone. If the
attack misses, you fall prone and are incapacitated until the
end of your next turn. The spell then ends.
This amount increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
Commendation
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric
You touch a willing creature and say a short prayer,
warding the target against danger by granting it advantage on
its next saving throw.
Corruption
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of phosphorus)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You touch the ground beneath your feet to imbue it with a
faint necrotic energy. This energy glows with a green dim
light in a 10-foot radius. As a bonus action on your turn, you
can cause the energy to travel through the ground centered
on a place you can see within 30 feet of you.
Any creature other than yourself making an attack while
standing on the corrupted ground does so with a -2 attack
penalty.
The distance you can move the corruption increases by an
additional 10 feet when you reach 5th level (40 feet), 11th
level (50 feet), and 17th level (60 feet).
Courage
Enchantment cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid
You touch a willing creature and strengthen its resolve.
Until the end of the creature's next turn, it cannot be
frightened. If the target is currently frightened, it can
immediately reroll its saving throw if one was required to
avoid the condition.
Dazzle
Illusion cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
Classes: Bard, Cleric, Druid, Wizard
You create a flash of blinding light directly in front of a
creature that you can see within range. The target is
subjected to a Charisma saving throw. On a failure, it has
disadvantage on its next attack, or grants advantage on the
next attack made against it, whichever comes first.
The target must be able to see in order to suffer these
effects.
Disarm
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Wizard
As an action, choose a creature you can see within 60 feet.
That creature must make a Strength saving throw with
advantage or drop an object or weapon they are holding in
their hand. This spell has no effect if they are holding the
object with two hands.
If they are holding two items (one in each hand), select
which item they drop. If they fail the saving throw by a score
of 5 or greater, the item flies out of their hand in a direction of
your choosing, up to 10 feet away from their original location.
Corruption
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of phosphorus)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You touch the ground beneath your feet to imbue it with a
faint necrotic energy. This energy glows with a green dim
light in a 10-foot radius. As a bonus action on your turn, you
can cause the energy to travel through the ground centered
on a place you can see within 30 feet of you.
Any creature other than yourself making an attack while
standing on the corrupted ground does so with a -2 attack
penalty.
The distance you can move the corruption increases by an
additional 10 feet when you reach 5th level (40 feet), 11th
level (50 feet), and 17th level (60 feet).
Courage
Enchantment cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid
You touch a willing creature and strengthen its resolve.
Until the end of the creature's next turn, it cannot be
frightened. If the target is currently frightened, it can
immediately reroll its saving throw if one was required to
avoid the condition.
Dazzle
Illusion cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
Classes: Bard, Cleric, Druid, Wizard
You create a flash of blinding light directly in front of a
creature that you can see within range. The target is
subjected to a Charisma saving throw. On a failure, it has
disadvantage on its next attack, or grants advantage on the
next attack made against it, whichever comes first.
The target must be able to see in order to suffer these
effects.
Disarm
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Wizard
As an action, choose a creature you can see within 60 feet.
That creature must make a Strength saving throw with
advantage or drop an object or weapon they are holding in
their hand. This spell has no effect if they are holding the
object with two hands.
If they are holding two items (one in each hand), select
which item they drop. If they fail the saving throw by a score
of 5 or greater, the item flies out of their hand in a direction of
your choosing, up to 10 feet away from their original location.
Lullaby
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard
This spell sends a creature into a magical slumber. Roll
3d4; this is the amount of hit points this spell can affect.
Compare this amount to the hit points of a creature you can
see within range of the spell. If the total equals or exceeds the
target's hit points, it falls unconscious until the spell ends, the
target takes damage, or someone uses an action to shake or
slap it awake. If the total is less than the target's hit points, it
has disadvantage on Wisdom based skill checks until the
spell ends or someone takes a hostile action against it.
The amount of hit points this spell can affect increases by
2d4 when you reach 5th level (5d4), 11th level (7d4), and 17th
level (9d4).
Manipulate Shadow
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
As a bonus action, you are able to manipulate the shadow
belonging to a creature of Medium size or smaller that you
can see within range. This manipulation can take several
forms, such as making it act out simple actions independent
from its owner, move up to 30 feet away from its owner, or to
alter its shape one size larger or smaller than its owner.
You may only manipulate one shadow at a time with this
spell. Should the source of the shadow move from its original
location, the shadow will follow its owner but remain under
your control for up to the duration while within a range of
120 feet.
Night Terror
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: S, M (a pinch of salt)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You conjure an Small shadowy figure in an area that you
can see within range that remains until it is slain or the spell
ends. The shadowy figure has 10 hit Points, an Armor Class
of 14 and a movement speed of 0. When you cast the spell,
you can command the shadowy figure to assault the mind of
a creature within 30 feet of it that you can see. The target
must succeed on an Intelligence saving throw or take 1d8
psychic damage.
As an action, you can repeat the attack against a creature
within 30 feet of it that you can see.
This spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Pacify
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid
When you have at least one Hit Die remaining, you may
touch a willing creature and spend a single hit die, healing
your target for that amount + your Constitution modifier. A
creature can only receive the benefit of this spell once per
long rest.
Peaceful Valediction
Necromancy cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Wizard
You touch one corpse, and for the next 10 minutes, the
target can't become undead by any means short of a Wish
spell. You can only affect one target with this spell at a time.
Phase
Abjuration cantrip
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
When you are targeted with an attack, you may use your
reaction in an attempt to phase through a single attack made
against you, imposing disadvantage on that attack.
If the attack against you is still successful, you become
incapacitated until the end of your next turn.
Rancorous-Mist Blade
Conjuration cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
Classes: Sorcerer, Warlock, Wizard
As part of the action used to cast this spell, you must make
a melee attack with a weapon against one creature within the
spells range, otherwise the spell fails. On a hit, the target
suffers the attacks normal effects, and it becomes engulfed in
a 5-foot square of acidic mist. If the target does not move out
of this square by the start of your next turn, it immediately
takes 1d8 acid damage, and the spell ends.
This spells damage and effected area increase when you
reach higher levels. At 5th level, the damage is increased by
1d8 and the area covered by the mist is 10 feet in a line away
from you, affecting any creatures in the mist at the start of
your next turn. Both the damage and area's line increase by
1d8 and 5 feet at 11th level and 17th level.
Scourge
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You touch a target with the tip of your finger, transferring a
dark green energy that flows through your finger and infects
the target. Make a melee spell attack against the target. On a
hit, the target takes 1d6 necrotic damage and suffers
disadvantage on a single Constitution saving throw it makes
before the start of your next turn.
This spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Shadow Embrace
Illusion cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You cause shadows to manifest around a creature within
range. The target must make a Wisdom saving throw or
receive a -2 penalty to their attack rolls and disadvantage on
Dexterity saving throws until the end of their next turn as
they become engulfed by a dark embrace.
Shadow Ink
Conjuration cantrip
Casting Time: 1 action
Range: Touch
Components: S, M (an empty vial)
Duration: 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
You pull shadows into a swirling mass inside an empty vial
you possess. As long as the vial is open, you are able to use
its new contents as 1 ounce of pitch-black ink. If the vial is
stoppered, or 1-hour passes, the ink dissipates back into
shadow; any writing that has already been made with the ink
is unaffected.
Shawl of the Unseen
Conjuration cantrip
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
You touch a Medium or smaller creature, enveloping it in a
10-foot-radius sphere of pale mist. The mist lasts for the
duration or until a wind of moderate or greater speed (at
least 10 miles per hour) disperses it. While active, the mist
grants the target advantage on Dexterity (Stealth) skill checks
for the duration.
At 5th level you can target creatures of Large size, at 11th
level you can target creatures of Huge size, and at 17th level
you can target creatures of Gargantuan size.
Song of the Dead
Necromancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a musical instrument)
Duration: Instantaneous
Classes: Bard
You perform a haunting tune that causes spirits of the dead
to stir. Make a ranged spell attack against a target within
range. On a hit, an incorporeal entity materializes and deals
1d4 necrotic damage to the target. Additionally, it cant take
reactions until the start of its next turn.
You can select an additional target within range at 5th level
(2 targets), 11th level (3 targets), and 17th level (4 targets).
Spare the Living
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You siphon out what little life-force a living creature has
left. Select a creature that you can see within range that has
0 hit points and force them to immediately make a Death
saving throw. This spell has no effect on undead or
constructs.
Thieves' Ruse
Illusion cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Wizard
You make an object, up to 5 pounds that you possess,
invisible for up to 10 minutes. Once the spell ends, you can't
make the same object invisible again for 24 hours.
Thunderous Chord
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a musical instrument)
Duration: Instantaneous
Classes: Bard
You release a blast of sound that can be heard up to 60 feet
away. A creature that you can see within range must make a
Constitution saving throw or take 2d4 thunder damage and
become deafened until the end of its next turn.
This spell's damage increases by 2d4 when you reach 5th
level (4d4), 11th (6d4), and 17th (8d4).
Unholy Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric
A purple flame descends on a creature that you can see
within range. The target must succeed on a Dexterity saving
throw or take 1d8 necrotic damage. The target gains no
benefit from cover for this saving throw.
This spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Venomous Strike
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a weapon or piece of ammo)
Duration: Instantaneous
Classes: Bard, Druid
As part of the action used to cast this spell, you embue a
magical poison on a weapon or piece of ammo you touch and
must make an attack with a it against one creature within the
weapon's range, otherwise the spell fails. On a hit, the target
suffers the attack's normal effects plus 1d4 poison damage. If
your attack roll deals critical damage, the target becomes
poisoned until the end of its next turn. Targets resistant or
immune to poison damage or immune to the poisoned
condition do not become poisoned.
This spell deals an additional 1d4 poison damage when
you reach 5th level (2d4), 11th level (3d4) and 17th level
(4d4).
Waning Touch
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Warlock, Wizard
You touch one creature. On the next ability check it makes
before the spell ends, the target must roll a d4 and subtract
the number rolled from the ability check. The spell then ends.
Acrid Delight
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of food)
Duration: Up to 1 hour
Classes: Bard, Druid, Wizard
You touch a piece of food (weighing up to 5 lbs), rotting it
from the inside, but maintaining its original taste, texture,
appearance and smell. If the piece of food is then eaten by a
creature within one hour, the creature must make a
Constitution saving throw or take 2d8 poison damage and
become poisoned until it completes a long rest. On a
successful save the creature takes half the damage and is not
poisoned. If the food is not eaten within one hour, it
succumbs to its rotten nature and spoils.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
each spell slot level above 1st.
Alacritous Interpretation
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Wizard
For the duration, you gain the ability to read non-magical
texts at a rate of 50 pages per minute and have perfect
recollection of any information gained during the spell's
duration.
Animate Cranium
1st-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a humanoid skull)
Duration: 8 hours
Classes: Wizard
You infuse a skull with dark energy, granting it the foul
mimicry of life. The skull is an object that has AC 5 and 1 Hit
Point. When you cast this spell, you can speak a phrase of up
to 10 words, which are memorized by the skull. Whenever a
creature other than yourself or of your choosing enters an
area within 15 feet of skull for the first time, the skull speaks
the phrase exactly as it was taught.
For the duration, if the skull is destroyed while the spell is
active, the dark energies seep out the remains. Every
creature within a 15-foot radius circle around the skull must
make a Constitution saving throw or take 2d4 necrotic
damage. You can only animate one cranium with this spell at
a time. If you cast this spell again, the other animated
cranium is destroyed, dealing the necrotic damage.
**At Higher Levels.** If you cast this spell using a spell slot of
3rd level or higher, the Duration is 24 hours. If you use a spell
slot of 5th level or higher, the Duration is 10 days. If you use a
spell slot of 7th level or higher, the Duration is 30 days. If you
use a 9th level spell slot, the spell lasts until it is dispelled.
Animate Percussion
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small cymbal or drum)
Duration: Concentration, up to 1 hour
Classes: Bard, Wizard
You may touch one percussion instrument that you
possess, bringing it to life under your command for the
duration. The instrument can only follow basic commands,
such as playing a simple beat. As a bonus action, you can
mentally command the instrument you made with this spell if
it is within 30 feet of you. Once given an order, the instrument
continues to follow it until its task is complete. If you do not
issue a command, the instrument will idly play a rhythm that
it has been used to play prior to becoming animated.
Beguile
1st-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Bard, Sorcerer, Warlock
You point at a creature within range and suggest a short
phrase of up to 5 words, forcing the target to make a Wisdom
saving throw. On a failure, the creature is forced to shout the
nearest approximation to the proffered phrase that exists in
their native tongue. If the creature fails its saving throw by 5
or more, it can take no other actions during this round.
Bone Storm
1st-level conjuration
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You conjure shards of bone to shoot forth from your hand
in a 15-foot cone in front of you. Creatures in the area must
make a Dexterity saving throw or take 5d4 piercing damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d4 and
the size of the cone increases by 5 feet for each spell slot level
above 1st.
