dnd-file-gen/incomplete_tome_of_spells_raw.txt
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Absorption
9th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (an amulet worth at least 1,000 gp)
Duration: 1 minute
Classes: Sorcerer, Wizard
Source: Wizard's Spell Compendium
This spell surrounds you with pulsating, sparkling, glow. For
the duration, if you are targeted by a spell of 6th level or
lower that has a duration of Instantaneous, you may use your
reaction to add your spellcasting ability modifier to your
saving throw (if the spell requires one) or to your AC (if the
spell requires an attack roll). As part of the same reaction, you
may absorb that spell's energy.
Until the absorption spell has ended, you may then use
your bonus action to either immediately cast the absorbed
spell yourself at its lowest level, without spending a spell slot,
or to transform the spell into a spell slot of a level equal to the
spell's lowest level. For example, if you are caught in a fireball
cast with a 5th-level spell slot, you may choose to be able to
cast the fireball as if with a 3rd-level slot, or gain a 3rd-level
slot to use.
You may absorb multiple spells during absorption's
duration. When the spell ends, the absorbed spells are lost,
but you may keep any transformed spell slots. These slots last
until you use them or you complete a long rest.
Acid Rain
5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of acid)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
An intense downpour of gelatinous, corrosive droplets
appears in a 20-foot-radius, 40-foot high cylinder centered on
a point within range, raining down on all below. Each
creature in the cylinder when it appears and that ends its
turn there must make a Dexterity saving throw, taking 6d6
acid damage on a failed save or half as much damage on a
successful one.
In addition, if a creature takes 15 or more acid damage
from this spell, then any nonmagical armor the creature is
wearing takes a permanent and cumulative -1 to the AC it
offers. Armor reduced to an AC of 10 or a shield that drops to
a +0 bonus is destroyed. A mending spell can be used to
restore these items to full functionality, at the rate of one
casting of mending per -1 penalty.
Adhesion
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of powdered horse hoof)
Duration: 1 hour
Classes: Artificer, Bard, Wizard
Source: Wizard's Spell Compendium
You touch two solid, inanimate objects and cause them to
stick to each other. The two objects can be separated only
through brute force, requiring a successful Strength
(Athletics) check against your spell save DC. If the two items
are wrested apart before the spell ends, then they will readhere if brought into contact with each other again.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the duration increases by one hour
for each slot level above 1st. In addition, when you use a 4th
level or higher spell slot, the Strength check is made with
disadvantage.
Airball
5th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard
Source: Wizard's Spell Compendium
A streak of stormy-blue air flashes from your outstretched
finger to a point you choose within range and then bursts into
a powerful blast of air that continues to roar for the duration.
All creatures within a 10-foot-radius sphere centered on that
point must make a Strength saving throw. On a failure, the
creature takes 6d6 bludgeoning damage and is pushed 20
feet away from the center of the sphere. If it fails the saving
throw by 5 or more, it is also knocked prone.
For the duration, the area is difficult terrain. The roaring
winds and stirred-up dust and water droplets also cause the
area to be lightly obscured. A creature that ends its turn in
that area must succeed on a Strength saving throw. The
creature takes 3d6 bludgeoning damage and is pushed 15
feet away from the center of the sphere on a failed save, or
half as much damage and isn't pushed away on a successful
one. The roaring winds disperse gases or vapors, and
extinguishes nonmagical flames in the area.
**At Higher levels.** When you cast this spell with spell slot of
6th level or higher, the damage for both the initial and
secondary damage increases by 1d6 for each slot level above
5th.Airboat
8th-level conjuration
Casting Time: 1 action
Range: Special
Components: V, S
Duration: 24 hours
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Source: Wizard's Spell Compendium
You must be outdoors to cast this spell, and the sky must be
at least lightly cloudy. You point to a cloud, which immediately
descends towards you. The cloud has the attributes of a
sailing ship (Armor Class 15, 300 hit points, damage
threshold 15, can carry 100 tons of cargo and 20 passengers)
and looks like a cloudy version of whatever type of ship you
like. You control the airboat with mental commands (no
action required by you) and you do not need any other crew.
It has a flying speed of 90 feet (60 feet while sailing into
the wind, and 120 feet while sailing with the wind), and a
travel pace of 10 miles per hour 240 miles per day). On your
turn, you can use your action to cause the airboat to rise or
sink up to 50 feet or to make a 90-degree turn. The airboat
doesn't come with any weapons, although you may install
some.
You will recieve a mental ping ten minutes before the spell
ends, allowing you to lower it to ground level. You can cast
this spell again while it is active to maintain the airboat's
existence for another 24 hours.
You may also cast this on the fog created by a cloudkill, fog
cloud, stinking cloud, or similar spell or magical effect,
instead of on a cloud in the sky. You must still be outdoors to
do so, however, and you don't gain any of the spell's or effect's
original benefits.
Alpha's Aurora Borealis
5th-level evocation
Casting Time: 1 action.
Range: Self (10-foot-radius)
Components: V, S, M (a clear gemstone worth 100 gp and a
glowworm)
Duration: Concentration, up to 1 minute
Classes: Sorcerer
Source: The Great Net Spellbook
You create an aura of dancing, shifting, colorful light to
coalesce around you to a radius of 10 feet. The aura travels
with you. Each creature that is within 30 feet of you must
make a Wisdom saving throw. On a failure, the creature
becomes charmed for the duration. While charmed by this
spell, the creature is incapacitated and has a speed of 0.
A creature that touches the aura or begins its turn in it, or
that takes damage from another source, takes 2d10 radiant
damage and may make a new Wisdom saving throw. On a
success, the spell ends for it. The spell also ends for an
affected creature if someone else uses an action to shake the
creature out of its stupor.
Alpha's Blue Blaze
4th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer
Source: The Great Net Spellbook
A sheet of purple acidic vapors and electric-blue flames leaps
forth from your hand in a 60-foot cone. Each creature in that
area must make a Dexterity saving throw. A creature takes
3d8 acid damage and 3d8 fire damage on a failed save, or
half as much on a successful one.
**At Higher levels.** When you cast this spell with spell slot of
5th level or higher, the damage increases by either 1d8 acid
damage or fire damage (your choice) for each slot level above
4th.
Alpha's Chill of the Void
3rd-level conjuration
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a piece of ice)
Duration: Instantaneous
Classes: Sorcerer
Source: The Great Net Spellbook
You summon a wave of frigid, airless cold taken from the void
of space itself and send it in a 100-foot line that is 5 feet wide.
Each creature in that area must make a Dexterity saving
throw, taking 3d6 cold damage and 3d6 necrotic damage on a
failed save, or half as much damage on a successful one.
Nonmagical plants in the spell's area that aren't creatures
and are Medium or smaller wither and die, and larger plants
have a 50% chance of dying.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, you inflict either an additional 1d6
cold damage or necrotic damage (your choice) per slot level
above 4th.
Alpha's Comet
3rd-level conjuration
Casting Time: 1 action
Range: 180 feet
Components: V, S, M (a ball of pitch mixed with sulfur and
phosphorus)
Duration: Instantaneous
Classes: Sorcerer
Source: The Great Net Spellbook
You summon a flaming missile that trails poisonous,
superheated gases and cause it to strike a creature you see
within range. Make a ranged spell attack. On a hit, the target
takes 3d6 bludgeoning damage and 3d6 fire damage.
Whether it hits or not, the target and all creatures within 5
feet of it also must make a Constitution saving throw or be
poisoned for 1 minute. A creature may make a new save at
the end of each of its turns, ending the effect on itself on a
**success.At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, you inflict either an additional 1d6
bludgeoning damage or fire damage (your choice) per slot
level above 3rd.
Alpha's Heat Lightning
2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of loadstone)
Duration: Instantaneous
Classes: Sorcerer
Source: The Great Net Spellbook
You call down a bolt of reddish-purple lightning, striking a
single creature you see within range. Make a ranged spell
attack. On a hit, the creature takes 2d6 fire damage and 2d6
lightning damage, and all creatures within 5 feet of the target
must also make a Dexterity saving throw. A creature takes
1d6 fire damage on a failed saving throw, or half as much
damage on a successful one.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, the initial damage increases by
either an additional 1d6 fire damage or lightning damage
(your choice) per slot level above 2nd.
Alpha's Ice Bolt
3rd-level conjuration
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a clear gemstone)
Duration: Instantaneous
Classes: Sorcerer
Source: The Great Net Spellbook
You call forth a shaft of elemental ice and strike a creature
you see within range. Make a ranged spell attack. On a hit,
the creature takes 3d6 bludgeoning damage and 3d6 cold
damage. Whether it hits or not, all creatures within 5 feet of
the target must also make a Constitution saving throw. A
creature takes 3d6 cold damage on a failed saving throw, or
half as much damage on a successful one.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the initial damage increases by
either an additional 1d6 bludgeoning damage or cold damage
(your choice) per slot level above 3rd.
Analyze Device
2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 minutes
Classes: Artificer
Source: Wizard's Spell Compendium
You touch a nonmagical mechanical device or an object with
moving parts and receive an image of how that device was
put together. For the duration, you have advantage on any roll
needed to analyze, fix, or take it apart., and for the next hour,
you also have advantage on any roll needed to write or draw
the schematics for the device. If the object is a lock, you have
advantage when using thieves' tools to pick it.
If you cast this spell two or more times on a particular
object before completing your next long rest, there is a
cumulative 25% chance for each casting that it fails.
Analyze Dweomer
3rd-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (a wand cut from a 100-year-old oak
tree)
Duration: Instantaneous
Classes: Artificer, Wizard
Source: Wizard's Spell Compendium
While casting this spell, you must touch a magical or
alchemical object of some sort, or a construct, then make an
Intelligence (Arcana) check. The DC depends on how
common the object is:
|Frequency | Check DC |
|---|---|
|Common | DC 10 |
|Uncommon | DC 12 |
|Rare | DC 15 |
|Very | Rare DC 18 |
|Legendary | DC 22 |
On a success, you learn the spells, reagents and
components (and their proportions), and processes that were
used when crafting the item. The knowledge appears
instantly in your mind but fades away in an hour. You can
attempt to properly write the information down by making a
second Intelligence (Arcana) check, using the same DC as the
first one. On a failed attempt, you write down partial or
incorrect information.
If you cast this spell two or more times on a particular
object before completing your next long rest, there is a
cumulative 25% chance for each casting that it fails.
This spell does not provide any information if used on an
artifact.
Animal Animosity
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 8 hours
Classes: Druid
Source: Priest's Spell Compendium
You curse a creature in a way so that beasts and
monstrosities with an Intelligence of 3 or lower become
hostile to it, unless the target succeeds on a Charisma saving
throw. For the duration, the target has disadvantage on all
Wisdom (Animal Handling) checks. In addition, if the target
attempts to cast a spell that would charm a beast or
monstrosity with Int 3 or lower (such as animal friendship or
dominate beast), the beast or monstrosity has advantage on
its saving throw.
This spell includes domesticated animals, but not animal
companions (who will be wary of the target, but not hostile to
it) or magical creatures such as familiars.
**At Higher Levels.** If you cast this spell using a spell slot of
4th level or higher, the duration is concentration, up to 24
hours. If you use a spell slot of 6th level or higher, the
duration is 24 hours. If you use a spell slot of 8th level or
higher, the duration is 1 week. Using a spell slot of 5th level
or higher grants a duration that doesn't require
concentration.
Animal Call
2nd-level conjuration (ritual)
Casting Time: 1 action
Range: Self (120-foot-radius)
Components: V, S
Duration: 10 minutes
Classes: Druid, Ranger
Source: The Great Net Prayerbook
You call all beasts within 120 feet of you, and they will arrive
over the course of 1 minute. You must specify a general
animal type (mammals, birds, fish, insects, etc.). You have no
specific control over the animals, but for the duration the
animals will be peaceful and will attack not harm you, your
allies, or each other, unless provoked.
If you or one of your allies performs a hostile action against
any of the animals, the spell will end and the animals will
flee. Casting non-damaging spells such as animal messenger,
beast bond, or dominate beast won't break the spell.
Animate Dead Beasts
2nd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a
pinch of bone dust)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
Source: Wizard's Spell Compendium
This spell creates an undead servant. Choose one or two
piles of bones or corpses of a beast of CR 0 that is within
range. Your spell animates it as a skeletal animal if you
choose bones or zombie animal if you choose a corpse. Such
a creature has the same statistics of a living creature of the
same type, with the following changes:
Skeletal animals have Intelligence 1 (-5), are vulnerable to
bludgeoning damage, immune to poison damage, exhaustion,
and the poisoned condition, and have darkvision to 60 feet.
The skeletal animal's type changes to undead.
Zombie animals have Intelligence 1 (-5), are immune to
poison damage and the poisoned condition, and have
darkvision to 60 feet. They also have the Undead Fortitude
Trait. The zombie animal's type changes to undead.
Undead Fortitude. If damage reduces the zombie
animal to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit.
On a success, the zombie animal drops to 1 hit
point instead.
As undead, the creature doesn't need to breathe, eat, or sleep,
and it loses any trait, such as Amphibious, that assumes a
living physiology.
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 (if you control multiple
creatures, you can command any or all of them at the same
time, issuing the same command to each one). You decide
what action the creature will take and where it will move
during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue
no commands, the creature only defends itself against hostile
creatures. Once given an order, the creature continues to
follow it until its task is complete.
The creature is under your control for 24 hours, after
which it stops obeying any command you've given it. To
maintain control of the undead animal for another 24 hours,
you must cast this spell on the creature again before the
current 24-hour period ends. This use of the spell reasserts
your control over up to four creatures you have animated with
this spell, rather than animating a new one. You can also
reassert control of undead beasts by casting animate dead on
them.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level, you can animate or reassert control of one or
two undead beasts of CR 1/8 or lower, one undead beast of
CR 1/4 or lower, or up to four undead beasts of CR 0.
When you cast it using a spell slot of 4th level, you can
animate or reassert control of one or two undead beasts of
CR 1/4 or lower, one undead beast of CR 1/2 or lower, or up
to four undead beasts of CR 1/8 or lower.
When you cast it using a spell slot of 5th level, you can
animate or reassert control of one or two undead beasts of
CR 1/2 or lower, one undead beast of CR 1 or lower, or up to
four undead beasts of CR 1/4 or lower.
When you cast this spell using a spell slot of 6th level, you
can animate or reassert control of one or two beasts of CR 1
or lower, one undead beast of CR 2 or lower, or up to four
undead beasts of CR 1/2 or lower.
When you cast this spell using a spell slot of 7th level, you
can animate or reassert control of one or two beasts of CR 2
or lower, one undead beast of CR 3 or lower, or up to four
undead beasts of CR 1 or lower.
When you cast this spell using a spell slot of 8th level or
higher, the CR of the undead beasts you can animate or
reassert control over increases by 1 for each slot level.
Animate Dead Monster
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a
pinch of bone dust)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
Source: Wizard's Spell Compendium
This spell creates an undead servant. Choose a pile of bones
or a corpse of an aberration, beast, dragon, humanoid, giant,
monstrosity, or plant of CR 4 or lower that is within range.
Your spell animates it as a skeletal monster if you choose
bones or zombie monster if you choose a corpse. Such a
creature has the same statistics of a living creature of the
same type, with the following changes:
Skeletal monsters have Intelligence 6 (-2), unless it was
already lower, are vulnerable to bludgeoning damage,
immune to poison damage, exhaustion, and the poisoned
condition, and have darkvision to 60 feet. The skeletal
monster's type changes to undead.
Zombie monsters have Intelligence 3 (-4), unless it was
already lower, are immune to poison damage and the
poisoned condition, and have darkvision to 60 feet. They also
have the Undead Fortitude Trait. The zombie monster's type
changes to undead.
Undead Fortitude. If damage reduces the zombie
monster to 0 hit points, it must make a
Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from
a critical hit. On a success, the zombie monster
drops to 1 hit point instead.
As undead, the creature doesn't need to breathe, eat, or sleep,
and it loses any trait, such as Amphibious, that assumes a
living physiology. If it had the Innate Spellcasting trait, it
loses it. There is a 50% chance it will lose a magical or
supernatural trait or action that it has.
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 (if you control multiple
creatures, you can command any or all of them at the same
time, issuing the same command to each one). You decide
what action the creature will take and where it will move
during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue
no commands, the creature only defends itself against hostile
creatures. Once given an order, the creature continues to
follow it until its task is complete.
The creature is under your control for 24 hours, after
which it stops obeying any command you've given it. To
maintain control of the undead creature for another 24
hours, you must cast this spell on the creature again before
the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have
animated with this spell, rather than animating a new one.
You can also reassert control of undead creatures by casting
animate dead on them.
**At Higher Levels.** When you cast this spell using a spell
slot of 7th level or higher, the CR of the creature you animate
increases by 1 for each slot level above 6th.
Animate Warrior
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of your blood and two silver
coins, which are consumed by the spell)
Duration: 1 minute
Classes: Cleric, Warlock, Wizard
Source: The Complete Net Spellbook
You point to a humanoid corpse within range and animate it,
turning it into a zombie under your control (the DM has the
creature's game statistics). For the spell's duration, the
zombie is under your control.
On each of your turns, you can use a bonus action to
mentally command the zombie. You decide what action the it
will take and where it will move during its next turn, or you
can issue a general command, such as to guard a particular
chamber or corridor. If you issue no commands, the creature
only defends itself against hostile creatures. Once given an
order, the creature continues to follow it until its task is
complete.
When the spell ends, the zombie collapses and it can't be
affected by this spell again.
Azura's Soul Whip
4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a length of braided tendon)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard
Source: The Great Net Spellbook
You create a long whip of shimmering ebony energy that
lashes out at your command towards a creature in range. On
each of your turns, you can make a melee spell attack against
the target. If the attack hits, the creature 3d6 necrotic
damage and 3d6 psychic damage and is grappled and
restrained (escape DC equal to your spell save DC) until the
start of your next turn. You also regain hit points equal to half
the amount of necrotic damage dealt. If the creature you
struck was undead, you instead gain temporary hit points
equal to half the psychic damage dealt. You can also pull the
creature up to 15 feet closer to you.
**At Higher Levels.** When you cast this spell with a 6th level
or higher spell slot, the necrotic damage increases by 1d6 for
each slot level above 5th.
Ball Lightning
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of powdered blue dragon
scale)
Duration: Concentration, up to 10 minutes
Classes: Druid, Wizard
Source: Wizard's Spell Compendium
You create four glowing spheres that crackle with lightning
and hover a few feet off the ground. Each ball is Small and
doesn't fill its space. When you cast the spell and as a bonus
action on your subsequent turns, you can move one or more
of the balls up to 20 feet. A creature that touches a ball of
lightning or comes within 5 feet of it while wearing metal
armor or carrying a metal weapon or object causes the ball to
explode. All creatures within 5 feet of the ball must make a
Dexterity saving throw, taking 2d8 lightning damage on a
failed saving throw, or half as much on a successful one. The
ball lightning than vanishes.
When the spell ends, the remaining balls of lightning wink
out of existence harmlessly. If a ball of lightning travels
further than 120 feet of you, it also vanishes.
Banish Dazzle
1st-level abjuration (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a shard of class or clear stone)
Duration: 1 hour
Classes: Bard, Cleric, Druid, Ranger, Wizard
Source: Wizard's Spell Compendium
A willing creature you touch is protected from the blinding
effects of the sun. If the creature has the Sunlight Sensitivity
trait, then for the spell's duration, they won't be affected by it.
In addition, a creature protected by this spell has advantage
on saving throws against being blinded. This spell doesn't
prevent a creature such as a vampire from taking damage
from sunlight.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st.
In addition, when you cast this spell using a spell slot of 6th
level or higher, the duration becomes 8 hours.
Barrier Reaver
5th-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a metal key)
Duration: Concentration, up to 1 round
Classes: Artificer, Sorcerer, Wizard
Source: Wizard's Spell Compendium
With this spell, you can force a portal to open in any magic
barrier, including antilife shields, antimagic fields, magic
circles, and magically created walls, such as prismatic walls
or walls of stone.
You automatically create a portal in a barrier created by a
spell of 5th level or lower. For a barrier created by a spell of
6th level or higher, make an ability check using your
spellcasting ability. The DC equals 10 + the spell's level. On a
successful check, you create an opening.
The portal is large enough for a Medium creature to move
through without squeezing. It lasts until the end of your next
turn, then closes abruptly. If the portal closes on a creature
that is passing through it, the creature must make a Dexterity
saving throw, taking 4d6 force damage, and the creature is
pushed to one side of the wall (your choice which side).
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, you automatically create a portal if
the level of the spell that was used is equal to or less than the
level of the spell slot you used.
Basilisk Glare
5th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a stone chip)
Duration: Concentration, up to 1 minute
Classes: Druid, Warlock, Wizard
Source: Wizard's Spell Compendium
When you cast this spell, your eyes glow ruby-red, causing you
to shed dim light in a 10-foot radius. On each of your turns,
you may use your action to force a creature within range to
make a Constitution saving throw, as long as you can see that
creature's eyes. On a failure, the creature is petrified for 1
minute.
The creature may make a new saving throw at the end of
each of its turns, ending the effect on a success.
Bear Hug
Transmutation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a bit of bear's fur)
Duration: Concentration, up to 1 minute
Classes: Druid
Source: Priest's Spell Compendium
You crush your enemies in a powerful bear hug. As part of the
action used to cast this spell, you must make a melee attack
to grapple one creature within range; otherwise, the spell
ends. On a hit, the target is grappled (escape DC equal to
your spell save DC) and is restrained. When you cast this
spell and as an action on each of your turns for the duration,
you can squeeze the target, inflicting an additional 1d4
bludgeoning damage plus your spellcasting ability modifier
plus your Strength modifier. While this spell is in effect, you
can't use your hands to perform any other action, unless you
have more than two hands.
This spell's damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Beastmask
1st-level illusion (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a miniature wooden mask carved to
look like an animal's head)
Duration: 8 hours
Classes: Druid, Ranger
Source: Priest's Spell Compendium
You are covered with an illusion that makes you appear to be
a member of a particular type of beast, provided it is no more
than one size larger or smaller than you. Only other animals
of that type will sense the illusion, and to them you will look,
sound, and smell like one of their own. All other types of
creatures will sense your natural form.
While this spell is in effect, you get +5 to Wisdom (Animal
Handling) rolls made with members of this animal species.
Through sounds and gestures, you can communicate simple
ideas with this type of creature. This doesn't allow for as
clear of communication as the speak with animals spell does;
you won't be able to ask the animal questions or engage in
conversation.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you can also disguise yourself as a
monstrosity that has an Intelligence of 3 or lower.
Beckoning Mirage
4th-level enchantment
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (several drops of water which are
flicked into the air)
Duration: 1 hour
Classes: Bard, Druid, Wizard
Source: Priest's Spell Compendium
Up to six creatures you choose within range must succeed on
a Wisdom saving throw or begin to see an elusive mirage of
something they want most to see in the distance. A creature
that can't be charmed isn't affected. You may choose which
direction the mirage appears to come from. The creature will
feel an intense urge to chase after the mirage and must use
its movement on each of its turns to attempt to do so. It will
avoid opportunity attacks and damaging terrain while
moving.
Whenever it encounters dangerous terrain or takes
damage, or someone uses its action to slap or shake sense
into the creature, it can make a new saving throw, ending the
effect on itself on a success. If you place the mirage in an
inaccessable location (such as in the air, when you target a
creature that can't fly), the creature may make a new saving
throw, at advantage.
A creature that successfully saves against this spell can't be
affected again by this casting of it.
Beneficence
1st-level enchantment
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Warlock
Source: Priest's Spell Compendium
This spell surrounds you in an aura of virtue, wisdom, and
authority, making others more likely treat you with respect.
You have advantage on Charisma (Persuasion) checks that
rely on you speaking from such a position of authority.
In addition, reaction rolls (as per Dungeon Master's Guide,
Chapter 8: Social Interaction) made to determine NPC
reactions are made at advantage.
Bewilder
3rd-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a preserved eye and a bit of wool)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard
Source: Wizard's Spell Compendium
You target a creature you can see within range and force it to
make an Intelligence saving throw. On a failure, the creature
is charmed by you. For the duration, the creature forgets
where it's going and what it was planning on doing. It
automatically fails any check made to determine its
whereabouts or follow a trail, and it can't read maps properly.
It also can't take reactions. In order to take an action other
than defending itself from attack, it must first succeed on a
new Intelligence saving throw.
Bigby's Force Sculpture
4th-level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a lump of soft clay with 5 gp worth of
diamond dust mixed in)
Duration: Concentration, up to 1 hour
Classes: Artificer, Wizard
Source: Wizard's Spell Compendium
You create a visible plane of force no more than 5 feet square
which you can mold into any shape that suits your purpose,
within the following limitations: it can't have sharp edges, and
it must be fairly rigid. It can have up to two hinges and a latch,
but finer mechanical detail isn't possible.
The plane of force is an object that has AC 20, hit points
equal to your hit point maximum, immunity to poison and
psychic damage, and resistance to all other forms of damage
except for Force damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, the size of the plane of force
increases by 5 feet for each slot level above 4th.
In addition, when you cast this spell using a spell slot of 7th
level or higher, you can include multiple moving parts, flexible
planes, and much finer detail.
Bigby's Useful Hand
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a child's kid glove)
Duration: Concentration, up to 10 minutes
Classes: Artificer, Wizard
Source: The Complete Net Spellbook, Wizard's Spell
You create a Tiny hand of shimmering, translucent force in an
unoccupied space that you can see within range. The hand
lasts for the spell's duration, and it moves at your command,
mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal
to 10 + your level. It has Strength 12 (+1) and Dex 14 (+2).
When you cast the spell and as a bonus action on your
subsequent turns, you can move the hand up to 30 feet and
then cause one of the following effects with it.
**Bookworm Bane.** The hand seeks out Tiny beasts and
within range that are CR 0 and have no more than 1 hit point,
such as roaches and mice. On each of its turns, the hand kills
1d4 such creatures, provided that they are within 5 feet of
each other.
**Construction Crew.** The hand splits into two hands and
will assist you while you are working with a tool set. For the
duration, you have advantage on ability checks using that tool
set.
**Fantastic Fighters.** The hand splits into two hands, and
will accept a weapon you give it, or will fight bare-knuckled. It
will then spar with you or a willing creature you designate,
using your Spell Attack Modifier. The hand will vanish after
inflicting five hits (or a greater or lesser number that you
specify), inflicting damage according to the weapon it is
wielding (or 1 point bludgeoning damage, if fighting
unarmed)
If the fantastic fighters brings its sparring partner to 0 hit
points, that creature instead drops to 1 hit point and is
knocked prone. It must also succeed on a Constitution saving
throw or be knocked unconscious for 1 minute, or until it
takes any damage or another creature uses its action to shake
or slap it. The hand then returns to your side. You or the
fantastic fighter's sparring partner may also order to hands to
stop fighting at any point.
**Feeling Fingers.** The hand has a remarkable sense of
touch. As an action, you can feel through the hand until the
start of your next turn. During this time, you are numb. The
hand can't pick up or carry anything, but is capable of
triggering traps, either by accident or on purpose.
**Flying Fist.** The hand flies to a creature of your choice you
can see within range. Make a ranged spell attack. On a hit,
the fist punches the target, inflicting 1d10 plus your
spellcasting ability modifier bludgeoning damage. If this
damage would drop a creature to 0 hit points, the creature
instead drops to 1 hit point and is knocked prone. It must
also succeed on a Constitution saving throw or be knocked
unconscious for 1 minute, or until it takes any damage or
another creature uses its action to shake or slap it. The hand
then returns to your side.
**Handling Hand.** You can use the hand to manipulate an
object, open an unlocked door or container, or perform
similar actions. It can't attack or use magic items, and it can
carry up to 100 pounds.
**Pinning Palm.** The hand flies to a creature of your choice
you can see within range and that is within 10 feet of a wall
or that is standing on the ground. Make a ranged spell attack,
at disadvantage if the creature is not close to a wall. On a hit,
the hand pins the target to the wall, or knocks the target
prone and pins it to the ground. The creature is grappled and
restrained (using your spell save DC to escape) until you
recall the hand (no action required), at which point it releases
the target and returns to your side.
**Silencing Hand.** The hand flies to a creature of your
choice you can see within range. Make a ranged spell attack.
On a hit, the hand clamps across the creature's mouth.
Unless the creature has another way of communicating, it
can't speak or cast spells that require verbal components
until the hand is removed. Removing the hand requires a
Strength (Athletics) check using your spell save DC. At your
command (no action required), the hand releases the target
and returns to your side.
