Wu Jen (5e Class)

Wu Jen


Wu jen (pronounced: /wuːdʒɛn/ woo-jen Wu-ren, actually. The J is an old romanization for the mandarin r- initial.), also called wu-jen, were wielders of mysterious powers, similar to wizards.

Mystic Spellcaster

Wu Jen did not use spellbooks - they used the spirit forces, elements, and the powers of nature. Usually living in the wilderness as hermits and anchorites, they purified their minds and bodies in order to make contact with assorted natural and supernatural powers in the world around them.

Disciplined Mind

The wu jen devoted their lives to achieving a single goal, in a task that required great mental disciple, much like the shukenja. Reaching it usually required the sacrifice of family ties and concerns for honor.

Wu jen spoke the languages of tengu and oni. Their dealings with these creatures granted the wu jen favor in most circumstances.

Taboos

Wu jen adopted special taboos that appeared insignificant or silly to outsiders, but were vitally important to the wu jen, since they drew their power from supernatural sources. Breaking these taboos resulted in the loss of spells, illness, or other misfortunes.

Creating a Wu Jen

When creating a wu jen, consider your character's background. How did you become a wu jen? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like?

Consider also why if you are returning to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?

Quick Build

You can make a Wu Jen quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Hermit background.

Class Features

As a Wu Jen you gain the following class features.

Hit Points

Hit Dice: 1d6 per Wu Jen level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Wu Jen level after 1st

Proficiencies

Armor: none
Weapons: simple weapons, scimitars, katanas
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon or (b) a scimitar
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • 2 daggers

Table: The Wu Jen

LevelProficiency
Bonus
FeaturesSoul PointsCantrips KnownSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Deep Study-322
2nd+2-333
3rd+2Mystical Soul33442
4th+2Ability Score Improvement43543
5th+3Keen Mind546432
6th+3Oni's and Tengu's Respect, Offhand Spellcasting647433
7th+37484331
8th+3Ability Score Improvement8494332
9th+4941043331
10th+4Force Focus1041143332
11th+411412433321
12th+4Ability Score Improvement12412433321
13th+5Mystical Soul Enhancement134134333211
14th+5Arcane Resistance144134333211
15th+51541443332111
16th+5Ability Score Improvement1641443332111
17th+6Control Over Evil17415433321111
18th+6Soul Restoration18515433331111
19th+6Ability Score Improvement19515433332111
20th+6Master Of All Forces20515433332211

Spellcasting

Wu jen use the power of elements and the aid of spirits around them. They learn magic through fierce study, until they can incorporate it in their soul.

Cantrips

At 1st level, you know four cantrips of your choice from the wu jen spell list, you may switch cantrips when you gain a level in this class.

Spell Slots

The wu jen table shows how many spell slots you have to cast your wu jen spells of 1st level and higher. To cast one of these wu jen spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the wu jen spell list. You learn an additional wu jen spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the wu jen spells you know and replace it with another spell from the wu jen spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your wu jen spells, since the power of your magic relies on your ability to study and incorporate. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wu jen spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wu jen spells.

Ritual Casting

You can cast a wu jen spell as a ritual if that spell has the ritual tag and you have the spell in your list of spells known.

Deep Study

You can speak, read, and write Draconic, Giant, Oni and Tengu.

Mystical Soul

At 3rd level, you gain the ability to twist your spells with the forces around you. You gain two of the following Mystical Soul options of your choice. You can use only one Mystical Soul option on a spell when you cast it, and whenever you gain a level in this class you may switch a Mystical Soul option you have with one you do not have. You regain all spent soul points when you finish a long rest.

-Twin Soul

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of soul points equal to the spell's level to target a second creature in range with the same spell (1 soul point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

-Flying Soul

As an action, you can spend 3 soul points causing whirling gusts of elemental air to briefly surround you, giving you 30 ft of flying speed, for 10 minutes.

-Changing Soul

When you cast a spell that could deliver damage, you can spend 3 soul points to add your Intelligence modifier to it, and make the damage be either cold, fire, lightning, thunder or bludgeoning. (The whole damage the spell unloads is of the type you choose, regardless of what type it was earlier.)

-Rejuvenating Soul

When you cast a spell of 3rd level or more, you can spend 4 soul points to regain 2 level 1 spell slots.