Cauterizing Flame
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
A creature you touch regains a number of hit points equal
to 2d10 + your spellcasting ability modifier. However, the
creature can no longer regain hit points by any other means
until it completes a short or long rest. This spell has no effect
on undead or constructs.
**At Higher Levels.** The healing increases by 1d10 for each
slot level above 1st.
Creeping Crawling Claw
1st-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (severed hand of a creature)
Duration: Concentration, up to 1 hour
Classes: Warlock, Wizard
Choose the hand of a creature that has been severed from
its body for longer than 24 hours and grant it sentience. For
the duration of the spell, the creeping claw **(MM pg.44)** is
under your control and can be commanded using your bonus
action. The claw can only understand simple commands.
The claw is under your control for 1 hour, after which it
stops obeying you. To reassert control for another hour or to
assert control over an existing crawling claw, you may cast
this spell again.
If the claw is still alive when the spell ends, it will attempt
seek to reunite itself with its rightful owner. If its original
owner is dead, the claw will wander off purposelessly.
Cursed with Undeath
1st-level necromancy
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You touch a humanoid creature that has at least 1 hit point,
placing a curse upon it for 1 minute. If the creature dies while
the curse is active, it is raised as a zombie under your control
(the DM has the creature's game statistics). A remove curse
spell ends this effect when cast upon a living creature.
On each of your turns, you can use a bonus action to
mentally command any creature you made with this spell if
the creature is within 60 feet of you (issuing the same
command to each one if you control multiple creatures).
The creature is under your control for 1 minute, after
which it stops obeying any command you've given it.
Death's Grasp
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
Grasping spectral hands sprout from the ground in a 10-
foot square starting from a point within range. For the
duration, these hands turn the ground in the area into
difficult terrain.
Creatures ending their turn in the area must succeed on a
Dexterity saving throw or take 3d6 necrotic damage from the
spectral hands.
**At Higher Levels.** When you cast this spell using certain
higher-level spell slots, the area covered by the spell
increases. With a 3rd-level slot, the area covered becomes a
20-foot square. With a 5th-level slot, the area covered
becomes a 30-foot square. With a 7th-level slot, the area
covered becomes a 40-foot square. With a 9th-level slot, the
area covered becomes a 50-foot square.
Detect Chaos and Order
1st-level divination
Casting Time: 1 action
Range: Self (15-foot-radius sphere)
Components: V, S
Duration: Up to 10 minutes
Classes: Cleric, Paladin
For the duration, you are able to determine the nature of
creatures within range in relation to how they conform to
societal norms. Creatures will have auras about them relating
to their alignment:
- A jagged, chaotic aura for those with a tendency toward
acting on their feelings and whims, regardless of society's
expectations
- A muddled, neutral aura for those who balance their
whims against the expectations of society, doing what they
can within the confines of order
- A crisp, lawful aura for those who follow the rules of
society, often at the expense of their personal wishes
Divine Arm
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a non-magical weapon)
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin
Your deity imbues a melee weapon you currently possess
with an essence of their power and launches it at a foe within
60 feet. Make a melee spell attack against a creature you can
see within range. If successful, the target takes the weapon's
normal damage plus an additional 2d10 radiant or necrotic
damage (your choice). The weapon breaks after it is used in
this manner.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d10 for
every two slot levels above 1st.
Dread
1st-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (petrified eye of a rabbit)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You speak an augury against a creature that you can see
within range, filling them with a sense of trepidation. On a
failed Wisdom saving throw, the target suffers disadvantage
on all attacks against you. Also, the target has disadvantage
on Wisdom skill checks made for the duration.
A remove curse spell cast on the target ends this effect.
Earthen Grip
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard
You target one creature you can see within range, causing
them to make a Strength saving throw. On a failed save the
target is restrained by dirt rising from the ground in the
shape of a fist.
The target may use its action to make a Strength saving
throw, breaking free from the earth's grasp on a successful
save.
Earthen Pillar
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Wizard
You call forth a column of dirt to rise out of the ground in a
space you can see within range. The pillar has a diameter of
5 feet, a height of 20 feet, an AC of 10 and 15 hit points.
If the pillar is created under a Medium or smaller creature,
that creature must succeed on a Dexterity save or be lifted by
the pillar. Large creatures make the save with advantage.
Huge or bigger creatures are unaffected as the earthen pillar
is unable to be created under the creature's weight. A Large
or smaller creature can choose to fail the save.
If the pillar is prevented from reaching its full height due to
contact with another solid surface, a creature on the pillar
takes 2d6 bludgeoning damage and is restrained. The
restrained creature can use an action to make a strength or
dexterity check (creature's choice) against the spell's save DC.
On a success, the creature is no longer restrained and must
either move or fall off the pillar.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, you can increase the height of the
pillar by 5 feet and the potential damage it deals by 1d6 for
each slot level above 1st.
Grimlore's Shadowblight
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You hurl a ball of dark energy at a target within range.
Make a ranged spell attack against the target. On a hit, the
target takes 1d12 necrotic damage and must make a Wisdom
saving throw or become frightened of you 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 dealt increases by
1d12 for every two spell slot levels above 1st.
Guillotine
1st-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Wizard
You extend your hand and touch a creature while muttering
the passing prayer of an executioner. The creature must
make a Strength saving throw or become restrained by a pair
of ethereal chains that bind the target to the ground, and a
large magical blade is summoned above their head.
As a bonus action on your turn, you are able to release
the blade down upon your target's neck, dealing 2d8
magical slashing damage. For every round that you
do not release the blade with your bonus action after
the initial cast, add 1d8 additional damage as a blade
ratchets another notch higher above the target.
The target may use their action to attempt a
Strength saving throw to break the chains at the
start of each turn. This removes the restrained
condition and ends the spell without doing any
damage.
**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.
Helm's Everwatchful Eye
1st-level abjuration
Casting Time: 1 reaction
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
You call out to the deity known as Helm and plead for the
Vigilant One to use his divine grace to help one of your allies
in need. When you see a creature within range fail a saving
throw, you can use your reaction to roll a d20. On a roll of 16
or higher, Helm will intervene and allow the target to succeed
their saving throw instead.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, you reduce the die score required
by 2 for every slot level above 1st.Inaudible
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Ranger, Wizard
Choose a creature that you can see within range. The
target must succeed on a Constitution saving throw or
become unable to cast spells that require a verbal component
from 1 school of magic (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 2nd level or higher, you can select one addition school
of magic for each slot level above 1st.
Injurious Spellbook
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a spellbook)
Duration: Instantaneous
Classes: Wizard
You transmute the two pages of your spellbook that contain
the scripture for this spell to detach from the book's binding
and develop razor-sharp edges. Both pages fly out and slice a
creature in range, before safely returning to your spellbook
and rebinding to their original location. Choose one creature
within range or choose two creatures within range that are
within 5 feet of each other. For each page, a creature must
make a Dexterity saving throw or take 2d8 slashing damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 per
page (2d8 total) for every two spell slots level above 1st.
Inner Fire
1st-level evocation
Casting Time: 1 action
Range: 15 feet
Components: V, S, M (a ruby worth 25gp)
Duration: Instantaneous
Classes: Sorcerer, Warlock
The sheer power of your life force causes the blood of your
foes to ignite in an inferno. Cause a creature you can see
within range to make a Dexterity saving throw or take 1d4
fire damage for every unused hit dice you currently have. You
lose up to 1d4 of your remaining hit dice, consumed by the
spell.
Interpret Bone
1st-level divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
You touch a bone from a creature that has been dead for
longer than 10 days but less than a year and are able to see a
brief vision of how that creature died.
Last Breath
1st-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of water)
Duration: Concentration, up to 10 minutes
Classes: Druid, Sorcerer, Wizard
You raise your hands in a grasping gesture around a
creature's neck and begin to fill their lungs with water. The
target must succeed on a Constitution saving throw or take
1d8 cold damage, and on your turn(s), you can use your
action to deal 1d8 cold damage to the target automatically.
While the target is affected by the spell, it is considered to
be holding its breath. The target can hold its breath for 1 + its
Constitution modifier minutes (minimum of 30 seconds),
then begins choking. The spell ends if you use your action to
do anything else or the target moves more than 30 feet away
from you or dies. At the end of each of its turns, the target can
make a Constitution saving throw. On a success, the spell
ends.
This spell has no effect on creatures who don't need to
breathe or can breathe underwater.
Larloch's Minor Drain
1st-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You create a ball of necrotic energy and launch it towards a
creature that you can see within range. Make a ranged spell
attack against the target. On a hit, the target takes 1d8
necrotic damage, and you regain hit points equal to half the
amount of necrotic damage dealt. If you are at your maximum
total hit points, you receive double the amount as temporary
hit points instead.
Misery
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You extend your hand and touch a creature while muttering
a tribulation under your breath; one that dwells in a plane of
anguish. Upon casting this spell, the target must succeed on a
Constitution saving throw or take 1d6 necrotic damage and
have its soul become tainted. You regain hit points equal to
half the amount of necrotic damage dealt.
Until the spell ends, if the target is within 30 feet of you at
the start of your turns, using your action, you can force it to
succeed on a Constitution saving throw take 1d6 necrotic
damage. A creature of your choosing within 5 feet of the
target regains hit points equal to half the amount of necrotic
damage dealt. A successful saving throw ends the spell.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 on
each instance of damage for every three spell slot levels
above 1st.
Murmurs of the Restless
1st-level necromancy (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (burning incense)
Duration: Instantaneous
Classes: Bard, Cleric
You mentally connect with a group of spirits whose lives
ended in an unnatural death. The spirits belonging to any
creatures within 30 feet of you that died within the last 24
hours simultaneously overwhelm you with the emotions they
felt before passing. If there are more than 5 dead creatures in
range when casting this spell, make a DC 10 Intelligence
saving throw. On a failure, you take 2d6 psychic damage and
cannot cast this spell again until you finish a long rest.
On a successful save, or if there are 5 or fewer dead
creatures within range, you are able to briefly sense the
emotions of the creatures during their final moments before
death. The DM will describe the most prevalent emotions felt
by the dead creatures within range, such as "anger," "terror,"
"guilt," "grief," or "sadness."
Nightowl
1st-level conjuration (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (feather of an owl)
Duration: 24 hours
Classes: Druid, Ranger
Selune gives you her blessing, allowing you to summon the
mythical spirit of an owl that appears on your shoulder. The
owl cannot attack or carry any objects but understands any
simple commands you give it up to a mile away. If not given
any commands, the owl will sit perched upon your shoulder.
As a bonus action, you are able to see and hear through the
perspective of the spirit owl, but you become blinded and
deafened while doing so.
Rot
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Warlock, Wizard
You extend your hand toward a creature you can see within
range and infect the target with a horrible disease, causing
their flesh to form pustules and smell of decay. The creature
must succeed on a Constitution saving throw or take 2d12
necrotic damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d12 for
each slot level above 1st.
Shed Skin
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Druid, Ranger, Wizard
You channel the peculiarity of reptiles and gain the ability
to shed your skin the same manner as a snake. If you cast
this spell while being grappled, the condition ends, and you
can move up to 15 feet away from your target without
provoking attacks of opportunity.
Shield of Devotion
1st-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
Classes: Cleric, Paladin
A gleaming shield appears around a creature of your
choice within range, causing any critical hit against them to
become a normal hit for the duration. The target also gains
1d8 temporary hit points when you cast this spell.
Skein of Vines
1st-level conjuration
Casting Time: 1 reaction
Range: Self
Components: V
Duration: Instantaneous
Classes: Druid, Ranger
When you are unwillingly pushed or pulled in any direction,
you call forth vines from the ground to wrap around your legs
and prevent you from being moved until the start of your next
turn. This spell can only be cast while you are on solid
ground.
Slashing Step
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Ranger
As part of the action used to cast this spell, you must
use the Dash action. When doing so, you enter a semiincorporeal state and move with increased grace,
allowing you to move without provoking an attack of
opportunity.
Additionally, you may make a single melee attack
against any creature that is within 5 feet of your
chosen path, doing your normal attack damage on
a hit.
**At Higher Levels.** When you cast this spell using a
spell slot of 2nd level or higher, you can target one
additional creature for every two slot levels above 1st.
Smolder
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You focus on fanning the flames that burn within your
soul. Using your bonus action, you are able to add an
additional 1d8 fire damage to the next source of fire damage
you deal. You can only have one source of this spell active at a
time.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
every slot level above 1st.
Storm of Arrows
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a feather)
Duration: Instantaneous
Classes: Ranger
You chant a minor incantation, brushing the arrows
in your quiver with a feather. Upon finishing the
casting, spectral duplicates of your arrows appear at a point
in the sky you can see with in range, forming a 10-foot radius
cylinder up to 40 feet tall. Each creature in the cylinder must
make a Dexterity saving throw. A creature takes 3d6 piercing
damage on a failed save, or half as much damage on a
successful one.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each spell slot level above 1st.