**Slapping Hand.** The hand flies to a creature of your choice
you can see within range. Make a ranged spell attack. On a
hit, the hand slaps the target. This inflicts no damage, but can
be used to wake an unconscious creature. If used against a
creature that is concentrating on a spell or other effect, it
must make a concentration check using your spell save DC,
at advantage, or lose concentration. The hand then returns to
your size.
**Strangling Grip.** The hand flies to a creature of your
choice you can see within range. Make a ranged spell attack.
On a hit, the hand clamps across the creature's throat. Until
the hand is removed, the creature can't breathe and is at risk
of suffocating (as per Player's Handbook chapter 8,
Environment). Removing the hand requires a Strength
(Athletics) check using your spell save DC. At your command
(no action required), the hand releases the target and returns
to your side.
Bladebend
3rd-level transmutation
Casting Time: 1 reaction, taken when you see a creature
attacking with a melee weapon
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Artificer, Cleric, Warlock, Wizard
Source: Priest's Spell Compendium
You target a creature who is attacking with a weapon and
cause the weapon to twist around and strike the attacker
instead. It uses the same attack roll the attacker made, and if
that is sufficient to hit the attacker, it takes damage.
Bladeleap
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of iron filings)
Duration: Concentration, up to 1 minute
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
This spell causes a dagger, dart, or other simple thrown
weapon that you're holding to leap out of your hand and fly at
a foe you see within range. It will then attack the target, using
your spell attack modifier to hit and damage rolls, then return
to your hand. If your hand isn't empty, it hovers in the air next
to you. During each of your turns, you may use a bonus action
to send the weapon flying to a new target. You must make a
new ranged spell attack each time to hit.
Bleeding Touch
Necromancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
Source: The Great Net Spellbook
Make a ranged spell attack against a creature you see within
range. On a hit, the creature takes 1d4 slashing damage and
the creature must succeed on a Constitution saving throw or
its hit point maximum is reduced by 1 as a gaping, bleeding
wound appears on it. The reduction lasts until the creature
takes a short or long rest or recieves any magical healing.
The target dies if this effect reduces its hit point maximum to
0.
If used against a creature that doesn't have blood, is a
construct, elemental, or undead, or is protected by a pariapt of
wound closure or similar form of protection, this spell only
inflicts slashing damage and doesn't reduce the creature's hit
point maximum.
This spell's damage increases by 1d4 and the amount by
which the target's hit point maximum is reduced is increased
by 1 when you reach 5th level (2d4 slashing and hp
maximum is reduced by 2), 11th level (3d4 and hp maximum
is reduced by 3) and 17th level (4d4 and hp maximum is
reduced by 4).
Blessed Abundance
5th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
Source: Priest's Spell Compendium
You touch foodstuffs that can fit inside of a 5-foot square and
duplicate it, thus doubling the amount of food.
This spell won't duplicate food that has been deliberately
poisoned or tampered with (but will duplicate food that has
gone bad normally, such as through age or infestation by
insects); nor will it duplicate magical food or drink, living
animals or whole corpses, plants still in the ground or on the
vine, or minerals. You can, however, duplicate raw meat.
**At Higher Levels.** When you cast this spell with a 6th- or
7th-level spell slot, you can quadruple the amount of food that
is produced. When you cast it with an 8th- or 9th-level spell
slot, you can octuple the amount of food that is produced.
Bloodburn
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of blood and a pinch of sulfur)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
Source: The Great Net Spellbook
You target a creature that is not an elemental, construct, or
undead and that is not at full hit points and force it to make a
Constitution saving throw. On a failure, it takes 1d8 + your
spellcasting ability modifier fire damage and its blood begins
to boil. In addition, its hit point maximum is reduced by the
amount of damage it takes.
At the start of each of the creature's turns, it must make a
new saving throw. The creature takes an additional 1d8 fire
damage on a failed save, and its hit point maximum is
reduced by that amount. The creature dies if this reduces its
hit point maximum to 0. If any of these saving throws fails by
5 or more, the creature also takes a level of exhaustion.
The reduction of the creature's hit point maximum, and any
levels of exhaustion taken, go away when the spell ends.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, the initial damage increases by 1d8
for each slot level above 2nd.
Bloodgloat
5th-level necromancy
Casting Time: 1 reaction, which you take when you reduce a
creature to 0 hit points
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin, Warlock
Source: Priest's Spell Compendium
This horrific spell allows you to convert a death into a
powerful triumph for you. For the duration, all friendly
creatures in the area have advantage on saving throws
against being charmed or frightened, gain a number of
temporary hit points equal to twice your level, and may roll a
d4 and add the number rolled to one attack roll they make. In
addition, all hostile creatures in the area have disadvantage
on saving throws against being frightened and must roll a d4
and subtract that number from their next attack roll.
**At Higher Levels.** When you cast this spell using a 6th- or
7th-level spell slot, the die increases to a d6. When you cast it
using an 8th- or 9th-level spell slot, the die increases to a d8.
Body Blades
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (two sharp shards of metal or bone)
Duration: 1 minute
Classes: Cleric, Druid, Paladin, Sorcerer, Wizard
Source: Priest's Spell Compendium
You cause blades to sprout from all surfaces of your body.
These blades seem metallic but aren't, and are therefore
immune to heat metal or similar effects. The blades don't
hurt you, pass harmlessly through your clothing and armor,
and don't obstruct your movement or vision.
Your unarmed strikes inflict 1d6 slashing damage. A
creature that touches you or hits you with a melee attack
while within 5 feet of you takes 1d6 piercing damage, and at
the start of each of your turns, you deal 1d6 piercing damage
to any creature grappling you or you are grappling.
Bolt Of Stone
3rd-level conjuration
Casting Time: 1 action
Range: 180 feet
Components: V, S, M (a polished piece of marble)
Duration: Instantaneous
Classes: Druid, Wizard
Source: The Great Net Spellbook
You create a heavy stone bolt, approximately two feet long,
which strikes one target you can see within range. Make a
ranged spell attack. On a success, the target takes 5d10
bludgeoning damage. Objects and structures take double
damage. Afterwards, the bolt of stone crumbles into pebbles
and dust.
Bone Blade
2nd-level necromancy
Casting Time: 1 action
Range: Self
Components: (V, S, M (a sharp shard of bone)
Duration: Special
Classes: Cleric, Paladin, Ranger, Warlock
Source: Wizard's Spell Compendium
The material component for this spell is transformed into a
large sword made of bone. This magic sword lasts until the
spell ends. It counts as a simple melee weapon with which
you are proficient. It deals 2d6 slashing damage on a hit and
has the finesse, light, and thrown properties (range 20/60). If
you strike an undead creature with this weapon, it must make
a Constitution saving throw, taking an additional 4d8 force
damage on a failed save, or half as much on a successful on.
In addition, until the end of your next turn, the undead can't
regain hit points and has disadvantage on Wisdom saving
throws to avoid being turned.
If you wield the sword yourself, the duration is 1 minute. If
you give the sword to another creature to wield, the duration
is concentration, up to 1 minute.
Bone Shape
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of spittle or blood)
Duration: Instantaneous
Classes: Artificer, Cleric, Druid, Wizard
Source: Wizard's Spell Compendium
You touch bones, chitin, or other keratinous material that is
not part of a creature and that forms a pile no more than 5
feet in any dimension and form it into any shape that suits
your purpose. For example, you can form a weapon, throne,
or wall out of bones. The object you create can have up to two
hinges and a latch, but finer mechanical detail isn't possible.
You can also use this spell to set broken bones in a limb or
other body part. If the DM requires that a broken bone can
only be healed by time or a spell such as lesser restoration,
greater restoration, or regenerate, them bone shape can be
used in place of any of those. However, the caster should also
make a DC 15 Wisdom (Medicine) check as well, unless it
can actually see the broken bones. On a failure, the bone
knits, but incorrectly, possibly leading to a long-term injury.
Bone to Dust
8th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a miniature grinder)
Duration: Concentration, up to 1 minute
Classes: Wizard
Source: The Great Net Spellbook
You target a beast, dragon, giant, humanoid, monstrosity, or
corporeal undead within range and force it to make a
Constitution saving throw. On a failure, the creature's bones
begin to turn to dust and it takes 8d6 force damage.
For each round that you concentrate on this spell, the
target suffers from additional effects.
Round 2. The creature must make a Constitution saving
throw. It takes 4d6 force damage on a failed save, or half as
much on a successful one, and its move is reduced by 10 feet.
Its hit point maximum is reduced by the amount of force
damage it takes.
Round 3. The creature must make a Constitution saving
throw. It takes 4d6 force damage on a failed save, or half as
much on a successful one, and its move is reduced by a
further 10 feet. Its hit point maximum is reduced by the
amount of force damage it takes.
Round 4. The creature must make a Constitution saving
throw. It takes 4d6 force damage on a failed save, or half as
much on a successful one, and is has disadvantage on
Strength and Dexterity ability checks, attack rolls, and saving
throws. Its hit point maximum is reduced by the amount of
force damage it takes.
Round 5-10. The creature must make a Constitution
saving throw. It takes 4d6 force damage on a failed save, or
half as much on a successful one. On a failed save, it falls
prone and is incapacitated. It also becomes vulnerable to
bludgeoning damage. Its hit point maximum is reduced by
the amount of force damage it takes.
The hit point reduction, reduction to move, and
disadvantage on Strength and Dexterity rolls lasts until the
target takes a long rest or is subjected to a greater restoration
or heal spell. The target dies if this spell reduces its hit point
maximum to 0. A creature killed by this spell is reduced to
dust and gristle.
Burrow
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a tuft of badger fur)
Duration: 10 minutes
Classes: Cleric, Druid, Warlock
Source: Priest's Spell Compendium
Your fingernails lengthen and turn into stone-hard claws, and
for the duration of the spell, you have a burrow speed of 20
feet. You can't burrow through solid rock. If you choose to
fight with your claws, they inflict 1d6 + your Strength
modifier slashing damage on a successful hit.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, your burrow speed increases by 5
feet per slot level above 2nd. You can't burrow faster than
your normal walking speed.
Caldur's Starry Sky
2nd-level illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a silver mirror worth 25 gp)
Duration: 3 hours
Classes: Cleric, Druid, Wizard
Source: Wizard's Spell Compendium
This spell allows you to create an illusory planetarium,
showing the current position of the stars and moon(s) as they
would be seen on a cloudless night at your current location.
The image appears approximately thirty feet overhead, or if
indoors, projected onto the ceiling. This allows for navigation
or astrological uses indoors, during the day, or on nights with
heavy cloud cover.
Call Society
3rd-level evocation (ritual)
Casting Time: 1 minute
Range: Self (5 mile radius)
Components: V, S, M (a badge, letter of membership, or
other identification token of your society)
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Source: Wizard's Spell Compendium
With this spell, you send an alert members of a particular
guild, faction, order, church, or other social group to which
you belong, as long as they are within 5 miles of you. Any
creature who belongs to that organization and is currently
wearing or carrying a token or badge identifying it as
belonging to it will get a mental ping and a rough estimate of
your location.
You may include a message of eight words or fewer, which
the recipient will telepathically hear in your voice. This spell
doesn't compel the recipient to act in any way.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the spell's radius increases by 5
miles for each slot level above 3rd.
Call Spirit
6th-level necromancy
Casting Time: 10 minutes
Range: Self
Components: V, S, M (burning incense and powdered silver
worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
Source: Wizard's Spell Compendium
You must cast this spell at night, inside a circle you inscribe
using the powdered silver and incense. You call upon the
spirit of a deceased individual whose name you know,
regardless of where the deceased's body lies or how long it
has been dead. There's a chance you might get a different
spirit anyway (DM's choice), unless you also have an object
belonging to the spirit.
When the spirit appears, you can ask it up to ten questions,
and it can take no other actions besides answering your
questions. Unlike speak with dead, the spirit may have gained
additional knowledge in the afterlife and isn't limited to what
it knew in life, and it's also capable of speculation. The spirit
will generally tell the truth as it understands it, but may
decide to lie if you are hostile to it, if it recognizes you as an
enemy, or if it is contrary or evil-minded. The DM will choose
if and how it answers.
If the spirit doesn't know the answer to a question, you can
order it to search the afterlife for the answer. If the question
is not to its liking, or searching for the answer may be
harmful to the spirit, it may attempt to refuse by making a
Charisma saving throw. If the DM doesn't know the spirit's
Charisma modifier, assume it's +3. This search take 1d12
hours.
The spell lasts until you have asked all ten questions, you
dismiss the spirit as a bonus action, or you cast this spell
again. A dispel evil and good spell or similar magic will also
banish the spirit, ending the spell early.
Candletrick
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: S
Duration: 8 hours
Classes: Artificer, Bard, Cleric, Ranger, Wizard
Source: Wizard's Spell Compendium
You cast this spell on a candle, lamp, or other fire no larger
than a small campfire. Until the spell ends, the fire won't
burn its fuel and can't be put out by nonmagical means. You
can dismiss the spell at any time, causing the fire to
extinguish itself.
Castigate
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Paladin
Source: Priest's Spell Compendium
You deliver a blasting rebuke upon your foes. Choose a
number of creatures equal to your spellcasting ability
modifier who are in a 20-foot-radius sphere centered on a
point you choose within range. Each creature must make a
Charisma saving throw. On a failure, the creature takes 1d8
acid damage and 2d8 psychic damage and is deafened for 1
minute, stung by your blistering words. The creature takes
half damage and isn't deafened on a successful save.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you inflict an additional 1d8
psychic damage for each slot level above 2nd.
Chameleon
1st-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of a lizard's shed skin)
Duration: 1 minute
Classes: Artificer, Druid, Ranger, Wizard
Source: Wizard's Spell Compendium
You grant a willing creature the ability to alter its coloration,
and the coloration of its clothing, armor, and equipment, to
blend into its surroundings. For the duration, it gets a +5
bonus to Stealth (Dexterity) checks to hide. In addition, the
target can try to hide even when it are not obscured from the
creature from which it is hiding, and when it is hidden from a
creature, attacks it with a ranged weapon, and misses, its
position isn't revealed.
Changestaff
8th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a staff made from a lightning-struck
tree)
Duration: 1 hour
Classes: Druid
Source: Priest's Spell Compendium
You plunge your staff into the soil and speak the words for
this spell, and the staff takes root and grows into treant. This
is identical to the treant listed in the MM, except that its
Intelligence is 6 and it doesn't have the Animate Trees action.
The treant created by this spell turns back into the staff
when it drops to 0 hit points, when the spell ends, or when
you use a bonus action to command the treant to revert. If the
treant is reduced to 0 hit points, when it reverts to staff form,
the staff is broken.
The treant is friendly to you and you and your companions.
Roll initiative for it, as it has its own turns. It obeys any verbal
commands that you issue (no action required by you). If you
don't issue any commands to the treant, it defends itself from
hostile creatures, but otherwise takes no actions.
The DM has the creature's statistics.
Cloak of Warding
3rd-level abjuration
Casting Time: 1 reaction, which you take when you take
damage from a spell of 6th level or lower
Range: Self
Components: V, S
Duration: Special
Classes: Artificer, Cleric, Sorcerer, Wizard
Source: Wizard's Spell Compendium
This spell captures the energy from an incoming spell and
transforms it into a protecting cloak of energy that swirls
around you. You have resistance to the triggering damage and
gain a number of temporary hit points equal to 3d8 plus your
level. If you have any temporary hit points left over after
taking the remainder of the damage, they last until they are
used or you complete a short rest.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the number of temporary hit points
you get increases by 1d8 for each slot level above 3rd.
Cloud Stairway
1st-level transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S,
Duration: Concentration, up to 10 minutes
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You shape existing nonmagical cloud, fog, or smoke that is
within range cause it to shape itself into the form of a spiral
staircase up to 20 feet tall and either 5 or 10 feet wide (your
choice). You and any number of creatures you choose can
climb the staircase; to all others, it's as insubstantial as
normal mist.
When the spell ends, the staircase vanishes abruptly; any
creature still on it falls.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the maximum length of the
staircase increases by up to 20 feet for each slot level above
1st.
Cloudburst
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a handful of rock salt)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Sorcerer, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
You cause rain to fall in a 30-foot diameter cylinder that is 60
feet high. In particularly cold climates, this spell produces
sleet instead; in particularly warm climates, it produces a
thin, warm drizzle
You may choose between light or heavy precipitation.
When you choose heavy precipitation, the area is lightly
obscured, and exposed flames in the area are doused. If the
area already has light precipitation, the spell automatically
creates heavy precipitation. If an area of ground is affected by
heavy precipitation for 1 minute or more, it becomes muddy
difficult terrain.
When you cast the spell and as a bonus action on your
subsequent turns, you can move the cylinder up to 20 feet.
Cloudscape
4th-level transmutation
Casting Time: 1 action
Range: 500 feet
Components: V, S
Duration: 8 hours
Classes: Cleric, Druid, Ranger
Source: Priest's Spell Compendium
You shape existing nonmagical cloud, fog, or smoke that fits
in a 1,000-foot cube solid enough to support any weight for
the duration. The solidified cloud feels firm but plush, like a
thick mattress. The cloud itself remains afloat in the air and
will drift with the wind as usual. You can also shape the cloud
to form images or words, but you aren't capable of producing
fine detail.
Coalstone
1st-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a fire agate worth 10 gp)
Duration: 24 hours
Classes: Artificer, Cleric, Druid, Ranger, Wizard
Source: The Great Net Prayerbook
You transform the fire agate you hold in your hand into a
coalstone, a small stone that sheds bright light to a 10-foot
radius and dim light to a further 10 feet. This coalstone is hot
enough that, if touched to bare skin or a flammable object for
a full round, it inflicts 1 fire damage and will set that object
alight. The coalstone can be placed inside of a fireproof
container when not in use.
Code of Secrecy
5th-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (an animal's tongue)
Duration: 30 days
Classes: Bard, Cleric, Warlock, Wizard
Source: Priest's Spell Compendium
You prevent a creature from speaking about a specific topic
you forbid to it. The topic must be specific enough to be
described in 12 or fewer words. The creature must succeed
on a Wisdom saving throw or become charmed by you for the
duration.
While the creature is charmed, it is physically incapable of
speaking, writing, or otherwise communicating about the
topic. The creature is aware that it is charmed by you, but
can't speak, write, or communicate that fact. If it tries, it
produces nothing more than gibberish and develops a non-debilitating headache. Using the detect thoughts or similar
affect to read the target's mind will reveal the forbidden topic.
You can end the spell early by using an action to dismiss it.
A remove curse, greater restoration, or wish spell also ends
it.
**At Higher Levels.** When you cast this spell using a spell
slot of 7th or 8th level, the duration is 1 year. When you cast
this spell using a spell slot of 9th level, the spell lasts until it is
ended by one of the spells mentioned above.
Color
1st-level transmutation (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a drop of dye)
Duration: Permanent
Classes: Artificer, Wizard
Source: Wizard's Spell Compendium
You permanently change the surface color of a 5-foot square
of cloth, leather, paper, or other flexible material. If you wish
to create multiple colors or patterns, you must concentrate
on the desired result; otherwise, the material is dyed a single
color.
Comet Strike
9th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V, S
Duration: 1 minute
Classes: Druid, Sorcerer, Wizard
Source: The Great Net Spellbook
You summon five shards of ice that fall from the sky and
unerringly strike at one or more points you choose within
range. When the shards hit, they explode into powerful bursts
of frozen crystals. Each creature within 10 feet of a point of
impact must make a Dexterity saving throw, taking 2d6
bludgeoning damage, 4d6 cold damage, and 2d6 fire damage
on a failed save, or half as much damage on a successful one.
At the start of your next turn, chunks of ice begin to fall in a
cylinder that is 20 feet tall with a 30-foot radius. The area
becomes heavily obscured. Each creature in the cylinder
must make a Dexterity saving throw. A creature takes 2d6
bludgeoning damage and 4d6 cold damage on a failed save,
or half as much damage on a successful one.
In addition, the icy crystals make the areas of effect into
difficult terrain for 10 minutes.
Comfort
2nd-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: 8 hours
Classes: Bard, Cleric, Druid, Ranger
Source: Priest's Spell Compendium, Wizard's Spell
While this spell is in effect, you and up to ten willing people
you choose have advantage on saving throws to avoid the
effects of extreme natural heat or cold and on saving throws
to avoid taking exhaustion, don't suffer the effects of
breathing at high altitude, and require half as much food and
water as normal. (As per Dungeon Master's Guide, chapter 5,
Wilderness Surivival.)
In addition, once during the spell's duration, you can take a
short rest in half the length of time as normal, and if you
spend Hit Dice during that rest, you regain an additional d6
hit points.
Communicate
6th-level evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a mirror)
Duration: 1 hour
Classes: Bard, Cleric, Wizard
Source: Priest's Spell Compendium
You establish two-way communications with a creature you
know who is on the same plane of existence as you are. For
the duration, the two of you can have a verbal conversation
and can be heard by the other, no matter the distance
between the two. You can see the creature's face in the mirror
used as the component, and if the creature has a mirror of its
own, it can see your face as well. The mirror doesn't show
anything but the creature's face.
If the creature with whom you are speaking is willing, you
can use your action to see through its eyes and hear what it
hears until the start of your next turn. During this time, you
are blind and deaf in regards to your own senses. In addition,
if you are willing, the other creature may use your senses as
well.
While you are speaking, you can also cast spells of 1st level
or lower on the other creature, provided that it is willing.
At any time, either you or the other creature can use a
bonus action to end the spell.
Consume Knowledge
5th-level divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Artificer, Bard, Cleric, Warlock, Wizard
Source: Wizard's Spell Compendium
You touch a nonmagical book, scroll, or other written or
illustrated material and instantly "read" it, drawing the
knowledge into your mind and rendering the source material
blank in the process.
For 1 day afterwards, you have perfect recall of the
information you consumed. For the 7 days following, you have
extremely good, but not perfect, recall, and have advantage on
Intelligence ability checks to recall information from the
source.
The writing can be restored to the text with the use of a
wish spell.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, you can affect an additional book
for each slot level above 5th.
Control Smoke and Vapor
1st-level transmutation (ritual)
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a small glass tube)
Duration: Concentration, up to 10 minutes
Classes: Artificer, Cleric, Druid, Sorcerer, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
Until this spell ends, you control vapor, fog, mist, and smoke
inside an area you choose that fits inside a 30-foot cube. You
can choose from any of the following effects when you cast
this spell. As a bonus action on your turn, you can repeat the
same effect or choose a different one. You can have up to
three its effects active at a time.
- You cause the vapor to move up to 30 feet in any
direction.
- You cause the vapor to form into simple shapes and
animate at your direction.
- You change the vapor's color or opacity. You can cause the
vapor to vanish completely (this ends the spell), or to lightly
or heavily obscure the area. This change lasts for 1 hour.
- Cause the fog to thicken, turning its area into difficult
terrain.
- You can cause the vapor to condense and produce a
quarter-inch of rain in its area. This ends the spell.
If the vapor was caused by a spell, such as fog cloud or
cloudkill you must first succeed on a spellcasting ability
check, with the DC being the caster's spell save DC. You don't
have to make a check if you created the fog. You can't use this
spell to make cloudkill or similar spells less (or more) deadly,
but you can attempt to make it vanish.
If the vapor is actually a creature, such as a vampiric mist,
a vampire in mist form, or a creature in gaseous form, the
creature must make a Strength saving throw. On a success, it
isn't altered. This spell does not inflict damage, and the
creature can reverse any changes you make on its turn by
using a bonus action.
Cook
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
Classes: Artificer, Bard, Ranger, Sorcerer, Wizard
Source: Wizard's Spell Compendium
You turn food ingredients into a meal for up to four people.
The ingredients need not be fresh, but must be edible. The
quality of the meals made by the spell is generally
commensurate with the quality of the ingredients; however, if
you are proficient in cook's utensils, you will produce a much
higher-quality meal.
This spell doesn't require you to prepare the ingredients
beforehand, but won't work on entire animal carcasses or on
vegetables still in the ground or on the plant. You can use this
spell on the food created by the create food and water spell,
but not on food created by heroes feast.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you can prepare a meal for an
additional two people for each slot level above 2nd.
Copy
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of ink)
Duration: Instantaneous
Classes: Artificer, Bard, Cleric, Wizard
Source: Wizard's Spell Compendium
You touch a nonmagical map, letter, or sheet of paper on
which there is writing, then a blank sheet of paper (or
parchment, vellum, etc.) of similar size, and an exact copy of
the original is made. It requires an Intelligence (Investigation)
check, using your spell save DC, to determine which is the
copy and which is the original.
Crawling Darkness
6th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a strand of spider silk and a pinch of
soot)
Duration: Concentration, up to 1 minute
Classes: Warlock
Source: Priest's Spell Compendium
With this spell, you are surrounded by a shroud of pure black,
writhing tentacles. Your area is in darkness and heavily
obscured, but this darkness doesn't impede your vision and
the tentacles don't hinder your movements. While this spell is
in effect, you gain the following benefits:
- You can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
- Your AC increases by 2 and your reach increases by 5
feet.
- A creature that touches you or hits with a melee attack
while within 5 feet of you takes 3d10 necrotic damage.
- You have advantage on Charisma (Intimidation) checks.
- Your true appearance can't be discerned, except by
truesight.
**At Higher Levels.** When you cast this spell using a spell
slot of 7th level or higher, you inflict an additional 1d10
damage for each slot level above 6th.
Create Air
5th-level conjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a glass bottle worth 100 gp and a drop
of water)
Duration: 30 days
Classes: Cleric, Druid, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
With this sphere, you create a 100-foot-radius bubble filled
with a renewable supply of fresh air, centered on the bottle
used as the material component. The air can be temporarily
fouled by smoke and similar means but will quickly clear
itself. The air emanates from the bottle; as long as the bottle
is intact, it will produce air for the duration of the spell. The
air in the bubble will mingle with air in the surrounding
environment.
Create Darkenbeast
4th-level transmutation
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (dried wyvern's blood)
Duration: Permanent
Classes: Wizard
Source: Wizard's Spell Compendium
You transform one Small, Medium or Large mammalian
beast of CR 1 or lower into a darkenbeast. You can only cast
this spell when you and your target creature are not in
sunlight. A dispel magic can reverse this spell and restore
darkenbeast's original form. The darkenbeast is friendly to
you and your allies. It obeys verbal commands that you issue
to it (no action required by you). If you don't issue any, it
defends itself but otherwise takes no action.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, you can create one additional
darkenbeast for each slot level above 4th. Each of the
creatures must come from a different beast.
Create Room
6th-level conjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a stick of colored chalk, a small model
of a house made of stained glass worth 100 gp, and a
special component depending on the version of the spell)
Duration: 24 hours
Classes: Wizard
Source: The Great Net Spellbook
You conjure the furnishings and equipment for a specific type
of room that you specify when you cast the spell. These
objects fit in a 20-foot square that is marked by the chalk, and
any object that is removed from the area dissipates into
smoke. At the end of the spell's duration, all furnishings will
also vanish. Choose one of the following options when you
cast this spell:
- **Bathing Room.** This includes a magical, self-emptying
toilet; a bathtub (you can choose to make it large enough to fit
up to 1-4 people); a magical brazier that produces warmth for
the duration; towels; a standing mirror and hand mirror; one
or two cushioned stools; one or two dressing gowns, and
hygiene supplies for bathing, shaving, manicures, and
pedicures. The material component is a vial of scented bath
oils worth 1 gp.
- **Bedroom.** This contains one or two beds (you can choose
to make them large enough to fit 1-4 people) with sheets,
blankets, or duvets; a bedside table with an oil lamp; a
magical, self-emptying chamber pot for each bed; and up to
four sets of of sleep clothes and slippers. The material
component is a bit of cloth, a pinch of sand, and a feather.
- **Dining Room.** This contains a table (you can choose to
make it large enough to fit 2-8 people) which has a complete
set of dishware, drinking glasses, utensils, placemat, folding
napkin, and finger bowl for each place setting; and 1-3
candeholders lit with continual flame. The material
component is a miniature table setting.
- **Kitchen.** This contains two sets of cook's utensils; a
magic icebox that retains its temperature for the duration; a
stove and an oven; two large fireplaces with spits;
miscallaneous pots, pans, abd mixing bowls; and two large
tubs of fresh water. The material component is a miniature
kitchen knife and a miniature copper pot.
- **Sitting Room.** This contains couches, armchairs, and
footstools; side tables; a magic fireplace that remains lit for
the duration; glasses and cups for various beverages; up to
three lamps lit with continual flame; and thick rugs. The
material component is a piece of mahogany, a bag of tea, and
a silver piece.
- **Throne Room.** This creates one to three padded thrones
on a dias; a carpet that leads up to the dias; a court table with
a gavel; a dozen standing lamps lit by continual flame; two
magic fireplaces that remain lit for the duration; up to a
dozen banners with your choice of symbol; and up to six long
benches. The material component is a piece of mink fur and
a foot of satin cloth.