-Hopeful Soul

When you cast a spell, you can spend 4 soul points to heal 1d10 from you, or anyone on a 20ft radius from you.

-Timid Soul

When you cast a spell, you can spend 1 soul point to cast it without any somatic or verbal components.

-Fluid Soul

When you cast a spell that has a casting time of 1 action, you can spend 3 soul points to teleport places with a friendly humanoid within a 30 ft radius of you. The spell is cast after the teleportaion.

-Sharp Soul

When you cast a spell that has a casting time of 1 action, you can spend 2 soul points to change the casting time to 1 bonus action for this casting.

-Concentrated Soul

When you cast a spell that would require Concentration, you can spend 4 soul points and focus your mind, allowing you to concentrate on up to two spells for up to 1 minute. When the time runs out, you can choose to keep concentrating on one of the spells, if the spell's duration allows you to. If you fail a concentration test while concentrating on two spells, you lose concentration on both.

-Patient Soul

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 soul point to double its duration, to a maximum duration of 24 hours.

-Fightning Soul

As an action, you can touch one magical or nonmagical weapon and spend 2 soul points to imbue it with your soul's fightning will, for 8 hours. For this duration, when you, and only you, make a weapon attack with the chosen weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.

-Stubborn Soul

If you make an attack roll for a spell and miss, you can spend 2 soul points to reroll the d20, and you must use the new roll.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Keen Mind

You have advantage on initiative rolls.

You gain the Feng Shui spell, from the wu jen spell list. It does not count towards your total number of spells.

Oni's and Tengu's Respect

You have advantage on Charisma saving throws against Onis and Tengus.

Whenever you cast a spell with an Oni or a Tengu within a 60ft radius of you, roll a d20. On a roll of 10 or more, choose up to three Tengu or Oni within 60 ft radius of you, and choose if they are either charmed or frightened by you. If you cast a 5th level or higher spell, instead, it is as you casted Suggestion on the target(s), and you may give separate commands.

Offhand Spellcasting

Also starting from 6th level, when you use your action to cast a wu jen spell, or make an attack roll, you may cast one wu jen cantrip, that has a casting time of 1 action, as a bonus action.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Force Focus

When you reach 10th level, after you cast a spell that requires a saving throw or a skill check, you can gather the power of forces around you to give either plus or minus 1d8, to the rolls of those affected by the spell.

You may use this ability half your Intelligence modifier, rounded down times.

You gain all expended uses after completing a long rest.

Mystical Soul Enhancement

At 13th level, you learn an additional Mystical Soul option.

Arcane Resistance

Starting from 14th level, when you take damage, you can use your reaction to spend 2 soul points to grant yourself resistance to that damage type until the end of your next turn, or spend 4 soul points to grant yourself immunity to that damage type until the end of your next turn.

Control Over Evil

Starting at 17th level, you have power over the wretched evil souls, you can make Evil aligned Onis and Tengus paralyzed with 1 action.

You can use this ability your Intelligence modifier times, before completing a long rest.

Soul Restoration

At 18th level, you regain 4 expended soul points whenever you finish a short rest.

Master Of All Forces

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort and more powerfully. Choose two 3rd-level wu jen spells you already know. You can cast each of them once at 3rd level without spending a spell slot, and with the effect of the Changing Soul option from the Elemental Soul feature. When you do so, you can't do so again until you finish a short or long rest. If you wish to cast them at a higher level, you must spend the corresponding spell slot.

After you choose the two spells for this feature, choose 2 corresponding level spells from the wu jen spell list, and add them to your spell list.

Additionally, you can ignore the verbal and somatic components of your wu jen spells, as well as any material components.

Wu Jen Spell List

You may choose from any spells on the Wu Jen spell list.

Cantrips

Guidance

Divination cantrip; Casting Time: 1 action; Range: Touch; Components: V, S; Duration: Concentration, up to 1 minute;

"You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends."

True Strike

Divination cantrip; Casting Time: 1 action; Range: 30 feet; Components: S; Duration: Concentration, up to 1 round;

"You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended."

Booming Blade

Evocation cantrip; Casting Time: 1 action; Range: 5 feet; Components: V, M (a weapon); Duration: 1 round;

"As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level."

Control Flames

Transmutation cantrip; Casting Time: 1 action; Range: 60 feet; Components: S; Duration: Instantaneous or 1 hour (see below);

"You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action."