Zen Archery
1st-level divination
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Ranger
You allow insight to guide your ranged weapon attacks. For
the duration, when you make an attack with a ranged
weapon, you can use your Spellcasting ability modifier
instead of Dexterity for all attack and damage rolls.
2nd Level Spells
Amorphous Form
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Druid, Sorcerer, Wizard
You touch a creature with at least 1 hit point, transforming
it into a gray ooze. An unwilling creature can make a Wisdom
saving throw to avoid the effect.
The transformation lasts for the duration, until the target
drops to 0 Hit Points, or dies. The target's game Statistics,
including mental Ability Scores, are replaced by the Statistics
of a gray ooze. It retains its Alignment and personality.
The target assumes the Hit Points of its new form. 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.
The target's gear melds into the new form. The creature
can't activate, use, wield, or otherwise benefit from any of its
equipment.
Analyze Blood
2nd-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (1 ounce of blood)
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Ranger, Sorcerer
You are able to learn a number of qualities from one ounce
of fresh blood, as long as it has not existed outside its source
for more than 24 hours. Roll a d4 and choose a number of
qualities to learn from the list below, equal to the die score:
- Learn the creature's type
- Learn the creature's age (if applicable)
- Learn the creature's gender (if applicable)
- Learn if the blood carries any traces of poison or disease
- Learn if the creature is within 20 miles of your location
- Learn if the creature is still on your plane of existence
If you cast this spell using a spell slot, in addition to the
information learned above, you will also see a brief glimpse of
the moment right before the creature shed blood, from its
perspective.
Avian Geyser
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, M (a feather)
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
A gust of wind begins to swirl around a place on the
ground that you can see within range, culminating in power.
After a brief moment, a wind geyser 10 feet diameter and up
to 60 feet tall abruptly shoots into the air. Any medium or
smaller creature that steps into the geyser or is in its space
when the geyser is created must make a Dexterity saving
throw or be lifted into the air to the geyser's peak. Large
creatures make their Dexterity save with advantage, and
Huge or larger creatures are unaffected.
Barricade
2nd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Up to 1 minute
Classes: Wizard
You create a semi-transparent vertical wall made of
magical force (AC 25, 10 HP). The wall is a solid object and
appears within range. It lasts for the duration or until it takes
damage. You can make a straight wall up to 40 feet long, 40
feet high, and 5 feet thick. The wall provides full cover to
creatures on either side of it and only creatures you allow can
pass through it.
Cognizant
2nd-level enchantment (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
Classes: Bard, Wizard
You touch a willing creature, allowing them to add their
proficiency bonus to all initiative rolls and all Intelligence
based skill checks for the duration. You can only have one
instance of this spell active at a time.
Consecration
2nd-level abjuration
Casting Time: 1 action
Range: Touch (15-foot-radius circle)
Components: V, S, M (a holy symbol, vial of holy water and
incense worth 20 gp, which is consumed)
Duration: 1 minute
Classes: Cleric, Paladin
Divine energy spreads outwards from a point you touch
on the ground to fill up to a 15-foot-radius circle for the
duration. The energy spreads around corners. For the
duration, creatures of your choosing within the circle have
advantage on Wisdom saving throws and skill checks. An
undead creature must succeed on a Charisma saving throw
to willingly enter the area, and suffers disadvantage on
Wisdom saving throws and skill checks while inside the area.
When the spell ends, the area is blessed by positive energy
and becomes consecrated ground. If the area contains an
altar, shrine, or other permanent fixture devoted to a deity,
pantheon, or higher power with ideals vastly different from
those represented by the holy symbol used in the casting, it is
destroyed.
Desecration
2nd-level abjuration
Casting Time: 1 action
Range: Touch (15-foot-radius circle)
Components: V, S, M (an unholy symbol, vial of unholy water
and incense worth 20 gp, which is consumed)
Duration: 1 minute
Classes: Cleric, Paladin, Warlock, Wizard
Unholy energy spreads outwards from a point you touch on
the ground to fill up to a 15-foot-radius circle for the duration.
The energy spreads around corners. For the duration, an
undead creature within the circle has advantage on Wisdom
saving throws and skill checks. Additionally, if they begin
their turn in the circle, they gain 2d6 temporary hit points.
Creatures of your choosing suffer disadvantage on Wisdom
saving throws and skill checks while inside the area.
When the spell ends, the area is tainted by unholy energy
and becomes desecrated ground. If the area contains an altar,
shrine, or other permanent fixture devoted to a deity,
pantheon, or higher power with ideals vastly different from
those represented by the holy symbol used in the casting, it is
destroyed.
Detect Familiar
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer,
Warlock, Wizard
For the duration, you sense the presence of any creature
that is currently serving as a familiar within 30 feet of you. If
you sense a familiar in this way, you can use your action to
see a faint aura around the creature. In addition, you are able
to sense if its master is within 1 mile of your location and
know their general direction.
The spell can penetrate most barriers, but is blocked by 1
foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt.
Divine Ward
2nd-level abjuration
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (some hair, fingernail
clippings, or other piece of the creatures body)
Duration: 24 hours
Classes: Cleric, Paladin
You place your hand upon a willing creature and create a
magical bond between you and your target. For the next 24
hours, any spell with a range of touch that you cast upon the
target can be cast from up to 30 feet away.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, the range increases by 5 feet for
each slot level above 2nd.
Drain Life
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You can weaken one foe by lowering its maximum hit
points. Choose one creature that you can see within range to
make a Constitution saving throw. If it fails, 2d8 + your spell
casting modifier worth of hit points are subtracted from its
maximum until it completes a long rest. If this effect reduces
the target's total hit points to zero, it 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.
Druthers
2nd-level enchantment
Casting Time: 1 bonus action
Range: Self (30-foot radius)
Components: V, S
Duration: Up to 1 minute
Classes: Bard, Paladin, Sorcerer, Warlock
You make a simple request of up to 10 words, gaining a +5
bonus and advantage on Persuasion skill checks to all
humanoids within 30 feet of you.
Elemental Anguish
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Warlock, Wizard
You extend your finger and point at a creature while
muttering a guttural curse. The target has until the end of its
next turn to move 60 feet or more from you.
If the target fails or chooses not to move this distance away
from you, it must immediately make a Constitution saving
throw or lose its resistance from one of the following damage
types: acid, cold, fire, lightning, or thunder (your choice) for 1
minute. Creatures with immunity to the chosen type are
instead treated as having resistance to the damage. A remove
curse spell ends this effect.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you can choose another damage
type for every two slot levels above 2nd.
Gale of Obscurity
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard
You summon a blizzard that obscures you from other
creatures. For the duration, the gale provides you half cover,
resistance to fire damage, and any creature that starts its turn
or moves within 5 feet of you for the first time takes 1d6 cold
damage.
While the gale is active, you suffer disadvantage on all
ranged weapon and spell attacks.
Glacious
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard
The ground freezes in a 10-foot-radius sphere centered on
a point you choose within range. Any creature that starts its
turn or moves into the area for the first time must make a
Constitution saving throw or take 2d8 cold damage and gain
one level of exhaustion. On a successful save, a creature
takes half as much damage and does not suffer exhaustion.
Creatures resistant or immune to cold damage automatically
succeed on the saving throw.
**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.
Grimlore's Shadowgrasp
2nd-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You create a floating hand made of shadow in an
unoccupied space that you can see within range. When you
cast the spell, you can make a melee spell attack against a
creature within 5 feet of the shadowy hand. On a hit, the
target takes 1d12 of necrotic damage and must make a
Wisdom saving throw or be frightened of you until the end of
its next turn.
As a bonus action, you can move the shadowy hand up to
20 feet and repeat the attack against a creature within 5 feet
of it.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, the damage dealt by the hand
increases by 1d12 for every two spell slot levels above 2nd.
Holy Missile
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric
You create three glowing darts of holy energy. Each dart
hits a creature of your choice that you can see within range.
Each dart heals its target for 1d4 hit points. The darts all
strike simultaneously, and you can direct them to hit one
creature or several.
Howling Downpour
2nd-level conjuration (ritual)
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Wizard
You summon a storm cloud up to 60 feet above the ground
at a point you can see in range. After 1d4 rounds, the clouds
produce rain at an alarming rate, dousing everything in a 10-
foot radius cylinder below the cloud. The rain extinguishes all
non-magical fire within the area immediately.
As a bonus action on your turn, you can move the cloud up
to 30 feet in any direction that does not exceed the spell's
range and to a maximum height of 60 feet.
Mana Burn
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You create a magic ball of glowing energy and launch it at a
creature that you can see within range. The target must make
an Intelligence saving throw or take 1d6 psychic damage and
lose an unused 2nd level spell slot until it completes a long
rest. If the target does not have any 2nd level spell slots
remaining, it will lose a 1st level spell slot instead.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
every slot level above 2nd. Also, the unused spell slot lost by
the target is equal to the spell slot used to cast the spell. If the
target does not have an unused slot level of that level to lose,
they will lose a spell slot of the next lower level, and so on,
until they lose an unused spell slot. If the target does not have
any unused spell slots of the apporpiate level, the spell does
nothing and ends.
Manacle of Burden
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You target two creatures that are within 20 feet of each
other within range and cause them to make a Strength saving
throw with disadvantage. If both targets fail, they are bound
to one another by a spectral manacle of your creation and will
split all damage done to them.
For the duration, any damage done to either target is
halved (rounded down) and then dealt to the other bound
creature as well.
If the two bound creatures move more than 20 feet apart,
the manacle breaks causing 4d6 necrotic damage to each
target.
Mountains to Molehills
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a spider's leg)
Duration: Up to 10 minutes
Classes: Druid, Ranger, Wizard
You touch a smooth surface that is difficult or unable to be
climbed and transform the landscape to create tiny foot and
hand holds in any direction 10 feet wide and up to 60 feet in
length. Anyone who attempts to climb the transformed
surface makes all Strength (Athletics) checks with a +2 bonus
and rolls with advantage.
Necrotic Visage
2nd-level necromancy
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Up to 10 minutes
Classes: Warlock, Wizard
You evoke a shadowy visage that appears above you. The
visage remains until you use your action to make a melee
weapon attack against a target within range. On a successful
attack, your attack is replaced by that of the shadowy visage,
who hits your target with a necrotic scythe, dealing 4d6
necrotic damage and forcing the target to succeed on a
Dexterity saving throw or have its movement speed reduced
to 0 until the end of its next turn. The visage then disappears.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
every slot level above 2nd.
Pullulate
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (plant seed)
Duration: Instantaneous
Classes: Druid
You plant a seed from a type of plant that used to grow in
your current location. Upon touching the ground above the
buried seed and speaking a small blessing, the species of the
plant begins to regrow, taking 1d4 hours to reach maturity.
Radiating Blade of Tempus
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (an amulet or holy symbol)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Paladin
You call upon Tempus, the god of war, to grant you the
ability to strike down your foes in his name. Using your bonus
action, you are able to sheathe a melee weapon you possess
with a white burning flame. You can use your action to make
a melee attack with the fiery blade. On a hit, the target takes
the weapon's normal attack damage plus 1d8 radiant
damage. The flaming blade 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 1d8 for
every two slot levels above 2nd.
Shadow Bind
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
You take control of the shadow belonging to a creature to
restrain its master. Make a ranged spell attack against a
creature that you can see within range, dealing 2d6 necrotic
damage and grappling the target. The grappled creature can
use an action to make a Strength (Athletics) or Dexterity
(Acrobatics) check (creature's choice) against your
spellcasting DC, ending the spell if successful. You are not
able to control a target's shadow in this manner if the target
is in bright light.
**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.
Silvanus' Blessing
2nd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small diamond worth at least 50 gp,
which the spell consumes)
Duration: Instantaneous
Classes: Druid, Ranger
You return a dead beast you touch to life, provided that it
has been dead no longer than 8 hours. If the beast's soul is
both willing and at liberty to rejoin the body, the beast returns
to life with half of its total hit points, rejuvenated by the
blessing of Silvanus.
This spell also neutralizes any poisons and cures
nonmagical diseases that affected the beast at the time it
died. This spell doesn't, however, remove magical diseases,
curses, or similar effects; if these aren't first removed prior to
casting the spell, they take effect when the beast returns to
life.
This spell closes all mortal wounds, but it doesn't restore
missing body parts. If the creature is lacking body parts or
organs integral for its survival - its head, for instance - the
spell automatically fails.
Silvanus' Favor
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger, Wizard
You touch a willing beast. Until the spell ends, the
beast's non-magical attacks become magical attacks
with a +1 bonus to attack rolls and damage rolls.
**At Higher Levels.** When you cast this spell
using a spell slot of 4th level or higher, the bonus
increases to +2. When you use a spell slot of 6th
level or higher, the bonus increases to +3.
Surge of Chaos
2nd-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Sorcerer
When you are forced to roll on the wild magic table, you
can choose to use your bonus action to reroll on the table
after seeing the result of your first roll. You must take the
second result.
Track
2nd-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
Classes: Druid, Ranger
You are able to identify the tracks made by a creature if you
possess one thing that belonged to the creature. You also gain
advantage on Wisdom based skill checks related to the target
for the duration.