- **Workshop.** This creates one to three workbenches and
up to six stools, a forge, a large trough of water, and two
toolkits of your choice.
You can cast this spell again while it is active to maintain
the room's existence for another 24 hours. You can create a
permanent room by casting the same variant of the spell in
the same location every day for one year.
If you cast this spell inside of a demiplane or a magical
structure, such as that created by Galder's tower, then you
can take the items anywhere within the structure; they're not
limited to the 20-foot square. However, items will dissipate
into smoke if taken outside the structure.
Using any material created by this spell as another spell's
material component causes that spell to fail.
Create Shade
7th-level necromancy
Casting Time: 8 hours
Range: Touch
Components: V, S, M (1,000 gp worth of powdered onyx and
diamond, and rare poisons taken from the Shadowfell
worth 500 gp, both of which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Wizard
Source: Wizard's Spell Compendium
You infuse a willing dragon, giant, humanoid, or monstrosity
with the dark energies of the Shadowfell and transform that
creature into a **shade**, a being that is not quite alive but also
not quite undead. The shade gains many abilities (most of
which don't work in bright light), and while it can be slain, it is
otherwise immortal.
Shade Template
Shades tend to be moody and cynical, and driven
by their dedication to the powers of night. Their
skin, hair, and eyes are leeched of color and turn
ashy in both color and texture.
A shade has the following traits:
Type. Although technically living, the shade is
treated as undead for all purposes and its type
changes to undead. It still needs to breathe, drink,
eat, and sleep, but only needs half as much drink,
food, or sleep. The shade is incapable of
reproducing and if slain, only a true resurrection or
wish will bring it back from the dead (it will no
longer be a shade in that case). It is capable of
being affected by spells and other effects that
target either undead or creatures of its original
type.
Alignment. Nearly all shades are of neutral or evil
alignment.
Speed. The shade's speeds increase by 10 feet
when in dim light or darkness. When in bright light,
its speeds decrease by 10 feet.
Proficiencies. The shade is proficient in Stealth,
and when in dim light or darkness, it may use
double its proficiency bonus.
Resistances and Immunities. The shade is
resistant to cold, necrotic, and poison damage, and
it is immune to the poisoned condition.
Senses. The shade has darkvision to 120 feet.
Innate Spellcasting. The shade's spellcasting
ability is Charisma. While in dim light or darkness,
the shade can cast the following spells, requiring
no material components:
1/day each: blur, dancing shadows (q.v.), darkness,
dimension door (start and ending points must both
be within darkness)
Light Sensitivity. While in bright light, the shade
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Living Shadow. While in dim light or darkness,
the shade has resistance to damage that isn't force,
psychic, or radiant, and it can take the Hide action
as a bonus action.
Magic Resistance. While in dim light or darkness,
the shade has advantage on saving throws against
spells and other magical effects.
Regeneration. When in dim light or darkness, the
shade regains 10 hit points at the start of its turn if
it has at least 1 hit point.
Shadow Vision. Magical darkness doesn't impede
the shade's vision.
Soulless. The shade can't be affected by any spell
or magical effect that would affect its soul or spirit,
or that would lower its hit point maximum or
attributes.
Turn Immunity. The shade is immune to against
any effect that turns undead.
Create Spring
6th-level conjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a bit of a freshwater plant and a water
opal worth at least 500 gp)
Duration: 24 hours
Classes: Cleric, Druid
Source: Priest's Spell Compendium
You touch the ground, and as long as it consisted of
nonmagical, unworked earth or stone, a freshwater spring
bubbles up. The spring produces 100 gallons of water per
minute in most areas. In very dry conditions (such as a
desert), it produces a tenth as much water per minute, and in
very wet conditions (such as in swamps or a jungle, or in an
existing body of water), it produces ten times as much water
per minute.
If you wish, may also choose to make the spring a hot
spring or a mineral spring.
You can create a permanent spring by casting this spell in
the same location every day for one year.
Crier's Boon
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of vellum, rolled into a cone)
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Source: The Great Net Spellbook
With this spell, a willing creature you cast this upon can
speak loudly and clearly enough to be easily heard over 200
feet away, regardless of any ambient noise.
Crystalbrittle
7th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Special
Classes: Sorcerer, Wizard
Source: Wizard's Spell Compendium
One Large or smaller nonmagical metallic object or construct
you touch becomes as brittle and fragile as glass (as per
Dungeon Master's Guide chapter 8, Statistics for Objects).
Any type of metal can be affected, including adamantine and
mithral.
If the target is a construct, it may make a Constitution
saving throw. On a success, it is unaffected. On a failure, it is
affected for 1 minute. During this time, its AC is 13, unless it
was already lower than that, and it has vulnerability to
bludgeoning and thunder damage.
If the target is an object, the transformation is permanent.
Curse Of Lycanthropy
8th-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a piece of skin from a lycanthrope)
Duration: Permanent
Classes: Wizard
Source: The Great Net Spellbook
You curse a humanoid within range, forcing it to make a
Charisma saving throw. On a failure, the creature is cursed
and becomes a lycanthrope. For the next 30 days, the target
is charmed by you, although it's not compelled to obey your
orders. A creature that can't be charmed still becomes a
lycanthrope. The creature won't be able to shapechange into
its animal or hybrid form until the next full moon, and may
not even be aware that it has been cursed until then.
The type of lycanthrope you take the material component
from determines the type of lycanthrope your target becomes.
Curse of Tongues
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of knotted string)
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Wizard
Source: Priest's Spell Compendium
You curse a creature so that it's speech becomes completely
unintelligible, unless it makes a successful Wisdom saving
throw. For the duration, the creature can't speak and can't
cast spells with verbal components.
Dancing Shadows
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
A 20-foot cube of flickering lights and shadows appears at a
point you choose within range. The area is dimly lit and all
creatures inside the area have half cover.
On your turn, you may use your action to choose a number
of creatures within the area equal to your spellcasting ability
modifier and force them them make a Wisdom saving throw.
On a success, the creature is incapacitated until the begining
of its next turn as the shadows whirl about in a confusing and
mesmerizing pattern. While incapacitated, its speed is 0.
Creatures that are blinded or have truesight are not
affected by this spell.
Dardan's Dryness
2nd-level abjuration (ritual)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a beetle's carapace)
Duration: 1 hour
Classes: Wizard
Source: The Great Net Spellbook
You gesture at an inanimate object that can fit in a 5-foot
cube, or part of a larger object, that you can see within range
and a faint magical field surrounds it. For the duration, the
object is completely waterproof.
Dark Fire
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a piece of charcoal)
Duration: 8 hours
Classes: Bard, Druid, Ranger, Wizard
Source: Priest's Spell Compendium
You alter a normal fire that is no larger than a small campfire,
turning its flames purple-black. While it still emits heat and
can ignite flammable objects, the flames produce neither
light nor smoke. Any object lit by a dark fire acts like normal
flame, shedding both light and smoke.
Darklight's Planar Weapon
6th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a melee weapon, which is consumed
by the spell, and an ivory eight-sided die worth at least 10
gp)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Source: The Complete Spell Netbook
You summon planar energies and imbue a nonmagical melee
weapon you are holding, transforming it into a magical planar
weapon. You may wield the weapon yourself or give it to
another creature to wield. If you choose to wield it, you are
considered proficient in it. You have +1 to hit with this
weapon, and you can treat it as a spellcasting focus, allowing
you to cast other spells while wielding it.
The weapon's appearance changes to reflect the energies
with which you imbue it, and it gains new properties. When
you cast this spell, you may attempt to choose which plane
you are drawing your energies from by making a DC 15
Intelligence (Arcana) check. If you have a tuning fork attuned
to that plane, such as the fork needed to cast plane shift, you
automatically succeed. Otherwise, the plane you draw energy
from is determined randomly. Roll a d100 to determine the
plane:
**1-3 Weapon of Elemental Ice.** Drawing energy from the
Planes of Air and Water, the weapon becomes coated with
jagged, ice crystals. On a successful hit, it inflicts an
additional 3d10 cold damage, and the target's speed is
reduced by 10 feet and it has disadvantage on the next
weapon attack roll or Dexterity saving throw it makes before
the end of its next turn, as ice spreads over the target from
the point of impact. If your target is an air- or earth-based
elemental, it has disadvantage on attack rolls made against
you, and you have advantage on saving throws made against
spells and effects the creature causes, until the end of its next
turn. Air- and water-based elementals have resistance to the
damage inflicted by this weapon.
**4-6 Weapon of Elemental Magma.** Drawing energy from
the Planes of Earth and Fire, the weapon turns into lava rock,
with cracks revealing the magma underneath. It sheds bright
light to 5 feet and dim light for a further 5 feet. On a
successful hit, it inflicts an additional 3d10 fire damage and
the creature catches fire; until someone takes an action to
douse the fire, the creature takes 5 (1d10) fire damage at the
start of each of its turns. If your target is an air- or water based elemental, it has disadvantage on attack rolls made
against you, and you have advantage on saving throws made
against spells and effects the creature causes, until the end of
its next turn. Earth- and fire-based elementals have resistance
to the damage inflicted by this weapon.
**7-9 Weapon of Elemental Ooze.** Drawing energy from the
Planes of Earth and Water; the weapon drips with foul smelling, greenish-brown mud. On a successful hit, it inflicts
an additional 3d10 acid damage and the target has
disadvantage on Dexterity attack rolls and ability checks, and
is poisoned until the end of its next turn, as the weapon
covers the target in slime and muck. If your target is an air- or
fire-based elemental, it has disadvantage on attack rolls made
against you, and you have advantage on saving throws made
against spells and effects the creature causes, until the end of
its next turn. Earth- and water-based elementals have
resistance to the damage inflicted by this weapon.
**10-12 Weapon of Elemental Smoke.** Drawing energy
from the Planes of Air and Fire, the weapon is shrouded with
thick, cloying smoke to a radius of 5 feet. You are considered
to be heavily obscured by the smoke, although it doesn't
hinder your vision. On a successful hit, it inflicts an additional
3d10 poison damage and the target spends its next action
wheezing and choking. If your target is an earth- or water based elemental, it has disadvantage on attack rolls made
against you, and you have advantage on saving throws made
against spells and effects the creature causes, until the end of
its next turn. Air- and fire-based elementals have resistance to
the damage inflicted by this weapon.
**13-15 Weapon of Elemental Lightning.** Drawing energy
from the Plane of Air and the Positive Plane, the weapon
crackles with sparks of multicolored electricity, and emits
resounding thunderclap. It sheds bright light to 5 feet and
dim light for an additional 5 feet. On a successful hit, it
inflicts an additional 3d10 lightning damage and is deafened
until the end of its next turn. If the target is wearing metal
armor, it instead inflicts 4d10 lightning damage. Air-based
elementals have resistance to the damage inflicted by this
weapon.
**16-18 Weapon of Elemental Mineral.** Drawing energy
from Plane of Earth and the Positive Plane, the weapon
becomes encrusted with jagged crystals. On a successful hit,
it inflicts an additional 3d10 force damage. If you score a
critical hit, roll another d20. On a roll of 20, you lop off one of
the target's limbs, or cut away part of its body if it doesn't
have limbs. Earth-based elementals have resistance to the
damage inflicted by this weapon.
**19-21 Weapon of Elemental Radiance.** Drawing energy
from the Plane of Fire and the Positive Plane, the weapon
glows with beautiful, multicolored light. It sheds bright light
to 30 feet and dim light for an additional 30 feet. On a
successful hit, it inflicts an additional 3d10 radiant damage,
and the target is blinded until the end of its next turn. Fire based elementals have resistance to the damage inflicted by
this weapon.
**22-24 Weapon of Elemental Steam.** Drawing energy
from the Plane of Water and the Positive Plane, this weapon
becomes hot and damp to the touch and emits thick, cloying
steam to a radius of 5 feet. You are considered to be heavily
obscured by the steam, although it doesn't hinder your vision.
On a successful hit, it inflicts an additional 3d10 fire damage,
and the target is engulfed by a cloud of steam and is blinded
until the end of its next turn. Water-based elementals have
resistance to the damage inflicted by this weapon.
**25-27 Weapon of Elemental Ash.** Drawing energy from
the Plane of Fire and the Negative Plane, this weapon
becomes a dull, lifeless gray and spews flakes of draining ash
with every swing. On a successful hit, it inflicts an additional
3d10 cold damage, the target has disadvantage on Strength
ability checks, attack rolls, and saving throws until the end of
its next turn. Fire-based elementals have resistance to the
damage inflicted by this weapon.
**28-30 Weapon of Elemental Dust.** Drawing energy from
the Plane of Earth and the Negative Plane, this weapon turns
a dirty brown-gray and becomes grainy, as if it's about to
crumble away. On a successful hit, it inflicts an additional
3d10 thunder damage, and it inflicts double damage to
objects and structures. Earth-based elementals have
resistance to the damage inflicted by this weapon.
**31-33 Weapon of Elemental Salt.** Drawing energy from
the Plane of Water and the Negative Plane, this weapon
becomes coated with salt crystals. On a successful hit, it
inflicts an additional 3d10 necrotic damage and the target
has disadvantage on Constitution ability checks and saving
throws until the end of its next turn. Eater-based elementals
have resistance to the damage inflicted by this weapon.
**34-36 Weapon of Elemental Void.** Drawing energy from
the Plane of Air and the Negative Plane, this weapon turns
darkly transluscent and begins to suck all of the air in the
area into its form. On a successful hit, it inflicts an additional
3d10 force damage and the if the target needs to breathe,
spends its next action gasping for breath as the air is drawn
out of its lungs. Air-based elementals and creatures that don't
breathe have resistance to the damage inflicted by this
weapon.
**37-39 Weapon of the Astral.** The weapon becomes a flat
silver color and it produces a hum that is heard psychically,
not physically. On a successful hit, it inflicts 3d10 psychic
damage, and the creature's hit point maximum is reduced by
half that amount. The reduction lasts until the creature
finishes a short or long rest. If the target's hit point maximum
is reduced to 0, the target falls unconscious for 1 hour or until
another creature uses its action to wake the creature up. In
addition, if you are on the Astral plane and score a critical hit
against a target in an astral body (as with the astral
projection spell), you can cut the silvery cord that tethers the
target to its material body, instead of dealing damage. Titans
have resistance to the damage inflicted by this weapon.
**40-42 Weapon of the Ethereal.** The weapon becomes a
misty gray in color and feels insubstantial to the touch, even
though it isn't. On a successful hit, it inflicts 3d10 force
damage, and if your target is insubstantial, ethereal, or
ephemeral, you have advantage on your attack roll. Undead
have resistance to the damage inflicted by this weapon.
**43-45 Weapon of Mount Celestia.** The weapon turns
gleaming white and radiates golden light, shedding bright
light in a 30-foot radius and dim light for an additional 30
feet. On a successful hit, it inflicts 3d10 radiant damage. If
your target is a fiend or undead, it has disadvantage on attack
rolls made against you, and you have advantage on saving
throws made against spells and effects the creature causes,
until the end of its next turn. Celestials have resistance to the
damage inflicted by this weapon.
**46-48 Weapon of Bytopia.** The weapon turns silvery-white
and radiates white light, shedding bright light in a 20-foot
radius and dim light for an additional 20 feet. On a successful
hit, it inflicts 3d10 radiant damage, and you can use your
reaction to cause a creature that is within 30 feet of you that
you can see to regain that many hit points. Ccelestials have
resistance to the damage inflicted by this weapon.
**49-51 Weapon of Elysium.** The weapon is made of pure
silver that glows brightly, shedding dim light in a 20-foot
radius and dim light for an additional 20 feet. On a successful
hit, it inflicts 3d10 radiant damage. If your target is a
shapechanger or undead, it has disadvantage on attack rolls
made against you, and you have advantage on saving throws
made against spells and effects the creature causes, until the
end of its next turn. Celestials have resistance to the damage
inflicted by this weapon.
**52-54 Weapon of the Beastlands.** The weapon turns into
stout oak, sprouting leaves along its hilt or shaft and sharp
thorns along the weapon's striking edge. On a successful hit,
it inflicts 2d10 damage of the weapon's original type and
1d10 additional piercing damage. If your target is an
aberration, it has disadvantage on attack rolls made against
you, and you have advantage on saving throws made against
spells and effects the creature causes, until the end of its next
turn. Beasts and plants have resistance to the damage
inflicted by this weapon.
**55-57 Weapon of Arborea.** The weapon changes into fine,
polished bronze and streaks of lighnting coruscates across its
surface. On a successful hit, it inflicts an additional 3d10
lightning damage and is deafened until the end of its next
turn. In addition, you and friendly creatures within 5 feet of
you can't be frightened while you are weilding this weapon. If
your target is an aberration, it has disadvantage on attack
rolls made against you, and you have advantage on saving
throws made against spells and effects the creature causes,
until the end of its next turn. Fey have resistance to the
damage inflicted by this weapon.
**58-60 Weapon of Ysgard.** The weapon changes into dark
iron and fire and ice flicker across its surface. On a
successful hit, it inflicts an additional 3d10 cold damage or
fire damage (your choice). In addition, once while this spell is
active, if you are reduced to 0 hit points while you are
wielding this weapon, you can choose to drop to 1 hit point
instead.
**61-63 Weapon of Limbo.** The weapon constantly shifts its
form with every moment, appearing as a different weapon
with each blow. On a successful hit, you may choose if your
weapon inflicts bludgeoning, piercing, or slashing damage, no
matter what type of weapon it is, and it inflicts an additional
3d10 damage of a random type:
|d6| Damage Type|
|---|---|
|1 | acid |
|2 | cold |
|3 | fire |
|4 | force |
|5 | poison |
|6 | psychic |
In addition, the target's form flickers rapidly through
mutliple changes, settling on none. It is stunned until the end
of its next turn.
**64-66 Weapon of Pandemonium.** The weapon changes so
it is made of howling winds and darkness. On a successful
hit, it inflicts an additional 3d10 psychic damage and the
target is briefly driven mad. If its next action would affect
another creature (such as if it attacked or cast a spell on
something other than itself), it affects a creature within range
chosen randomly by the DM. In addition, if you score a
critical hit with this weapon, the creature is blinded and
deafened until the end of its next turn.
**67-69 Weapon of the Abyss.** The weapon turns dark and
takes on strange and disturbing angles and textures; it drips
with noxious substances. On a successful hit, it inflicts an
additional 3d10 acid damage or fire damage (your choice)
and the target is poisoned until the end of its next turn. If
your target is a celestial, it has disadvantage on attack rolls
made against you, and you have advantage on saving throws
made against spells and effects the creature causes, until the
end of its next turn. Fiends have resistance to the damage
inflicted by this weapon.
**70-72 Weapon of Carceri.** The weapon changes so it's
made of a dark, tarry substance. On a successful hit, it inflicts
an additional 3d10 acid damage or cold damage your choice)
and the target is covered in the tar and is restrained until the
end of its next turn (escape DC equal to your spell save DC).
Fiends have resistance to the damage inflicted by this
weapon.
**73-75 Weapon of Hades.** The weapon changes so its
made of bone and blood, and it drips gritty sand. On a
successful hit, it inflicts an additional 3d10 necrotic damage,
and the creature's hit point maximum is reduced by half that
amount. The reduction lasts until the creature finishes a
short or long rest. If the target's hit point maximum is
reduced to 0 dies and it rises in 1d4 hours as an undead of
the DM's choice. Undead have resistance to the damage
inflicted by this weapon.
**76-78 Weapon of the Nine Hells.** This weapon is made of
flaming brimstone, and the fire that dances along its striking
face is dark and sickly-looking. On a successful hit, it inflicts
an additional 3d10 fire damage. If your target is a celestial, it
has disadvantage on attack rolls made against you, and you
have advantage on saving throws made against spells and
effects the creature causes, until the end of its next turn.
Fiends have resistance to the damage inflicted by this
weapon.
**79-81 Weapon of Acheron.** This weapon changes so its
made of iron that is bitterly cold to the touch. It glows with a
red light that sheds dim light to a radius of 30 feet. On a
successful hit, it inflicts an additional 3d10 cold damage and
the target is paralyzed until the end of its next turn. Fiends
have resistance to the damage inflicted by this weapon.
**82-84 Weapon of Mechanus.** This weapon's shape
becomes perfectly symmetrical and changes so its made of
gray crystal. On a successful hit, it inflicts an additional 16
points of force damage. If your target is an aberration or fey, it
has disadvantage on attack rolls made against you, and you
have advantage on saving throws made against spells and
effects the creature causes, until the end of its next turn.
Constructs have resistance to the damage inflicted by this
weapon.
**85-87 Weapon of Arcadia.** This weapon changes so it's
made out of intricately carved wood. On a successful hit, it
inflicts an additional 3d10 bludeoning, piercing, or slashing
damage, as appropriate to the type of weapon it is, and you
can use your reaction to target a creature that is within 30
feet of you that you can see and cause it to be cured of one
disease or one of the following conditions: blinded, deafened,
paralyzed, or poisoned.
**88-91 Weapon of the Outlands.** This weapon changes so
it looks as though it were made of intertwined white crystals
and polished obsidian, bound together with steel. On a
successful hit, inflicts an additional 3d10 force damage. If
your target is an aberration, celestial, fey, or fiend, it has
disadvantage on attack rolls made against you, and you have
advantage on saving throws made against spells and effects
the creature causes, until the end of its next turn. Creatures
that are neutral or unaligned have resistance to the damage
inflicted by this weapon.
**92-94 Weapon of the Feywild.** This weapon turns into
pale wood and mithral, and it glows with a pulsing faery light,
shedding dim light to 30 feet. On a successful hit, inflicts an
additional 3d10 of a random type:
|d4 | Damage Type |
|---|---|
|1 | cold |
|2 | fire |
|3 | lightning |
|4 | thunder |
If your target is undead, it has disadvantage on attack rolls
made against you, and you have advantage on saving throws
made against spells and effects the creature causes, until the
end of its next turn. Fey have resistance to the damage
inflicted by this weapon.
**95-97 Weapon of the Shadowfell.** The weapon is made of
quasi-solid blackness, and the area to a radius of 30 feet
around you can be no brighter than dimly lit. On a successful
hit, it inflicts an additional 3d10 necrotic damage, and the
target is frigtened of you until the end of its next turn. If a
creature is slain by this weapon, it rises as a shadow 1d4
hours later. It is not under your control. Undead have
resistance to the damage inflicted by this weapon.
**98-100 Weapom of the Far Realms.** The weapon twists
and warps itself in weird and disturbing ways and any metal
in it takes on an unhealthy, oily sheen. On a successful hit, it
inflicts an additional 3d10 psychic damage, and until the end
of its next turn, the target has disadvantage on Intelligence
and Wisdom ability checks and saving throws and can't take
reactions. Aberrations have resistance to the damage
inflicted by this weapon.
**At Higher Levels.** When you cast this spell with a spell
slot of 7th level or higher, its attack bonus becomes +2. When
you cast it with a spell slot of 8th level or higher, its attack
bonus becomes +3, and it no longer requires concentration.
Darklight's Planar Weapon in Eberron
If this spell is cast in Eberron, roll a d12 instead:
1. Weapon of Daanvi. Use the Weapon of
Mechanus.
2. Weapon of Dolurrh. Use the Weapon of Hades.
3. Weapon of Fernia. Use the Weapon of
Elemental Magma.
4.
Weapon of Irian. Use the Weapon of Elysium.
5. Weapon of Kythri. Use the Weapon of Limbo.
6. Weapon of Lamannia. Use the Weapon of the
Beastlands.
7. Weapon of Mabar. Use the Weapon of the
Shadowfell.
8. Weapon of Risia. Use the Weapon of Elemental
Ice.
9. Weapon of Shavarath. Use the Weapon of
Acheron.
10. Weapon of Syrania. Use the Weapon of
Elemental Radiance, but creatures with a flying
move have resistance to damage inflicted by this
weapon, instead of air- and fire-based elementals.
11. Weapon of Thelanis. Use the Weapon of the
Feywild.
12. Weapon of Xoriat. Use the Weapon of the Far
Realms.
Daydream
Enchantment cantrip
Casting Time: 1 action
Range: 90 feet
Components: S, M (a pinch of sand)
Duration: 1 round
Classes: Bard, Cleric, Wizard
Source: Priest's Spell Compendium
One creature you target within range must succeed on a
Wisdom saving throw. On a failure, its mind starts to wander
and it has disadvantage on Intelligence (Investigation),
Wisdom (Insight), and Wisdom (Perception) checks it makes
before the end of its next turn.
Deathshroud
8th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (500 gp worth of crushed black opal
and smoky quartz)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You draw upon the Negative Plane to infuse you with necrotic
energies, surrounding you with a dark and shadowy aura.
While this spell is in effect, you gain the following benefits:
• You are immune to necrotic damage, and your hit point
maximum can't be reduced.
• Ranged attacks made against you have disadvantage.
• A creature that touches you or hits you with a melee
attack while within 5 feet of you takes 10 (3d6) necrotic
damage.
• You may use your action to touch a creature and drain its
life. Make a melee spell attack. On a success, the creature
takes 10d6 necrotic damage, its hit point maximum is
reduced by that amount, and you regain hit points equal to
half the amount of necrotic damage dealt.
Descent into Madness
7th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a tesseract made of golden wire,
worth at least 500 gp)
Duration: Instantaneous
Classes: Bard, Cleric, Warlock, Wizard
Source: Wizard's Spell Compendium
With this cruel spell, you curse a humanoid target with a form
of indefinite madness, unless it succeeds on a Wisdom saving
throw. The madness slowly grows over the course of 1d4
weeks. You have no control over the form the madness takes.
The DM should either invent the form of madness, roll on the
Indefinite Madness table in the Dungeon Master's Guide
(Chapter 8: Running the Game), or roll on the following table:
|d12 | Madness|
|---|---|
|1| "I feel that everything is strange and unnatural, like
there's something alien and sinister behind the
façade. The people I thought of as friends may be
part of it in some way."|
|2| "I can't remember large portions of my previous
life, and I'm not sure I can trust what I do
remember."|
|3| "It's easiest when I don't have to think. About
anything."|
|4| "Oh, look, faeries! Aww, aren't they cute. Say hi to
them!"|
|5| "Oh my gods! That [type of creature, specific
individual, or common everyday object] is
terrifying! Don't let it get me!"|
|6| "I burst out in random bouts of laughter, crying, or
screaming, and I just can't help it."|
|7| "This [type of creature, specific individual, or
common everyday object] is the most important
thing in the world. I can't let anyone take it away
from me, or everything will be ruined!"|
|8| "I have to kill them! It's the only way to prove that
I'm not crazy!"|
|9| "There's so much to do, and I'm the one to do it! I
need to keep on doing this, and I couldn't stop
even if I wanted to."|
|10| "Where am I? This place is strange. What was I
supposed to be doing again? Wait… You seem
familiar. I know you, right?"|
|11| "The people I thought were my friends are actually
working against me. They're keeping me here
against my will and stopping me from doing what I
need to do!"|
|12| "Don't look, but there are things following us.
They're hiding in the shadows, watching us.
They're everywhere!"|
At the end of every 30 days, the creature can repeat its
saving throw against this spell. If it succeeds on its saving
throw, the spell ends and the madness fades after 1d4 days.
The spell can also be ended by greater restoration, heal or
wish.
Deep Delve
5th-level abjuration
Casting Time: 1 action
Range: Self (15-foot radius sphere)
Components: V, S, M (a conch shell)
Duration: Concentration, up to 24 hours
Classes: Druid, Sorcerer, Wizard
Source: Wizard's Spell Compendium
You create a bubble centered on you, and you and any
number of creatures within 15 feet of you can breathe and
speak normally while underwater and are immune to the
effects of water pressure. The interior of the bubble is
brightly lit and sheds dim light to an additional 30 feet. You
can mentally command the bubble (no action required on
your part) to move underwater with a swim speed of 50 feet.
Creatures can exit and enter the bubble as desired, but
water and normal plants can't enter or exit it. You can choose
if a creature travels along with you in the bubble or not. If you
don't wish for a creature to travel with you, it must swim to
keep up.
Detect Curse
2nd-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: concentration, up to 1 round
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock,
Wizard
Source: Priest's Spell Compendium
Choose a creature or object within range when you cast this
spell. If the target is cursed in any way, you will see a sickly,
dark gray aura around it.
If you concentrate on the curse for the entire duration, you
may make a DC 15 Arcana check. On a success, you may
learn details about the curse, including when the creature or
object was cursed and how it may be broken. This will not tell
you who (or what) laid the curse upon the target, or how.
Detect Metals and Minerals
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a small magnet)
Duration: Concentration, up to 10 minutes
Classes: Artificer, Cleric, Druid, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
You detect the presence of ore, gemstones, stone, or worked
metal within 30 feet of you. On each of your turns, you may
focus on one specific type of substance you wish to find (e.g,
you can look for raw gold ore, or for manufactured gold
items). This spell will also tell you roughly how much of that
substance there is.