Create Bonfire

Conjuration cantrip; Casting Time: 1 action; Range: 60 feet; Components: V, S; Duration: Concentration, up to 1 minute;

"You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren't being worn or carried.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."

Fire Bolt

Evocation cantrip; Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Instantaneous;

"You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Frostbite

Evocation cantrip; Casting Time: 1 action; Range: 60 feet; Components: V, S; Duration: Instantaneous;

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)."

Green-Flame Blade

Evocation cantrip; Casting Time: 1 action; Range: 5 feet; Components: V, M (a weapon); Duration: Instantaneous;

"As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level."

Gust

Transmutation cantrip; Casting Time: 1 action; Range: 30 feet; Components: V, S; Duration: Instantaneous;

"You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze."

Leap

Transmutation cantrip; Casting time:1 action; Range:Touch; Components:V, S, M(2 grasshopper's or frog's legs); Duration:Instantaneous;

"You bulk the muscles on your legs, enabling you to hop or leap up to 20 ft vertically, or horizontally. Each creature within 5 feet of the landing point, must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)."

Light

Evocation cantrip Casting Time: 1 action; Range: Touch; Components: V, M (a firefly or phosphorescent moss); Duration: 1 hour;

"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell."

Thorn Whip

Transmutation cantrip; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (the stem of a plant with thorns); Duration: Instantaneous;

"You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)."

Shocking Grasp

Evocation cantrip; Casting Time: 1 action; Range: Touch; Components: V, S; Duration: Instantaneous;

"Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."

Sword Burst

Conjuration cantrip; Casting Time: 1 action; Range: 5 feet; Components: V; Duration: Instantaneous;

"You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)."

Shape Water

Transmutation cantrip; Casting Time: 1 action; Range: 30 feet; Components: S; Duration: Instantaneous or 1 hour (see below);

"You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."

Ray of Frost

Evocation cantrip; Casting Time: 1 action; Range: 60 feet; Components: V, S; Duration: Instantaneous;

"A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."

Produce Flame

Conjuration cantrip; Casting Time: 1 action; Range: Self; Components: V, S; Duration: 10 minutes;

"A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)."

Prestidigitation

Transmutation cantrip; Casting Time: 1 action; Range: 10 feet; Components: V, S; Duration: Up to 1 hour;

"This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."

Mage Hand

Conjuration cantrip; Casting Time: 1 action; Range: 30 feet; Components: V, S; Duration: 1 minute;

"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds."

Mending

Transmutation cantrip; Casting Time: 1 minute; Range: Touch; Components: V, S, M (two lodestones); Duration: Instantaneous;

"This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object."

Mold Earth

Transmutation cantrip; Casting Time: 1 action; Range: 30 feet; Components: S; Duration: Instantaneous or 1 hour (see below);

"You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action."

1st Level

Accuracy

1st-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (brush and ink); Duration: 1 minute;

"You enchant up to 20 of any kind of ammunition, held by a humanoid, making it emmitt a faint glow, so when they fire it, they have advantage on their next attack roll."

Inaccuracy

1st-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a piece of ground glass); Duration: 1 minute;

"You enchant a creature so when they fire a ranged attack, they have disadvantage on their next attack roll."

Animate Fire; 1st-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a handful of charcoal, sulfur and soda ash); Duration: Concentration, up to 1 minute;

"You animate a fire, which must be approximately the size of a campfire. The animated fire has the statistics of a fire elemental, other than it is small and it has hit points and armor class equal to your Intelligence modifier, does not have the fire form ability and it can only take the Touch action as an action, and it only makes one attack.

The animated fire plays right after you. As you cast this spell, you may give it a command, and it will do as you say. On each of your subsequent turns, you may give it a new command as an action. Also, the animated fire has a spiritual link with the original fire, therefore cannot go further than 30ft from it.

When you cast this spell with a 4th-level spell slot or higher, the animated fire becomes an actual fire elemental with its original statistics, size, abilities and it can take any action as you say as much as it can multiattack."

Animate Wind

1st-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a miniature flute and a bird's feather); Duration: Concentration, up to 1 minute;

"You control and animate a small portion of moderate or faster wind, about the size of a watermelon. The animated wind has the statistics of an air elemental, other than it is small and it has hit points and armor class equal to your Intelligence modifier, does not have the air form ability and it can only take the Slam action as an action, and it only makes one attack..