Veil of Elements
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small moonstone)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
You summon a swirling mass of elements in a
15-foot-radius, 40-foot-tall cylinder centered on a point you
can see within range. Each creature that begins their turn in
the veil or moves into it during their turn must make a
Dexterity saving throw. A creature takes 3d6 damage from an
element of your choosing (cold, fire, lightning, thunder) on a
failed save, or half as much on a successful one, which
expends that damage type from the veil.
The spell ends once all four damage types are expended, or
the spell's duration is reached.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, the damage from each element
increases 1d6 for each slot level above 2nd.
Absorbing Ward
3rd-level abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Up to 1 minute
Classes: Cleric, Paladin, Sorcerer
You create a protective ward that has 18 hit points. When
you take a single source of damage, this ward will protect you
by absorbing up to its total number of hit points.
Once the ward has absorbed damage, you are able to
release the energy absorbed by the ward as force damage on
the next source of damage that you do to a single target.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the ward gains 6 hit points for every
slot level above 3rd.
Ameliorate
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid, Paladin
A creature you can see within range gains a number of
temporary hit points equal to 2d6 + your spellcasting ability
modifier. This effect happens every round at the start of your
turn for the duration as long as the target is within range,
otherwise the spell ends.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the temporary hit points given
increase by 1d6 for each slot level above 3rd.
Ancestral Guidance
3rd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (alexandrite dust worth at least 50 gp,
which the spell consumes)
Duration: 1 hour
Classes: Bard, Cleric, Druid
You touch a willing creature and call upon the spirits of
their ancestors to appear and offer guidance. The target may
pick one language to become
proficient in for the duration.
Additionally, the target
gains double its proficiency
bonus for ability checks it
makes that use Intelligence and
Wisdom until the spell ends.
Conflagration
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a ruby worth 50gp)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock
You ignite a wildfire to scorch the battlefield, centered on
one creature you can see within range. The target must
succeed on a Dexterity saving throw or take 2d6 fire damage
and burn uncontrollably. At the start of each of its turns, the
target must make another Dexterity saving throw. On a failed
save, it takes 1d6 fire damage. A successful saving throw
ends the spell.
While the spell is active, if the target takes fire damage
from any source other than this spell, each creature in a 15-
foot-radius sphere centered on the target must make a
Dexterity saving throw. A creature takes 1d6 fire damage on a
failed save, or half as much damage on a successful one. The
fire spreads around corners. It ignites flammable objects in
the area that arent being worn or carried. This effect can only
occur once per round.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, both damage rolls increase by 1d6
for each slot level above 3rd.
Create Useful Robe Patch
3rd-level conjuration (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a blank patch worth at least 10gp, an
item and a robe of useful things with available space)
Duration: Instantaneous
Classes: Bard, Wizard
You compress a single mundane item onto a blank patch
with the intention of attaching it to a Robe of Useful Items.
The item you choose must be no larger than 30 feet in any
dimension. The patch must then be sewn onto a Robe of
Useful Items before it can be used.
At Higher Levels: When casting this spell using a spell
slot, you are able to fashion non-sentient magic items into
patches depending on the spell slot used, as follows: 3rd level
(common), 5th level (uncommon), 7th level (rare), and 9th
level (very rare)
Displacement
3rd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Using your action, you are able to swap places with a
creature you can see within range. If the target is hostile
towards you, it can attempt a Charisma saving throw to resist
the effect.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the range of the spell increases by
10 feet for each slot level above 3rd.
Distressing Melody
3rd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V or S, M (an instrument)
Duration: Instantaneous
Classes: Bard
You select one creature within range and sing or play a
song aimed at disrupting your target, causing them to make a
Constitution saving throw vs your Spellcasting DC or
lose their focus, ending any concentration spell they
currently are casting. If they lose concentration in
this manner, they cannot cast a spell from the
same school of magic until they complete a long
rest.
Fire Whip
3rd-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
You create a whip made of scorching flame and select one
creature within range, with the intention of unbalancing it.
The target must make a Dexterity saving throw. On a failed
save, the target takes 5d8 fire damage and you choose to
knock it prone or to pull it up to 30 feet closer to your
location.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d8 and
you can pull the target an additional 5 feet for each slot level
above 3rd.
Frost Armor
3rd-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Up to 1 minute
Classes: Druid, Sorcerer, Wizard
You touch a willing creature, encasing them in a protective
coating of ice. For the duration, they gain a +3 bonus to AC
and become resistant to cold damage but suffer disadvantage
on all Dexterity checks and saves for the duration. Every time
they are hit by a melee weapon attack, their attacker takes
1d6 cold damage.
Additionally, each time they are successfully attacked, the
protection provided by frost armor wanes, reducing its armor
class bonus by 1. After the AC bonus provided by the armor is
reduced to 0, the armor shatters and the spell ends.
Grimlore's Affliction
3rd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You harness necrotic energies and infuse them into your
very being. For the next 10 minutes, every time you deal
damage with a spell, the target must make a Wisdom saving
throw or become frightened of you until the end of its next
turn. If a target's saving throw is successful it is immune to
being frightened by this spell for the next 24 hours
Healing Leeches
3rd-level conjuration (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Druid, Ranger
You summon two magical leeches that exist for the
duration. They can be given to willing creatures and placed
somewhere on their skin. While attached this way, they
proceed to suck out all forms of non-magical poison and
toxins, rendering the creature immune to disease and poison
effects for the duration. Additionally, the creature becomes
resistant to poison damage for the duration.
Invocation from Bahamut
3rd-level abjuration
Casting Time: 1 reaction
Range: 30 feet
Components: V, S, M (a metallic dragon's scale)
Duration: Instantaneous
Classes: Cleric, Paladin
You make a plea to the deity Bahamut, dragon god of
justice, to aid an ally. Using your reaction, you allow a
creature that you witness fail a saving throw to attempt
another save with advantage.
Lunacy
3rd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 10 minutes
Classes: Bard, Warlock, Wizard
You target a creature that you can see within range and
pick at the fragile fabric that allows them to maintain their
sanity. The creature must make a Wisdom saving throw or
roll on the Short-Term Madness Table (DMG, pg.258) and
remain under the effect for 1d10 minutes.
Lunar Blessing
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Ranger
The spell reveals the secrets typically cloaked by darkness.
Choose any number of creatures within range. For the
duration, each target has darkvision out to a range of 30 feet,
and has advantage on stealth ability checks.
Mass Vicious Mockery
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Bard
You unleash a string of insults laced with subtle
enchantments at up to 6 creatures that you can see within
range. If the target can hear you (though it need not
understand you), it must succeed on a Wisdom saving throw
or take 2d4 psychic damage and have 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 4th level or higher, the damage increases by 2d4
damage for each slot level above 3rd.
Mummify
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric, Warlock, Wizard
You touch a creature and utter an ancient curse. The target
must succeed on a Strength saving throw or take 2d8
necrotic damage and become restrained as spectral
wrappings begin to tighten around its body. Until the spell
ends, as an action on each of your turns, you can cause the
target to take an additional 2d8 necrotic damage every round
after the spell was initially cast. The target can use its action
to make a Strength saving throw, breaking the spectral
wrappings and ending the spell.
A creature that dies while under the effect of this spell
becomes a mummy that is friendly to you and your
companions for the remaining duration. Roll initiative for the
mummy, which has its own turns. It obeys any verbal
commands that you issue to it (no action required by you). If
you dont issue any commands to the mummy, it defends itself
from hostile creatures but otherwise takes no actions. Once
the duration is reached, the mummy dies and turns to ash.
If your concentration is broken, the mummy doesnt die.
Instead, you lose control of the mummy, it becomes hostile
toward you and your companions, and will attack. An
uncontrolled mummy cant be dismissed by you, and it turns
to ash 10 minutes after the spell was initially cast. The DM
has the mummy's statistics.
Poison Darts
3rd-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Up to 1 hour
Classes: Bard, Druid, Ranger, Wizard
You conjure 2d4 magical darts that last for one hour or
until they are used. As an action on your turn, you may
expend one of the darts to make a ranged spell attack against
a creature you can see within in range. On a successful
attack, you deal 2d6 poison damage to the target and force
them to make a Constitution saving throw or become
poisoned until the end of their next turn.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the you summon and additional
1d4 darts and they last for 1 additional hour for each slot
level above 3rd.
Poisoned Heart
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock
You touch a creature, causing its heart to fill with a
vile poison. The creature must make a Constitution
saving throw or take 2d10 poison damage. At the
end of each of the targets turns before the spell ends,
the target must succeed on a Constitution saving throw or
take an additional 2d10 poison damage.
At any point during the spell, if the target dies as a result of
the poison damage from this spell, every creature within 5
feet of the target must make a Constitution saving throw as
the target's heart explodes. A creature takes 4d10 poison
damage on a failed save, or half as much on a successful one.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, all damage dealt from spell
increases by 1d10 for every slot level above 3rd.
Predominance
3rd-level divination
Casting Time: 1 action
Range: Self
Components: V
Duration: Up to 1 hour
Classes: Sorcerer
You attempt to unleash the power contained within your
being. When you first cast this spell, roll a d20. If the result is
higher than the difference of 20 and your spellcasting
modifier, you gain 3 predominance dice. Within the next hour,
you may use each of these dice to gain advantage on a single
d20 roll, at which point the die is expended.
Reshape Destiny
3rd-level necromancy
Casting Time: 1 reaction
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Paladin, Sorcerer
You can change an outcome that the cosmic forces have
foretold. As a reaction, you touch a creature that just failed a
death saving throw, and allow them to succeed instead.
Additionally, any death saving throws the target makes are
done with advantage until it is stabilized or dies, whichever
happens first.
Return
3rd-level abjuration
Casting Time: 1 reaction
Range: 45 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Using your reaction, you can cause a creature to return to
the space it just vacated with its current movement. If you
can see a creature within range and are able to see its
original location (though it need not be in range), the target
must make a Charisma saving throw or be teleported back to
its point of origin where it began its current turn. The target
does not regain its movement speed. A creature can choose
to fail the saving throw if it wishes.
Sacred Ward
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (A piece of cloth)
Duration: Concentration, up to 1 minute
Classes: Cleric, Warlock, Wizard
You place a divine ward with three charges on a creature of
your choice that you can see within range. After the target
takes damage, it regains hit points equal to 2d8 + your
spellcasting ability modifier, and the ward loses one charge.
Once the target is healed, the ward jumps up to 30 feet to
another creature of your choice. After the ward loses all of its
charges, the spell ends. This spell has no effect on undead or
constructs.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the ward gains one additional
charge for each slot level above 3rd.
Scaleskin
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (dragon scale worth 300 gp)
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger
You touch a willing creature. Until the spell ends, the
target's skin has a smooth, scale-like appearance, and its
AC can't be less than 18, regardless of what kind of armor
it is wearing. Also, the target becomes resistant to a
single damage type depending on what type of dragon
scale you use: white (cold), red (fire), blue (lightning),
black (acid), or green (poison).
Spectral Steed
3rd-level conjuration (ritual)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (Onyx dust worth 50 gp, which the
spell consumes)
Duration: Instantaneous
Classes: Warlock, Wizard
You summon a spirit that assumes the form of an unusually
intelligent, strong, and loyal steed, creating a long-lasting
bond with it. Appearing in an unoccupied space within range,
the steed takes on a form that you choose: a warhorse, a
pony, a camel, an elk, or a mastiff. The steed has the statistics
of the chosen form, though it is an incorporeal undead
creature instead of its normal type, and gains the Incorporeal
Movement trait, although it cannot use it while mounted.
Additionally, if your steed has an Intelligence of 5 or less, its
Intelligence becomes 6, and it gains the ability to understand
one language of your choice that you speak.
Your steed serves you as a mount, both in combat
and out, and you have an instinctive bond with
it that allows you to fight as a seamless unit.
While mounted on your steed, you can make
any spell you cast that targets only you also
target your steed.
When the steed drops to 0 hit points, it
disappears, leaving behind no physical form. You
can also dismiss your steed at any time as an
action, causing it to disappear. In either case,
casting this spell again summons the same
steed, restored to its hit point maximum.
While your steed is within 1 mile of you,
you can communicate with it
telepathically. You can't have more than
one steed bonded by this spell at a
time. As an action, you can release
the steed from its bond at any time,
causing it to disappear.
Sphere of Deceit
3rd-level illusion
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (dragon scale worth 300 gp)
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger
You create a magical zone that enables deception in a 15-
foot-radius sphere on a point of your choice within range.
Until the spell ends, any creatures of your choosing that enter
the spell's area gain advantage on all Deception skill checks.
Additionally, any creatures in the spell's area that you do
not grant this bonus must make a Wisdom saving throw or
suffer disadvantage on all Wisdom (Insight) checks made
while in the area. When the spell ends, they know that they
were deceived in this manner.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the radius of the sphere is
increased by 10 feet for every slot level above 3rd.