Detect the Living
3rd-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger
Source: Priest's Spell Compendium
For the duration, you know if there is a living creature within
30 feet of you, as well as where the creature is located. Living
creatures are surrounded by a faint glow, which is weaker in
creatures that are close to death. You can choose whether the
spell will detect or ignore normal plants.
This spell doesn't detect creatures that are under the
effects of a feign death or similar spell. 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.
Dheryth's Energy Net
7th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
Source: The Great Net Spellbook
A net made of glowing magical force appears around a
creature you can see within range. If the creature fails a
Dexterity saving throw, it takes 4d10 force damage, and is
contained within the net and stunned for the duration. The
creature may make a Constitution saving throw at the end of
each of its turns. On a success, the net vanishes and the
creature is no longer stunned. You may also use a bonus
action to cause the net to vanish.
On each of your turns, you can use a bonus action to cause
the net to flare with light, inflicting an additional 2d10 force
damage to the trapped creature.
While wrapped in the net, the creature sheds bright light to
10 feet and dim light for a further 10 feet.
Diary
3rd-level evocation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of ink, which is consumed in the
casting)
Duration: 8 hours
Classes: Artificer, Bard, Cleric, Wizard
Source: Wizard's Spell Compendium
You magically record the events of your day in a diary, which
you must hold or keep on your person while this spell is in
effect. The spell causes thoughts you focus on to appear in
the diary, in your handwriting. It doesn't write your every
stray thought; rather, it records your deliberate internal
narration, in whatever language you think them in. (You
should inform the DM what you are actually recording while
this spell is active.)
You can also cause images to appear in your diary, but you
must spend time concentrating (as if concentrating on a
spell) on the image you want to appear. In general, 1 minute
is enough for for a rough sketch, 10 minutes is enough for a
simple drawing, and 30 minutes is enough for a complex
drawing. The quality of the art you produced is
commensurate with your own artistic skill, but is still very
rough. If you lose concentration before your drawing is
complete, your drawing vanishes.
The spell ends if the diary is ever moved more than 5 feet
from you or if it runs out of pages; you receive a mental alert
if your diary is close to being full.
This spell only records your direct narration. You can't use
it to record other people, either spoken aloud or transmitted
telepathically.
Dimensional Anchor
4th-level abjuration
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: 10 minutes
Classes: Cleric, Wizard
Source: Priest's Spell Compendium
A green ray springs from your outstretched hand towards a
creature you can see within range. Make a ranged spell
attack. On a hit, the creature is covered with a shimmering
emerald field. For the duration, the creature can't teleport or
travel to another plane.
You may cast this spell on a creature that is in the Ethereal
Plane, if you can see it.
Disfigure
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Permanent
Classes: Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
Your target must succeed on a Constitution saving throw or
be cursed, its face and body covered in scars, boils, warts, and
masses of twisted flesh. The creature becomes utterly
repulsive. While cursed, the creature has disadvantage on
Charisma (Persuasion) checks and advantage on Charisma
(Intimidation) checks against creatures that can see it. It also
has disadvantage on Constitution saving throws to avoid
catching diseases. In addition, any reaction roll made to
determine how others react to the target is made at
disadvantage (as per Dungeon Master's Guide, Chapter 8:
Social Interaction).
At the end of every 30 days, the creature can repeat its
saving throw against this spell. If it succeeds on its saving
throw, the spell ends.
A remove curse, greater restoration, or heal spell will end
the effect.
Distort Life
5th-level transmutation
Casting Time: 3 hours
Range: Touch
Components: V, S, M (two strands of metal wire, one gold
and one platinum worth 500 gp, twisted together into a
double helix, which is consumed in the casting)
Duration: Instantaneous
Classes: Artificer, Druid, Warlock, Wizard
Source: Wizard's Spell Compendium
You touch a beast, dragon, giant, humanoid, or monstrosity
and transform one part of its body, shaping it as if it were clay.
The creature must be incapacitated, restrained, or willing.
When you begin to cast this spell, the target must make a
Constitution saving throw, whether it is willing or not. A
willing creature has disadvantage on the saving throw. On a
failure, you may shape the creature as you choose; otherwise,
it's unaffected. However, if the target's rolls a 5 or lower on
this save, then at the DM's decretion, it also develops
unwanted, and potentially dangerous or detrimental,
mutations.
Each casting of the spell allows you to make one change.
Examples of changes include, but aren't limited to:
• Changing one type of extremity (such as hands, hooves,
or paws) to another type.
• Changing a quadrupedal creature to make it a biped, or
vice versa.
• Altering jaws and vocal chords so the creature is capable,
or incapable, of speech.
• Altering teeth and digestive track so the creature can eat
a different type of diet (such as turning a herbivore into a
carnivore).
• Giving or removing a natural attack, including the ability
to inflict acid or poison damage or the poisoned condition.
• Granting or removing darkvision, Keen Senses, or other
traits that rely on natural biology, such as Amphibious or
Sure-Footed.
You may not add or remove any magical or supernatural
abilities, such as shapechanging, breath weapons, innate
spellcasting, regeneration, or resistance or immunity to a
type of damage or conditions.
If you cast the spell two or more times before completing
your next long rest, there is a cumulative 25% chance for
each casting after the first that the spell will backfire and the
target takes 28 (8d6) necrotic damage.
The DM will decide if the creature is capable of breeding
true.
**At Higher Levels.** When you cast this spell using a spell
slot of 7th level or higher, you can add or remove magical
abilities such as those described above; however, you can't
give the creature the ability to cast spells. You may also
increase or decrease any attribute by one point.
When you cast it with a 9th-level spell slot, you can give the
creature the ability to cast a spell innately. You must have the
spell written on a spell scroll. The spell scroll is consumed,
whether this spell is successful or not.
Drawmij's Light Step
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pit of cat fur and a duck's feather)
Duration: Concentration, up to 10 minutes
Classes: Bard, Ranger, Wizard
Source: Wizard's Spell Compendium
You or a willing creature you touch gain a limited form of
levitation. For the duration, your move increases by 5 feet,
you gain the ability to walk across ground without disturbing
the surface, you ignore difficult terrain, and you can walk
across liquids as if they were difficult terrain. This spell
doesn't protect you from taking damage by walking across
lava or other dangerous surfaces, but it does prevent you
from triggering traps that require you to step on them.
**At Higher Levels.** When you cast this spell with a spell
slot of 2nd level or higher, you can affect one additional
creature for each slot level above 1st.
Drawmij's Steed
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: 8 hours
Classes: Wizard
Source: Wizard's Spell Compendium
You indicate a beast or monstrosity with an Intelligence or 3
or lower within range and choose one of the following
options:
Beast of Burden. For the duration of the spell, the target's
carrying capacity is doubled.
Swift Mount. For the duration of the spell, the target's
speed increases by 30 feet.
When the spell ends, the target must make a DC 10
Constitution saving throw. On a failure, it takes a level of
exhaustion.
**At Higher Levels.** When you cast this spell with a spell
slot of 2nd level or higher, you can affect on additional
creature for each slot level above 1st.
Drawmij's Tool Box
2nd-level evocation
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a miniature wooden tool box)
Duration: Concentration, up to 1 hour
Classes: Artificer, Wizard
Source: Wizard's Spell Compendium
With this spell, you create a magical tool set of your choice,
which appears in an unoccupied space you can see within 10
feet of you. The tools shed dim light to a distance of 5 feet.
Although magical, these tools function exactly as mundane
tools of the same type do. When the spell ends, the tools poof
out of existence.
Dream Sight
3rd-level divination
Casting Time: 1 action
Range: Special
Components: S, M (a tick of incense worth at least 5 gp,
which is burned while you cast the spell)
Duration: 1 hour
Classes: Bard, Cleric, Wizard
Source: Priest's Spell Compendium
When you cast this spell, you fall unconscious and your spirit
leaves your body and can travel to nearby places. Your spirit
is invisible and silent, has a flying speed of 90 feet, can't
touch or interact with anything, and is incapable of taking
actions or reactions or cast spells that require verbal or
material components.
While in spirit form, you can hear and see normally, and
you can move through objects and other creatures as if they
were difficult terrain. If you end your turn inside an object,
you take 1d10 psychic damage.
Your body can be awakened if a creature uses its actions to
wake it, or if it takes any damage other than psychic damage.
You can also choose to end the spell at any time and wake up.
Your spirit can be detected with the detect evil and good
spell, and you can't enter an area protected by a magic circle
or hallow. In addition, you can be targeted by spells such as
dispel evil and good. This causes you the spell to end early
and you to wake up.
Drive Insensate
5th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a leather hood)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
Source: The Great Net Spellbook
You cause a foe to lose all of their senses. Choose a creature
that you can see within range to make a Constitution saving
throw. If it fails, the creature is blinded, deafened, and can't
taste, smell, or feel anything for the duration. The creature
can make a new saving throw at the end of each of its turns,
ending the effect on itself on a success.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, you can target one additional
creature for each slot level above 2nd.
Earthmaw
4th-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tooth from a predatory animal)
Duration: Instantaneous
Classes: Druid
Source: Priest's Spell Compendium
You cause a patch of nonmagical, unworked earth or stone 10
feet across to form into a gigantic mouth with sharp stone
teeth. The mouth springs forth on a short neck and attacks a
creature you choose within 10 feet of it. Make a melee spell
attack. On a hit, the creature takes 5d10 piercing damage
and must succeed on a Dexterity saving throw. On a failure,
the creature is swallowed whole.
While swallowed, the creature is restrained and can't
breathe, and is at risk of suffocating (as per Player's
Handbook chapter 8, Environment). The escape DC is equal
to your spell save DC. On a success, the creature is no longer
restrained and is able to dig intself out. The creature can also
be dug out by creatures who are on the surface.
After the attack, whether it hits or misses, the mouth
returns to the ground and fades away.
Earthwrack
9th-level necromancy
Casting Time: 1 minute
Range: Self (500-foot radius)
Components: V, S
Duration: 10 years
Classes: Cleric, Wizard
Source: Priest's Spell Compendium
With this evil spell, you cause an area of nonmagical,
unworked earth to become barren and blighted. Healthy
plants wither and die within a few days of this spell being
cast, although there is a chance (DM's discretion) that some
will transform into blights instead. Seeds planted there will
either not grow or grow into blights.
This spell can be removed by first casting remove curse at
the effect's center, then casting plant growth over 8 hours. A
wish will also end the effect.
Eliminate Element
7th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Special
Classes: Druid, Sorcerer, Warlock, Wizard
Source: The Great Net Prayerbook
When you cast this spell, you cause a natural element that is
in a 10-foot sphere to vaporize. Choose one of the following
options:
• Eliminate Air. You suck the air out of 10-foot-radius
sphere centered on a point within range, leaving behind a
vacuum. Nonmagical fire in the area is extinguished and
nonmagical liquids in open containers are sublimated into
steam. Creatures in the area can't breathe and is at risk of
suffocating (as per Player's Handbook chapter 8,
Environment). Fresh air rushes back in one round after the
spell ends. When you cast this spell in this fashion, the
duration is Concentration, up to 1 minute.
• Eliminate Earth. You cause nonmagical, unworked earth
and stone that fits in a 10-foot-radius sphere to turn into
nothing but a handful fine dust. Nonmagical, worked earth
and stone, such as stone buildings and walls, takes 8d10
force damage. This doesn't affect metal or crystal. When you
cast this spell in this fashion, the duration is Instantaneous.
• Eliminate Fire. You create a 10-foot-radius sphere
centered on a point within range. All nonmagical fire in the
area is immediately extinguished, as is all magical fire
created by a spell of 6th level or less. A creature or object that
is in the sphere is immune to fire damage. When you cast this
spell in this fashion, the duration is Concentration, up to 1
minute.
• Eliminate Water. You create a 10-foot-radius sphere
centered on a point within range. All water in the area is
immediately turned to mist. Any creature in the area that
breathes only water is at risk of suffocating. When you cast
this spell in this fashion, the duration is Concentration, up to
1 minute.
You can also cast this spell on an elemental. It must make a
Constitution saving throw, taking 8d10 force damage on a
failed save, or half as much on a successful one. If this brings
the creature to 0 hit points, it dissolves, leaving behind only
traces of elemental matter. When you cast this spell in this
fashion, the duration is Instantaneous.
Emotion
4th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
You target an individual within range to charm cause it to feel
a single, intense emotion of your choice, unless it succeeds
on a Wisdom saving throw. Choose from the following
effects:
Anger. The target bickers and argues with other creatures
for the duration. During this time, it takes everything other
creatures do or say in the worst possible light. It is incapable
of meaningful communication and has disadvantage on
saving throws and ability checks.
Despair. The target is overwhelmed with despair for the
duration. At the start of each of its turns for the duration, it
must succeed on a Charisma saving throw. On a failure, it
can't attack or target any creature with beneficial abilities,
spells, or other magical effects.
Courage. For the duration, the target is immune to the
frightened condition as it becomes extremely brave.
Cowardliness. The target is frightened of you or an object
or other creature of your choice for the duration. While
frightened, the target must move at least 30 feet away from
the thing it fears on each of its turns, if able.
Friendliness. For the duration, all other creatures have
advantage on Charisma (Deception) and Charisma
(Persuasion) checks made against the target, and
disadvantage on Charisma (Intimidation). The target takes
everything other creatures say or do in the best possible light
and takes everyone as a friendly acquaintance. The target
doesn't have to do anything it's told, but will feel more
disposed towards doing it.
Happiness. The target is overwhelmed with feelings of
giddiness. At the start of each of its turns for the duration, it
must succeed on a Charisma saving throw. On a failure, it
can't attack or target any creature with harmful abilities,
spells, or other magical effects. All reaction rolls made to
determine how the target reacts are made at advantage.
Hatred. The target is overwhelmed by feelings of hatred
towards a particular object or creature of your choice that is
within range. The target has disadvantage on attacks made
against any creature but its hated target, and once on its turn,
it can choose to make an attack against it at advantage. If you
make the target hate a creature, then the target takes
everything the creature says or does in the worst possible
light.
When the spell ends, the creature knows it was charmed
by you.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, you can affect one additional
creature for each slot level above 4th. The creatures must be
within 30 feet of each other.
Erase
1st-level transmutation
Casting Time: 1 action
Range: 30 feet or Touch
Components: V, S
Duration: Instantaneous
Classes: Artificer, Bard, Cleric, Wizard
Source: Wizard's Spell Compendium
You remove writing from an area from an area equal to the
size of a normal sheet of paper, leaving the surface clean and
unused. The surface must be paper, parchment, or a similar
surface.
If the writing is magical in nature, such as from a spell
scroll, make an ability check using your spellcasting ability.
The DC equals 10 + the spell's level. On a successful check,
the writing is erased. If you fail your check, and the writing
was a glyph of warding, sigil (q.v.), or similar writing-based
trap, you set off the trap.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you may also remove writing that is
carved or engraved in stone, metal, or a similar hard surface.
Estate Transference
9th-level transmutation
Casting Time: 3 hours
Range: Self (40-mile sphere)
Components: V, S, M (a rare or legendary magic item used to
control or summon elementals)
Duration: Permanent
Classes: Wizard
Source: Wizard's Spell Compendium
With this powerful spell, you transfer a large area of land to
the Inner Plane dictated by the type of magic (such as a bowl
of commanding water elementals) item you use as the
material components. A sphere up to 40 miles in diameter
centered on you vanishes from the Prime Plane, leaving a
hole in the ground behind, and reappears the appropriate
elemental plane.
The sphere you transfer has a semi-permeable barrier.
Creatures may enter through it, but nonliving elemental
matter can't. Air and water inside the barrier stay within and
are renewed, kept at the same level of freshness as when you
brought the sphere over, and the temperature remains the
same as well. You can deliberately alter the air and
temperature, such as with a control weather spell, but the
sphere will eventually return to its default state of freshness
and temperature.
The material component used in the spell must remain at
the center of the sphere, and cannot be used normally. If it is
ever moved more than 5 feet from the center of the sphere, it
crumbles to dust and the barrier vanishes, allowing
elemental matter to flood in.
Exaltation
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a flask of holy water and powdered
sapphire worth 100 gp)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Paladin
Source: Priest's Spell Compendium
With this spell, provide aid, protection, and joyful feelings to a
willing creature you touch; you can't cast this spell on
yourself. For the duration, the creature radiates a pale glow
that sheds dim light to a 5-foot radius and gains the following
benefits:
• The creature can't be frightened or poisoned, and it can't
be rendered unconscious unless it is reduced to 0 hit points.
If it had been suffering from one of those conditions before
you cast exultation, the condition is paused while this spell is
in effect.
• The creature can't gain any levels in exhaustion. If had
one or more levels before you cast this spell, it doesn't suffer
from their effects while this spell is in effect.
• The creature gains a number of temporary hit points
equal to 10 + your caster level. When the spell ends, the
target loses any remaining temporary hit points from this
spell.
• The creature has advantage on Charisma (Intimidation)
and Charisma (Persuasion) ability checks.
• Once while this spell is active, the creature may roll a d6
and add the number rolled to any ability check or saving
throw it makes.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the creature gains an additional 5
temporary hit points for each slot level above 3rd. In addition,
when you cast this spell with a spell slot of 6th- or 7th-level,
the die becomes a d8. When you cast this spell with a spell
slot of 8th- or 9th-level, the die becomes a d10.
Eyes of the Sun
4th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid
Source: The Great Net Prayerbook
Your eyes burn as bright as the sun for the spell's duration.
You shed bright light to 20 feet and dim light to a further 20
feet. This light is sunlight. OneWhen you cast this spell, and
as a bonus action on each subsequent turn, you may target
one creature you can see within 60 feet of you that you can
see. That creature must succeed on a Constitution saving
throw or be blinded for 1 minute. Creatures with the Sunlight
Sensitivity or similar trait have disadvantage on this save.
A creature may make a new saving throw at the start of
each of its turns, ending the effect on itself on a success. A
creature that succeeds on its save can't be targeted by this
casting of the spell again.
Fantastic Machine
5th-level illusion
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Artificer
Source: Priest's Spell Compendium
You create a quasi-real, many-armed mechanical contraption
that appears on the ground in an unoccupied space of your
choice within range. You may choose the machine to be
Large (10 feet tall) or Huge (20 feet tall), although its
attributes don't change.
The machine lasts for the spell's duration and it moves at
your mental command (no action required by you). If you
issue no commands, it performs the last action you ordered it
to take. The machine shares you initiative count, but it takes
its turn immediately after yours. It the machine drops to 0 hit
points, the spell ends. On each of your turns, you can order
the machine to perform one of following tasks: Attack, Dig,
Lift, Pull, Push, or Throw.
**At Higher Levels.** When you cast this spell with a 6th-level
spell slot, the duration becomes Concentration, up to 30
minutes. When you use an 8th-level or higher spell slot, the
duration is up to 1 hour, without the need to concentrate.
Feeblebody
8th-level transmutation
Casting Time: 1 action
Range: 150 feet
Components:
Duration: Instantaneous (a live mouse)
Classes: Bard, Druid, Warlock, Wizard
Source: The Great Net Spellbook
You blast a creature that you can see within range, attempting
to turn its body upon itself. The target takes 4d6 force
damage and must make a Strength saving throw. On a failed
save, the creature's Strength, Dexterity, and Constitution
scores become 3 and its speed can't be higher than 10 feet.
At the end of every 30 days, the creature can repeat its
saving throw against this spell. If it succeeds on its saving
throw, the spell ends. The spell can also be ended by greater
restoration, heal, or wish.
Fellblade
6th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a drop of your blood and a piece of
cold iron)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You call up a smoky gray blade made of dark energy into your
hand. This magic sword lasts until the spell ends. It counts as
a simple melee weapon with which you are proficient. It deals
6d6 necrotic damage on a hit and has the finesse, light, and
thrown properties (range 20/60).
If you drop the weapon or throw it, it dissipates at the end of
the turn. Thereafter, while the spell persists, you can use a
bonus action to cause the sword to reappear in your hand.
In addition, when you successfully hit a creature with this
sword, choose one of the following options:
Drain. The blade drinks deeply of your targets life and
siphons some of that energy to you. You regain hit points
equal to half the amount of necrotic damage dealt.
Curse. The blade places a curse on your target. Until the
start of your next turn, the target has disadvantage on attack
rolls made against you, and disadvantage on ability checks
and saving throws made with one ability check of your
choice.
**At Higher Levels.** When you cast this spell using a 7th
level or higher spell slot, the damage increases by 1d6 for
each slot level above 6th.
Fireblast
6th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Instantaneous
Classes: Sorcerer, Wizard
Source: The Great Net Spellbook
A bright streak flashes from your pointing finger to a point
you choose within range and then explodes with a clap of
thunder into an explosion of flame and high pressure. Each
creature in a 20-foot-radius sphere centered on that point
must make a Dexterity saving throw. A target takes 5d6 fire
damage and 5d6 force damage on a failed save, or half as
much damage on a successful one. In addition, on a failed
save, a creature is pushed back 20 feet from the spell's target
point and is deafened until the end of its next turn. This spell
deals double damage to objects and structures.
The fire spreads around corners. It ignites flammable
objects in the area that aren't being worn or carried.
**At Higher Levels.** When you cast this spell using a spell
slot of 7th-level or higher, the damage increases by 1d6 fire
damage or force damage (your choice) for each slot level
above 6rd.
Float/Sink
1st-level transmutation
Casting Time: 1 action or reaction action, taken when a
creature within range enters water
Range: 30 feet
Components: V, S, M (a cork)
Duration: Special
Classes: Artificer, Cleric, Druid, Wizard
Source: Wizard's Spell Compendium
Choose an object that can fit in a 5-foot cube, or a Medium or
smaller creature, that is in water or other liquid and choose
one of the following options:
Float. The target becomes very buoyant. It will remain on
the water's surface, unless prevented from doing so, such as
by having heavy weights attached (which must weigh at least
half as much as what the target actually weighs).
When you cast this spell in this manner, the duration is 1
hour.
Sink. The target immediately begins to sink, falling to the
bottom of the body of water it is in as if it had weights
attached to it. If the target is a creature, it has disadvantage
on Strength (Athletics) checks made to swim and its swim
speed (if any) is halved.
When you cast this spell in this manner, the duration is
Concentration, up to 1 minute.
Flock of Birds
3rd-level conjuration
Casting Time: 1 action
Range: 180 feet
Components: V, S, M (a handful of feathers)
Duration: Concentration, up to 10 minutes
Classes: Bard, Druid
Source: Priest's Spell Compendium
A tremendous flock of fey spirits that take the form of
songbirds appear and fill a 20-foot-radius sphere centered on
a point you choose within range. They fly about in confusing
patterns, chirping and singing loudly. The sphere spreads
around corners. The sphere remains for the duration and its
area is heavily obscured, and a creature inside the sphere is
deafened due to the loud singing. For every 1 foot a creature
moves through the area, it must spend 4 feet of movement.
A creature who is inside the sphere has disadvantage on
ability checks and attack rolls, and on Dexterity saving
throws. A creature who attempts to cast a spell while inside
the sphere must first succeed on a concentration saving
throw to do so. The DC is equal to 6 + half your spell save DC
(rounded down).
Individual songbirds can't be harmed, and when the spell
ends, the songbirds vanish.
Flying Quills
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a porcupine's quill)
Duration: Concentration, up to 1 minute
Classes: Druid
Source: Wizard's Spell Compendium
You conjure two porcupine quills and cause them to fly at one
or two targets you can see within range. The targets must
make Dexterity saving throws. On a failure, the quill sticks in
them and the target takes 1d4 piercing damage.
At the end of each of its turns, a stuck creature takes an
additional 1 piercing damage. The creature may use its
action to remove the quill from itself; doing so causes the
quill to vanish. All quills that haven't been removed when the
spell ends vanish.
**At Higher Levels.** You create an additional quill at 5th
level (3 quills), 11th level (4 quills), and 17th level (5 quills).
You may fire each quill at a separate target, if you wish.
Fog of Nightmares
7th-level illusion
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a length of phase spider silk)
Duration: Concentration, up to 10 minutes
Classes: Wizard
Source: The Complete Spell Netbook, Wizard's Spell
You create a thick, wet, dark gray fog which fits to appear in a
location you choose within range. The area of the fog is
heavily obscured and consists of up to twenty 10-foot cubes,
which you can arrange as you wish. Each cube must have at
least one face adjacent to the face of another cube. The area
is dimly lit, heavily obscured, and is difficult terrain. Small,
open flames are automatically extinguished, and covered
lanterns shed light to only half the normal distance.
Creatures have disadvantage on any roll made to navigate
through the area, and on saving throws to avoid being
frightened.
The fog taps causes the fears of creatures that have an
Intelligence of 4 or higher, other than constructs or undead,
who pass through. It causes those fears to come to quasi-life,
manifesting as phantasmal horrors that attack. These horrors
can look like anything, as their appearance is drawn from the
fears of the creatures they are attacking. Each round, a new
horror will spawn, until there is a number of horrors equal to
three times the number of creatures in the fog at that time. A
creature that is immune to the frightened condition doesn't
cause horrors to spawn. A horror has AC 15 and hit points
equal to five times your caster level. If a horror is slain, a new
one will appear in one round.
At the start of a creature's turn, provided that it has at least
one horror attacking it, it must make a Wisdom saving throw.
It takes 4d10 psychic damage on a failed save. The damage
will appear to have come from a horrors' attack. On a
success, the horror won't attack until the start of the
creature's next turn, although it will continue to act in a
menacing manner.
**At Higher Levels.** When you cast this spell with a spell
slot of 9th level, the duration becomes 1 hour, without the
need for concentration.
Fool's Speech
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S, M (a small whistle made of bone)
Duration: 1 hour
Classes: Bard
Source: Wizard's Spell Compendium
With this spell, you and up to six willing targets you touch
gain the ability to speak and understand a secret language
incomprehensible to others. Neither the comprehend
languages nor tongues spells can decipher the language.
Force Shapechange
5th-level abjuration
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a live butterfly, released when you cast
the spell)
Duration: Instantaneous
Classes: Cleric, Druid, Paladin, Ranger, Wizard
Source: Priest's Spell Compendium
You gesture at a creature within range. If it is a shapechanger
or a creature that is otherwise not in its true form (such as if
it were under the affects of an alter self or polymorph spell), it
must succeed on a Constitution saving throw. On a failure, is
forced to return to its true form and takes 3d10 bludgeoning
damage due to the wracking pains the spell causes. On a
success, the shapechanger takes half damage but isn't forced
to change its shape.
Forceball
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a hair from a giant)
Duration: Instantaneous
Classes: Sorcerer, Wizard
Source: The Great Net Spellbook
A shimmer of light flashes from your pointing finger to a
point you choose within range and then bursts with a
thunderclap into an explosion of concussive force. Each
creature in a 20-foot-radius sphere centered on that point
must make a Dexterity saving throw. A target takes 6d6 force
damage on a failed save and is pushed back 15 feet from the
spell's target point. On a successful save, the creature takes
half damage and isn't pushed back. In addition, if a creature's
saving throw fails by 5 or more, the creature is stunned until
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 1d6 for
each slot level above 3rd.
Forcelash
3rd-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (three drops of acid)
Duration: 1 round
Classes: Artificer, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You create a long whip of vivid purple light that lashes out at
your command towards a creature in range. Make a melee
spell attack against the target. If the attack hits, the creature
takes 6d6 force damage and is grappled and restrained
(escape DC equal to your spell save DC) until the start of your
next turn.
If the creature breaks free of the grapple, or when the spell
ends, the forcelash releases a powerful jolt of energy that
causes the creature to convulse. The creature must make a
Constitution saving throw. It takes 3d6 force damage on a
failed save and drops whatever anything it is carrying, or half
as much damage on a successful save, and it doesn't drop
anything.
In addition, you can pull the creature up to 15 feet closer to
you (no action required).
**At Higher Levels.** When you cast this spell with a 4th level
or higher spell slot, the damage from the initial attack inflicts
an additional 1d6 damage for each slot level above 3rd.
Frisky Chest
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a dried frog's leg and a feather)
Duration: 24 hours
Classes: Artificer, Wizard
Source: Wizard's Spell Compendium
You touch a nonmagical, inanimate object that can fit in a 5-
foot cube and enchant it. When any creature other than you
or another creature you designate while casting this spell
comes attempts to the object, it sprouts little legs and
scampers away. The object has a speed of 40 feet and a
Dexterity score of 20 (+5). The object can perform no other
actions, and other than its ability to move, is completely
unchanged.
If the object is caught, it will make a single attempt to
escape, using its Dexterity contested by the catcher's
Strength. If that fails, the spell will end and the legs will fade
away.