The animated wind plays right after you. And as you cast this spell, you may give it a command, and it will do as you say. On each of your subsequent turns, you may give it a new command. Also, the animated wind cannot has a spiritual link with the small portion of controlled wind, therefore it cannot go further than 30ft from it.

When you cast this spell with a 4th-level spell slot or higher, the animated dirt becomes an actual earth elemental with its original statistics, size, abilities and it can take any action as you say as much as it can multiattack."

Animate Dirt

1st-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (crystal powder, nuts and a pinecone); Duration: Concentration, up to 1 minute;

"You animate a small, portion of dirt, which must be approximately the size of a small puddle. The animated dirt has the statistics of an earth elemental, other than it is small and it has hit points and armor class equal to your Intelligence modifier, does not have the siege monster or earth glide abilities and it can only take the Slam action as an action, and it only makes one attack..

The animated dirt plays right after you. And as you cast this spell, you may give it a command, and it will do as you say. On each of your subsequent turns, you may give it a new command. Also, the animated dirt has a spiritual link with the original portion of dirt, therefore cannot go further than 30ft from it.

When you cast this spell with a 4th-level spell slot or higher, the animated dirt becomes an actual earth elemental with its original statistics, size, abilities and it can take any action as you say as much as it can multiattack."

Animate Water

1st-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (vial of pure spring water mixed with cinnabar oil); Duration: Concentration, up to 1 minute;

"You animate a small body of water, which must be approximately the size of a small puddle. The animated water has the statistics of a water elemental, other than it is small and it has hit points and armor class equal to your Intelligence modifier and it can only take the Slam action as an action, and it only makes one attack..

The animated water plays right after you. And as you cast this spell, you may give it a command, and it will do as you say. On each of your subsequent turns, you may give it a new command. Also, the animated water has a spiritual link with the original body of water, therefore cannot go further than 30ft from it.

When you cast this spell with a 4th-level spell slot or higher, the animated water becomes an actual water elemental with its original statistics, size, abilities and it can take any action as you say as much as it can multiattack."

Animate Wood

1st-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a mixture of ground peach pit and powdered cinnabar); Duration: Concentration, up to 1 minute;

"You animate a small or smaller wooden object with mobility and semblance to life. The animated wood plays right after you, and as you cast this spell, you may give it a command, and it will do as you say. On each of your subsequent turns, you may give it a new command. The animated wood statistics are: HP: 20 AC: 10 Attack: +4 to hit, 1d4 + 1 damage STR: 4 DEX: 14

When you cast this spell with a 4th-level spell slot or higher, you may target a Huge or smaller wooden object,making its statistics become: HP: 80 AC: 14 Attack: +8 to hit, 2d10 + 3 damage STR: 18 DEX: 14"

Animate Rope

1st-level transmutation; Casting Time: 1 action; Range: 100 feet; Components: V, S; Duration: Concentration, up to 10 minutes;

"You can animate a nonliving rope-like non-magic object, with a lenght maximum of 50ft and 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half. The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it – it does not snake outward – so it must be thrown near the intended target. Doing so requires a successful attack roll. A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it.

The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Dexterity saving throw to become Restrained. A creature capable of spellcasting that is bound by this spell must make a Concentration check with a DC of 15 + the spell’s level to cast a spell. An entangled creature can slip free with a DC 20 Strenght check.

The rope itself and any knots tied in it are not magical.

The spell cannot affect objects carried or worn by a creature."

Trance

1st-level divination; Casting Time: 10 minutes; Range: Touch or 50ft radius from self; Components: V, S, M (a scroll of sutras worth 5gp); Duration: Concentration, up to 1 minute;

"You place yourself in a deep trance, during which you cannot move, speak, or take any action. In the trance, you are highly attuned to the powers and forces in the immediate area.

You can sense certain magical creatures and effects within the spell's area.

Each round you remain in the trance, you feel the presence of any one lesser spirit, greater spirit, curse, permanent magical effect, or haunting within the spell's area.

You can determine the general type of thing contacted (such as natural spirit, evil haunting), but cannot communicate with it in any way or gain any other information about it.

Using this spell does give you enough information to subsequently cast commune with spirit or a similar spell to communicate with the spirit you desire to contact.

If you take damage while on trance, you wake up incapacitated and prone, take double the damage you would, and the spell ends."