Steady Terrain
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 minutes
Classes: Druid, Ranger
You transform the ground, allowing you and your allies to
traverse it with ease. For the duration, you remove all difficult
terrain along a 5-foot wide, 60-foot long line originating from
a point you touch in a direction you choose. If the terrain is
difficult due to a magical spell, this spell negates that
condition of the other spell if it was cast at 3rd level or lower.
When cast on a surface that would require a Strength
(Athletics) skill check to traverse, any creatures you choose
can make the skill checks with advantage.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the length of the line increases by
30 feet for every slot level above 3rd.
Thunderous Bellow
3rd-level evocation
Casting Time: 1 action
Range: Self (20-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Bard, Sorcerer
You shout a thunderous phrase that bursts outward from
your location. Each creature in a 20-foot cone must make a
Constitution saving throw. A creature takes 4d8 thunder
damage and is pushed 15 feet away from you on a failed save,
or half as much damage and is not pushed on a success.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d8 for
each slot level above 3rd.
Vaporous Smite
3rd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Classes: Paladin
The next time you hit a creature with a melee
weapon attack during this spell's duration, your
weapon flares with a misty white shroud and the
attack deals an extra 3d8 radiant damage to the
target. Immediately after the attack, your form
turns into a gaseous vapor and you are able to
travel up to 15 feet without provoking attacks of
opportunity. You return to your normal form at
the end of your turn.
Wyrmling's Vitriol
3rd-level evocation
Casting Time: 1 bonus action
Range: Touch
Components: V
Duration: 10 minutes
Classes: Bard, Warlock
You touch a creature and bestow it with the ability
to harness a black dragon's mastery of toxic
acid. For the duration, the target is
resistant to acid damage and can use
an action on its turns to launch a dark
green ball of acid up to 30 feet in a straight
line. The acid ball hits the first creature in its
path, which must make a Dexterity saving throw.
The creature takes 4d4 acid damage on a failed save,
or half as much damage on a successful one. Additionally,
if the creature fails its saving throw, each creature within 5
feet of it must succeed on a Dexterity saving throw or take
1d4 acid damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, both damage instances increase by
1d4 for every two slot levels above 3rd.
Army of the Dead
4th-level necromancy
Casting Time: 1 action
Range: 45 feet
Components: V, S, M (a vial of blood and a handful of bone
dust, which are consumed by the spell)
Duration: Concentration, up to 1 minute
Classes: Cleric, Warlock, Wizard
This spell creates 2d4 undead servant skeletons. Choose
piles of humanoid bones within range. Your spell imbues the
targets with a foul mimicry of life, raising them as undead
skeletons (the DM has the creature's game statistics). The
skeletons act immediately after your turn on the initiative
order.
On each of your turns, you can use a bonus action to
mentally command any creatures you made with this spell if
the creature is within 60 feet of you (issuing the same
command to each one). You decide what action the creatures
will take and where they will move during their next turn, or
you can issue a general command, such as to guard a
particular chamber or corridor. If you issue no commands,
the creatures only defend themselves against hostile
creatures. Once given an order, the creatures continue to
follow it until their task is complete.
The creatures are under your control for 1 minute, after
which point the spell ends and they collapse to the ground,
lifeless.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, you are able to add an addition 1d4
to the total number of skeletons raised by this spell for every
slot higher than 4th level.
Boundary
4th-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Wizard
You create a small barrier of force to protect a creature you
can see within range. The creature gains 25 + 1d10 worth of
temporary hit points.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, the number of temporary hit points
increases by 1d10 for each slot level above 4th.
Brook Healing
4th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal
to 8d8 + your spellcasting ability modifier. When healing a
creature in this manner, you immediately take psychic
damage equal to half the amount healed as psychic damage
and must make a DC 15 Constitution saving throw or suffer 1
level of exhaustion.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, the healing increases by 1d8 for
each slot level above 4th.
Devistate Undead
4th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You siphon out the foul life-force instilled in undead
creatures within range. Roll 5d20; the total is how many hit
points of creatures this spell can affect. Undead creatures
within 30 feet of a point you choose within range are affected
in ascending order of their current hit points.
Starting with the undead creature that has the lowest
current hit points, each creature affected by this spell must
succeed on a Constitution saving throw or be destroyed.
Subtract each undead creatures hit points from the total
before moving on to the undead creature with the next lowest
hit points. An undead creatures hit points must be equal to or
less than the remaining total for that creature to be affected.
You gain a number of temporary hit points equal to half the
hit point total of the first undead creature that was destroyed
by this spell.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, roll an additional 1d20 for each slot
level above 4th.
Dusk Arrows
4th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Bard, Cleric, Ranger, Wizard
You touch a quiver containing arrows or bolts. When a
target is hit by a ranged weapon attack using a piece of
ammunition drawn from the quiver, the target takes an extra
1d8 necrotic damage. The spell's magic ends on the piece of
ammunition when it hits or misses, and the spell ends when
twelve pieces of ammunition have been drawn from the
quiver.
If a target dies as a result of your ranged attack while using
this ammunition, its flesh melts away and it is raised as a
skeleton under your control for 8 hours, after which time it
stops obeying your commands and will attack you until
destroyed. You may control up to 4 skeletons at a time with
this spell. If you attempt to take control of another skeleton
with a dusk arrow when 4 are currently under your control,
you will lose control of the skeleton that has been under your
control the longest, and it will attack you.
On each of your turns, you can use a bonus action to
mentally command a skeleton raised by a dusk arrow if it is
within 60 feet of you (if you control multiple creatures, you
can command any or all of them at the same time, issuing the
same command to each one). Undead and constructs killed
with dusk arrows to not become skeletons under your control.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, you can control one additional
skeleton for each slot level above 4th.
Embers
4th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Druid, Sorcerer, Wizard
You cause tiny burning embers to fall from the sky around
you inside a 60-foot-tall cylinder with a 30-foot radius
centered on yourself. When you cast the spell, you must
choose if you intend for the embers to help or hinder.
Help: The embers provide restorative powers to all
creatures that you choose within within the area. A
creature that has 0 hit points gains advantage on death
saving throws until it completes a short rest or dies,
whichever happens first. A creatures that is has 1 hit point
or more gains 3d6 temporary hit points.
Hinder: The embers work to oppress your foes. All
creatures that you choose within range must make a
Dexterity saving throw. On a failed save, a creature takes
3d6 fire damage and has its movement speed halved until
the end of their next turn. It takes half damage and its
move speed is unaffected on a successful save.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, the die increases by 1d6 on either
effect for every slot level above 4th.
Furtive Armory
4th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (An exquisite weapon rack, 10 feet
wide by 6 feet tall, constructed from rare materials worth at
least 6,000 gp, and a Tiny replica made from the same
materials worth at least 60 gp)
Duration: Instantaneous
Classes: Wizard
You hide a weapon rack, and all its contents, on the
Ethereal Plane. You must touch the rack and the miniature
replica that serves as a material component for the spell. The
weapon rack can hold 15 pieces of adventuring gear,
weapons or armor. While the weapon rack remains on the
Ethereal Plane, you can use an action and touch the replica
to recall the rack. It appears in an unoccupied space on the
ground within 10 feet of you. You can send the weapon rack
back to the Ethereal Plane by using an action and touching
both the rack and the replica.
After 60 days, there is a cumulative 5 percent chance per
day that the spell's effect ends. This effect ends if you cast
this spell again, if the smaller replica rack is destroyed, or if
you choose to end the spell as an action. If the spell ends and
the larger weapon rack is on the Ethereal Plane, it is
irretrievably lost.
Gift of Vivacity
4th-level abjuration
Casting Time: 1 reaction
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Cleric, Paladin
You call upon your divine grace to bestow strength upon an
ally at the expense of your own. Select a creature that you
can see within range and grant them a number of temporary
hit points equal to your maximum hit points, but you
immediately take 4 levels of exhaustion.
Grimlore's Withering Coils
4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You create three spectral coils gleaming with green
necrotic energy. Make a ranged spell attack against up to
three separate targets within range, one for each coil. Each
successful attack deals 2d12 necrotic damage and the target
must succeed on a Wisdom saving throw or become
frightened of you until the end of your next turn. If the target
makes a successful saving throw, it cannot be frightened by
this spell for 24 hours.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, the damage of each coil increases
by 1d12 for every two slot levels above 4th.
Hallowing Curse
4th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Warlock, Wizard
You touch a creature, and that creature must succeed on a
Wisdom saving throw or become cursed for the duration of
the spell. When you cast this spell, an ill omen is placed on
the target, causing disadvantage on Strength and
Constitution ability checks and saving throws for the
duration. While cursed, the target gains 5d10 worth of
negative temporary hit points. These negative temporary hit
points must be healed through before a target's normal hit
points can be healed. A remove curse spell ends this effect.
**At Higher Levels.** If you cast this spell using a spell slot of
5th level or higher, the Duration is 8 hours. If you use a spell
slot of 7th level or higher, the Duration is 24 hours. If you use
a 9th level spell slot, the spell lasts until it is dispelled. Using
a spell slot of 5th level or higher grants a Duration that
doesn't require Concentration.
Healing Stone
4th-level transmutation (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (incense worth 50gp, which the spell
consumes, and a bloodstone worth 300gp)
Duration: Up to 10 days
Classes: Druid
You infuse a bloodstone with restorative magics. As an
action on your turn within the next 10 days, you can use the
stone to heal yourself or a creature within 5 feet of you for
6d4 + 6 hit points, returning the stone to its non-magical
state. You may only infuse one bloodstone with this magic at
a time.
Hemorrhage
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Ranger, Sorcerer, Warlock
You cause a target's previously healed battle scars to
rupture as blood begins exit from these opened wounds.
Select a creature within range to make a Constitution saving
throw, taking 2d8 slashing damage on a failed save.
Additionally, roll a d8 for every two hit dice belonging to the
creature. If this number is higher than the target's total hit
points at the end of its next turn, it falls to 0 hit points.
Temporary hit points do not count towards this total. If the
target saves on the initial save, this spell has no effect.
Improved Mage Armor
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (A link of a metal chain)
Duration: 8 hours
Classes: Sorcerer, Wizard
You touch a willing creature who isn't wearing armor, and a
protective magical force surrounds it until the spell ends. The
target's base AC becomes 15 + its Dexterity modifier. The
spell ends if the target dons armor or if you dismiss the spell
as an action.
Lathander's Blessing
4th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 1 minute
Classes: Cleric, Paladin
You invoke the blessing of Lathander, god of birth and
renewal, to aid you in your quest by protecting you against
being slain by your foes. For the duration, if a single attack
would knock you unconscious or kill you outright, you are
instead lowered to 1 hit point and may roll 4d6 and receive
that many temporary hit points.
Observance
4th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Bard, Cleric, Ranger
You heighten the senses of one of your allies. Select a
creature that you can see within range and grant them
advantage on all Wisdom (Perception) and Intelligence
(Investigation) skill checks for the duration. Additionally, the
target can attack twice, instead of once, whenever it makes
an attack of opportunity using its reaction for the duration.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, you can select one additional
creature for each slot level above 4th.
Plague
4th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You point at a creature within range, causing a dark green
glow to pass over their body. The creature must make a
Constitution saving throw or take 4d10 poison damage and
become diseased; suffering disadvantage on all attack and
skill checks for the duration as their skin begins to pustules
all over their body.
If the disease is not removed within 1 hour, the creature
must make another Constitution saving throw or die. If a
creature dies as the result of this spell, every creature within
10 feet must make a Constitution saving throw or become
affected by this spell, as if it was initially cast on them.
Constructs and undead are immune to the spell.
Raze
4th-level evocation
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (a red dragon's scale worth 300 gp)
Duration: Instantaneous
Classes: Sorcerer, Wizard
You summon a fiery floor of bubbling lava below your feet.
Each creature other than you in that area must make a
Dexterity saving throw. On a failed save, a creature takes
4d10 fire damage and may only move up to half of their
movement speed until the end of their next turn. Creatures
that are within 5 feet of you must make the Dexterity saving
throw with disadvantage. Creatures take half damage and do
not lose any movement speed on a successful saving throw.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, the radius of the spell increases by
5 feet for every slot level above 4th.
Spellsteal
4th-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Up to 1 minute
Classes: Wizard
You cause a creature you can see within range to make a
Wisdom saving throw. On a failed save, you place a minor hex
on them. The next spell they attempt to cast of 3rd level or
lower fails and has no effect. When they fail to cast a spell in
this manner, you are able to immediately cast it using your
reaction instead. Casting a spell in this manner grants you
temporary insight into how the spell is cast even if it is not on
your available spell list and does not use a spell slot. The
spell is not added to your spellbook.
**At Higher Levels.** If you cast this spell using a spell slot of
5th level or higher, the spell level that you can affect increases
by one level for each spell level above 4th.