At any point, you can call the object to you (no action
required on your part) and it will scuttle back over to you. The
object will not travel further than 100 feet from the location it
was animated and will treat that area as its base point. If you
pick the object up, carry it to a new location, and tell it to
remain near that area, it will consider the new location as its
base point.
If you cast this spell on the same object every day for a year,
the spell becomes permanent.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, the object sprouts a pair of tiny
wings as well and gains a Fly speed of 40.
Frost Fingers
1st-level evocation
Casting Time: 1 action
Range: Self (15-cone)
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
Source: Wizard's Spell Compendium
As you hold your hands with thumbs touching and fingers
spread, a sheet of intense cold and shards of ice shoots forth
from your outstretched fingertips. Each creature in a 15-foot
cone must make a Dexterity saving throw. A creature takes
3d6 cold damage on a failed save, or half as much damage on
a successful one.
The cold freezes any liquids in the area that aren't in a
sealed container.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st.
Garinthrall's Hideous Leech
2nd-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Special
Classes: Druid, Warlock, Wizard
Source: The Complete Net Spellbook
A shimmering, dark gray arrow streaks towards a target
within range and bursts in a spray of toxic goo. Make a
ranged spell attack against the target. On a hit, the target
takes 1d4 acid damage and 1d4 poison damage, and the goo
transforms into a leech-like form that burrows under the
target's clothing and armor and latches onto its skin.
At the end of each of the target's turns, the leech eats away
at the target, inflicting an additional 1d4 acid damage. The
target or another creature can use its action to make a
Strength check, using your spell save DC, to remove the
leech from the target's body. This causes the spell to end.
**At Higher Levels.** You you cast this spell using a spell slot
of 3rd level or higher, the acid damage (both initial and later)
increases by 1d4 for each slot level above 2nd.
Gemidan's Paralytic Missile
Evocation cantrip
Casting Time: 1 action or 1 reaction, taken when get an
opportunity attack against a creature
Range: 60 feet
Components: V, S
Duration: 1 round
Classes: Bard, Sorcerer, Wizard
Source: Wizard's Spell Compendium
You fire a missile of green magical energy that unerringly hits
its target and briefly encases them in a green field. The
creature must succeed on a Dexterity saving throw. On a
failure, it is paralyzed until the start of your next turn. If its
saving throw fails by 5 or more, it also falls prone.
Ghost Pipes
2nd-level evocation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Special
Classes: Bard
Source: Wizard's Spell Compendium
You cause a nonmagical musical instrument that you touch to
play a tune you know. While it's playing, the instruments
levitates to the height it would normally be held at if it were
played by an actual creature, and if you wish, glows with a
magical light that sheds dim light to 10 feet. The instruments
play with your level of competence.
If the instrument gets to the end of the piece of music it is
playing, it will repeat the tune, unless you use your action to
switch it to a new tune. The spell lasts for as long as you
concentrate on it, or until a creature other than a construct
(including you) touches the instrument.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you may affect one additional
instrument for each slot level above 2nd.
Glamer
Illusion cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
For the duration of this spell, one willing creature becomes
much more physically attractive, as if a team of skilled
cosmetologists had worked improving its appearance. The
creature's hair is cleaned and neatly styled and makeup is
applied.
This spell doesn't make the target look like a different
person; it just improves its looks. Once, while the spell is
active, the target may choose to have advantage on one
Charisma (Persuasion) check. True sight will see through this
illusion.
Glassee
3rd-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small piece of glass)
Duration: Concentration, up to 1 minute
Classes: Artificer, Wizard
Source: Wizard's Spell Compendium
A window appears at a point of your choice that you can see
on a wooden, plaster, or stone surface (such as a wall, a
ceiling, or a floor) within range, provided the surface is no
more than 5 feet thick, and lasts for the duration.
The window can be up to 2 feet by 3 feet, can't be opened
and creatures can't pass through it. You may choose for the
window to be one-way, so only creatures on your side of the
wall can look through it, or two-way, so creatures on both
sides can use it.
Glass Shape
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small crystal lens)
Duration: 1 round
Classes: Artificer, Cleric, Wizard
Source: The Great Net Spellbook
You touch a glass object of Medium size or smaller or a
section of glass no more than 5 feet in any dimension and
form it into any shape that suits your purpose.
So, for example you could shape a pane of glass into a
blade, a glass case, or a statue, or make a passage through a
window. You could also shape a window to seal shut. The
object you create can have up to two hinges and a latch, but
finer mechanical detail isn't possible.
You can also use this spell to transform up to 100 pounds
of sand into 75 pounds of glass.
Glitterdust
2nd-level conjuration
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a pinch of ground mica)
Duration: 1 minute
Classes: Artificer, Bard, Sorcerer, Wizard
Source: Wizard's Spell Compendium
You create a cone of glittering golden particles. All creatures
in the area are coated with particles. Any attack roll against
an affected creature or object has advantage if the attacker
can see it, and the affected creature or object can't benefit
from being invisible. In addition, a creature must succeed on
a Constitution or be blinded for the duration. A blinded
creature may make a new save at the end of each of its turns,
ending the effect on itself on a success.
Godrage
5th-level enchantment
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 minute
Classes: Cleric, Paladin
Source: The Great Net Prayerbook
You fill yourself with righteous fury and bring down the wrath
of your god. You are surrounded by a brilliant glowing light
that sheds bright light to 5 feet and dim light a further 5 feet.
For the duration, your proficiency bonus is doubled when you
make melee weapon attacks, and you inflict an additional
2d10 force damage with a successful attack. In addition, your
Armor Class improves by 2, you can't be charmed, frightened,
or poisoned, and you have advantage on Wisdom saving
throws. Finally, you score a critical hit on a roll of 19 or 20,
instead of just 20.
You must use your action to make a melee attack each
round while this spell is active. If you choose to take a
different action, the spell ends.
**At Higher Levels.** When you cast this spell with a spell
slot of 6th level or higher, the damage increases by 1d10 for
each slot level above 5th.
Graft
5th-level necromancy
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a potion of healing and 1,000 gp worth
of powdered moonstone, which the spell consumes)
Duration: Permanent
Classes: Artificer, Wizard
Source: Wizard's Spell Compendium
With this spell, you may take a humanoid limb or other body
part that had been severed no more than one hour ago, and
graft it onto a willing humanoid's stump (which doesn't have
to have been freshly-severed). The recipient must be missing
the same limb or body part; this spell doesn't allow you to
grant a creature extra body parts, nor does it allow you to
graft body parts to places where they aren't supposed to go
(i.e., you can't graft an arm to the stump of a leg or coming
out the middle of a chest), nor does it allow you to graft body
parts onto a recipient that doesn't normally have that part
(you can't add wings to a wingless person, for example). The
"donor" must be no more than one size category smaller or
larger than the target.
Only one body part may be replaced per casting of the spell.
Other body parts may be replaced at the DM's discretion.
If gentle repose or preserve from decay (q.v.) is cast on the
body part, the duration of that spell doesn't count against the
length of time the body part may be severed.
• Arms and Hands. If the body part you are grafting has
claws or other natural attack, you also gain a similar attack.
You inflict 1d4 + your Strength or Dexterity slashing damage.
This does not increase the number of attacks you may make
each turn.
• Legs and Feet. If the donor had a walking speed of 50
feet or more, or had the Running Leap or Standing Leap
trait, the recipient gains that speed or trait only if it had both
legs replaced.
• Sensory Organ. If the donor had blindsight, darkvision,
or the Keen Sight trait, the recipient also gains that trait only
if it had both eyes replaced. If the body part is an eye, ear, or
nose, and the donor had the Keen Hearing or Keen Smell
trait, the recipient also gains that trait.
• Internal Organ. If the donor had immunity to poison
damage or the poisoned condition, the recipient gains
advantage on saving on saving throws to avoid being
poisoned.
Upon recieving the graft, the recipient must succeed on a
DC 15 Constitution saving throw. On a failure, the graft still
takes, but it comes with a minor quirk: it may have a frequent
tic, ache, look very unsightly or be mishapen (but still work
perfectly well), might bleed a strange color, cause a slight
limp, or come with a strange personality trait related to the
original owner in some way. The quirk may be annoying but
doesn't otherwise cause any mechanical penalties to the
recipient.
Prosthetics. You may also cast this spell using an artificial
prosthesis made from wood, metal, or other nonliving
material. The prosthesis animates and can't be removed
without first successfully casting dispel magic on it. It uses
the target's Strength and Dexterity scores and must be made
for a creature of its size category. The recpient can use the
limb as normal. Sensations percieved through the prosthetic
are slightly muted, but the recipient isn't at risk of having a
quirk.
Grasping Hands of Horror
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Warlock, Wizard
Source: The Great Net Spellbook
You cause three arms to reach out of the ground in a 20-foot
radius centered on a point you choose within range. The
arms may appear to be humanoid arms, skeletal arms, or
arms made of earth and soil, as you desire. The arms grab at
targets you choose within range. You may direct each arm at
one target or at several.
Make a ranged spell attack for each arm. On a hit, the
creature is grappled, restrained, and dragged 5 feet
underground, where it can't breathe and is at risk of
suffocating (as per Player's Handbook chapter 8,
Environment). The escape DC is equal to your spell save DC.
A creature has disadvantage on ability checks made to
escape if three or more arms are grappling it. On a success,
the creature is no longer restrained and is able to dig itself
out. The creature an also be dug out by creatures who are on
the surface.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, you create one additional arm for
each slot level above 3rd.
Grimly's Elasticity
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a lump of soft clay)
Duration: 10 minutes
Classes: Bard, Sorcerer, Warlock, Wizard
Source: The Great Net Spellbook
A willing creature you touch becomes extremely elastic and is
able to bend, twist, and stretch itself in any direction. While
this spell is in effect, the creature gains the following traits:
• It is immune to bludgeoning damage from nonmagical
attacks, and resistant to damage from bludgeoning damage
from magical attacks.
• Its reach increases by 10 feet, and it can increase its
height by up to 5 feet.
• It can move through a space large enough for a creature
two sizes smaller than it without squeezing.
**At Higher Levels.** When you cast this spell with a spell
slot of 4th- level or higher, its reach and height can increase
by an additional 5 feet for each slot level above 5th.
Gunther's Kaleidoscopic Strike
8th-level invocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of powdered stained glass)
Duration: Concentration, up to 10 minutes
Classes: Wizard
Source: Wizard's Spell Compendium
A thin beam of shimmering, kaleidoscopic light shoots from
your outstretched fingertips towards a creature in range and
engulfs the creature in colored light, causing it to shed bright
light to 10 feet and dim light for a further 10 feet. Unless the
creature succeeds on a saving throw using its spellcasting
ability, it can't cast any spells for for the duration. At the end
of every minute, it may make a new saving throw, ending the
effect on itself on a success.
Hailstones
2nd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a handful of pebbles)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Warlock, Wizard
Source: The Great Net Spellbook
Until the spell ends, stones fall in a 20-foot-tall cylinder with a
30-foot radius centered on a point you choose within range.
When a creature enters the spell's area for the first time or
starts its turn there, it must make a Dexterity saving throw. It
takes 4d6 bludgeoning 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 3rd level or higher, you inflict an additional 1d6
damage for each slot level above 2nd.
Hasten Growth
4th-level transmutation
Casting Time: 10 minutes
Range: 10 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
You point at a beast, dragon, giant, humanoid, monstrosity, or
plant creature, or normal plants that fit within a 10-foot
square, and force it to make a Constitution saving throw.
Normal plants automatically fail this roll. If it fails, it ages by
your choice of 2d6 months or 2d6 years. The creature is
unaffected on a success.
If you cast this spell two or more times in a 25-hour period,
there is a 25% cumulative chance that the spell backfires.
The creature takes 5d10 force damage and, if it survives, may
develop degenerative diseases
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, you can cause the target to age an
additional 1d6 months or years for each slot level above 4th.
Heart of Stone
9th-level necromancy
Casting Time: 24 hours
Range: Self
Components: V, S, M (a life-sized heart carved out of a black
stone, worth at least 5,000 gp)
Duration: 1 year
Classes: Cleric, Wizard
Source: Wizard's Spell Compendium
You replace your heart with the stone heart used as the
material component for this spell, and your own heart
appears in your hand, still beating even as it pumps no blood.
Your real heart is a Tiny object with AC 7, hit points equal
to your caster level + your spellcasting attribute bonus, and is
immune to psychic damage. As long as your heart remains
intact, you have the following benefits:
• You don't age, and you need half as much air, drink, food,
and sleep as you normally do.
• You are resistant to necrotic damage and to bludgeoning,
piercing, and slashing damage, and are immune to poison
damage and the poisoned condition.
• You have advantage on Constitution saving throws.
• You regenerate lost and severed body parts. Severed body
parts, except for your head, are restored after 2 minutes, and
if you have the severed part and hold it to the stop, the part
instantly rejoins the stump. Otherwise, the severed body part
regrows after you finish a long rest.
However, you don't regain hit points through long rests
unless you spend Hit Dice to do so.
If your real heart is touched, you receive a mental image of
the creature that touched it. If it's destroyed, you instantly die
and can't be brought back to life by any means short of a true
resurrection or wish.
At the end of the year, your real heart reappears in your
chest and the stone heart reappears in your hand. You may
reuse the stone heart, if you wish.
Hellish Hail
4th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M
Duration: Instantaneous
Classes: Sorcerer, Wizard
Source: The Great Net Spellbook
A hail of tiny flaming meteors pounds to the ground in a 20-
foot-radius, 40-foot-high cylinder centered on a point within
range. Each creature in the cylinder must make a Dexterity
saving throw. A creature takes 3d8 bludgeoning damage and
5d6 fire damage on a failed save, or half as much damage on
a successful one.
The flaming meteors turn the storm's area of effect into
difficult terrain until the end of your next turn, and it ignites
flammable objects in the area that aren't being worn or
carried.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, the bludgeoning damage increases
by 1d8 for each slot level above 4th.
Hibernation
2nd-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of bear fur)
Duration: 1 month
Classes: Cleric, Druid, Wizard
Source: Priest's Spell Compendium
You touch a willing creature, who then falls unconscious for
the duration. The creature can be awakened if someone uses
an action to wake it, but will fall back asleep as soon as it's
allowed to get comfortable and close its eyes. If woken up, it
can attempt to stay awake by making a Constitution saving
throw. On a success, the spell ends. You can also use an
action to touch the creature and end the spell.
While asleep, the creature doesn't need to drink or eat, and
needs only a tenth as much air as usual. Upon awakening
(whether temporarily or when the spell ends), the creature
the creature will be ravenously hungry and will take a level of
exhaustion. This level goes away when the creature has eaten
at a large meal and has taken a short rest.
You can cast this spell again while it is active to maintain
the hibernation for another 30 days. This doesn't cause any
harm to the target, or cause them to take any more
exhaustion upon awakening.
Hold Animal
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Ranger, Wizard
Source: Priest's Spell Compendium
Choose one or more beasts that you see within range:
• One beast of challenge rating 1 or lower.
• Two beasts of challenge rating 1/2 or lower.
• Four beasts of challenge rating 1/4 or lower.
• Eight beasts of challenge rating 0.
Each beast must succeed on a Wisdom saving throw or be
paralyzed for the duration. At the end of each of its turns, the
target can make another Wisdom saving throw. On a success,
the spell ends on the target.
**At Higher Levels.** When you cast this spell using a 4th- or
5th-level spell slot, you can affect twice as many creatures, or
you can affect one creature of CR 2. When you cast it with a
6th- or 7th-level spell slot, you can affect three times as many
creatures, or you can affect one creature of CR 4 or lower.
When you cast it with an 8th- or 9th-level spell slot, you can
affect four times as many creatures, or you can affect one
creature of CR 8 or lower.
Hold Wave
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Cleric, Druid
Source: Priest's Spell Compendium
You calm water in a 20-foot-radius sphere centered on a
location you choose within range, causing even the most
turbulent oceans to become as still as a millpond.
If the area of water you are targeting is being affected by a
spell such as control water, you must first succeed on a
spellcasting ability check. The DC equals 10 + the spell's
level. On a successful check, you can calm the water in hold
wave's area.
Holy Crown
6th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (an opal worth at least 200 gp)
Duration: Concentration, up to 10 minutes
Classes: Cleric
Source: Priest's Spell Compendium
A blazing crown of holy light appears above your head. When
you cast this spell, choose one of the following options:
Crown of Brilliance. The crown sheds golden bright light
to 30 feet and dim light to a further 30 feet. This light is
sunlight. Any creature within 10 feet of you when you cast
this spell must make a Constitution saving throw or be
blinded for the duration. A creature with the Sunlight
Sensitivity trait rolls this save at disadvantage. In addition, all
fiends and undead that end their turn within the area of
bright light take 6d6 radiant damage.
Crown of Flame. The crown sheds fiery red bright light to
20 feet and dim light to a further 20 feet. You may use your
reaction to cause a tendril of fire to strike a creature who has
hit you with a melee attack while within 5 feet of you. Make a
melee spell attack. On a success, the creature takes 2d6 fire
damage. In addition, all aberrations, fey, fiends, and undead
that end their turn within the area of bright light take 6d6 fire
damage.
Crown of Glory. The crown sheds silvery bright light to 30
feet and dim light to a further 30 feet. For the duration, you
may speak telepathically to all creatures within the area of
bright light, and each creature in that area must make a
Wisdom saving throw or be charmed by you for the duration.
While charmed, it views with awe and respect. Creatures that
are hostile to you have advantage on their save.
**At Higher Levels.** When you cast this spell using a spell
slot of 7th level or higher, each creature takes an additional
1d6 damage for each slot level above 6th.
Holy Presence
9th-level abjuration
Casting Time: 1 action
Range: Self (30-foot-radius)
Components: V, S, M (a holy symbol of your faith, which is
consumed by the spell)
Duration: Concentration, up to 1 minute
Classes: Cleric
Source: The Great Net Prayerbook
This spell channels the divine might of your deity into you,
briefly turning you into its avatar. You are surrounded by a
nimbus of ethereal holy flames and above you hovers a
brilliantly radiant image of your holy symbol. It sheds bright
light to 30 feet and dim light to a further 30 feet.
Choose one of the following creature types: aberrations,
celestials, constructs, elementals, fey, fiends, or undead. All
creatures of that type that are within 30 feet of you must a
Constitution saving throw. A creature takes 8d10 radiant
damage (if you are good or neutral) or necrotic damage (if you
are evil) on a failed save, or half as much on a successful one.
If damage from this spell kills a target, the target is turned to
ash.
In addition, creatures of that type can't willingly come
closer to you than 30 feet. If it tries to use teleportation or
interplanar travel to do so, it must first succeed on a
Charisma saving throw. Creatures of that type have
disadvantage on attack rolls made against you, and you can't
be charmed, frightened, or possessed by the creature.
Then, choose any number of creatures that are within 30
feet of you. The creatures must be beasts, dragons, giants,
humanoids, monstrosities, or plants, and must make a
Constitution saving throw. A creature takes 4d10 fire damage
on a failed save, or half as much on a successful one.
In addition, for the duration of the spell, you have
advantage on all saving throws, and creatures of any type that
are within 30 feet of you have disadvantage on saving throws
against spells you cast on them.
Hovering Road
7th-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a chunk of black marble and a loop of
gold wire)
Duration: 1 hour
Classes: Cleric, Wizard
Source: Priest's Spell Compendium
A road made of dark, shimmering force appears out of the
ground or floor. It is 10 feet wide, extends 10 feet in front of
you, and 20 feet behind you. It rises 1 foot above the surface.
The road travels with you and you can use your action to alter
its elevation, either upwards or downwards, by 20 feet per
round.
One minute before the end of the spell, the road will begin
to fade, allowing you time to get to level ground before
disembarking.
The road is an object that can be damaged. Each 10-foot square section has AC 20 and 50 hit points, and is immune to
poison and psychic damage and resistant to bludgeoning,
piercing, and slashing damage from nonmagical attacks.
You can cast this spell again while it is active to maintain
the road's existence for another hour.
**At Higher Levels.** When you cast this spell with an 8th level or higher spell slot, the duration increases by 1 hour for
each slot level above 7th.
Hovering Skull
4th-level necromancy
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a humanoid's tooth)
Duration: Concentration, up to 1 minute
Classes: Cleric, Warlock, Wizard
Source: The Great Net Spellbook, Priest's Spell
Compendium, Wizard's Spell Compendium
You create a Tiny skull with sharp fangs and glowing eye
sockets that hovers above you (it otherwise appears to be a
skull from your species). The skull is an object with AC 15
and hit points equal to your level + your spellcasting ability
modifier. When you cast the spell and as a bonus action on
your subsequent turns, you can move the skull up to 30 feet
and have it perform one of the following options:
• You can see through the skull's eye sockets and hear what
it hears until the start of your next turn. The skull has
darkvision to 60 feet, and you gain that benefit. During this
time, you are deaf and blind with regard to your own senses.
• You can speak through the skull. The message is spoken
in a raspy, hollow-sounding version of your own voice. You
can't
• You can cause the skull to bite a creature within 5 feet of
it. It uses your spell attack modifier and inflicts 4d6 + your
spellcasting ability modifier piercing damage.
• You can cause the skull to scream. Each creature within
10 feet of the skull must succeed on a Wisdom saving throw
or be frightened for the spell's duration. While frightened by
this spell, a creature must move away from you by the safest
available route on each of its turns, unless there is nowhere
to move. If the creature ends its turn in a location where it
doesn't have line of sight to you, the creature can make a
Wisdom saving throw. On a successful save, the spell ends for
that creature.
• You can cause the skull to exhale purple or green flames
in a 15-foot cone. Each creature in that area must succeed on
a Dexterity saving throw, taking 4d6 fire damage on a failed
save, or half as much on a successful one.
If you end your turn with the skull 120 feet away from you
or farther, the skull vanishes and the spell ends.
**At Higher Levels.** When you cast this spell with a spell
slot of 5th level or higher, its bite or fire breath inflicts an
additional 1d6 damage for each slot level above 4th.
In addition, if you cast this spell with a spell slot of 6th level
or higher, the duration increases to Concentration, up to 10
minutes.
Ice Blade
3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a shard of crystal, glass, or ice)
Duration: Concentration, up to 10 minutes
Classes: Druid
Source: Priest's Spell Compendium
You create a blade made of jagged, razor-sharp ice shards in
your free hand. The blade is similar in size and shape to a
scimitar, and lasts for the duration. If you let go of the blade,
it disappears, but you can evoke the blade again as a bonus
action.
You can use your action to make a melee spell attack with
the icy blade. On a hit, the target takes 2d6 slashing damage
and 3d6 cold damage, and its movement is slowed by 5 feet
until the start of its next turn.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or cold higher, the cold damage increases by
1d6 for every two slot levels above 3rd.
Illumination
8th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, M (a vial of holy water, which the spell
consumes)
Duration: Concentration, up to 1 minute
Classes: Cleric
Source: Priest's Spell Compendium
You briefly become one with your deity or divine proxy. When
you cast this spell, you are bathed in divine light, shedding
bright light to 10 feet and dim light a further 10 feet and your
speed is 0. You are immune to all damage except for force,
necrotic, radiant damage. On each of your turns, you may
choose one of the following options:
• You may ask your deity a question that can be answered
with a yes, no, maybe, or unclear.
• Restore 20 hit points to a creature you can see within 20
feet.
• Remove the blinded, deafened, or poisoned condition, or
one disease from a creature you can see within 20 feet.
• Allow a creature you can see within 20 feet of you to roll a
d8 and add the number rolled to one ability check, attack roll,
or saving throw.
• Cause a creature you can see within 20 feet of you to
automatically escape from nonmagical restraints.
Impart Knowledge
2nd-level divination (ritual)
Casting Time: 1 bonus action
Range: Touch
Components: S
Duration: Instantaneous
Classes: Artificer, Bard, Cleric, Druid, Wizard
Source: Priest's Spell Compendium
By touching a creature's head, you mentally communicate a
single idea, image, or piece of information in a mere moment.
This spell doesn't give the target any special abilities or ability
to use the information in a meaningful way, however.
Infected Wounds
4th-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a bloodstone worth at least 50 gp)
Duration: 48 hours
Classes: Cleric, Warlock, Wizard
Source: The Great Net Prayerbook, The Great Net
Spellbook
You target a creature that is not an elemental, construct, or
undead and that is not at full hit points and force it to make a
Constitution saving throw. On a failure, the creature is cursed
and its wounds are infected. For the duration, the creature
can't regain hit points by nonmagical means, and magical
healing only restores half as many hit points as normal. In
addition, the creature has disadvantage on Constitution
saving throws to avoid catching any disease. A lesser
restoration will suspend this curse for 1 minute, during
which the target can be healed normally.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, the duration increases by 48 hours
for each slot level above 2nd.
Intensify Sensation
2nd-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Source: Priest's Spell Compendium
You touch a creature and cause one physical or emotional
sensation—pleasurable, painful, or other—that it is currently
experiencing to magnify to incredible intensity. At the
beginning of each of its turns, it must succeed on a
Constitution saving throw or be stunned until the start of its
next turn. A creature that can't be charmed or that is under
the effect of the drive insensate (q.v.) is immune to this spell.
If a creature succeeds on three saving throws, the effect
ends on it. The saves don't need to be successive.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you may affect on additional
creature for each slot level above 2nd.
Invisible Object
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Source: The Great Net Spellbook
A Small or smaller object you touch becomes invisible until
the spell ends. If you use the object to attack or affect another
creature, the spell ends.
**At Higher Levels.** When you cast this spell with a 3rd- or
4th-level spell slot, you can turn a Medium or smaller object
invisible. When you cast it with a 5th- or 6th-level spell slot,
you can turn a Large object invisible. When you cast it with a
7th- or 8th-level spell slot, you can turn a Huge object
invisible. When you cast it with a 9th-level spell slot, you can
turn a Gargantuan object invisible.
Ironguard
5th-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a piece of quartz crystal worth 10 gp,
which the spell consumes, and a piece of iron, which it
doesn't)
Duration: Permanent
Classes: Artificer, Wizard
Source: Wizard's Spell Compendium
You cause a piece of crystal or glass, wood, soft stone, or
other solid, fairly rigid inanimate object that weighs no more
than 100 pounds and that isn't being worn or carried to
become as hard as iron. The object has AC 19 and is
considered resilient instead of fragile (as per Dungeon
Master's Guide chapter 8, Statistics for Objects), but also
weighs twice as much as it previously did.
Isolde's Answer
3rd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a focus worth at least 100 gp, such as
a crystal ball or a silver mirror)
Duration: 1 round
Classes: Bard, Warlock, Wizard
Source: Wizard's Spell Compendium
You ask a simple question of eight words or fewer, such as
"where did I put my keys?" or "who is the fairest in the land?"
and a still image will appear in the focus that shows a scene
that answers your question, provided that the answer can be
found within 100 miles of your location.
The question can't be about something that happened in
the past (you can't ask "who killed the king?") or will happen
in the future (you can't ask "how will the enemy army
approach the castle?"). You could ask "where is the king's
killer" (and perhaps seen an image of a local tavern) or
"where is the enemy's army now?" and see an image of their
encampment. The image will last for 1 minute or until you
dismiss it (no action required).
The image provides no other clues, such as location or
identity. If you ask "where did I put my keys," and you left
them in your coat pocket, you will see an image of your coat,
but you won't learn your coat's current location or which
pocket you left the keys in. If you ask "who is the fairest in the
land," you will see an image of the fairest person (using your
personal definition of "fairest"), you won't learn that person's
identity or whereabouts.
Unlike the scrying spell, you can't use Isolde's answer to
scry upon a specific individual or location. However, you can
use the image shown by this spell as an "image or likeness"
when you cast scrying.
If you cast this spell two or more times and ask the same
question before you complete your next long rest, there is a
cumulative 25% chance for each casting that it fails.
Ivy Siege
6th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (an ivy leaf)
Duration: 1 hour
Classes: Druid
Source: Priest's Spell Compendium
You cause ivy or a similar vine to grow rapidly around a
building or structure you can see. The ivy will cover an area
that fits in a 100-foot square. The ivy grows at a fantastic rate
and will fully cover the building, including windows and
doors, within 10 minutes. Each 5-foot-square of ivy has AC 15
and 15 hit points, is resistant to bludgeoning and fire
damage, immune to poison and psychic damage, and it
regenerates 5 hit points per round; in order to exit or enter
the building, the ivy must be hacked away first.
When the building is fully covered, the ivy turns a very dark
green and begins to squeeze the building. Every minute, it
inflicts 3d10 bludgeoning damage to the building.
When the spell ends, the ivy dies and withers away over the
course of another hour; it becomes vulnerable to fire damage
and no longer regenerates. It remains wrapped around the
building but can be removed much more easily.
