6839 lines
287 KiB
Text
6839 lines
287 KiB
Text
Absorption
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9th-level abjuration
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Casting Time: 1 action
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Range: Self
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Components: V, S, M (an amulet worth at least 1,000 gp)
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Duration: 1 minute
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Classes: Sorcerer, Wizard
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Source: Wizard's Spell Compendium
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This spell surrounds you with pulsating, sparkling, glow. For
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the duration, if you are targeted by a spell of 6th level or
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lower that has a duration of Instantaneous, you may use your
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reaction to add your spellcasting ability modifier to your
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saving throw (if the spell requires one) or to your AC (if the
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spell requires an attack roll). As part of the same reaction, you
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may absorb that spell's energy.
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Until the absorption spell has ended, you may then use
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your bonus action to either immediately cast the absorbed
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spell yourself at its lowest level, without spending a spell slot,
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or to transform the spell into a spell slot of a level equal to the
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spell's lowest level. For example, if you are caught in a fireball
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cast with a 5th-level spell slot, you may choose to be able to
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cast the fireball as if with a 3rd-level slot, or gain a 3rd-level
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slot to use.
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You may absorb multiple spells during absorption's
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duration. When the spell ends, the absorbed spells are lost,
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but you may keep any transformed spell slots. These slots last
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until you use them or you complete a long rest.
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Acid Rain
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5th-level evocation
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S, M (a vial of acid)
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Duration: Concentration, up to 1 minute
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Classes: Sorcerer, Wizard
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Source: Priest's Spell Compendium, Wizard's Spell
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An intense downpour of gelatinous, corrosive droplets
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appears in a 20-foot-radius, 40-foot high cylinder centered on
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a point within range, raining down on all below. Each
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creature in the cylinder when it appears and that ends its
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turn there must make a Dexterity saving throw, taking 6d6
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acid damage on a failed save or half as much damage on a
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successful one.
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In addition, if a creature takes 15 or more acid damage
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from this spell, then any nonmagical armor the creature is
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wearing takes a permanent and cumulative -1 to the AC it
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offers. Armor reduced to an AC of 10 or a shield that drops to
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a +0 bonus is destroyed. A mending spell can be used to
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restore these items to full functionality, at the rate of one
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casting of mending per -1 penalty.
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Adhesion
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1st-level transmutation
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Casting Time: 1 action
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Range: Touch
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Components: V, S, M (a pinch of powdered horse hoof)
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Duration: 1 hour
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Classes: Artificer, Bard, Wizard
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Source: Wizard's Spell Compendium
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You touch two solid, inanimate objects and cause them to
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stick to each other. The two objects can be separated only
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through brute force, requiring a successful Strength
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(Athletics) check against your spell save DC. If the two items
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are wrested apart before the spell ends, then they will readhere if brought into contact with each other again.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 2nd level or higher, the duration increases by one hour
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for each slot level above 1st. In addition, when you use a 4th
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level or higher spell slot, the Strength check is made with
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disadvantage.
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Airball
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5th-level evocation
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Casting Time: 1 action
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Range: 300 feet
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Components: V, S
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Duration: Concentration, up to 1 minute
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Classes: Druid, Sorcerer, Wizard
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Source: Wizard's Spell Compendium
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A streak of stormy-blue air flashes from your outstretched
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finger to a point you choose within range and then bursts into
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a powerful blast of air that continues to roar for the duration.
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All creatures within a 10-foot-radius sphere centered on that
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point must make a Strength saving throw. On a failure, the
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creature takes 6d6 bludgeoning damage and is pushed 20
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feet away from the center of the sphere. If it fails the saving
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throw by 5 or more, it is also knocked prone.
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For the duration, the area is difficult terrain. The roaring
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winds and stirred-up dust and water droplets also cause the
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area to be lightly obscured. A creature that ends its turn in
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that area must succeed on a Strength saving throw. The
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creature takes 3d6 bludgeoning damage and is pushed 15
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feet away from the center of the sphere on a failed save, or
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half as much damage and isn't pushed away on a successful
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one. The roaring winds disperse gases or vapors, and
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extinguishes nonmagical flames in the area.
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**At Higher levels.** When you cast this spell with spell slot of
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6th level or higher, the damage for both the initial and
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secondary damage increases by 1d6 for each slot level above
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5th.Airboat
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8th-level conjuration
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Casting Time: 1 action
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Range: Special
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Components: V, S
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Duration: 24 hours
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Classes: Bard, Cleric, Druid, Sorcerer, Wizard
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Source: Wizard's Spell Compendium
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You must be outdoors to cast this spell, and the sky must be
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at least lightly cloudy. You point to a cloud, which immediately
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descends towards you. The cloud has the attributes of a
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sailing ship (Armor Class 15, 300 hit points, damage
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threshold 15, can carry 100 tons of cargo and 20 passengers)
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and looks like a cloudy version of whatever type of ship you
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like. You control the airboat with mental commands (no
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action required by you) and you do not need any other crew.