Sticks to Snakes
4th-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of sticks)
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger
You transform a bundle of sticks into a Swarm of
Poisonous Snakes. The swarm turns back into sticks when it
drops to 0 hit points or when the spell ends. The summoned
swarm is friendly to you and your companions. The swarm
has its own turn, which immediately follows your own on the
initiative order. It obeys any verbal commands that you issue
to it (no action required by you). If you don't issue any
commands to it, the swarm defends itself from hostile
creatures, but otherwise takes no actions. The DM has the
creatures' statistics.
Wax
4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (1 ounce of sealing wax)
Duration: 1 minute
Classes: Wizard
An oleaginous wax covers the ground, walls and ceiling in a
30-foot radius sphere centered on a point within range and
turns it into difficult terrain for the duration. The wax spreads
around corners, covering all surfaces within range.
When the wax appears, each creature standing in its area
must succeed on a Dexterity saving throw or fall prone. A
creature that enters the area or ends its turn there must also
succeed on a Dexterity saving throw or fall prone.
Armor of Bones
5th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of bone dust)
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Warlock, Wizard
You encase the armor of a willing creature that you can see
within range in solid bone. While not impervious to
degradation, this bone armor will grant the target a +3 bonus
to AC for the duration.
Additionally, every time a creature within 5 feet lands a
successful attack against the target, the attacker takes 3d6
piercing damage as bone shrapnel chips off and strikes the
assailant.
Blood of the Martyr
5th-level abjuration
Casting Time: 1 reaction
Range: Self
Components: S
Duration: Instantaneous
Classes: Paladin
When you receive damage from a melee attack from a
creature that is within 5 feet of you, you can choose to take an
additional 8d6 damage of that damage type. Upon doing so,
you can then use your reaction to make a
melee attack with advantage against the
creature that just attacked you. If your
attack is successful, you deal your normal
weapon damage plus an additional 6d6
weapon damage.
Chaotic Wellspring
5th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 10 minutes
Classes: Sorcerer
Select up to three creatures that you can see within range
and force each of them to make a Wisdom saving throw. On a
failed save, a creature experiences difficulty focusing on their
spellcasting. The next time it casts a spell during the
duration, it must immediately roll on the Wild Magic table,
suffering the effect.
Cognition
5th-level enchantment
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Wizard
You are able to use your vast intellect
to overcome obstacles that would otherwise
seem impossible. For the duration, you are able to use your
Intelligence modifier in place of Dexterity or Wisdom (your
choice) for any saving throws or skill checks.
Defile
5th-level necromancy
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard
A wave of noxious energy flows out from your hands over
the land, infecting everything in its path. Each creature you
choose within a 30-foot cone must make a Constitution
saving throw. A target takes 4d10 poison damage and
becomes poisoned for 1 minute on a failed save, or half as
much damage and is not poisoned on a successful one.
Undead and Constructs automatically succeed on the save.
Frost Nova
5th-level evocation
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S, M (white dragon scales worth 450 gp)
Duration: Instantaneous
Classes: Sorcerer, Wizard
You invoke the arctic cold to freeze your foes. All creatures
other than yourself within 20 feet of you must succeed on a
Dexterity saving throw or take 8d8 cold damage and suffer
disadvantage on all Dexterity saving throws until the start of
your next turn. On a successful save, a target takes half
damage and does not suffer disadvantage on Dexterity saving
throws.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, the damage of this spell increases
by 1d8 for each slot level above 5th.
Grimlore's Touch of Undeath
5th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You touch a creature, causing it to make a Constitution
saving throw. For the duration, the target becomes
incapacitated on a failed save. The target can make a
Constitution save at the end of its turns, removing the
incapacitated effect on a success. While incapacitated in this
manner, the target begins to give off a toxic odor. Any creature
that is within 5 feet of the target at the start of its turn must
succeed on a Constitution saving throw or be poisoned until
the end of its next turn. A remove curse spell ends this spell
on an incapacitated creature.
**At Higher Levels.** If you cast this spell using a spell slot of
6th level or higher, an additional creature may become
incapacited by this spell. When the primary target succeeds
on their Constitution saving throw and ends the incapacitated
effect on itself, another creature within 5 feet of it must
succeed on a Constitution save or become incapacitated for
the remaining duration. Only 1 creature can be incapacited
by this spell at a time.
If you use a spell slot of 6th level or higher, this effect can
spread to 1 additional creature. If you use a spell slot of 7th
level or higher, this effect can spread to 2 additional
creatures. If you use a spell slot of 8th level or higher, this
effect can spread to 3 additional creatures. If you use a spell
slot of 9th level or higher, this effect can spread to 4
additional creatures.
Hederan Embrace
5th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a piece of ivy)
Duration: Up to 24 hours
Classes: Druid, Ranger
Your limbs grow like the woody vines of a hedera plant. For
the duration, your melee attack range increases up to a
maximum of 15 feet. Additionally, other creatures provoke an
opportunity attack from you when they enter your reach.
Hellfire
5th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of coal)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard
A fiery coal ignites in the palm of your hand. A creature that
you can see within range must make a Dexterity saving
throw, as the coal flies towards the target. On a failed save,
the target takes 6d8 fire damage initially and then 2d8 fire
damage at the start of each of their turns for the duration.
The target takes half as much initial damage and no
subsequent damage on a successful save.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, all damage instances increase by
1d8 for each slot level above 5th.
Ilmater's Fortune
5th-level divination (ritual)
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Cleric, Druid, Paladin, Ranger
You focus on the suffering of creatures around you. For the
duration, you sense the health of any injured creatures within
1 mile of your current location that have less than half of
their total hit points. You learn how critically a target is
injured and the nature of any ailments affecting them, but not
their identity.
Additionally, all restorative spells you cast for the duration
gain 2d6 additional hit points of healing and you gain
advantage on any Wisdom (Medicine) checks you make.
Linked Lifeblood
5th-level abjuration
Casting Time: 1 action
Range: Self (30-foot-radius)
Components: V, S
Duration: 1 minute
Classes: Paladin
You create a protective tether to your allies, siphoning their
pain for 1 minute. You gain temporary hit points equal to your
total maximum hit points. An ally within range that would
take damage for the duration takes none, and the damage is
transferred to you instead. If this damage exceeds your
temporary hit points, it is applied to your remaining hit
points. The spell ends after the duration or if you die,
whichever happens first.
**At Higher Levels.** If you cast this spell with a spell slot of
6th level or higher, the duration is 10 minutes. Spell slots
from 7th level increase the duration to an hour, and from 8th
level slots the spell lasts until dispelled. Using a spell slot of
8th level or higher allows you to end the spell as an action.
Manifest Mimic
5th-level transmutation (ritual)
Casting Time: 8 hours
Range: Touch
Components: V, S, M (an object worth
at least 500 gp, which the spell
consumes)
Duration: Instantaneous
Classes: Bard, Wizard
A non-magical object of Large size or smaller comes to life
at your command, in the form manifested mimic. The mimic
is charmed by you until you or your companions do anything
harmful to it. The charmed mimic regards you as a trusted
friend to be heeded and protected. Although the mimic isn't
under your control, it takes your requests or actions in the
most favorable way it can.
The manifested mimic can understand the languages of its
creator. It prefers to remain in its false appearance until
instructed otherwise. The size of the object used in the spell
dictates its combat statistics. A medium object becomes has
the same statistics as a mimic (your DM has the stats). Other
sizes of manifested mimics have different combat statistics
(all statistics are as they appear in the mimic's stat block
unless different below).
Manifested Mimic Statistics
Size HP AC Attack Str Dex
Tiny 41 18 +3 to hit, 1d4 + 1 damage 13 18
Small 50 16 +4 to hit, 1d6 + 2 damage 15 16
Medium 58 12 +5 to hit, 1d8 + 3 damage 17 12
Large 68 8 +6 to hit, 1d10 + 4 damage 19 8
You can only create one manifested mimic with this spell at
a time. If you cast the spell again, the other manifested mimic
is no longer charmed by you, it knows it was charmed, and it
becomes hostile. If the manifested mimic is killed, the object
used to create it is destroyed.
Midnight
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (Bat fur and a drop of pitch or piece of
coal)
Duration: Up to 1 hour
Classes: Sorcerer, Warlock, Wizard
Magical darkness spreads from a point you choose within
range to fill a 60-foot-radius sphere for the duration. The
darkness spreads around corners. A creature with darkvision
can't see through this darkness, and nonmagical light can't
illuminate it.
If the point you choose is on an object you are holding or
one that isn't being worn or carried, the darkness emanates
from the object and moves with it. Completely covering the
source of the darkness with an opaque object, such as a bowl
or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light
created by a spell of 5th level or lower, the spell that created
the light is dispelled.
Muffle
5th-level illusion (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Up to 24 hours
Classes: Bard, Ranger, Wizard
You are able to magically reduce the noise an object makes
so that it becomes silent for the duration or until you cast this
spell again. If the target object would normally impose
disadvantage on Dexterity based skill checks, it no longer
does for the duration. You can dismiss this effect as a bonus
action.
Mystra's Bequest
5th-level enchantment
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Ranger, Wizard
You select up to 2 targets within range. The next spell they
cast that targets only one creature and doesn't have a range
of self, can target a second creature in range with the same
spell.
Oghma's Knowledge Transferal
5th-level transmutation
Casting Time: 1 reaction
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You are able to magically transfer your knowledge into
another willing creature, allowing them to gain some of your
arcane insight. When an ally would cast a spell of 3rd level or
lower on their turn, you may use your reaction to grant them
access to your list of prepared spells to select from, provided
they can be cast at the given level.
Your ally's casting of the spell uses their spell slot of the
appropriate level, and it behaves as though they cast it for the
purposes of concentration, spell attack rolls, and saving
throw DC.
**At Higher Levels.** If you cast this spell using a spell slot of
6th level or higher, the spell level that you can cast through an
ally increases by one level for each spell level above 5th.
Pride of the Wild
5th-level enchantment
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Up to 8 hours
Classes: Druid, Ranger
Up to 10 creatures of your choosing within range have
their movement speed doubled for the duration. This effect is
removed if a target takes a hostile action towards any
creature.
Ruin
5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Warlock, Wizard
You create a maelstrom of fire and brimstone in a 20-footradius sphere at a point you can see within range. When a
creature enters the area 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 5d8 fire damage or half as
much on a success. Constructs and structures automatically
fail the save and the spell deals maximum damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d10 for
each slot level above 5th.
Sundering Smite
5th-level enchantment
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Classes: Paladin
The next time you hit with a melee weapon attack during
the spell's duration, your attack deals an extra 6d8 radiant
damage. The target must make a Strength save or suffer a -5
AC penalty until the end of its next turn.
Vehement Inquiry
5th-level enchantment (ritual)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a drop of the target's blood)
Duration: Up to 1 hour
Classes: Bard, Paladin, Warlock
You can attempt to force a creature to truthfully answer
your questions. Upon casting this spell, you immediately gain
1d4+1 levels of exhaustion.
If your current level of exhaustion does not result in your
death, roll 1d4. This is the number of questions you can ask
the target. After each question is asked, the target can make a
Wisdom saving throw before it answers. You do not know if
the target succeeds on their save. If the target fails its save, it
must answer your question briefly in a truthful manner, while
not providing any misleading information or it will take 4d6
psychic damage. If the target does not know the answer, it
must say so or take 4d6 psychic damage as if it were lying. If
the target succeeds the save, it can answer the question in
any manner it wishes and does not take damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, the number of questions increases
by 1d4 for each slot level above 5th.
Vengeance of Talos
5th-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a weapon)
Duration: Instantaneous
Classes: Druid, Ranger, Sorcerer, Wizard
You channel the rage of Talos, god of storms, to strike down
a foe where it stands. Make a melee attack with a weapon. On
hit, the target suffers the attack's normal effects plus 6d8
lightning damage and becomes stunned until the start of its
next turn. Additionally, every creature of Large size or smaller
other than yourself within 20 feet of the target must make a
Dexterity saving throw or be knocked prone, regardless of
whether the initial attack was successful.
**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.
Wall
5th-level abjuration
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 round
Classes: Sorcerer, Wizard
An invisible barrier of magical force appears and protects
you. Until the start of your next turn, you have a +7 bonus to
AC and impose disadvantage on attacks made against you,
including against the triggering attack, and you take no
damage from magic missile.
Amplify Magic
6th-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Up to 1 minute
Classes: Sorcerer, Wizard
You use your bonus action to place a boon upon yourself,
empowering the spells. While are under the effects of this
spell, the next 3rd level spell that you cast using one of your
available spell slots gains benefits as though it had been cast
at 7th level.
Apocalypse
6th-level conjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a pinch of sulfur)
Duration: Instantaneous
Classes: Sorcerer, Wizard
You cause demonic symbols to appear beneath the feet of
every creature you choose within range. Each creature must
make a Dexterity saving throw or take 3d8 fire damage and
become stunned until the end of its next turn. A creature
takes half damage and is not stunned on a successful one.
Creatures gain no benefit from cover for this save.