Kaldane's Insomnia
5th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a belladonna leaf)
Duration: 1 week
Classes: Wizard
Source: The Great Net Spellbook
You curse a target you see within range, forcing it to make a
Constitution saving throw. On a failure, then for the duration,
it can't fall asleep and gains no benefit from taking a long
rest. It is immune to the sleep spell, as well hibernation (q.v.)
or power word sleep (q.v.) during this time as well.
At the end of every 24 hours, the target may make a new
saving throw, ending the effect on itself on a success.
Otherwise, the target may suffer from the effects of going
without sleep for an extended period (as per Xanathar's
Guide to Everything, chapter 2: Sleep).
Katrine's Total Tent
1st-level evocation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of oilcloth and a pinch of dirt)
Duration: 8 hours
Classes: Bard, Wizard
Source: The Great Net Spellbook
You produce a 5-foot-radius immobile dome of opaque
blueish force at a point you see within range. Up to four
creatures of Medium size can fit inside the dome. The spell
fails if its area includes a larger creature or more than four
creatures. Creatures and objects can freely pass in and out of
the dome, and the dome doesn't block spells or other magical
effects. The tent blocks nonmagical weather, including rain
and hail. Creatures and objects inside the dome can't be seen
by creatures outside of it and effectively have total cover from
creatures outside it.
Until the spell ends, you can command the interior to
become dimly lit or dark. The dome is translucent but not
transparent from the inside.
**At Higher Levels.** When you cast this spell using a 2nd- or
3rd-level spell slot, you can make the tent large enough for six
creatures. When you cast it using a 4th- or 5th-level spell slot,
you can make the tent large enough for eight creatures.
When you cast it using a 6th- or 7th-level spell slot, you can
make the tent large enough for 12 creatures. When you cast
it using an 8th- or 9th-level spell slot, you can make the tent
large enough for 16 creatures.
Lance of Disruption
3rd-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Source: Wizard's Spell Compendium
You create a beam of concussive, disrupting force that lashes
out from your hand in a line 10 feet wide and 60 feet long.
Any creature in that area must make a Dexterity saving
throw, taking 3d6 bludgeoning damage and 3d6 force
damage on a failed save or half as much on a successful one.
The lance inflicts double damage to objects and structures.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, you inflict an additional 1d6
bludgeoning damage for each slot level above 3rd.
Land of Stability
8th-level abjuration
Casting Time: 1 minute
Range: Self (1/2-mile radius)
Components: V, S, M (a pinch of volcanic ash)
Duration: 7 days
Classes: Cleric, Druid
Source: Priest's Spell Compendium
You protect the area in a 1-mile diameter circle from natural
disasters, such as earthquakes, floods, avalanches, and
volcanic eruptions. This spell doesn't prevent disasters
caused by magic or supernatural means from occurring, such
as from an earthquake spell or the regional effects of a red
dragon.
Casting this spell on the same spot once every 7 days for a
year makes the stable area permanent.
Last Image
1st-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Wizard
Source: The Great Net Spellbook
You touch the corpse of a creature that has been dead for no
longer than 1 week and see whatever it saw at the moment of
its death.
If the target had died in a particularly horrific manner
(DM's decision), you must succeed on a DC 10 Wisdom
saving throw or be stunned for 1 minute. You may make a
new saving throw at the start of each of your turns, ending
the effect on yourself on a success.
Lestat's Legion
7th-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (three pearls, each worth at least 100
gp, and three drops of your own blood; the pearls are
consumed by the spell)
Duration: 1 hour
Classes: Wizard
Source: The Great Net Spellbook
Three magical replicas of yourself appear within range and
last for the duration. Each replica has attributes equal to 10 +
your modifier for that attribute (e.g., if your Strength is 13
(+1), the replica's Strength is 11), an Armor Class equal to 10
+ its Dexterity modifier, and hit points equal to your class
level + your spellcasting ability modifier. Its proficiency
modifier is +2, it doesn't have access to any of your skills,
proficiencies, feats, or other traits, and it can't cast spells.
When created, they are equiped with any nonmagical objects
you are wearing or carrying. If you attempt to cast a spell
using any item that was replicated as a material component,
the spell will fail.
The replicas act independently of you, but always obey your
command. In combat, it rolls its own initiative and acts on its
own turn. A replica can attack but is not considered to be
proficient in any weapons. When the replica drops to 0 hit
points, or the spell ends, it disappears.
You can communicate telepathically with any replica that is
within 500 feet of you. If more than one replica is within that
range, you can communicate with one or all of them at a
time. As an action, you can see through a replica's eyes and
hear what it hears until the start of your next turn. During
this time, you are deaf and blind with regard to your own
senses. You can also use your action to "lend" a replica one of
your skills or proficiencies, allowing it to use your proficiency
modifier when it uses a skill in which you are proficient in. If
you have expertise or another trait that allows you to double
your proficiency bonus, then your replica can also double its
proficiency bonus. Finally, when you cast a spell, you can
choose for a replica that is within 500 feet of you to be the
origin point of that spell. The spell must be one that has a
casting time of 1 action or longer.
**At Higher Levels.** When you cast this spell with a spell
slot of 8th level or higher, you conjure an additional replica
for each slot level above 7th. You need one additional pearl
for each additional replica.
Lifeblend
8th-level transmutation
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (two strands of metal wire, one gold
and one platinum worth 500 gp, twisted together into a
double helix, which is consumed in the casting)
Duration: Instantaneous
Classes: Wizard
Source: Wizard's Spell Compendium
This freakish spell allows you to fuse two creatures (beasts,
dragons, giants, humanoids, monstrosities, or plants) that are
Small, Medium, or Large, and that are both within range, into
a single body. Both creatures may make a Constitution saving
throw to resist. If the creatures are of different types (e.g., one
creature is a beast and the other is a humanoid) or are of
different size categories, then both creatures have advantage
on their saving throw. If one or both succeed, the spell fails.
If both creatures fail, however, they are merged into a single
creatures. The resultant amalgation will have size, armor
class, Hit Dice, resistances and immunities, and senses that
are the average of its "parents". It will have also have one or
two traits and actions each parents, chosen randomly. You
may attempt to determine which traits you wish to keep by
making a DC 15 Intelligence (Arcana) check for each trait
you want. The DM will determine the creature's monster
type.
To determine how the spell affects the creature, roll on the
table below:
2d6 Result
2-4
Mixed. The creature looks the two creatures
were glued together in some way. It might look
centauric, with part of one parent's body
attached to parts of the other's, or it might look
like a perfect amalgam of the two parents but
with two heads, one from each parent, or it
might have a completely different blend of
features. It's personality and alignment will be a
mixture of the two parents.
5-8
Success. The creature looks like a perfect
amalgam of the two parents. It's personality and
alignment will be a mixture of the two parents.
9-11
Dominance. The creature looks like one of the
parents with a few features of the other.
Likewise, its personality and alignment will be
primarily like that of one parent (not necessarily
the one it most looks like) with elements of the
other's personality.
12
Shifter. The creature can shift between its
"parents'" forms. It's personality and alignment
might be a mixture of the two parents', or it
might shift personality when it shifts form.
If its Intelligence is 4 or higher, it must make a Wisdom
saving throw. On a failure, it takes 3d6 psychic damage and
gains a form of indefinite madness (Dungeon Master's Guide,
Chapter 8: Running the Game).
A true polymorph or wish can undo the combination and
restore the two creatures to their original forms.
Lifesteal
5th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You touch a creature other than a construct or undead and
steal some of its life force. Make a melee spell attack. On a
success, the creature takes 6d8 necrotic damage and you
hold its life force in your hand, where it takes the form of a
glowing, silvery-gray orb. On a subsequent turn, you may then
touch a different creature (which may be yourself). That
creature gains temporary hit points equal to twice the
amount of damage taken. If you don't give the life force to
another creature by the time the spell ends, the orb vanishes
and the life force is lost.
**At Higher Levels.** When you cast this spell using spell slot
of 6th level or higher, the damage increases by 1d8 for each
slot level above 5th.
Lightning Shield
4th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of marble)
Duration: 10 minutes
Classes: Wizard
Source: Wizard's Spell Compendium
Pale golden crackles of electricity wreathe your body for the
duration, shedding bright light in a 10-foot radius and dim
light for an additional 10 feet. You can end the spell early by
using an action to dismiss it.
The lightning provides you with a dark shield or a light
shield, as you choose. The light shield, where the sparks
have streaks of pale blue in them, grants you resistance to
lightning damage. The dark shield, where the sparks have
streaks of midnight blue in them, grants you resistance to
acid damage.
In addition, whenever a creature within 5 feet of you hits
you with a melee attack, the shield erupts with crackling
energy. The attacker takes 2d8 lightning damage from a light
shield, or 2d8 acid damage from a dark shield.
Magic Eye
4th-level evocation (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a dried eyeball and an eye agate worth
10 gp, which the spell consumes)
Duration: Until dispelled
Classes: Artificer, Bard, Warlock, Wizard
Source: The Great Net Spellbook
You create a magical sensor on an object within range. Then
determine the circumstance that will trigger the spell to
activate.
When that circumstance occurs, the eye appears on the
object and you receive a mental ping, as long as you are on
the same plane of existence. If the object you chose has an
eye or something that looks like an eye (for example, the eye
of a statue), the magic eye will appear there. You can then use
your action to see through the magic eye until the start of
your next turn, for up to 1 minute. During this time, you are
blind with regard to your own senses. At the end of that time,
the eye vanishes from view. When you cast this spell, you can
have the spell end after it pings you and you look through it,
or it can remain and reappear whenever the trigger occurs.
The triggering circumstance can be as general or as
detailed as you like, though it must be based on visual
conditions that occur within 30 feet of the object. For
example, you could instruct the eye to activate when any
creature moves within 30 feet of it, or only when specific
types of creatures move within 30 feet of it.
Magic Motes
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Bard, Sorcerer, Wizard
Source: The Great Net Spellbook
Three motes of light appear and circle around your head for
the duration, causing you to shed dim light to 5 feet. At any
point, you can use a reaction to cause one of the motes to
intercept an attack. The damage from that attack will be
reduced by 1d4 + your spellcasting ability modifier, and the
mote will wink out of existence.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, you create one additional mote for
each slot level above 1st. For every three additional motes
you create, the area of dim light that you shed increases by 5
feet. Likewise, for every three motes that are used to
intercept attacks, the area of dim light decreases by 5 feet.
Manyjaws
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (two incisors from any creature)
Duration: Instantaneous
Classes: Druid, Warlock
Source: Wizard's Spell Compendium
You create three pairs of gnashing, biting jaws that hover in
the air, centered on a point you choose within range. Make a
ranged spell attack for each jaw. You can direct at the same
target or at different ones that are within 10 feet of that point.
On a hit, the target takes 2d8 piercing damage.
**At Higher Levels.** When you cast this spell with a spell
slot of 4th level or higher, you create one additional jaw for
each slot level above 3rd.
Mass Flesh to Stone
8th-level transmutation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (an eye from a basilisk, medusa, or
other creature with petrifaction powers)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
Source: The Great Net Spellbook
You attempt to turn up to six creatures that you can see
within range into stone, provided those creatures have bodies
made of flesh. A creature must succeed on a Constitution
saving throw or it is restrained as its flesh begins to harden.
On a successful save, the creature isn't affected.
A creature restrained by this spell must make another
Constitution saving throw at the end of each of its turns. If it
successful saves against this spell three times, the effect ends
for it. If it fails its saves three times, it is turned to stone and
petrified for the duration. The successes and failures don't
need to be consecutive.
If the creature is physically broken while petrified, it suffers
from similar deformities when it reverts to its original state.
If you maintain your concentration on this spell for the
entire possible duration, the creatures are turned to stone
until the effect is removed.
Mass Jump
3rd-level transmutation
Casting Time: 1 action
Range: Self (30 feet radius)
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Source: Wizard's Spell Compendium
Up to six willing creatures you choose who are within range
have their jump distance tripled until the spell ends.
Mass Phantasmal Force
7th-level illusion
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a handful of fleece)
Duration: Concentration, up to 1 hour
Classes: Bard, Sorcerer, Wizard
Source: The Great Net Spellbook
You craft an illusion that takes root in the minds of up to
twelve creatures you can see within range. Each creature
must make an Intelligence saving throw. On a failed save, you
create a phantasmal object, creature, or other visible
phenomenon that exists in the minds of each creature; each
creature will experience the same phantasm. The phantasm
must fit in a 20-foot cube and has no effect on undead or
constructs. It includes sound, temperature, and other stimuli,
equally evident to all affected creatures, and will react to their
actions appropriately.
A target can use its action use its action to examine the
phantasm with an Intelligence (Investigation) check against
your spell save DC. If the check succeeds, the target realizes
that the phantasm is an illusion and the spell will end for it,
but not for other affected creatures, who will see the target
vanish in a way appropriate for the phantasm. For instance, if
the target realizes a phantasm of a ferocious monster is an
illusion and is no longer affected by it, the other creatures
who are still affected might see the target get killed.
While the targets are affected by the spell, they treat the
phantasm as if it were real. They rationalizes any illogical
outcomes from interacting with the phantasm. An affected
target is so convinced of the phantasm's reality that it can
even take damage from it. Each round on your turn, the
phantasm can deal 3d8 psychic damage to the target if it is in
the phantasm's area or within 5 feet of it, provided that the
illusion is of a creature or hazard that could logically deal
damage. The target perceives the damage as a type
appropriate to the illusion.
Metal Shape
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (soft lead, which must be worked into
roughly the desired shape of the stone object)
Duration: Instantaneous
Classes: Artificer, Cleric, Wizard
Source: Wizard's Spell Compendium
You touch a metal object of Medium size or smaller or a
section of wood no more than 5 feet in any dimension and
form it into any shape that suits your purpose. So, for
example, you could shape a piece of metal into a weapon, a
metal bar, or a coffer. You could also shape a the hinges or
lock on a door to jam the door shut. The object you create
can have up to two hinges and a latch, but finer mechanical
detail isn't possible.
Metal to Rust
3rd-level transmutation
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a flask of seawater)
Duration: Instantaneous
Classes: Artificer, Druid, Sorcerer, Wizard
Source: Wizard's Spell Compendium
Make a melee spell attack against a creature within range,
and nonmagical metal items it is wearing or carrying begin to
rust. All metallic weapons it is wearing or carrying take a
permanent and cumulative -1 to damage rolls, metallic
ammunition is destroyed, and metallic armor and shields take
a -1 penalty to the AC they offer.
If a weapon's penalty drops to -5, the weapon is destroyed.
Armor reduced to an AC of 10 and shields that drop to a +0
bonus are destroyed. Tiny metallic items are also destroyed.
A mending spell can be used to restore these items to full
functionality, at the rate of one casting of mending per -1
penalty.
Mimicry
Illusion cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Source: The Great Net Spellbook
For the duration, you have advantage on Charisma
(Deception) checks made to mimic a creature whose voice or
vocalizations are known to you. While you can mimic the
sound of sound-based attacks, such as a harpy's Luring Song
or a spell such as dissonant whispers, you can't mimic its
magical qualiities.
Mindkiller
9th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (an amethyst worth at least 500 gp,
which the spell consumes)
Duration: Special
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Source: Priest's Spell Compendium
You blast a humanoid with psychic energy, suppressing its
mind and turning its body into a mindless husk, unless it
succeeds on a Charisma saving throw. On a failure, its
Intelligence, Wisdom, and Charisma become 0 and you gain
the ability to control its body. You have a telepathic link with
the creature at all time, and you can use your action to see
through its eyes, hear what it hears, and speak through its
mouth, provided that the target is within 500 feet of you.
If you are using your action to take the creature's senses as
your own, you can also take total and precise control of it.
Until the end of your next turn, the creature performs any
action you direct it to. During this time, you can also cause
the creature to use a reaction, but this requires you to use
your own reaction as well. When you are not controlling the
creature in this manner, it performs no actions and will only
move if someone else physically guides it.
You can also attempt to cast spells through the creature.
However, you must first succeed on a concentration saving
throw. The DC is 10 + the spell's level.
Your target can remain in this suppressed state for a
number of days equal to its Constitution modifier × your
spellcasting ability modifier. At the end of this time, it will die.
At any time, you can use a bonus action to free the
suppressed creature from your control, ending the spell. A
wish or a dispel magic cast with a 9th-level slot will also free
it. If the creature enters an antimagic field or is subjected to a
greater restoration or remove curse, it may make a new
Charisma saving throw, ending the effect on a success. If you
die or travel to a different plane, the creature is also freed. For
every three days a freed target remained in this state, it will
take one level of exhaustion.
Mirage
4th-level illusion
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: 1 hour
Classes: Bard, Cleric, Warlock, Wizard
Source: Priest's Spell Compendium
You target a creature and force it to make a Wisdom saving
throw. On a failure, its perceptions are twisted. While this
spell is active, the creature has disadvantage on Intelligence
(Investigation) and Wisdom (Perception) checks. Each time
the target takes damage, it can repeat the saving throw,
ending the effect on itself on a success. Choose one of the
following options when you cast this spell:
Mirage of Deception. The target sees everything as
beautiful and friendly. Vicious and hideous monsters seem
like friendly, tame animals or kindly-looking people; rotting
and foul food seems like a sumptuous feast; and dark,
frightening landscapes and buildings seem open and inviting.
The creature has disadvantage on saving throws to avoid
being charmed.
Mirage of Despair. The target sees everything as horrific
and evil. Friends and allies look monstrous; sylvan forests
and well-tended gardens seem to be dying and haunted;
friendly animals look vicious and rabid. The creature has
disadvantage on saving throws to avoid being frightened.
This is a phantasm, which includes sound, texture, taste,
temperature, and other stimuli evident only to the targeted
creature. If the target takes any damage from an object or
creature covered by this phantasm, the target may make a
new saving throw, ending the effect on itself on a success.
Mirror Damage
2nd-level abjuration
Casting Time: 1 reaction, taken when you take damage from
a melee attack
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Source: Wizard's Spell Compendium
Cast when you take damage, this spell causes a mirror finish
to gleam over you for just a split second. Then, with the sound
of shattering glass, the mirror breaks and your attacker takes
the same amount of damage it inflicted on you.
**At Higher Levels.** When you cast this spell with a 4th-level
spell slot, your attacker and all creatures within 5 feet of you
take the damage. When you cast it with a 6th-level or higher
spell slot, this range increases to 10 feet, and you can choose
which creatures within range take damage.
Moon Rune
4th-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bar of mithral worth 50 gp)
Duration: Until dispelled
Classes: Artificer, Bard, Cleric, Druid, Warlock, Wizard
Source: Wizard's Spell Compendium
You write on parchment, paper, or some other suitable
writing material and cause it to fade into invisibility. Then
determine the circumstance that will trigger the writing to
reappear.
When that circumstance occurs, the writing appears and
glows faintly. When you cast this spell, you can have the spell
end and the words remain visible after they are triggered (in
which case, the glow will fade over the course of ten minutes,
leaving normal text behind), or become invisible again until
the next time it is triggered (in which case, the words will
remain visible for 10 minutes after the trigger occurs).
The triggering circumstance can be as general or as
detailed as you like, though it must be based on visible or
audible conditions that occur within 30 feet of the text. For
example, you could instruct the words to appear when any elf
touches the page, or when the page is exposed to moonlight
on the winter solstice.
A creature with truesight can see the hidden message.
Moon Shield
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a piece of silver and a moonstone
worth at least 10 gp)
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger
Source: Priest's Spell Compendium
A magical field made of moonlight surrounds you, causing
you to shed dim light to 30 feet. While this spell is in effect,
you have resistance to necrotic and radiant damage and
advantage on Wisdom saving throws against being frightened
and on Constitution saving throws to resist contracting
lycanthropy, mummy rot, or other diseases that are the result
of magic or curses. In addition, your hit point maximum can't
be reduced while this spell is active.
Moonfire
5th-level conjuration
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S
Duration: Instantaneous
Classes: Bard, Druid, Sorcerer
Source: Priest's Spell Compendium
You unleash a beam of cold, white fire in a straight line 60
feet long and 10 feet wide. Creatures in that area must
succeed on a Dexterity saving throw. A creature takes 7d6
cold damage (if living) or 7d6 radiant damage (if undead) on a
failed save, or half as much on a successful one.
In addition, a creature that takes damage from the
moonfire, as well as all magical objects in the spell's path, are
outlined in a silvery glow until the end of your next turn.
While outlined, the creature or object sheds dim light in a 10-
foot radius and can't benefit from being invisible, and any
attack roll against an affected creature or object has
advantage if the attacker can see it.
Motion
4th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Artificer, Wizard
Source: Wizard's Spell Compendium
You cause a vehicle (such as a wagon or ship) or an object
that is designed to move in some way (such as a windmill,
water wheel, or door) to move by itself, without the need to be
pulled by animals, blown by wind, or moved by currents.
It will move at its most typical speed; you can't make an
option powered by this spell move especially fast, although
you can make it move slower. This spell doesn't allow you to
animate objects that aren't designed to move.
Mystic Bolt
4th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a glass bottle)
Duration: 1 minute
Classes: Bard, Cleric, Sorcerer, Wizard
Source: The Great Net Prayerbook
You send a bolt of psychic energy through the target's mind,
causing the creature to suffer from a terrible, throbbing
headache. The creature must make an Intelligence saving
throw, taking 4d8 psychic damage on a failed save, or half as
much on a successful one. In addition, on a failed save, the
creature has disadvantage on Intelligence, Wisdom, and
Charisma ability checks and saving throws for the duration,
as well as on Constitution saving throws to avoid losing
concentration.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8 for
each slot level above 4th.
Mystic Rope
2nd-level conjuration
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a bit of rope)
Duration: 10 minutes
Classes: Artificer, Bard, Sorcerer, Wizard
Source: The Great Net Spellbook, Wizard's Spell
You create an obviously magical rope that is 50 feet long, or
cause a nonmagical rope within range to stretch (or shrink)
to 50 feet and glow with a magical aura. When you cast the
spell and as a bonus action on each of your subsequent turns,
you can move the rope up to 30 feet and then cause one of
the following effects with it, provided you can still see the
rope:
Bind. You can cause the rope to move around a creature
that is within 5 feet of it and bind it. Make a ranged spell
attack. On a success, the creature is grappled and restrained
(escape DC equal to your spell save DC).
Float. You can cause the rope to float in the air and move
at a rate of 30 feet per round.
Strangle. You can cause the rope to move around a
creature that is within 5 feet of it and wrap itself around its
throat. Make a ranged spell attack. On a success, the creature
is grappled (escape DC equal to your spell save DC), can't
breathe, and is at risk of suffocating (as per Player's
Handbook chapter 8, Environment).
Tie/Untie. You can cause the rope to tie itself into a knot,
tie itself around something else, or untie a knot that is
already in it.
Narin's Mask
Illusion cantrip
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
Classes: Bard, Wizard
Source: The Great Net Spellbook
For the duration, your features become hazy and indistinct.
Creatures who see you during this time have disadvantage on
ability checks made to recall your appearance or the sound of
your voice.
Neverending Nightmares
5th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a hair from an all-black horse)
Duration: 7 days
Classes: Bard, Warlock, Wizard
Source: Wizard's Spell Compendium
You curse a target within range, forcing it to make a Wisdom
saving throw. On a failure, it will suffer terrible nightmares
whenever it sleeps. Creatures that don't need to sleep (such
as elves) or that don't dream (such as kalashtar) aren't
affected. Each time the creature wakes up from having slept,
it must succeed on a Wisdom saving throw. On a failure, it
takes 1 level of exhaustion.
The spell continues until the duration ends, remove curse
is cast upon the target, or it succeeds on three saving throws.
These saves don't need to be consecutive.
Nybor's Admonishment
Enchantment cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You target a creature within range, forcing it to make a
Constitution saving throw. On a failure, it takes 1d4 points of
psychic damage and suffers incredible pain for a brief
moment, as if it had been lashed with a whip. A target that
can't be charmed is immune. Until the end of its next turn, its
speed can't be higher than 20 feet and it has disadvantage on
the next roll it must make.
If this reduces a creature to 0 hit points, you can choose if
the creature dies or falls unconscious.
Nystul's Radiant Baton
3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a crystal prism worth 25 gp)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
Source: Wizard's Spell Compendium
A baton of pulsating magical energy appears in your hand in
a color of your choice. The baton sheds bright light in a 10-
foot radius and dim light for a further 10 feet. This magic
baton lasts until the spell ends. It counts as a simple melee
weapon with which you are proficient. It deals 2d10 damage
on a hit and has the finesse and light properties. The type of
damage it deals depends on what color you choose to make
the baton, and can't be changed once it's been chosen:
Red Baton. The baton deals 2d10 fire damage.
Orange Baton. The baton deals 2d10 acid damage.
Yellow Baton. The baton deals 2d10 lightning damage.
Green Baton. The baton deals 2d10 poison damage.
Blue Baton. The baton deals 2d10 cold damage.
Indigo Baton. The baton deals 2d10 radiant damage.
Violet Baton. The baton deals 2d10 necrotic damage.
If you drop the baton or throw it, it dissipates and the spell
ends.
**At Higher Levels.** When you cast this spell using a 4th- or
5th-level spell slot, the damage increases to 3d10. When you
cast it using a 6th- or 7th-level spell slot, the damage
increases to 5d10. When you cast it using an 8th- or 9th-level
spell slot, the damage increases to 6d10.
Oath
4th-level enchantment
Casting Time: 1 minute
Range: 30 feet
Components: V
Duration: Special
Classes: Bard, Cleric, Paladin
Source: The Great Net Prayerbook
You create a magical contract between no more than four
willing creatures. All creatures must be able to fully
understand the contract and agree to abide by it. A creature
that willingly breaks the contract takes 4d10 psychic damage
each time it does so, but no more than once each day. If this
damage reduces the creature to 0 hit points, it is stable but
unconscious for 1 hour. The other creatures that have sworn
by this oath will recieve a mental ping when this happens.
The duration of the oath must be agreed upon by the
affected creatures, but can't exceed 1 year.
A remove curse, greater restoration, or wish will end the
spell.
Orko's Elemental Triad
7th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a tiny golden pyramid)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
Source: The Great Net Spellbook
You fire three beams of light—one blue, one white, and one
yellow—which twist around each other into a single projectile
that strikes at a target within range. Make a ranged spell
attack. On a hit, the creature takes one of the following:
• 4d8 acid damage, 4d8 cold damage, and 4d8 lightning
damage.
• 4d8 fire damage, 4d8 poison damage, and 4d8 thunder
damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 8th level or higher, the damage increases by 1d8 acid
damage, cold damage, or lightning damage (your choice) for
each slot level above 7th.
Otiluke's Steaming Sphere
4th-level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a drop of pure water, a punch of dust,
and a bit of sulfur)
Duration: Instantaneous
Classes: Wizard
Source: Wizard's Spell Compendium
A boiling-hot globe of fiery energy streaks from your
fingertips to a point of your choice within range, where it
explodes in a 30-foot-radius sphere. Each creature within the
area must make a Constitution saving throw. A creature takes
6d6 fire damage on a failed save, or half as much on a
successful one. In addition, hot steam pours out to an
additional 30 feet. The area is heavily obscured and
nonmagical fires in the area are extinguished.
You can refrain from firing the globe after completing the
spell, if you wish. A small globe about the size of a sling stone,
cool to the touch, appears in your hand. At any time, you or a
creature you give the globe to can throw the globe (to a range
of 40 feet) or hurl it with a sling (to the sling's normal range).
It shatters on impact, with the same effect as the normal
casting of the spell. You can also set the globe down without
shattering it. After 1 minute, if the globe hasn't already
shattered, it explodes.
**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d6 for
each slot level above 4th.
Paradox
6th-level transmutation (dunamancy/chronurgy)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Wizard
Source: Wizard's Spell Compendium
You "take back" a single action (or reaction) you took at
during the last minute, and do something else instead. You
can also opt to "take back" a single round's worth of words
you spoke and say either nothing or something different. You
can also take back a spell that you cast, provided it is no
higher than the level of the spell slot used to cast this spell.
The DM will work out a reasonable reaction, for good or
for ill, to your new action or words.
If you cast this spell two or more times before completing
your next long rest, there is a cumulative 25% chance that the
spell will backfire and inflict 6d6 force damage to you and
everyone within 5 feet of you. This damage cannot be
reduced in any way.
Patternweave
1st-level divination (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small hand lens)
Duration: 1 round
Classes: Bard, Cleric, Sorcerer, Wizard
Source: Wizard's Spell Compendium
You gain the ability to make sense of the apparent chaos
caused by things that have broken or taken apart. By looking
at the pieces of the whole through the hand lens, you can see
what the original item looked like when it was whole.