Fiery Eyes

1st-level evocation; Casting Time: 1 action; Range: Self; Components: V, S; Duration: up to 30 minutes;

"This spell causes your eyes to glow with an unnatural fire.

You can determine the color of the light, from a reddish glow to brilliant yellow. Your eyes project beams of bright light to a range of 50 feet, clearly illuminating the area.

As an action you can fix your sight on one spot within 10 feet of your eyes, doing so causes combustible materials, but not other creatures, to burst into flames.

If other creatures carry or wear the affected items, however, these flames cause 1d6 points of damage to the creature immediately and may cause further damage."

Ice Knife

1st-level conjuration; Casting Time: 1 action; Range: 60 feet; Components: S, M (a drop of water or piece of ice); Duration: Instantaneous;

"You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st."

Comprehend Languages

1st-level divination (ritual); Casting Time: 1 action; Range: Self; Components: V, S, M (a pinch of soot and salt); Duration: 1 hour;

"For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language."

Detect Magic

1st-level divination (ritual); Casting Time: 1 action; Range: Self; Components: V, S; Duration: Concentration, up to 10 minutes;

"For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt."

Detect Poison and Disease

1st-level divination (ritual); Casting Time: 1 action; Range: Self; Components: V, S, M (a yew leaf); Duration: Concentration, up to 10 minutes;

"For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt."

Identify

1st-level divination (ritual); Casting Time: 1 minute; Range: Touch; Components: V, S, M (a pearl worth at least 100 gp and an owl feather); Duration: Instantaneous;

"You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it."

Absorb Elements

1st-level abjuration; Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage; Range: Self; Components: S; Duration: 1 round;

"The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st."

Burning Hands

1st-level evocation; Casting Time: 1 action; Range: Self (15-foot cone); Components: V, S; Duration: Instantaneous;

"As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st."

Chromatic Orb

1st-level evocation; Casting Time: 1 action; Range: 90 feet; Components: V, S, M (a diamond worth at least 50 gp); Duration: Instantaneous;

"You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."

Color Spray

1st-level illusion; Casting Time: 1 action; Range: Self (15-foot cone); Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue); Duration: 1 round;

"A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st."

Create or Destroy Water

1st-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it); Duration: Instantaneous;

"You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st."

Cure Wounds

1st-level evocation; Casting Time: 1 action; Range: Touch; Components: V, S; Duration: Instantaneous;

"A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Disguise Self 1st-level illusion; Casting Time: 1 action; Range: Self; Components: V, S; Duration: 1 hour;

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC."

Earth Tremor

1st-level evocation; Casting Time: 1 action; Range: 10 feet; Components: V, S; Duration: Instantaneous;

"You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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."

Entangle

1st-level conjuration; Casting Time: 1 action; Range: 90 feet; Components: V, S; Duration: Concentration, up to 1 minute;

"Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away."

Faerie Fire

1st-level evocation; Casting Time: 1 action; Range: 60 feet; Components: V; Duration: Concentration, up to 1 minute;

"Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

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."

Healing Word

1st-level evocation; Casting Time: 1 bonus action; Range: 60 feet; Components: V; Duration: Instantaneous;

"A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st."

Mage Armor

1st-level abjuration; Casting Time: 1 action; Range: Touch; Components: V, S, M (a piece of cured leather); Duration: 8 hours;

"You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action."

Illusory Script

1st-level illusion (ritual); Casting Time: 1 minute; Range: Touch; Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes); Duration: 10 days;

"You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message."

Jump

1st-level transmutation; Casting Time: 1 action; Range: Touch; Components: V, S, M (a grasshopper's hind leg); Duration: 1 minute;

"You touch a creature. The creature's jump distance is tripled until the spell ends."

Protection from Evil and Good

1st-level abjuration; Casting Time: 1 action; Range: Touch; Components: V, S, M (holy water or powdered silver and iron, which the spell consumes); Duration: Concentration, up to 10 minutes;

"Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect."

Purify Food and Drink

1st-level transmutation (ritual); Casting Time: 1 action; Range: 10 feet; Components: V, S; Duration: Instantaneous;

"All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease."

Shield

1st-level abjuration; Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell; Range: Self; Components: V, S; Duration: 1 round;

"An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile."

Unseen Servant

1st-level conjuration (ritual); Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a piece of string and a bit of wood); Duration: 1 hour;

"This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends."