**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.
Battle Beetle
6th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 24 hours
Classes: Sorcerer, Wizard
You a summon fey spirit, which takes the form of a huge
beetle that appears in unoccupied space that you can see
within range. The beast is considered fey, and it disappears
when it drops to 0 hit points or when the spell ends. The
summoned creature is friendly to you and your companions.
Roll initiative for the summoned creature, which has its own
turns. It obeys any verbal commands that you issue to them
(no action required by you). If you don't issue any commands,
it will defend itself from hostile creatures, but otherwise take
no actions. The DM has the creatures' game statistics (stats
as a Mammoth but gains 30 ft. fly speed).
Up to 5 creatures of medium size or smaller can mount the
beetle at a time, but it only responds to commands given by
you.
Borrowed Time
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
You open a rift and are able to reach through to borrow idle
time from your future self. Once per round for 1d6+4 rounds,
you may take an additional action or bonus action at the end
of another creature's turn. Acting in this manner consumes
your reaction. At any point for the duration, if you lose your
concentration, you become stunned for a number of rounds
equal to the initial roll of 1d6.
Bound into Obedience
6th-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (Black sapphire dust worth 100 gp,
which the spell consumes)
Duration: 10 days
Classes: Bard, Sorcerer, Warlock, Wizard
You touch a creature that is unconscious and cause
ethereal chains to bind the creature's hands. If the target
regains consciousness, it must succeed on a Wisdom saving
throw at disadvantage or become charmed by you for the
duration. While bound into your servitude in this manner, the
target must obey your verbal commands to the best of its
ability as your servant. The target will not willingly hurt itself.
If you command the target to perform an action strongly
opposed by its core values, or you or your companions take
an action harmful to it, your DM might allow the creature to
make another Wisdom saving throw to break its shackles and
end this effect.
When the spell ends, the creature is no longer bound to
you as a servant and has full knowledge of the tasks you
made it perform. A Remove Curse, Greater Restoration, or
Wish spell also ends it.
Grace of Shar
6th-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small black disk)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Wizard
A creature you touch is blessed with a sliver of Shar's
umbral omniscience. For the duration, they gain blindsight
out to a range of 30 feet.
**At Higher Levels.** When you cast this spell using a 9th
level spell slot, you can select one additional creature.
Grimlore's Aphotic Armor
6th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 1 hour
Classes: Sorcerer, Warlock, Wizard
You pull forth shadows that reside in the deepest corners of
the realm, forming a shroud of darkness around yourself.
Upon casting this spell, you gain 3d12 + 12 temporary hit
points. Additionally, while you have these hit points, you to
become heavily obscured to others and if you take damage
from any source, your attacker must make a Wisdom saving
throw or become frightened of you until the end of its next
turn.
Investiture of Necrosis
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Necrotic energies race across your body, shedding dim
light in a 60-foot radius for the spell's duration. The necrosis
doesn't harm you. Until the spell ends, you gain the following
benefits:
You are immune to necrotic damage and resistant to
poison damage.
Any creature that moves within 5 feet of you for the first
time on a turn or ends its turn there takes 1d10 necrotic
damage.
You can use your action to create a line of necrotic energy
15 feet long and 5 feet wide extending from you in a
direction you choose. Each creature in the line 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.
Kossuth's Burning Mark
6th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
You burn a fiery rune in the shape of Kossuth's symbol into
the forehead of a creature. At the start of the targets turns, it
must make a Constitution saving throw. On a failed save, the
target takes 1d8 fire damage for every 5 feet it moves on
during that turn. On a failed save, the target is not affected by
during that turn but the spell does not end.
Lingering Vitality
6th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Bard, Cleric, Druid
You touch one willing creature, infusing its soul with pool
of restorative magics that are slowly released over time. Roll
10d8, which becomes the pool of hit points available to the
target. As a reaction, the you can heal the target an amount of
hit points equal to or less than those remaining in the in the
pool.
**At Higher Levels.** When you cast this spell using a spell
slot of 7th level or higher, the pool of hit points increases by
2d8 for each slot level above 6th.
Lingering Vitality
6th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Bard, Cleric, Druid
You touch one willing creature, infusing its soul with pool
of restorative magics that are slowly released over time. Roll
10d8, which becomes the pool of hit points available to the
target. As a reaction, the you can heal the target an amount of
hit points equal to or less than those remaining in the in the
pool.
**At Higher Levels.** When you cast this spell using a spell
slot of 7th level or higher, the pool of hit points increases by
2d8 for each slot level above 6th.
Mantle of Malar
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a tuft of werewolf fur)
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Sorcerer
You adopt a spectral visage of a ravenous wolf
spirit. For the duration, creatures of your choice
within 30 feet of you gain advantage on attack
rolls against their target if at least one of their
allies is within 5 feet of that target and the ally
isn't incapacitated.
Additionally, actions you take on your turn gain
special aspects as you channel Malar's bestial will.
If you take the Attack action, creatures of your
choice within 10 feet of you when you make the
attack must make a Wisdom saving throw or be
frightened of you until the end of their next turn; if
you take the Dash action your jump distance is
tripled; if you take the Disengage action, your
movement speed increases by 10 feet; if you take
the Dodge action, you gain resistance to
bludgeoning, piercing, and slashing damage from
non-magical weapons that aren't silvered.
Myrkul's Power
6th-level necromancy
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
You hold your hands with fingers spread,
drawing forth life force into your outstretched
fingertips. Each creature in a 30-foot cone
must make a Constitution saving throw. A creature
takes 5d6 necrotic damage on a failed save, or half as much
damage on a successful one. You regain hit points equal to
half of the total damage dealt.
**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.
Oppression
6th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Wizard
Each creature in a 15-foot-radius sphere centered on a
point you choose must make a Wisdom save. On a failed
save, a target takes 6d6 force damage and suffers
disadvantage on saving throws vs magical effects until the
start of your next turn, or half as much damage and no other
effects on a successful one. A creature with magic resistance
automatically succeeds the save and the spell deals minimum
damage.
Permafrost
6th-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (white dragon scales worth 500 gp)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
Each creature in a 15-foot-radius sphere centered on a
point you choose must make a Wisdom save. On a failed
save, a target takes An icy chill passes over your body, giving
you a better understanding of winter's fury. For the duration,
when you cast a spell that deals cold damage, you cause your
target to become vulnerable to this damage type for the
attack. When you cast any spells that deal cold damage to a
target that is resistant to that damage type, you cause the
target to lose their resistance to cold damage for the attack.
When you cast any spells that deal cold damage on a target
that is immune to this damage type, you cause your target to
become resistant for the attack instead.
Psyche Onslaught
6th-level enchantment
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Wizard
You create a 15-foot-radius sphere of thin hazy mist
centered on a point you can see within range. The mist
spreads around corners. It lasts for the duration or until
strong wind disperses it, ending the spell. The area is heavily
obscured. Creatures in to mist's area have disadvantage on
all Intelligence, Wisdom, and Charisma saving throws and
skill checks.
Rampart of Dispel Magic
6th-level abjuration
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Sorcerer, Wizard
You create a pulsating wall of magical energy that
purges magical effects from any creature that passes
through it. The wall is a line that can be up to 40 feet
in length, 40 feet high, and 5 feet thick. When you cast
this spell, you cannot place it in any occupied space, and
it must be placed in a space that you can see. The wall is
visible to all creatures with an Intelligence score higher
than 11. A creature that passes through the wall has any
spell of 6th level or lower on it end. Spells of 7th level or
higher on the target are unaffected.
**At Higher Levels.** When you cast this spell using a
spell slot of 7th level or higher, the duration is 1 hour. If
you use a spell slot of 8th level or higher, the duration is
24 hours. If you use an 9th level spell slot, the spell lasts
for 1 month. Using a spell slot of 7th level or higher
grants a duration that does not require Concentration.
Soultap
6th-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You embrace the life-force that flows inside all living
creatures within range. As bonus action, you can take
1d6 necrotic damage for every creature that you choose
within range. When you make your next spell attack, you
can add this amount of damage to your attack.
Acid Rain
7th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Wizard
You create gloomy storm clouds 50 feet above the ground,
creating a mixture of dense fog and pouring acidic rain in a
15-foot-radius, 50-foot-high cylinder centered on a point
within range. Until the spell ends, dim light fills the
cylinder. Its area is heavily obscured and acts as difficult
terrain. A creature that ends its turn in the cylinder must
make a Constitution saving throw. A creature takes 8d10 acid
damage on a failed save, or half on a success.
Additionally, each time a creature takes damage from the
acid rain, metal items held or worn are exposed to the rain
and might be destroyed. For metal weapons, armor, and
objects, roll a d8. Non-magical metal weapons, armor, and
objects are destroyed on a 3 or lower. Uncommon
items are destroyed on a 2 or lower. Rare items are
destroyed on a 1 or lower. Very Rare and Legendary items
are unaffected.
**At Higher Levels.** If you cast this spell using a spell slot of
8th level or higher, the Duration is 8 hours. If you use a 9th
level spell slot, the spell lasts until you dismiss it as a
bonus action.
Conjure Shambling Mound
7th-level conjuration
Casting Time: 1 minute
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid
You call forth an shambling mound created from any
vegetation around you. Choose an unoccupied area near a
source of vegetation that you can see within range. A
shambling mound will rise from the ground in this location.
The mound disappears when it drops to 0 hit points. The
mound is friendly to you and your companions for the
duration. Roll initiative for the mound, which has its own
turns. It obeys any verbal commands that you issue to it (no
action required by you). If you don't issue any commands to
the mound, it defends itself from hostile creatures but
otherwise takes no actions. If your concentration is broken
before the spell's duration is reached, you lose control of the
mound and it becomes hostile toward you and your
companions. A hostile shambling mound can't be dismissed
by you. It disappears when its hit points reach 0 or 1 hour
after you summoned it, whichever happens first. The DM has
the creature's game statistics.
**At Higher Levels.** When you cast this spell using a 9thlevel spell slot, you summon two shambling mounds in
unoccupied area that you can see.
Conjure Wyrmling
7th-level conjuration (ritual)
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (dragon scales and a jewel worth
10,000 gp, both of which the spell consumes)
Duration: Up to 8 hours
Classes: Sorcerer, Warlock, Wizard
You summon a dragon wyrmling of challenge rating 4 or
lower, which appears in an unoccupied space that you can
see within range. The color of dragon scales used in the
casting determines the type of wyrmling summoned. The
wyrmling disappears when it drops to 0 hit points or when
the spell ends. The wyrmling is friendly to you and your
companions for the duration. Roll initiative for the wyrmling,
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 wyrmling, it defends itself from hostile creatures but
otherwise takes no actions. The DM has the wyrmling's
statistics. You can only have one wyrmling conjured at a time
with this spell. Any additional castings of the spell within the
duration will cause the prior wyrmling to cease existing or to
extend the duration, depending on the scale used.
**At Higher Levels.** When you cast this spell using an 8thlevel spell slot, the duration is up to 24 hours. When using a
9th-level spell slot, the duration is a year and a day.
Grimlore's Doom
7th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You spit an oath at a creature within range, who must
succeed on a Wisdom saving throw or take 5d12 necrotic
damage. They take half as much on a successful save.
Additionally, on a failed saving throw, the creature is
frightened of you and is incapacitated. The creature also
takes 2d12 necrotic damage at the end of each of its turns,
after which it may make the saving throw again. On a
success, the spell ends.
Kelemvor's Irradiating Beam
7th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (holy symbol of Kelemvor)
Duration: Concentration, up to 1 minute
Classes: Cleric, Wizard
You create a beam of radiant energy that burns undead
creatures in a 20-foot radius cylinder up to 100 feet tall
centered on a point that you can see within range. The
cylinder is considered difficult terrain for undead creatures.
When an undead creature enters the cylinder for the first
time on a turn or starts its turn there, it must make a
Constitution saving throw. On a failed save, the undead
creature takes 6d10 radiant damage or half as much on a
success. Incorporeal undead automatically fail the save and
take maximum damage from the spell. Living creatures are
unaffected by the cylinder and it is not difficult terrain for
them.
Additionally, the cylinder sheds bright light for 60 feet from
its center and dim light for another 20 feet.
If you're within 60 feet of the cylinder, you can move it up to
30 feet as a bonus action.
**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.
Reveille
7th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a war horn)
Duration: Concentration, up to 1 hour
Classes: Bard, Cleric, Wizard
You summon warriors to fight for you and your allies with a
blast through a war horn that calls them to arms. Choose
between a Knight or a Veteran; the chosen creature appears
within range, as well as a squad of auxiliary warriors
composed of 2d4+4 Guards or Bandits, respectively.
The summoned warriors are friendly to you and your
companions for the duration. Roll initiative for the warriors,
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 the warriors, they defend themselves
from hostile creatures but otherwise take no actions.
If your concentration is broken, the warriors don't
disappear. Instead, you lose command of them, and they
become neutral to you and your companions, following the
command of the Knight or Veteran (as appropriate).