The parts must be in a 10-foot square, and you must have
at least two-thirds of the pieces for the spell to work.
Petition
2nd-level conjuration
Casting Time: 1 minute
Range: Self
Components: V
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
Source: The Great Net Spellbook
With this spell, you alert an extra-planar entity whose name
you know that you wish to communicate with it. This spell
doesn't compel it to answer you or obey you: it is entirely up
to the entity if it wishes to reply to you at all or how it reacts
to your alert.
You don't need to use the entity's True Name when you cast
this spell; its common name will suffice. However, if there are
multiple extra-planar entities with the same or similar
common names, there is a chance that a different entity will
hear your petition instead (DM's decision).
Pilpin's Prompt
1st-level evocation (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a hair from an elephant)
Duration: 30 days
Classes: Wizard
Source: The Great Net Spellbook
With this spell, you can set an alarm to give you a mental ping
in advance of an appointment or event that is coming up
within 30 days. In addition, you can create a small, obvious
illusion that will relay a message to you of up to 25 words.
This illusion will play at the same time you receive the ping
and will be visible and audible to others.
Planar Link
8th-level conjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a forked, metal rod worth at least 250
gp, attuned to a particular plane of existence, rare inks
worth 100 gp and which are consumed in the casting, and
an object originally from the plane to be contacted, which is
also consumed)
Duration: 10 days
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Source: The Great Net Spellbook
You cause a portal to open up on another plane of existence,
or to another world on the Prime. The plane's runic symbols
must be drawn in a circle or around a door, window, or other
arch using the rare inks. You can specify a target destination
in general terms, such as the realm of Mycelia in Mechanus,
and the portal will appear in or near that destination; in that
case, the object should be from that destination.
When you create the portal, you can specify a key needed to
use it. The key can be an object or password. When the key is
used, the portal will open for 1 minute, then close again. A
forked, metal rod attuned to that plane of existence or other
world, like the one used as a material component, can also be
used to open the portal.
If you cast this spell on the same arch every 10 days for a
year, the portal becomes permanent.
Power Word Attention
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
Source: The Great Net Spellbook
With the utterance of this word of power (or with a loud
whistle), all creatures within range must succeed on a
Wisdom saving throw or waste their action, instead doing
nothing but paying attention to you. A creature makes this
save with advantage if it is in combat or another life-or-death
situation. An affected creature may use some or all of their
movement in order to move towards you.
Power Word Blind
8th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You speak a word of power that can overwhelm the senses of
one creature you can see within range. If the target has 150
hit points or fewer, it is blinded. Otherwise, the spell has no
effect.
The blinded target must make a Constitution saving throw
at the end of each of its turns. On a successful save, the
blinded condition ends.
Power Word Silence
6th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You speak a word of power that can overwhelm the senses of
one creature you can see within range. If the target has 150
hit points or fewer, it can't speak. Otherwise, the spell has no
effect.
The silenced target must make a Constitution saving throw
at the end of each of its turns. On a successful save, the effect
ends.
Power Word Sleep
7th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You speak a word of power that can compel one creature you
can see within range to fall asleep instantly. If the target has
150 hit points or fewer, it falls prone and is unconscious for
10 minutes. Otherwise, the spell has no effect.
The stunned target must make a Constitution saving throw
at the end of each 10 minutes. On a successful save, this
stunning effect ends.
Power Word Vaporize
8th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
Source: The Great Net Spellbook
You speak a word of power so great it causes objects to
disintegrate into dust. Choose a nonmagical object, or part of
a larger object, that fits in a 50-foot cube. The object is
vaporized. If there are living creatures in or on the object,
they drop to the ground.
If the object is nonmagical but is protected by magic, such
as by a glyph of warding, you must overcome the magic first
by making a spellcasting ability check with a DC of 10 + the
spell's level. On a failure, you trigger the glyph, although the
object is still vaporized.
Preserve from Decay
1st-level abjuration (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pinch of dust, a bit of resin, and a
drop of drinking alcohol)
Duration: 1 month
Classes: Artificer, Cleric, Druid, Wizard
Source: Wizard's Spell Compendium
You touch one or more organic inanimate objects that can fit
in a 5-foot cube and preserve them, preventing rot and loss of
quality or potency for the duration.
If you cast this spell on a corpse, the corpse won't decay,
but it also isn't protected from being raised as undead, nor
does it increase the length of time available for it to be
brought back to life.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, the size of the object that can be
preserved increases to fit in a cube 5 feet larger for each slot
level above 2nd.
Probing Arm
3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (two short sticks and two smooth
wooden or glass balls)
Duration: Concentration, up to 1 minute
Classes: Artificer
Source: Priest's Spell Compendium
You create multi-jointed, mechanical arm that appears to
extend out of your body and has a reach of 30 feet. It ends in
a fully articulated hand. The arm is an object that can be
attacked. It has an AC of 20, 25 hit points, and uses your
Strength and Dexterity. When you first cast this spell, and on
each of your subsequent turns, you can use your action to
cause the arm to lift or open objects or attack a creature by
making a melee spell attack. On a hit, you inflict 2d6 + your
spellcasting ability modifier bludgeoning damage.
Putrefaction
4th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of rotten meat)
Duration: Special
Classes: Cleric, Druid, Warlock, Wizard
Source: Wizard's Spell Compendium
You choose a point within range and all food within a 15-foot radius sphere of it spoil, all open liquids become fouled, wood
and corpses rot, metals rust, and open containers of holy
water become plain water. Maggots and other Tiny
verminous creatures spontaneously generate. Only
nonmagical objects are affected by this spell.
For one minute after you cast this spell, any creature that
enters the area or starts its turn in it and that has half or
fewer of its normal hit point must make a Constitution saving
throw or develop filth fever (as per the contagion spell). In
addition, during this time, any creature that was in the area
can't regain hit points through nonmagical mean.
Rain of Terror
5th-level conjuration
Casting Time: 10 minutes
Range: Self (1-mile radius)
Components: V, S
Duration: Concentration, up to 3 hours
Classes: Cleric, Warlock, Wizard
Source: Wizard's Spell Compendium
You cause a cursed rainstorm to rise within 1 mile of you for
the duration. You must be outdoors to cast this spell. Moving
to a place where you don't have a clear path to the sky ends
the spell early.
When you cast the spell, you cause strange and disgusting
(but harmless) things to fall from the sky. Choose or roll on
the following table to determine what falls.
d10 Object d10 Object
1 ash 6 snakes
2 blood 7 spiders
3 fish 8 strips of meat
4 foul-smelling black
or red water 9 toads or frogs
5 globs of goo 10 worms
All animals are Tiny and have no attacks. Approximately
half of the animals will be dead or dying on impact. When the
spell ends, the weather abruptly returns to normal.
Random Causality
3rd-level transmutation
Casting Time: 1 reaction, taken when you are hit by a
weapon attack
Range: Self (30-foot range)
Components: V, S, M (a bronze six-sided die)
Duration: Instantaneous
Classes: Sorcerer
Source: Priest's Spell Compendium
When you are harmed by an attack, another creature in range
takes the damage instead. The new target is chosen randomly
by DM.
Read Object
4th-level divination
Casting Time: 1 action
Range: Touch
Components: S
Duration: 1 round
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You cast this spell while handling an object and receive a
psychic impression of the object's current (or most recent)
owner. Potential information learned includes the owner's
race, profession, general personality trait, and any strong
emotions it had about the object, or when using the object.
For instance, if you cast this spell on a sword that belonged
to a Neutral human mercenary, you might learn that the
owner was a human male who took many lives with the
sword, but was dispassionate about doing so. This spell
doesn't tell you the owner's name, physical appearance, or
current location.
If you cast this spell two or more times before you
complete a long rest, there is a cumulative 25% chance that
the spell will backfire and produce wildly incorrect
information.
Remorse
4th-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp, which is
given to the target)
Duration: Special
Classes: Cleric, Paladin
Source: Priest's Spell Compendium
While casting this spell, you deliver a stern lecture to your
target about an evil deed it has committed and give it the
pearl. It must then make a Wisdom saving throw, and does so
with advantage if you or your companions are fighting it. If it
fails, it is charmed by you.
While charmed, it is overcome with guilt and regret over
that evil deed. It will forswear performing such a deed again
and will seek to make restitution in some way.
At the end of every week, the creature can repeat its saving
throw against this spell. If it succeeds on its saving throw, the
spell ends. In addition, the Atonement version of the
ceremony spell counters remorse.
When the spell ends, the creature is aware it was charmed
by you.
Repair Item
3rd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a quartz crystal worth at least 10 gp,
which the spell consumes)
Duration: 24 hours
Classes: Artificer
Source: Priest's Spell Compendium
You touch a machine that has a missing or broken part and
create a quasi-real part for it. The part is obviously magical
and will work perfectly. When the spell ends, the part
abruptly vanishes.
If you cast this spell on a construct, it gains a number of
temporary hit points equal to 3d8 plus your level. When the
spell ends, any remaining temporary hit points vanish.
Revelation
9th-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Cleric
Source: Priest's Spell Compendium
Your deity grants you amazing divine knowledge and senses.
For the duration, you are surrounded by a faint glow and gain
the following abilities:
• You have truesight to 120 feet.
• You can sense the presence of magic within 120 feet of
you, seeing it as a faint aura around an object or creature that
bears magic. You also automatically know if someone casts a
spell within that range.
• You know if there is an aberration, celestial, elemental, fey,
fiend, or undead within 120 feet of you.
• You automatically know if you hear a lie.
• You can speak and understand all languages.
• You can use your action to read the surface thought of a
creature within range.
• When you make an Intelligence ability check, or a
Wisdom (Insight) check, you can replace the number you roll
with a 15.
Revenance
7th-level necromancy
Casting Time: 1 minute
Range: Touch
Components: V, S, M (100 gp worth of incense, which is
burned when you cast the spell)
Duration: Instantaneous
Classes: Cleric, Wizard
Source: Priest's Spell Compendium
You touch the corpse of a humanoid that has died from
violence within the past week and cause it to rise as a
revenant.
The revenant is aware of who killed it and will seek
revenge against its killer. The revenant is neutral towards you
and your allies. It won't attempt to harm you unless you
interfere with its quest for vengeance. You have no control
over its actions.
Sacred Guardian
1st-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (a rose petal)
Duration: 24 hours
Classes: Cleric
Source: Priest's Spell Compendium
You can only cast this spell on a willing target. If the target
takes any damage or is paralyzed or poisoned while this spell
is active, you receive a mental ping, alerting you that the
target is in danger.
**At Higher Levels.** If you cast this spell with a 3rd-level or
higher spell slot, you will also receive a brief mental image of
the cause of the danger.
Sands of Time
5th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of dust and a drop of oil)
Duration: Instantaneous
Classes: Artificer, Cleric, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
You can cause a nonmagical, inanimate object object to age,
or reverse the effects of aging and erosion on an object that
fits in a 10-foot-cube, or part of a larger object. Each casting
of this spell will age or reverse the aging of an object made of
vegetable matter by 1d4 years, by 1d4×5 years for an object
made of metal, or by 1d4×20 years of aging on an object
made of stone or crystal.
If used to reverse the effects of aging, this spell won't
restore an object that has crumbled to dust or cause missing
pieces to return, but will restore faded paint and dyes to their
original brilliance. You must have at least half of the original
object, or the spell will fail.
Sanh's Ray of Light
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Wizard
Source: The Great Net Spellbook
You fire a beam of brilliant white light at a creature you see
within range. Make a ranged spell attack. On a hit, the target
takes 2d10 radiant damage and is blinded until the end of its
next turn.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you inflict an additional 1d10
damage for each slot level above 2nd.
Scalding Spout
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an ounce of water)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
Source: Wizard's Spell Compendium
You send a powerful burst of boiling water at one creature
you see within range. Make a ranged spell attack to hit. If you
succeed, the target takes 2d6 bludgeoning damage and 2d6
fire damage, and must succeed on a Strength saving throw or
be knocked back 10 feet and fall prone.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you inflict an additional 1d6 fire
damage for each slot level above 2nd.
Scapegoat
4th-level enchantment
Casting Time: 1 action
Range: Touch (20-foot-radius sphere)
Components: V, S, M (a pinch of goat's hair and a stone)
Duration: Concentration, up to 1 minute
Classes: Bard, Warlock
Source: Wizard's Spell Compendium
When you cast this spell, you must call loud attention to your
target. All creatures within 20 feet of that target must
succeed on a Wisdom saving throw or be charmed by you
and become convinced that the target is to blame for all of
their troubles. The target will have disadvantage on all
Charisma ability checks, except for Charisma (Intimidation),
and all other creatures will be hostile to the target for the
duration.
**At Higher Levels.** When you cast this spell with a 5th- or
6th-level spell slot, the duration becomes Concentration, up
to 10 minutes. When you cast it with a 7th- or 8th-level spell
slot, the duration becomes Concentration, up to 1 hour.
When you cast it with a 9th-level spell slow, the duration
becomes 8 hours, without the need for concentration.
Scatterspray
Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, m (a flint and steel, or a tinderbox)
Duration: Instantaneous
Classes: Artificer, Bard, Sorcerer, Wizard
Source: Wizard's Spell Compendium
You point to a pile of small, unsecured items that are not
being worn or carried, such as a pile of gravel, a mug full of
pens, or a basket of eggs, and cause them to fly in all
directions. Each creature within 10 feet of the objects must
make on a Dexterity saving throw or take 1d6 bludgeoning
damage.
This spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Scent Mask
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a scentless flower)
Duration: 1 hour
Classes: Druid, Ranger
Source: Wizard's Spell Compendium
For the duration, you or a willing creature you touch can
neither produce nor pick up scents, and creatures can't track
or identify you by smell. This spell prevents a creature from
using scent of vengeance (q.v.) from finding you.
**At Higher Levels.** When you cast this spell with a spell
slot of 2nd level or higher, you can effect on additional
creature for each slot level above 1st.
Scent of Vengeance
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, M (an object originally possessed by the
quarry)
Duration: 1 week
Classes: Paladin, Ranger
Source: Priest's Spell Compendium
You are imbued with the ability to unerringly track a creature
by scent, provided that this creature has caused you insult or
injury. You can smell this creature even if it moves
underwater or flies through the air. You can only lose the
scent if the creature moves through magical means, such as
by teleporting, or has pass without trace or scent mask (q.v.)
cast on it.
You may only use this spell to track a single creature at a
time. If you cast this spell to track a second creature while
the first spell is still in effect, the first spell immediately ends.
You can cast this spell again while it is active to maintain
your ability to track the creature for another week.
Sculpt Features
5th-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a few drops of doppelganger blood
and powdered moonstone worth at least 1,000 gp, which is
consumed by the spell)
Duration: Permanent
Classes: Artificer, Wizard
Source: Wizard's Spell Compendium
You permanently transform the appearance of a willing
humanoid (including yourself). You decide what the creature
looks like, including the creature's height, weight, facial
features, apparent or biological sex, the sound of its voice,
hair length, coloration, and distinguishing characteristics, if
any. You can make the creature appear as a member of
another race, though none of its statistics change.
You can remove body parts, but can't add additional, fully functional limbs and body parts, although you can add
decorative parts. For instance, you can add wings or a tail,
and while they could move, they would be incapable of flight
or holding objects, and additional arms and legs would be
useless for holding or manipulating objects, or even standing
on. You also can't add any supernatural traits or features.
You can use this spell to add fangs, claws, horns, or other
natural weapons. Such attacks use either the creature's
Strength or Dexterity for attacks and damage and inflict 1d4
bludgeoning, piercing, or slashing damage, whichever is most
appropriate.
You can also attempt to duplicate a specific individual. To
do so, you must succeed on a DC 20 spellcasting ability
check. On a success, the target will permanently receive
advantage on Charisma (Deception) checks made to
impersonate that individual.
When you finish casting the spell, the target must make a
DC 10 Constitution saving throw. On a failure, it takes 4d6
necrotic damage and the spell doesn't "take" properly,
causing the target to suffer scarring and malformation.
You can also use this spell to return a creature to its
original appearance, if its appearance had been previously
changed by this spell. You do not need to have been the one to
have originally cast this spell on it, and the target doesn't
need to be willing. It must succeed on a Constitution saving
throw. On a failure, its original appearance is restored.
Finally, if you use this spell on a creature that had been
permanently altered by the Creature Into Creature version of
the true polymorph spell, and had been transformed from one
type of humanoid into another type, you may attempt to
return that creature to its original form. To do so, you must
make an ability check using your spellcasting ability. The DC
equals the original caster's spell save DC (if the DM doesn't
know the original save DC, assume it's DC 20). On a
successful check, the spell ends.
See Through Other Eyes
3rd-level divination
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Sorcerer, Wizard
Source: Wizard's Spell Compendium
For the duration, you can see through the eyes of another
creature that is within range. The creature doesn't have to be
willing or aware of your actions. While you must be able to
see that creature while casting the spell, it's not required for
the remainder of the spell. As an action, you can see through
the creature's eyes until the start of your next turn, gaining
the benefits of any special senses that creature has. During
this time, you are blind with regard to your own senses.
Shadow Play
3rd-level divination
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a lit candle, which is consumed by the
spell)
Duration: Concentration, up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
While casting this spell, you must darken a room or area that
fits in a 30-foot cube so it is no brighter than dimly lit, then
place a lit candle in its center. Then choose a one-hour period
of time that occurred within the past 24 hours.
The shadows cast by the candle will then take the form of
the shadows cast by the living occupants (not constructs or
undead) of the room in that time period, and they will silently
perform their actions in real time.
Prematurely extinguishing the candle ends the spell.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the size of cube you can affect
increases by 10 feet on a side for each slot level above 3rd.
Shadowstrike
4th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
As part of the action used to cast this spell, you must make a
melee attack with a weapon against the shadow of one
creature within the spell's range; otherwise, the spell fails. In
addition, you must be in bright or dim while casting this spell.
The shadow has AC 10 + the target's Dexterity modifier. the
creature takes normal damage from your attacks.
The creature's shadow has no damage resistances or
immunities, and the creature can't benefit from reactions
such as Parry.
If you use this spell when attacking a shadow, shadow
demon, or similar, shadow-based creature, you also have
advantage on your attacks.
The DM may decide that the shadow of a humanoid killed
by this spell becomes an undead shadow. The shadow is not
under your control and is hostile to you.
Shandaril's Tracer
5th-level divination
Casting Time: 1 action
Range: Special
Components: V, S, M
Duration: 30 days
Classes: Artificer, Bard, Wizard
Source: Wizard's Spell Compendium
You place an invisible rune on an object you touch. At any
point after, you can spend 1 minute to concentrate on the
rune. You will then learn the object's approximate distance,
direction, and condition. The mask option of Nystul's magic
aura can be used to block this spell.
If you cast this spell on the same object every day for 30
days, the spell becomes permanent.
Sharptooth
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger
Source: Wizard's Spell Compendium
You touch a creature with a bite or claw attack. Until the spell
ends, that creature's bite, claw, or other unarmed attacks
become magic weapons 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.
Sigil
1st-level abjuration
Casting Time: 1 minute
Range: Touch
Components: S, M (a key and 5 gp worth of silver filings,
which is consumed by the spell)
Duration: 1 week
Classes: Artificer, Wizard
Source: The Great Net Spellbook
You inscribe your personal sigil on any object that you own.
Any creature that touches the object takes must make a
Dexterity saving throw. On a failure, the creature takes 1d6
force damage and is pushed back 5 feet, and the creature
drops the object if it was holding it. If this spell reduces a
creature to 0 hit points, the creature is stable but
unconscious for 10 minutes.
You and the creatures you designate when you cast this
spell can use the object normally, and you can also set a
password that, when spoken within 5 feet of the object,
suppresses this spell for 1 minute. Casting knock on the
object suppresses sigil for 10 minutes.
If you cast this spell on the same object every day for 30
days, the spell becomes permanent.
Skip Day
8th-level evocation (dunamancy/chronurgy)
Casting Time: 1 action
Range: Self (10-foot-radius)
Components: V, S
Duration: Instantaneous
Classes: Wizard
Source: Priest's Spell Compendium
You and all creatures within 10 feet of you are transported 24
hours in the future, reappearing in the same place you left.
Unwilling creatures may make a Wisdom saving throw. On a
success, the creature stays behind.
Soul Anchor
8th-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Permanent
Classes: Cleric, Wizard
Source: Wizard's Spell Compendium
With this noxious curse, you tie a creature's life force to a
particular building or structure that is no smaller than 10 feet
on a size (no maximum size), unless it succeeds on a
Charisma saving throw. While cursed, the creature is
incapable of leaving the area through mundane means unless
you grant the individual permission to do so. The location can
be no more than 1 mile on a side and must have clearly
defined borders, such as a wall, fence, or moat.
A creature may attempt to leave the area via magical
means, such as teleport, but must first succeed on a
Charisma ability check. On a failure, it can't try again until 7
days have passed. On a success, the creature can leave the
building. However, this doesn't break the curse, and if the
craeture returns to that building, it will once again be
trapped.
A remove curse or wish will end the effect.
Soul Safe
6th-level necromancy
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a piece of jet worth 100 gp)
Duration: 1 week
Classes: Warlock, Wizard
Source: he Great Net Spellbook
You indicate a humanoid within range and force it to make a
Charisma saving throw. If it fails, you steal a portion of its
soul and place it within the jet. The creature whose soul you
have captured will feel slightly weak and have low spirits
while this spell is in effect. For the duration, the creature
doesn't regain hit points after a long rest unless it spends Hit
Dice to do so, and it has disadvantage on Intelligence,
Wisdom, and Charisma saving throws.
If you are holding the jet in which a creature's soul fragment is held, you can cast spells on jet, and it will affect
the target is if it were within range. You must be on the same
plane of existance, however.
The jet is an object with AC 13 and 5 hit points. It is
resistant to all damage except for bludgeoning and thunder
damage. If it is destroyed, the soul-fragment immediately
reuinites with its body. If the creature had died in the
meantime, the soul-fragment will journey to rejoin the rest of
the soul. At the DM's discretion, a creature that died while
part of its soul has been removed by this spell may be more
likely to return as a form of undead.
You can cast this spell again while it is active to maintain
the soul safe for another week. Even though this spell only
takes a portion of the creature's soul, a creature can only be
affected by one casting of this spell at a time.
Soul Shift
7th-level necromancy
Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem worth at least 500 gp, which is
consumed by the spell)
Duration: Permanent
Classes: Wizard
Source: Wizard's Spell Compendium
You transfer your mind and soul into a corpse of your
choosing that is within 30 feet of you. Once you possess the
corpse, you control it. Your game statistics are replaced by
the statistics of the creature, though you retain your
alignment and your Intelligence, Wisdom, and Charisma
scores. You retain the benefit of your own class features. If
the corpse had any class levels, you can't use any of its class
features.
You are undead and do not need to breathe, drink, eat, or
sleep. You have resistance to necrotic damage and are
immune to poison damage and the poisoned damage. You
also gain the following trait:
Turn Resistance. You have advantage on saving
throws against being turned.
Your body will appear as the corpse's did and won't further
decay. However, any wounds or other marks that were on the
original corpse will remain, even after healing to full hit
points. You are not a lich and you do not gain any other
special traits for becoming undead besides those listed
above.
You may choose for your original body to die or to animate
as a zombie. If you choose the latter, the zombie will have
none of your class abilities but will retain your former
Strength, Dexterity, Constitution, saving throw proficiencies,
and hit points.
Sound Bubble
1st-level abjuration
Casting Time: 1 action
Range: Self (5-foot-radius sphere)
Components: V, S, M (a blown egg)
Duration: Concentration, up to 10 minutes
Classes: Bard
Source: Wizard's Spell Compendium
You create an invisible, intangible bubble centered on you.
Sounds at normal volume, whether originating from inside or
outside the bubble, can't pass through its perimiter, although
shouts and other loud noises can be heard, although faintly.
Creatures on the inside are resistant to thunder damage that
originates from outside the bubble, and vice versa.
Spectral Force
3rd-level illusion
Casting Time: 1 action
Range: 120 ft.
Components: V, S, M (a bit of fleece and 10 gp worth of
crushed pyrite)
Duration: Concentration, up to 10 minutes
Classes: Bard, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You create a quasi-real illusion of an object, creature, or other
visible phenomenon that is no larger than a 20-foot cube. The
illusion appears at a spot that you can see within range and
lasts for the duration. The spectral force has appearance,
sound, smell, temperature, and texture that is mostly
appropriate to the thing depicted, but inspection will quickly
reveal that it's an illusion, without the need for an Intelligence
(Investigation) check. Realizing it's an illusion doesn't cause
the viewer to see through the image.
The illusion is partially solid. It can't support more than 50
pounds of weight at a time. If made to support more, the
object it is supporting will sink through. It has AC 15 and hit
points equal to 10 plus your spellcasting ability modifier plus
your level.
As long as you are within range of the spectral force, you
can use your action to cause it to move to any other spot
within range. As the spectral force changes location, you can
alter its appearance so that its movements appear natural.
For example, if you create an image of a creature and move it,
you can alter the image so that it appears to be walking.
Similarly, you can cause the illusion to make different sounds
at different times, even making it carry on a conversation, for
example.
You can also use your action to cause the spectral force to
inflict damage. A spectral force creature to appear as a
creature can attack a target; one created to look like a fire can
burn the target, and so on. It uses your spell attack modifier
to hit and inflicts 2d10 force damage.
**At Higher Levels.** When you cast this spell with a spell
slot of 4th level or higher, it can support an additional 50
pounds, and will inflict an additional 1d10 damage, for each
slot level above 3rd.
Spiritwatch
3rd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a handful of cereal grains, a cup of
wine, 25 gp worth of incense, which is burned when you
cast the spell, and a token of the spirit you are going to
summon)
Duration: 30 days
Classes: Cleric, Wizard
Source: The Great Net Spellbook
You summon the spirit of a recently deceased humanoid who
has been dead no more than 1 year, or any of your deceased
direct ancestors or immediate relatives, and ask it to watch
over a piece of property you choose. This can be a building or
structure, or an inanimate object. An unwilling spirit may
make a Charisma saving throw to resist. When summoning
the spirit, you must have a token of something that belonged
to the individual whose spirit you're summoning, such as an
image or likeness, a lock of hair, or a personal belonging
(which can be the property you are asking it to guard).
The spirit isn't bound to your property and doesn't have to
forego its proper afterlife to guard your property. Instead, the
spirit becomes attuned to your property and is aware of what
occurs in or around it. It may choose to manifest in its
entirety, however, although it is completely insubstantial and
can perform no actions. When manifested, it can speak aloud
(although in a soft voice) and can't move more than 30 feet
from the property.
If any intruders access your property or attempts to steal
from it, or the property is damaged in some way, the spirit
will immediately alert you, provided you are on the same
plane of existence. The spirit has darkvision to 120 feet and
can give you details about the physical appearance of the
intruders or thieves.
Casting this spell to summon the same spirit once every 30
days for a year makes the spirit permanently guard the
property. Casting banishment or the Dismissal option of
dispel evil and good will break the spell and release the spirit.
You can also choose to release the spirit at any time by using
a bonus action to do so.
Steal Skill
4th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a token depicting the skill to be stolen,
and a platinum piece, the latter of which is consumed by
the spell)
Duration: 1 hour
Classes: Warlock, Wizard
Source: The Great Net Spellbook
You touch a creature and force it to make a Charisma saving
throw. If it fails, you steal one of the creature's skills, tool
proficiencies, or languages for the duration. While this spell
is in effect, you use your own proficiency bonus and attribute
modifier.
If the target had an ability that allowed it to increase its
bonus, such as Expertise, or is a member of a Dragonmarked
house and gets an additional 1d4 to its roll, you also gain the
same ability.
Also while this spell is in effect, the target can't use its
proficiency modifier when using this skill, and makes all rolls
for it at disadvantage.
Stonefall
4th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a handful of stones or pebbles)
Duration: 1 round
Classes: Druid, Wizard
Source: Priest's Spell Compendium
You must be indoors or underground to cast this spell. This
spell causes the ceiling to collapse (if you are indoors) or a
cave-in to occur (if you are underground) in a 20-foot diameter circle centered on a point you choose within range.
All creatures below that area must make on a Dexterity
saving throw.
If you are inside of a building that has a plaster, thatch, or
similar ceiling or roof, a creature takes 1d6 bludgeoning
damage on a failed saving throw, or half as much on a
successful one.
If you are inside of a building that has a wooden or tile
ceiling or roof, a creature takes 3d6 bludgeoning damage on
a failed saving throw, or half as much on a successful one.
If you are inside of a building that has a stone or metal
ceiling or roof, a creature takes 5d6 bludgeoning damage on
a failed saving throw, or half as much on a successful one.
If you are underground, a creature takes 7d6 bludgeoning
damage on a failed saving throw, or half as much on a
successful one.