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It has a flying speed of 90 feet (60 feet while sailing into
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the wind, and 120 feet while sailing with the wind), and a
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travel pace of 10 miles per hour 240 miles per day). On your
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turn, you can use your action to cause the airboat to rise or
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sink up to 50 feet or to make a 90-degree turn. The airboat
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doesn't come with any weapons, although you may install
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some.
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You will recieve a mental ping ten minutes before the spell
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ends, allowing you to lower it to ground level. You can cast
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this spell again while it is active to maintain the airboat's
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existence for another 24 hours.
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You may also cast this on the fog created by a cloudkill, fog
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cloud, stinking cloud, or similar spell or magical effect,
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instead of on a cloud in the sky. You must still be outdoors to
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do so, however, and you don't gain any of the spell's or effect's
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original benefits.
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Alpha's Aurora Borealis
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5th-level evocation
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Casting Time: 1 action.
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Range: Self (10-foot-radius)
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Components: V, S, M (a clear gemstone worth 100 gp and a
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glowworm)
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Duration: Concentration, up to 1 minute
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Classes: Sorcerer
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Source: The Great Net Spellbook
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You create an aura of dancing, shifting, colorful light to
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coalesce around you to a radius of 10 feet. The aura travels
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with you. Each creature that is within 30 feet of you must
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make a Wisdom saving throw. On a failure, the creature
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becomes charmed for the duration. While charmed by this
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spell, the creature is incapacitated and has a speed of 0.
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A creature that touches the aura or begins its turn in it, or
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that takes damage from another source, takes 2d10 radiant
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damage and may make a new Wisdom saving throw. On a
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success, the spell ends for it. The spell also ends for an
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affected creature if someone else uses an action to shake the
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creature out of its stupor.
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Alpha's Blue Blaze
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4th-level evocation
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Casting Time: 1 action
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Range: Self (60-foot cone)
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Components: V, S
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Duration: Instantaneous
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Classes: Sorcerer
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Source: The Great Net Spellbook
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A sheet of purple acidic vapors and electric-blue flames leaps
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forth from your hand in a 60-foot cone. Each creature in that
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area must make a Dexterity saving throw. A creature takes
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3d8 acid damage and 3d8 fire damage on a failed save, or
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half as much on a successful one.
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**At Higher levels.** When you cast this spell with spell slot of
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5th level or higher, the damage increases by either 1d8 acid
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damage or fire damage (your choice) for each slot level above
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4th.
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Alpha's Chill of the Void
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3rd-level conjuration
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Casting Time: 1 action
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Range: Self (100-foot line)
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Components: V, S, M (a piece of ice)
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Duration: Instantaneous
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Classes: Sorcerer
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Source: The Great Net Spellbook
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You summon a wave of frigid, airless cold taken from the void
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of space itself and send it in a 100-foot line that is 5 feet wide.
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Each creature in that area must make a Dexterity saving
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throw, taking 3d6 cold damage and 3d6 necrotic damage on a
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failed save, or half as much damage on a successful one.
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Nonmagical plants in the spell's area that aren't creatures
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and are Medium or smaller wither and die, and larger plants
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have a 50% chance of dying.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 5th level or higher, you inflict either an additional 1d6
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cold damage or necrotic damage (your choice) per slot level
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above 4th.
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Alpha's Comet
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3rd-level conjuration
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Casting Time: 1 action
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Range: 180 feet
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Components: V, S, M (a ball of pitch mixed with sulfur and
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phosphorus)
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Duration: Instantaneous
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Classes: Sorcerer
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Source: The Great Net Spellbook
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You summon a flaming missile that trails poisonous,
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superheated gases and cause it to strike a creature you see
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within range. Make a ranged spell attack. On a hit, the target
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takes 3d6 bludgeoning damage and 3d6 fire damage.
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Whether it hits or not, the target and all creatures within 5
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feet of it also must make a Constitution saving throw or be
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poisoned for 1 minute. A creature may make a new save at
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the end of each of its turns, ending the effect on itself on a
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**success.At Higher Levels.** When you cast this spell using a spell
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slot of 4th level or higher, you inflict either an additional 1d6
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bludgeoning damage or fire damage (your choice) per slot
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level above 3rd.