Uncontrolled warriors can't be dismissed by you and
disappear 1 hour after they are summoned. The DM has the
warriors' statistics.
**At Higher Levels.** When you cast this spell using a spell
slot of 8th level, the number of auxiliary warriors you may
summon increases to 2d6+6. When you cast it using a spell
slot of 9th level, this number increases to 2d8+8, or you may
summon 12 auxiliary warriors and an additional Knight or
Veteran, which must be of the same type as the initial choice.
Vampiric Aura
7th-level necromancy
Casting Time: 1 bonus action
Range: Self (30-foot-radius)
Components: V, S
Duration: Up to 10 minutes
Classes: Warlock, Wizard
A necrotic aura emanates from you, leeching the life out of
your foes. When you cast this spell, you can designate any
number of allies you can see to receive its benefit. When you
or any allies within 30 feet of you damage an enemy, they gain
half of the damage done as temporary hit points.
**At Higher Levels.** When you cast this spell using a spell
slot of 8th level or higher, you can extend the radius by 10
feet for each slot level above 7th.
Alluvial Pool
8th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a vial of ooze)
Duration: Concentration, up to 1 hour
Classes: Druid, Sorcerer, Warlock, Wizard
Thick ooze fills an area of the ground you choose within
range. The area by default is a 50-foot square, but its
dimensions may be whatever you wish, provided it is one
continuous pool and the total surface area does not exceed
2500 square feet. The resulting pool has a depth of 10 feet
and is difficult terrain. The area looks like a shallow pool of
water at first glance, and any creature that was not aware of
the spell being cast must make an Intelligence (Investigation)
or Wisdom (Perception) check against your spell DC to
believe otherwise before contact is made with the pool.
A creature entering the pool for the first time on a turn or
starting its turn there must make a Dexterity saving throw,
taking 4d6 acid damage on a failed save and sinking into the
pool, as the grappled condition. On a successful save, the
creature takes half as much acid damage and is not grappled.
A grappled creature can use its action to make a Strength
(Athletics) or Dexterity (Acrobatics) check (its choice) against
your spell save DC. On a success, it frees itself. A creature of
size Large or smaller that fails the saving throw while already
grappled by the pool is also restrained against your
spell save DC.
A restrained creature can't breathe, and
any non-magical metal objects it
carries begin to corrode. When the
restrained creature takes acid
damage from the pool, non-magical
metal weapons and armor
take a permanent, cumulative
-1 penalty to their damage
rolls and AC, respectively. If
this penalty on a weapon
reaches -5, the weapon is
destroyed; similarly, armor
is destroyed if its AC is
reduced to 10. Other
metal objects take
cumulative damage as
well, as the pool eats
through a 1-inchthickness of nonmagical metal each
round it is immersed.
Armor of Irritants
8th-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 24 hours
Classes: Druid
One hundred tiny insects
cover your body and grant you
100 temporary hit points. Also, you
are immune to poisons and diseases
for the duration. You gain additional
effects depending on how many
temporary hit points are remaining:
75 or more. You have 3/4 cover.
45 or more. You have half cover.
Additionally, once per round, if a single
source of damage would remove more than 50
temporary hit points, you can use your reaction
to only lose half of the temporary hit points
instead. The spell lasts for the duration or when the
temporary hit points are depleted, whichever happens first.
You can only have one instance of this spell active at a time.
**At Higher Levels.** When you cast this spell using a spell
slot of 9th level, you gain an additional 20 temporary hit
points and the spell lasts for 10 days.
Chalice of the Night
8th-level necromancy
Casting Time: 1 hour
Range: Self
Components: V, S, M (1 ounce of vampire's blood, which the
spell consumes, and a chalice worth 2,500 gp)
Duration: Up to 24 hours
Classes: Warlock, Wizard
You assume the form of a vampire until the next dawn, or
the spell's duration, whichever happens first. You transform
into an average vampire, one without any class levels or
the Spellcasting trait.
Your game statistics are replaced by the statistics of a
vampire, though you retain your alignment and
Intelligence, Wisdom, and Charisma scores if they are
greater. You also retain all of your skill and saving throw
proficiencies, in addition to gaining those of a vampire. If
the vampire has the same proficiency as you and the bonus
listed in its statistics is higher than yours, use the vampire's
bonus in place of yours. You cannot use its Legendary
Resistance or its legendary actions in the new form. As a
vampire, you do not age.
You assume the hit points and Hit Dice of the new form.
When you revert to your normal form, you return to the
number of hit points you had before you transformed.
If you revert as a result of dropping to 0 hit points, any
excess damage carries over to your normal form. As long
as the excess damage doesn't reduce your normal form to
0 hit points, you aren't knocked unconscious. You retain the
benefit of any features from your class, race, or other source
and can use them, provided that your vampiric form is
physically capable of doing so. You can speak all of the
languages you knew before the transformation.
When you transform, you choose whether your equipment
falls to the ground or is worn by your new form. Worn
equipment functions as normal. The DM determines whether
it is practical for the new form to wear a piece of equipment,
based on the vampire's shape and size compared to those of
your original form. Your equipment doesn't change shape or
size to match the new form, and any equipment that the new
form can't wear must fall to the ground. During this spell's
duration, you cannot end the spell prematurely.
You can assume your vampiric form permanently by
casting this spell and drinking from the same chalice every
day for 10 days. During the night of the 10th consecutive
casting of this spell, you must feed on blood from a living
humanoid creature to complete your transformation.
**At Higher Levels.** When you cast this spell using a spell
slot of 9th level, you gain one use of the vampire's Legendary
Resistance per day. To gain this effect permanently by casting
this spell and drinking from the same chalice every day for 10
days, each casting must be done using a 9th level spell slot.
Grimlore's Crippling Incursion
8th-level necromancy
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You point an outstretched hand with fingers spread and
emanate a blanket of necrotic energy from your fingertips.
Each creature that you choose in a 30-foot cone must make a
Constitution saving throw. A creature takes 5d12 necrotic
damage and suffers 2 levels of exhaustion on a failed save, as
their bones become frail and strength leaves their body. On a
successful save, they take half as much damage and do not
become exhausted but become frightened of you until the end
of their next turn.
Levitate Landscape
8th-level transmutation
Casting Time: 8 hours
Range: Touch
Components: V, S, M (a blue sapphire worth at least
30,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Wizard
You bury a gemstone 1 foot below the surface and
begin to enchant the surrounding area with magical
energies native to the Elemental Plane of Air. After a
strenuous casting recital consisting of 8 hours of
uninterrupted devotion, the landscape begins to tear
away from its surroundings up to a 250-foot-radius
sphere in any direction from the gemstone, forming an
island.
Once the spell has been completed, the island begins
to lift into the air at a rate of 100 feet per 1 hour. You
are able to use your action to stop the island from
elevating at any point up to 1 mile above the surface.
Once stopped, you are able to move the island by
spending 1 hour in an uninterrupted recitation. Doing
so will allow you to move the island in any direction at
a rate of 20 feet per 1 hour. You may stop the island
from moving at any time using your action. The buried
gemstone can never be higher than 1 mile above the
surrounding ground's surface. Removing the gemstone
from the place it was buried requires a successful
Intelligence (Arcana) and Strength (Athletic) check,
each contested by your spell save DC. Succeeding on
both checks ends the spell, causing the island to fall
back towards the surface at a rate of 192 feet per round.
You may only have one instance of this spell active at
a time. Casting the spell again will cause the other
casting of this spell to lose its magical properties and
the spell will end.
**At Higher Levels.** When you cast this spell using a
slot of 9th level, you may have multiple instances of this
spell active at a time, and casting the spell again no
longer causes previous castings of this spell to end.
When you complete the 1-hour recitation to move a
Levitated Landscape, you instead move all Levitated
Landscapes that you control.
Scornful Mantle of the Undaunted
8th-level abjuration
Casting Time: 8 hours
Range: Touch
Components: V, S, M (a ruby worth 1,000 gp)
Duration: Up to 1 minute
Classes: Bard, Cleric
You touch a willing creature and strengthen its resolve,
allowing it to become dauntless in the face of untold danger.
For the duration, the target becomes immune to all
conditions. If the target is currently affected with any
condition other than exhaustion or is unconscious, casting
this spell will remove those conditions from the target.
Additionally, if a single source of damage would kill the target
while the spell is active, the target's health is set to 1 hit point
instead, and the spell ends.
Bixmodeus' Binding of Perduring
Possession
9th-level abjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (an item to serve as a receptacle, made
of materials worth at least 1,000gp per Hit Die of the
target)
Duration: Until dispelled
Classes: Wizard
You embed the soul and personality of a willing target into
an item. While affected by this spell, the target doesn't need
to breathe, eat, or drink, and it doesn't age or die. It retains its
senses. Divination spells can't locate or perceive the target.
The target's perception of the vessel may vary and is
chosen by the caster as they form a mental image of the
target's place of voluntary imprisonment. The target will be
able to verbally communicate with creatures outside of the
vessel, and to communicate telepathically with creatures
attuned to the item. While within the vessel, the target may
summon any mundane items they desire.
The item used as a vessel gains a magical aura about it and is
inured to wear and damage. It also has advantage on saving
throws against spells and other magical effects, and resistant
to damage originating from such. The item uses the statistics
of the bound creature for saving throws, and the maximum
value of the bound creature's Hit Dice (including its
Constitution modifier) for determining the item's HP. Its AC is
25, and any damage to it is repaired at a rate of 5 HP per
round.
**Ending the Spell.** The spell may be ended through a
ceremonial ritual where diamonds worth at least 500gp per
Hit Die of the bound target are fired in a brazier for 24 hours,
stoked and fueled with rare herbs native to the target's place
of birth. The item must be laid upon the diamonds for the
duration of the ceremony, and the true name of the target
chanted at its zenith. Performing this ritual will expunge the
target's soul from the item, releasing it to its expected
destination upon death, and destroying the possessed item
along with all resources used in the ritual.
A dispel magic spell can end the spell only if it is cast as a
9th-level spell, targeting the item.
Grimlore's Calamity
9th-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
You create a shadowy pool centered on a flat surface that
you can see within range. The pool is 30 feet in diameter and
connects your plane to the Shadowfell. A spectral hand rises
from the center of the pool and remains there for the
duration of the spell. The spectral hand does not occupy its
space.
When a creature enters the pool for the first time on a turn
or starts its turn there, the creature must succeed on a
Constitution saving throw or take 10d12 necrotic damage, or
half as much damage on a success. Any creature that is
reduced to 0 hit points while in the pool sinks to the bottom
and is immediately transported to the Plane of Shadow,
becoming trapped there.
Additionally, as a bonus action on your turn, you may
command the spectral hand to beckon a creature within 120
feet of it. The target must make a Wisdom saving throw or
have an enchantment placed upon it, causing to approach the
spectral hand. The creature must spend its turns trying to
move as close to the spectral hand as it can, using the Dash
action.
A creature enchanted in this manner can make a Wisdom
saving throw at the end of each of its turns. If it successfully
saves three times, the enchantment ends and the creature is
immune to this effect for 24 hours. If it fails its save three
times, it becomes stunned and the enchantment ends. The
spectral hand can only enchant one target at a time in this
manner.
Replicate
9th-level conjuration
Casting Time: 12 hours
Range: Self
Components: V, S, M (Some hair, fingernail clippings, or
other piece of your body; and a ruby worth 2,500 gp, which
is consumed by the spell)
Duration: Permanent
Classes: Wizard
You create a duplicate of yourself that is similar to you in
every way at the time of casting. You can communicate with
your duplicate telepathically, and it obeys all of your
commands. Your duplicate has all of the same abilities
(though none of your equipment), spells and features that you
do, but these become shared resources between you both. If
your duplicate casts a spell, you both lose the corresponding
spell slot, for example. Your duplicate ages at the same rate
as you do and is immune to the dispel magic spell. You may
only have one duplicate active at a time, and your duplicate is
not able to cast the replicate spell.
The duplicate dies when it drops to 0 hit points, ending the
spell. If you die while your duplicate is still alive, your soul is
transferred to it, and it becomes your new form, ending the
spell.
Tamara's Rebirth
9th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamonds worth at least 10,000 gp,
which the spell consumes)
Duration: Up to 24 hours
Classes: Bard, Cleric, Druid
You touch a willing creature that has 1 or more hit points,
infusing it with a blessing from Tamara, dragon goddess of
life, light and mercy. If the target dies during the duration, for
any reason except old age, the blessing is triggered. If its soul
is free and willing, the target returns to life at the start of its
next turn with hit points equal to half its hit point maximum.
As a bonus action on the same turn, the target can expend as
many of its hit dice as it chooses to heal itself. Roll each die
spent, adding your Constitution modifier to each, and regain
a number of hit points equal to the total.
This spell closes all wounds, neutralizes any poison, cures
all diseases, and lifts any curses affecting the creature when
it died. The spell replaces damaged or missing organs and
limbs.
The spell can even provide a new body if the original no
longer exists. The target then appears in an unoccupied
space within 10 feet of where it died.