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends."

Thunderwave

1st-level evocation; Casting Time: 1 action; Range: Self (15-foot cube); Components: V, S; Duration: Instantaneous;

"A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."

Find Familiar

1st-level conjuration (ritual); Casting Time: 1 hour; Range: 10 feet; Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier); Duration: Instantaneous;

"You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll."

Feather Fall

1st-level transmutation; Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls; Range: 60 feet; Components: V, M (a small feather or a piece of down); Duration: 1 minute;

"Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature."

Fog Cloud

1st-level conjuration; Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Concentration, up to 1 hour;

"You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st."

2nd Level

Apparition

2nd-level illusion; Casting Time: 1 action; Range: Touch ; Components: V, S, M ( a miniature palette dotted with paints of assorted colors); Duration: up to 1 minute;

"This spell causes the subject's face to appear horrible and terrifying. You can create nearly any combinations of hideous features - blue skin, parrot face, elephantine nose, rotting tusks, dick for mouth, or anything else you can imagine. You cannot duplicate the appearance of any known creature, however.

Creatures - excluding you or your allies - who view the recipient must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes horrified by the image produced and suffers a -2 penalty on attack rolls, weapon damage rolls and saving throws.

At the start of its turn, or when it takes damage, a creature may try to perceive the illusion with a Wisdom saving throw against your spell save DC. If the saving throw succeeds, the creature realizes the illusion, and is not affected by it anymore."

Detect Harmony

2nd-level divination (ritual); Casting Time: 1 action; Range: Touch or 50ft radius from self; Components: V, S, M (a scroll of sutras worth 5gp); Duration: Concentration, up to 10 minutes;

"When cast, this spells gives its caster vague knowledge on the balance of forces in an area. Forces such as chaotic, evil, good or lawful were detectable. The spell did not reveal the alignment of any creature or item in the area of effect of the spell.

If the spell is cast directly on a creature, the spell revealed vague information on their alignment and past deeds.

The spell can also be cast on a building, which revealed wheter the building was a holy place or occupied by spirits."

Chameleon

2nd-level illusion; Casting Time: 1 minute; Range: Touch; Components: V, S, M (the shed skin of a small lizard); Duration: up to 10 minutes;

"This spell alters the coloration of yourself or a creature witin 5 ft of you, to match that of the surrounding background, much like a chameleon.

The creature gains a +15 bonus on its Dexterity (Stealth) check.

When moving through areas where the background changes gradually (such as stepping from the edge of a forest into a green field), the coloration changes immediately.

When the background changes abruptly (from forest to gray stone wall), 1 minute is required to effect the change in coloration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you increase the spell's duration for 5 minutes, for each spell slot higher than 2nd."

Fire Shuriken

2nd-level evocation; Casting Time: 1 bonus action; Range: Self; Components: V, S, M ( a shuriken coated with pine sap and sulfur); Duration: instantaneous;

"This spell creates shuriken formed of magical fire that you can throw like normal shuriken (they do not burn your hands).

You are automatically considered proficient with the fire shuriken. You create three fire shuriken if you are 1st to 6th level, six if you are 7th to 12th level, and nine if you are 13th level or higher.

You can throw three fire shuriken as an action, they have the finesse, light, and thrown properties, and a range of 20 feet. but all three must target the same creature. If you create more than three shuriken, you can throw the remaining shuriken on subsequent rounds.

A single fire shuriken deals 1d4 points of fire damage. If you score a critical hit, the shuriken damage is doubled and the fire deals another 1d8 of fire damage.

Do not apply your Strength or Dexterity modifier to the shuriken damage. If you are making an attack with at least half cover, add 1d8 to the damage."

Alter Self

2nd-level transmutation; Casting Time: 1 action; Range: Self; Components: V, S; Duration: Concentration, up to 1 hour;

"You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

  • Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
  • Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
  • Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it."
Detect Thoughts

2nd-level divination; Casting Time: 1 action; Range: Self; Components: V, S, M (a copper piece); Duration: Concentration, up to 1 minute;

"For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range."

Locate Object

2nd-level divination; Casting Time: 1 action; Range: Self; Components: V, S, M (a forked twig); Duration: Concentration, up to 10 minutes;

"Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object."