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Alpha's Heat Lightning
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2nd-level evocation
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Casting Time: 1 action
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Range: 90 feet
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Components: V, S, M (a piece of loadstone)
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Duration: Instantaneous
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Classes: Sorcerer
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Source: The Great Net Spellbook
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You call down a bolt of reddish-purple lightning, striking a
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single creature you see within range. Make a ranged spell
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attack. On a hit, the creature takes 2d6 fire damage and 2d6
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lightning damage, and all creatures within 5 feet of the target
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must also make a Dexterity saving throw. A creature takes
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1d6 fire damage on a failed saving throw, or half as much
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damage on a successful one.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 3rd level or higher, the initial damage increases by
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either an additional 1d6 fire damage or lightning damage
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(your choice) per slot level above 2nd.
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Alpha's Ice Bolt
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3rd-level conjuration
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Casting Time: 1 action
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Range: 100 feet
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Components: V, S, M (a clear gemstone)
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Duration: Instantaneous
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Classes: Sorcerer
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Source: The Great Net Spellbook
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You call forth a shaft of elemental ice and strike a creature
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you see within range. Make a ranged spell attack. On a hit,
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the creature takes 3d6 bludgeoning damage and 3d6 cold
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damage. Whether it hits or not, all creatures within 5 feet of
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the target must also make a Constitution saving throw. A
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creature takes 3d6 cold damage on a failed saving throw, or
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half as much damage on a successful one.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 4th level or higher, the initial damage increases by
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either an additional 1d6 bludgeoning damage or cold damage
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(your choice) per slot level above 3rd.
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Analyze Device
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2nd-level divination (ritual)
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Casting Time: 1 action
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Range: Touch
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Components: V, S
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Duration: 10 minutes
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Classes: Artificer
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Source: Wizard's Spell Compendium
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You touch a nonmagical mechanical device or an object with
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moving parts and receive an image of how that device was
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put together. For the duration, you have advantage on any roll
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needed to analyze, fix, or take it apart., and for the next hour,
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you also have advantage on any roll needed to write or draw
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the schematics for the device. If the object is a lock, you have
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advantage when using thieves' tools to pick it.
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If you cast this spell two or more times on a particular
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object before completing your next long rest, there is a
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cumulative 25% chance for each casting that it fails.
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Analyze Dweomer
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3rd-level divination
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Casting Time: 1 action
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Range: Touch
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Components: V, S, M (a wand cut from a 100-year-old oak
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tree)
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Duration: Instantaneous
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Classes: Artificer, Wizard
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Source: Wizard's Spell Compendium
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While casting this spell, you must touch a magical or
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alchemical object of some sort, or a construct, then make an
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Intelligence (Arcana) check. The DC depends on how
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common the object is:
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|Frequency | Check DC |
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|---|---|
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|Common | DC 10 |
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|Uncommon | DC 12 |
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|Rare | DC 15 |
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|Very | Rare DC 18 |
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|Legendary | DC 22 |
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On a success, you learn the spells, reagents and
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components (and their proportions), and processes that were
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used when crafting the item. The knowledge appears
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instantly in your mind but fades away in an hour. You can
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attempt to properly write the information down by making a
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second Intelligence (Arcana) check, using the same DC as the
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first one. On a failed attempt, you write down partial or
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incorrect information.
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If you cast this spell two or more times on a particular
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object before completing your next long rest, there is a
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cumulative 25% chance for each casting that it fails.
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This spell does not provide any information if used on an
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artifact.
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Animal Animosity
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2nd-level enchantment
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Casting Time: 1 action
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Range: 30 feet
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Components: V, S
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Duration: Concentration, up to 8 hours
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Classes: Druid
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Source: Priest's Spell Compendium
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You curse a creature in a way so that beasts and
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monstrosities with an Intelligence of 3 or lower become
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hostile to it, unless the target succeeds on a Charisma saving
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throw. For the duration, the target has disadvantage on all
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Wisdom (Animal Handling) checks. In addition, if the target
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attempts to cast a spell that would charm a beast or
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monstrosity with Int 3 or lower (such as animal friendship or
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dominate beast), the beast or monstrosity has advantage on
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its saving throw.
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This spell includes domesticated animals, but not animal
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companions (who will be wary of the target, but not hostile to
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it) or magical creatures such as familiars.
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**At Higher Levels.** If you cast this spell using a spell slot of
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4th level or higher, the duration is concentration, up to 24
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hours. If you use a spell slot of 6th level or higher, the
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duration is 24 hours. If you use a spell slot of 8th level or
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higher, the duration is 1 week. Using a spell slot of 5th level
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or higher grants a duration that doesn't require
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concentration.
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Animal Call
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2nd-level conjuration (ritual)
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Casting Time: 1 action
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Range: Self (120-foot-radius)
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Components: V, S
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Duration: 10 minutes
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Classes: Druid, Ranger
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Source: The Great Net Prayerbook
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You call all beasts within 120 feet of you, and they will arrive
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over the course of 1 minute. You must specify a general
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animal type (mammals, birds, fish, insects, etc.). You have no
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specific control over the animals, but for the duration the
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animals will be peaceful and will attack not harm you, your
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allies, or each other, unless provoked.