In addition, a creature that fails its saving throw is knocked
prone. For each creature that is prone, roll a d6. On a roll of 1
or 2, the creature is pinned underneath fallen debris.
Removing the debris requires a DC 15 Strength (Athletics)
check.
Storm Cone
5th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Sorcerer
Source: Priest's Spell Compendium
You create a whirling vortex of powerful winds and fierce
lightning in a 60-foot cone. On each of your turns, you can
use your action to cause the cone to face in a new direction, if
you like. Each creature in the cone's area must make a
Strength saving throw, taking 4d6 lightning damage and 4d6
thunder damage on a failed save, or half as much damage on
a successful one. In addition, on a failed save, the creature is
pushed 10 feet in a direction you choose. If a creature fails by
5 or more, it is instead pushed 20 feet and falls prone.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, you inflict an additional 1d6
thunder damage for each slot level above 5th.
Stormrage
6th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a feather, a pinch of wood ash, and a
piece of flint)
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Sorcerer
Source: Priest's Spell Compendium
You channel the power of storms, causing your eyes to glow
white and static electricity to crackle all over your body. For
the duration, you gain a fly speed of 50 feet, wind doesn't
hinder your movement, and you have resistance to lightning
and thunder damage.
On each of your turns, you can fire lightning bolts from
your eyes at a creature you see within range. Make a ranged
spell attack. On a hit, the creature takes 6d6 lightning
damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 7th level or higher, you inflict an additional 1d6
lightning damage for each slot level above 6th.
Stormvoice
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard
Source: Priest's Spell Compendium
This spell enables you to speak with the voice of a storm. You
can be heard loudly and clearly by all creatures within 300
feet. In addition, creatures within 20 feet of you must make a
Constitution saving throw. A creature takes 3d6 thunder
damage and is deafened for 1 minute on a failed save. On a
failed save, the creature takes half as much damage and isn't
deafened. If a creature fails its save by 5 or more, it is also
knocked prone. A deafened creature may attempt a new save
at the end of each of its turns, ending the effect on itself on a
success.
Strength of the Avenger
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a vial of holy water, which you must
consume while casting the spell)
Duration: 1 minute
Classes: Cleric, Paladin
Source: The Great Net Prayerbook
You begin to glow with brilliant and holy light. For the
duration, you have advantage on Strength attack rolls and
saving throws to avoid being charmed, frightened, or knocked
prone. You also gain 10 temporary hit points.
When you cast this spell, you must name a creature you are
seeking vengeance upon. You don't have to know the
creature's actual name, but you must have a way to
distinguish it ("that bandit there" won't suffice, but "the
bandit with the scar over one eye and the brown hair" will).
For the duration, when you make a successful attack against
that creature with a melee weapon, you inflict an additional
1d4 force damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you gain an additional 5 temporary
hit points per slot level above 2nd.
Sunstone
7th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a small stone)
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Wizard
Source: Wizard's Spell Compendium
A small, hard orb that glows a brilliant red-gold appears in
your hand, which you then hurl it at a target within range, or
two targets that are within 5 feet of each other. Make a
ranged spell attack to hit. On a success, it bursts into brilliant
sunlight, shedding bright light to a 50-foot radius. The light
remains in place for 1 minute, then fades away.
The target or targets take 6d6 fire damage and 6d6 radiant
damage, and must make a Constitution saving throw or be
blinded for 1 minute. All creatures within 5 feet of the target
must make a Dexterity saving throw, taking 6d6 fire damage
and 6d6 radiant damage on a failed save, or half as much
damage on a successful one. A blinded creature may make a
new saving throw at the end of each of its turns, ending the
effect on itself on a success.
Talon's Skitmaster
3rd-level illusion (ritual)
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S
Duration: Special
Classes: Bard
Source: Wizard's Spell Compendium
Designed to be cast while you are telling a story, reciting
poetry, or playing music, this spell summons up obvious
illusions that silently act out the events of your story, poem, or
song. The area where the illusions are acting is brightly lit, as
if by a spotlight. The illusory creatures and backgrounds
created by the spell are fairly nondescript and standard in
appearance, unless you are proficient in artist's tools. In that
case, your illusions will appear in your artistic style.
At the same time, you appear to fade into the background.
While you are still visible, you are shrouded in shadow and
lightly obscured.
If you come to the performance's natural finish point, or
pause in your performance for 1 minute or longer, the spell
ends.
Teleport Tracer
4th-level divination
Casting Time: 1 reaction, taken when a creature you see
within range teleports
Range: 150 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard
Source: The Great Net Spellbook
When you see a creature teleport away, whether through the
use of a spell, magic item, innate ability, or other method, you
can use this spell to locate its destination. The information
received by this spell counts as "Viewed Once" for purposes
of the teleport spell, if you are not otherwise familiar with the
destination locale.
Temporal Eye
7th-level divination (dunamancy/chronurgy)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a focus worth at least 1,000 gp, such
as a crystal ball, a silver mirror, or a font filled with holy
water, and a veil made from the hair of a sphinx)
Duration: Concentration, up to 10 minutes
Classes: Wizard
Source: Wizard's Spell Compendium
You scry on an individual not in the present, but in the past.
The target must be on the same plane as you. It doesn't have
to make a saving throw, as you are not scrying on it in the
present, but you must succeed on a DC 15 spellcasting ability
check. The modifiers to the roll depend both on your
knowledge and connection to the target, and how far back in
time you wish to see.
Knowledge of Target
Check DC
Modifier
Secondhand (you have heard of the
target +5
Firsthand (you have met the target) +0
Familiar (you know the target well -5
Connection to Target
Check DC
Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the
like -10
Distance in Past
Check DC
Modifier
1 year ago or less +0
1-10 years ago +1
11-20 years ago +2
21-50 years ago +4
51-100 years ago +6
101-500 years ago +8
501-1,000 years ago +10
1,000 or more years ago +15
Temporal Wall
5th-level abjuration (dunamancy/chronurgy)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a strand of phase spider webbing)
Duration: Concentration, up to 10 minutes
Classes: Wizard
Source: Wizard's Spell Compendium
A wall of thin, misty, silvery smoke—the visible form of Time
itself—springs into existence at a point you choose within
range. The wall appears in any orientation you choose, as a
horizontal or vertical barrier or at an angle. It can be free
floating or resting on a solid surface. You can form it into a
hemispherical dome or a sphere with a radius of up to 10
feet, or you can shape a flat surface made up of ten 10-footby-10-foot panels. Each panel must be contiguous with
another panel. In any form, the wall is 1/4 inch thick. It lasts
for the duration.
One side of the wall, selected by you when you cast this
spell, slows down everything that passes through it. If a
creature travels through the wall, its speed is halved, it takes a
-2 penalty to AC and Dexterity saving throws, and it can't use
reactions until the end of its turn. Any ranged attack that
enters the wall's space has disadvantage on the attack roll
and inflicts half damage. Any effect that passes through the
wall that requires the targets to make a Dexterity saving
throw, that saving throw may be made with advantage.
The other side of the wall speeds up missile and thrown
weapons that are fired through the it. These attacks inflict an
additional die of damage
The wall is immune to all damage and can't be dispelled by
dispel magic. A disintegrate or spell destroys the wall
instantly, however. The wall also extends into the Ethereal
Planes, blocking ethereal travel through the wall.
Tenser's Flaming Blade
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (special)
Duration: Concentration, up to 1 minute
Classes: Wizard
Source: Wizard's Spell Compendium
You gesture at a nonmagical bladed weapon held by an ally
and cause it to burst into flames. Choose one of the following
options:
Fiery Blade. The flames are golden-orange and shed
bright light to a 15-foot radius and dim light for a further 15
feet. It inflicts an additional 2d8 fire damage and ignites
flammable objects that it touches that aren't being worn or
carried. The material component is a pinch of phosphorous.
Frosted Blade. The flames are silvery-blue and shed bright
light to a 5-foot radius and dim light for a further 5 feet. It
inflicts an additional 2d8 cold damage and freezes liquids
that it touches. The material component is a shard of quartz
crystal.
Tenser's Master of Arms
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a crane's wing feather)
Duration: Concentration, up to 10 minutes
Classes: wizard
Source: Wizard's Spell Compendium
A willing creature you touch gains remarkable skill with one
melee weapon it chooses. For the duration, the creature may
use double its proficiency bonus when making attacks with
with that weapon, and it scores a critical hit on a roll of 19 or
20.
Tentacles
4th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, M (a dried octopus tentacle)
Duration: 10 minutes
Classes: Druid, Warlock, Wizard
Source: Wizard's Spell Compendium
You create a pair of greenish tentacles that appear to extend
out of your body and have a reach of 15 feet. The tentacles
are objects that can be attacked. They have AC 15 + your
Dexterity modifier, and each tentacle has 20 hit point and
uses your Strength and Dexterity for attacks, damage, and
ability check rolls. When you first cast this spell and on each
of your subsequent turns, you can use your action to direct
one or both of the tentacles to lift, open, or manipulate
objects, or attack a creature by making a melee spell attack.
On a hit, you inflict 3d6 + your spellcasting ability modifier
bludgeoning damage, and the target is grappled (escape DC
equal to your spell save DC). Until this grappled ends, the
target is restrained, and you can't use that tentacle to attack
another target.
There/Not There
6th-level abjuration (dunamancy/chronurgy)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of cat fur sealed inside a box)
Duration: 10 minutes
Classes: Wizard
Source: Wizard's Spell Compendium
With this spell, you create wild fluctuations in the
probabilities of existence, affecting all nonliving, inanimate,
nonmagical objects in a 10-foot cube centered on a point you
choose within range. Whenever a creature attempts to
interact with an object in any way, the DM will roll a die. On
an odd number, the object simply doesn't exist for that
creature at that moment. If multiple creatures attempt to
interact with an object at the same time, the DM will roll for
each one—an object may exist for one creature but not for
another.
The DM will also roll a die for any object that is removed
from the area while the spell is still active. On an odd number,
the object vanishes for good.
Thornwrack
6th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid
Source: Priest's Spell Compendium
You cause long thorns to grow out of the target's flesh,
piercing the skin from the inside. When you cast this spell,
and then as a bonus action on subsequent turns, you can
cause a thorn to rip its way out of the target, inflicting 4d10
piercing damage.
For every three thorns that are piercing the creature, its
speed is reduced by 5 feet.
Throbbing Bones
5th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small bone that has been snapped in
half)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You target a living creature you can see within range and
cause its bones to throb and pulsate inside of its body. A
creature that doesn't have bones (such as oozes and
invertebrates) isn't affected by this spell.
At the start of each of its turns, the creature must make a
Constitution saving throw. On a failed saving throw, it takes
4d6 bludgeoning damage, its speed can't be higher than 10
feet, and it has disadvantage on all Strength and Dexterity
ability checks, attack rolls, and saving throws until the end of
its next turn. On a successful save, it takes half damage and
its speed can't be higher than 20 feet, but it doesn't have
disadvantage on any rolls.
If the creature succeeds on three saving throws, the effect
ends. The saves don't have to be consecutive.
Thump
1st-level enchantment
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Paladin, Wizard
Source: Wizard's Spell Compendium
As part of the action used to cast this spell, you must smack
your target on the head or face with a rolled-up paper, a
folded fan, stick, or similar object while berating it. Make a
spell attack to hit. The attack inflicts no damage, but the
target must succeed on a Charisma saving throw or be
charmed by you. On a failure, the creature feels too ashamed
to attack anyone for the duration. In addition, for the
duration, the target has disadvantage on any ability check or
saving throw against an affect that would make it feel guilty
or sad (such as the emotion spell (q.v.)).
The spell ends if the creature or its allies are attacked or
otherwise harmed.
Thunderball
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an amber rod)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
Source: Wizard's Spell Compendium
A crackling, humming ball of clouds appears in your hand,
streaks to a point you choose within range, and then explodes
in a burst of lightning that is accompanied by a clap of
thunder. Each creature in a 20-foot radius sphere centered on
that point must make a Dexterity saving throw. A creature
takes 2d6 lightning damage and 2d6 thunder damage on a
failed save, or half as much damage on a successful one.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
each slot level above 2nd. You choose if the additional
damage is lightning or thunder damage.
Time Snare
3rd-level enchantment (dunamancy/chronurgy)
Casting Time: 1 action
Range: 180 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Wizard
Source: Wizard's Spell Compendium
You create a time loop in a creature's mind, causing it to
repeat its actions indefinitely. At the start of each of its turns,
it may attempt a Charisma saving throw. On a failure, it
performs the same action, bonus action, and reaction (or lack
thereof) it did on its previous turn, even if the action's target
isn't available. For instance, if the creature made an attack, it
will make the same attack, targeting the closest creature
within range (even if that target is an ally); if there is no
possible target, it will go through the motions of the attack.
If it cast a spell, it will go through the same actions
required for that particualr spell, even if it lacks components
or spell slots. If it drank a potion, it will drink from the same
vial, even if the vial is empty.
If the creature succeeds on its saving throw, the spell
immediately ends.
While this spell is in effect, the creature's speed is 0 feet.
Timed Stasis
6th-level abjuration (dunamancy/chronurgy)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 60 days
Classes: Wizard
Source: Wizard's Spell Compendium
You touch a Large or smaller inanimate object that is not
being worn or held and place it in stasis. While this spell is in
effect, the object emits a faint blue glow that hovers a fraction
of an inch above its surface. The object can't be affected by
anything, doesn't age, and is immune to all damage. It also
can't be directly touched or changed in any way. For example,
a book protected within the stasis shell can't be opened or
have pages turned. The protected object can still be lifted and
moved. Finally, the object is magically fixed in place and
dpesn't move, even if it's defying gravity. A creature can make
a Strength check, using your spell save DC, to move the
object 10 feet.
**At Higher Levels.** When you cast this spell using a spell
slot of 7th level or higher, the duration increases by 30 days
for each slot level above 6th.
Trailfinder
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Ranger
Source: Priest's Spell Compendium
While this spell is active, you have advantage on Wisdom
(Survival) checks made to follow creature's tracks. If the
creature was under the effects of the pass without trace spell,
you may search for the tracks, but you don't get advantage on
the roll.
Transmute Pebble
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Special
Classes: Artificer, Druid, Wizard
Source: Wizard's Spell Compendium
When you cast this spell, choose one of the following options:
Transmute Boulder to Pebble. You touch a boulder that
fits inside of a 10-foot cube and it turns into a pebble. When
you cast this version of the spell, the duration is permanent
until dispelled.
Transmute Pebble to Boulder. You enchant a pebble you
are holding. You can choose to have it immediately turn into a
boulder 10 feet in diameter, in which case the duration is
permanent until dispelled.
Optionally, you can "hold" the spell for up to 1 minute.
While holding the spell, you can throw the pebble (range
20/40 feet) or use it as a sling stone. Midway through its
flight, the pebble expands, turning into a tremendous boulder.
On a successful hit, it inflicts 4d10 bludgeoning damage.
After 1 minute, the boulder turns back into a pebble.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, you can affect one additional pebble
or one additional boulder for each slot level above 3rd.
Transmute Water to Dust
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: 180 feet
Components: V, S, M (a pinch of ground seagull and a pinch
of diamond dust worth 50 gp)
Duration: Instantaneous
Classes: Artificer, Druid, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
You choose an area of water that fits within a 50-foot cube or
an area of mud that fits in an 80-foot cube and is within
range, and transform it into silty dust. Each 10-foot cube of
water or mud turns into a pound of this silt.
Optionally, you can use this to distill up to 100 gallons or
less of any liquid (such as alcohol), provided the liquid is in a
container. In this case, each casting of this spell allows you to
remove half the water from container, doubling the
concentration of the remaining concentration. This use of the
spell leaves no dust behind.
Treeform
6th-level transmutation
Casting Time: 1 action
Range: Self or 60 feet
Components: V, S, M (a bit of tree root)
Duration: Special
Classes: Druid
Source: Priest's Spell Compendium
You can use this spell in one of two ways: to turn yourself into
a tree for a brief time, or to turn another creature into a tree,
possibly forever.
Self. If you choose to turn yourself into a tree, you are
Large or Huge (your choice), retain your senses and gain
tremorsense to 60 feet, but you can't speak, have a speed of 0,
and can't take any actions or actions. Anything you are
wearing or carrying is absorbed into your tree form. While in
treeform, your armor class is 16 and you have resistance to
bludgeoning and piercing damage, but are vulnerable to fire
damage. You can choose what type of tree or bush you turn
into. When you cast this spell in this manner, the duration is
1 hour. You can use your action to revert to your normal form,
or back into a tree again, at any point while the spell is active.
Targeted. If you choose to turn another creature into a
tree, the creature must be within range and must be a living
creature made of flesh. The creature must make a
Constitution saving throw. On a failed save, it is restrained as
its flesh begins to sprout bark. On a successful save, the
creature isn't affected.
A creature restrained by this spell must make another
Constitution saving throw at the end of each of its turns. If it
successfully saves against this spell three times, the spell
ends. If it fails its saves three times, it is turned becomes a
tree of one size category larger than it had originally been
and subjected to the petrified condition for the duration. The
successes and failures don't need to be consecutive; keep
track of both until the target collects three of a kind.
If the creature is physically broken while in treeform, it
suffers from similar deformities if it reverts to its original
state. If the tree is chopped down, the creature dies. As a tree,
it bears some vague resemblance to the type of creature it
once was, but isn't recognizable as a transformed being.
The duration for this spell is concentration, up to 1 minute.
If you maintain your concentration on this spell for the entire
possible duration, the creature becomes a tree until the effect
is removed.
If the awaken spell is cast on the tree, it will remember its
previous existence.
Unburn
5th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of water)
Duration: Permanent
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
This spell must be cast on an object or structure that had
been damaged or destroyed by fire within the last year. It
causes a black flame that radiates cold and shadow to appear,
at which point it burns "backward," leaving unburned
material behind. The "unfire" continues to burn for 1 hour or
until it has run out of burnt material to unburn. It doesn't
burn normal material and doesn't inflict damage to creatures
or objects that touch it.
This spell doesn't undo fire damage taken by living
creatures, but if used on the corpse of a creature that burned
to death, or on the pile of ashes left behind by someone who
was killed by the immolation spell or similar effect, it will
leave a pristine corpse behind. Likewise, if used on a tree or
other plant that was destroyed by fire, it will leave a whole,
but dead, plant behind.
Uncontrolled Weather
8th-level conjuration
Casting Time: 10 minutes
Range: Self (5-mile radius)
Components: V, S
Duration: 8 hours
Classes: Druid, Sorcerer, Wizard
Source: Priest's Spell Compendium
You summon dramatic weather that is wildly inappropriate to
the climate or season. You must be outdoors to cast this spell,
but you don't have to remain outdoors for the spell's duration.
You have no control over the type of weather this spell
produces. The DM will roll a d8 on the table below to
determine the weather. Every hour, there is a 50% chance
that the weather will change. It takes 1d4 × 10 minutes for
the new conditions to take effect.
d8 Condition
1 Unbearable heat wave
2 Sub-freezing temperatures
3 Torrential rain
4 Gale-force winds
5 Strong wind and rain, hail, and snow
6 Cold ground fog with complete cover
7 Driving hail
8 Blizzard
Unliving Identity
6th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 days
Classes: Cleric, Wizard
Source: Priest's Spell Compendium
You touch an undead creature and for the duration, it regains
the memories and personality of its life. Its Intelligence,
Wisdom, and Charisma scores return to their original total (if
the creature's original attributes are unknown, assume they
were 10), and it returns to its original alignment.
At the DM's discretion, the undead may have to make a DC
15 Wisdom saving throw. On a failure, it develops a form of
Indefinite Madness (as per Dungeon Master's Guide, Chapter
8: Running the Game).
When the spell ends, the undead creature loses its
memories and personality over the course of an hour, unless
you cast this spell on it again. Casting this spell on the same
creature once every 10 days for a year makes the memories
and personality permanent.
Unluck
4th-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shard of broken mirror)
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
On each of your turns, you can use a bonus action to choose a
creature within range and curse it with bad luck. The next
ability check, attack roll, or saving throw the creature makes
before the start of your next turn is made with disadvantage.
You cannot choose to curse the same creature on two
consecutive turns.
A creature with the Lucky feat or that is attuned to a stone
of luck or a luck blade can't be affected by this spell. Halflings
have no particular resistance to this spell.
Vander's Librarian
4th-level conjuration
Casting Time: 1 minute
Range: 60 feet
Components: V, S, M (a pen made of precious materials
worth at least 100 gp)
Duration: 8 hours
Classes: Bard, Cleric, Wizard
Source: The Great Net Spellbook
You summon a minor spirit of knowledge. It manifests
physically in an unoccupied space that you can see within
range. The spirit appears celestial, fey, or fiendish (your
choice). Its Intelligence is 10 + your spellcasting ability
modifier and it can read, write, and speak all common
languages and one exotic language, chosen by you when you
cast this spell.
If you provide the spirit access to reference material and
give it careful instructions on what you wish to learn, it is
capable of performing one workweek of research effort in 8
hours (as per Xanathar's Guide to Everything, chapter 2,
Research). You can also have the spirit perform the Help
action while you research, in which case you may roll on the
Research Outcomes table with advantage. Using this spell
doesn't prevent you from having to spend additional money
on materials and other expenses needed while research.
The spirit has an Armor Class of 10. If it is attacked or
takes any damage, it vanishes and the spell ends.
Vanquil's Drifting Blizzard
5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Druid, Sorcerer, Wizard
Source: The Great Net Spellbook
You create a 20-foot-radius sphere of pale gray, snowy fog
centered on a point you choose within range. The fog spreads
around corners. It lasts for the duration or until a strong wind
disperses the fog, thus ending the spell. Its area is heavily
obscured.
When a creature enters the spell's area for the first time on
a turn or starts its turn there, that creature must make a
Constitution saving throw. The creature takes 5d8 cold
damage on a failed save, or half as much damage on a
successful one. In addition, a creature that fails its save has
its move reduced by 5 feet until the end of its next turn.
The fog moves 10 feet away from you at the start of each of
its turns, rolling along the surface of the ground. The vapors,
being heavier than air, sink to the lowest level of the land,
even pouring down openings. The vapors also freeze any
open areas of liquid they come into contact with.
**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.
Venom Bolt
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of six different poisons)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You spit a gout of black, sizzling liquid from your mouth at a
creature you can see within range. Make a ranged spell
attack. On a hit, the creature takes 2d8 acid damage and 2d8
poison damage, and the creature must make a Constitution
saving throw. On a failure, it takes an additional 1d8 poison
damage and is poisoned for 1 minute.
**At Higher Levels.** When you cast this spell with a spell
slot of 4th level or higher, it takes an additional 1d8 acid
damage for each slot level above 3rd.
Wall of Bones
5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a twig taken from a tree in a cemetery)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Warlock, Wizard
Source: Wizard's Spell Compendium
You create a wall of bones of all types. The wall appears
within range on a solid surface and lasts for the duration. You
choose to make the wall up to 60 feet long, 10 feet high, and
5 feet thick, or a circle that has a 20-foot diameter and is up
to 20 feet high and 5 feet thick. The wall blocks line of sight.
The skulls in the wall gnash their teeth and the hands grasp
and claw at anyone who comes close.
When the wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, the creature
takes 5d6 slashing damage and is grappled (escape DC equal
to your spell save DC). On a successful save, the creature
takes half as much damage and isn't grappled.
A creature can move through the wall, albeit slowly and
painfully. For every 1 foot a creature moves through the wall,
it must spend 4 feet of movement. Furthermore, the first time
a creature enters the wall on a turn or ends its turn there, the
creature must make a Dexterity saving throw. It takes 5d6
slashing damage on a failed save and is grappled, or half as
much damage on a successful one.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d6 for
each slot level above 5th.
Wall of Gloom
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of black wool)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
A billowing wall of ominous shadow appears at a point you
choose within range. The wall appears in any orientation you
choose: horizontally, vertically, or diagonally. It can be free
floating, or it can rest on a solid surface. You choose to make
the wall up to 60 feet long, 10 feet high, and 5 feet thick, or a
circle that has a 20-foot diameter and is up to 20 feet high
and 5 feet thick. The wall doesn't block line of sight, but
everything on one side is considered to be in dim light and
lightly obscured to creatures on the other side. The wall also
muffles sounds: a creature one one side of the wall has
disadvantage on Wisdom (Perception) checks made to hear
sounds coming from the other side.
When the wall appears, each creature in its area must
make a Constitution saving throw. A creature that enters the
wall's area or ends its turn in it must also make a
Constitution saving throw. On a failed save, a creature takes
3d8 cold damage and is frightened for 1 minute. On a
successful save, it takes half as much damage and isn't
frightened. A frightened creature can make a Wisdom saving
throw at the end of each of its turns, ending the effect on
itself on a success.
In addition, the wall's area counts as difficult terrain for
creatures that are not constructs or undead.
**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.
Warp
3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
Source: Priest's Spell Compendium, Wizard's Spell
You target an object, or section of a larger object, that weighs
no more than 50 pounds and is made of nonmagical metal,
stone, or plant material, and make a twisting motion with
your hands. At the same time, the material itself is warped
and twisted into uselessness.
If the object is protected by magic but not in itself magical
(e.g., a nonmagical door on which arcane lock or glyph of
warding has been cast) you must first make on an ability
check using your spellcasting ability. The DC equals 10 + the
spell's level. On a failure, the magical protection takes effect.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the weight of the object that you
can affect increases by 50 pounds for each slot level above
3rd.
Warp Sense
4th-level divination
Casting Time: 1 action
Range: Self (1,000-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock,
Wizard
Source: Priest's Spell Compendium, Wizard's Spell
This spell allows you to sense the presence of and location to
gates and portals to other planes of existence, teleportation
circles, arcane gates, and similar portal.
Once such a portal is detected, you can spend an action
concentrating on it and making a DC 15 Intelligence (Arcana)
check to determine where the portal leads or if a key or sigil
sequence is required to use the portal. If you are in within 30
feet of the portal or can see it in operation, you have
advantage on the check.
Weapon of the Earth
1st-level transmutation
Casting Time: 1
Range: Touch
Components: V, S, M (a chunk of iron ore)
Duration: 10 minutes
Classes: Druid
Source: Priest's Spell Compendium
You can transform a chunk of earth or stone into a magical
melee weapon of a type in which you are proficient. The
chunk of earth or stone must weigh at least as much as the
weapon you wish to make. If a creature other than you
attempts to use the weapon, it crumbles back into earth or
stone and the spell ends. The weapon is considered magical.
**At Higher Levels.** When you cast this spell using 3rd- or
4th-level spell slot, the weapon gains a +1 bonus to hit and
damage. When you cast it using a 5th- or 6th-level spell slot,
the weapon gains a +2 bonus. When you use a 7th-level or
higher spell slot, the weapon gains a +3 bonus.
Weather Stasis
5th-level abjuration
Casting Time: 10 minutes
Range: 90 feet
Components: V, S, M
Duration: 8 hours
Classes: Druid, Wizard
Source: Priest's Spell Compendium
This spell maintains the weather conditions in a 100-foot
cube, keeping them exactly as they were when you first cast
the spell. Any change of weather or temperature (including
changes caused by the control weather spell if cast outside
the cube) doesn't affect the weather conditions on the interior
of the cube. However, a creature that is within the spell's area
can't cast control weather or use a similar magical effect
while within it.
**At Higher Levels.** When you cast this spell using a 6th level or higher spell slot, the duration increases by 8 hours
for each slot level above 5th.
Wood Shape
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature carpenter's adze)
Duration: Instantaneous
Classes: Artificer, Cleric, Druid, Wizard
Source: Wizard's Spell Compendium
You touch a wood or grass object of Medium size or smaller
or a section of wood or other plant material no more than 5
feet in any dimension and form it into any shape that suits
your purpose. So, for example, you could shape a log into a
chair, a chest, or a bookcase, or make a small passage
through a wall, as long as the wall is less than 5 feet thick.
You could also shape a wood door or its frame to seal the
door shut. The object you create can have up to two hinges
and a latch, but finer mechanical detail isn't possible.
You can't use this spell on a living plant.
Year Stealing
8th-level necromancy
Casting Time: 1 hour
Range: 1 mile
Components: V, S, M (a unicorn's horn worth wrapped in
silver, worth at least 5,000 gp and a drop of blood, spittle, or
other bodily fluid from your target)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Source: Wizard's Spell Compendium
You target a creature whose blood, spittle, or other bodily
fluid you possess and force that creature to make a
Constitution saving throw. On a failure, the creature ages 2d6
years (or 4d6 years, if the creature has a lifespan of 400 or
more years), and you stop aging for that period of time.
When you finish casting this spell, you must make a DC 15
Intelligence (Arcana) check. On a failure, the unicorn's horn
crumbles into dust.