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If you or one of your allies performs a hostile action against
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any of the animals, the spell will end and the animals will
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flee. Casting non-damaging spells such as animal messenger,
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beast bond, or dominate beast won't break the spell.
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Animate Dead Beasts
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2nd-level necromancy
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Casting Time: 1 minute
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Range: 10 feet
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Components: V, S, M (a drop of blood, a piece of flesh, and a
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pinch of bone dust)
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Duration: Instantaneous
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Classes: Cleric, Warlock, Wizard
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Source: Wizard's Spell Compendium
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This spell creates an undead servant. Choose one or two
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piles of bones or corpses of a beast of CR 0 that is within
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range. Your spell animates it as a skeletal animal if you
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choose bones or zombie animal if you choose a corpse. Such
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a creature has the same statistics of a living creature of the
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same type, with the following changes:
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Skeletal animals have Intelligence 1 (-5), are vulnerable to
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bludgeoning damage, immune to poison damage, exhaustion,
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and the poisoned condition, and have darkvision to 60 feet.
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The skeletal animal's type changes to undead.
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Zombie animals have Intelligence 1 (-5), are immune to
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poison damage and the poisoned condition, and have
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darkvision to 60 feet. They also have the Undead Fortitude
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Trait. The zombie animal's type changes to undead.
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Undead Fortitude. If damage reduces the zombie
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animal to 0 hit points, it must make a Constitution
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saving throw with a DC of 5 + the damage taken,
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unless the damage is radiant or from a critical hit.
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On a success, the zombie animal drops to 1 hit
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point instead.
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As undead, the creature doesn't need to breathe, eat, or sleep,
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and it loses any trait, such as Amphibious, that assumes a
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living physiology.
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On each of your turns, you can use a bonus action to
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mentally command any creature you made with this spell if
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the creature is within 60 feet of you (if you control multiple
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creatures, you can command any or all of them at the same
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time, issuing the same command to each one). You decide
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what action the creature will take and where it will move
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during its next turn, or you can issue a general command,
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such as to guard a particular chamber or corridor. If you issue
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no commands, the creature only defends itself against hostile
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creatures. Once given an order, the creature continues to
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follow it until its task is complete.
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The creature is under your control for 24 hours, after
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which it stops obeying any command you've given it. To
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maintain control of the undead animal for another 24 hours,
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you must cast this spell on the creature again before the
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current 24-hour period ends. This use of the spell reasserts
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your control over up to four creatures you have animated with
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this spell, rather than animating a new one. You can also
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reassert control of undead beasts by casting animate dead on
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them.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 3rd level, you can animate or reassert control of one or
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two undead beasts of CR 1/8 or lower, one undead beast of
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CR 1/4 or lower, or up to four undead beasts of CR 0.
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When you cast it using a spell slot of 4th level, you can
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animate or reassert control of one or two undead beasts of
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CR 1/4 or lower, one undead beast of CR 1/2 or lower, or up
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to four undead beasts of CR 1/8 or lower.
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When you cast it using a spell slot of 5th level, you can
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animate or reassert control of one or two undead beasts of
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CR 1/2 or lower, one undead beast of CR 1 or lower, or up to
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four undead beasts of CR 1/4 or lower.
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When you cast this spell using a spell slot of 6th level, you
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can animate or reassert control of one or two beasts of CR 1
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or lower, one undead beast of CR 2 or lower, or up to four
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undead beasts of CR 1/2 or lower.
|
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When you cast this spell using a spell slot of 7th level, you
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can animate or reassert control of one or two beasts of CR 2
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or lower, one undead beast of CR 3 or lower, or up to four
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undead beasts of CR 1 or lower.
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When you cast this spell using a spell slot of 8th level or
|
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higher, the CR of the undead beasts you can animate or
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reassert control over increases by 1 for each slot level.
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Animate Dead Monster
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6th-level necromancy
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Casting Time: 1 minute
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Range: 10 feet
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Components: V, S, M (a drop of blood, a piece of flesh, and a
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pinch of bone dust)
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Duration: Instantaneous
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Classes: Cleric, Warlock, Wizard
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Source: Wizard's Spell Compendium
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This spell creates an undead servant. Choose a pile of bones
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or a corpse of an aberration, beast, dragon, humanoid, giant,
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monstrosity, or plant of CR 4 or lower that is within range.
|
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Your spell animates it as a skeletal monster if you choose
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bones or zombie monster if you choose a corpse. Such a
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creature has the same statistics of a living creature of the
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same type, with the following changes:
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Skeletal monsters have Intelligence 6 (-2), unless it was
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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.
|