Mind Spike

2nd-level divination; Casting Time: 1 action; Range: 60 feet; Components: S; Duration: Concentration, up to 1 hour;

"You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd."

See Invisibility

2nd-level divination; Casting Time: 1 action; Range: Self; Components: V, S, M (a pinch of Talc and a small sprinkling of powdered silver); Duration: 1 hour;

"For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent."

Aganazzar's Scorcher

2nd-level evocation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a red dragon's scale); Duration: Instantaneous;

"A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd."

Blur

2nd-level illusion; Casting Time: 1 action; Range: Self; Components: V; Duration: Concentration, up to 1 minute;

"Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight."

Continual Flame

2nd-level evocation; Casting Time: 1 action; Range: Touch; Components: V, S, M (ruby dust worth 50 gp, which the spell consumes); Duration: Until dispelled;

"A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched."

Darkness

2nd-level evocation; Casting Time: 1 action; Range: 60 feet; Components: V, M (bat fur and a drop of pitch or piece of coal); Duration: Concentration, up to 10 minutes;

"Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."

Darkvision

2nd-level transmutation; Casting Time: 1 action; Range: Touch; Components: V, S, M (either a pinch of dried carrot or an agate); Duration: 8 hours;

"You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet."

Dragon's Breath

2nd-level transmutation; Casting Time: 1 bonus action; Range: Touch; Components: V, S, M (a hot pepper); Duration: Concentration, up to 1 minute;

"You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd."

Enlarge/Reduce;

2nd-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a pinch of powdered iron); Duration: Concentration, up to 1 minute;

"You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1)."

Flame Blade

2nd-level evocation; Casting Time: 1 bonus action; Range: Self; Components: V, S, M (leaf of sumac); Duration: Concentration, up to 10 minutes;

"You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it 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 fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd."

Flaming Sphere

2nd-level conjuration; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron); Duration: Concentration, up to 1 minute;

"A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd."

Gust of Wind

2nd-level evocation; Casting Time: 1 action; Range: Self (60-foot line); Components: V, S, M (a legume seed); Duration: Concentration, up to 1 minute;

"A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you."

Heat Metal

2nd-level transmutation; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a piece of iron and a flame); Duration: Concentration, up to 1 minute;

"Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd."

Hold Person

2nd-level enchantment; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a small, straight piece of iron); Duration: Concentration, up to 1 minute;

"Choose a humanoid that you can see within range. The target 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 spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them."

Cloud of Daggers

2nd-level conjuration; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a sliver of glass); Duration: Concentration, up to 1 minute;

"You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd."

Invisibility

2nd-level illusion; Casting Time: 1 action; Range: Touch; Components: V, S, M (an eyelash encased in gum arabic); Duration: Concentration, up to 1 hour;

"A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."

Knock

2nd-level transmutation; Casting Time: 1 action; Range: 60 feet; Components: V; Duration: Instantaneous;

"Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object."

Levitate

2nd-level transmutation; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end); Duration: Concentration, up to 10 minutes;

"One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft."

Magic Mouth

2nd-level illusion (ritual); Casting Time: 1 minute; Range: 30 feet; Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes); Duration: Until dispelled;

"You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it."

Magic Weapon

2nd-level transmutation; Casting Time: 1 bonus action; Range: Touch; Components: V, S; Duration: Concentration, up to 1 hour;

"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon 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."

Maximilian's Earthen Grasp

2nd-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a miniature hand sculpted from clay); Duration: Concentration, up to 1 minute;

"You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.

As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either."

Protection from Poison

2nd-level abjuration; Casting Time: 1 action; Range: Touch; Components: V, S; Duration: 1 hour;

"You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage."

Pyrotechnics

2nd-level transmutation; Casting Time: 1 action; Range: 60 feet; Components: V, S; Duration: Instantaneous;

"Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it."

Rope Trick

2nd-level transmutation; Casting Time: 1 action; Range: Touch; Components: V, S, M (powdered corn extract and a twisted loop of parchment); Duration: 1 hour

"You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends."

Shadow Blade

2nd-level illusion; Casting Time: 1 bonus action; Range: Self; Components: V, S; Duration: Concentration, up to 1 minute;

"You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

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.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8."

Skywrite

2nd-level transmutation (ritual); Casting Time: 1 action; Range: Sight; Components: V, S; Duration: Concentration, up to 1 hour;

"You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early."

Snilloc's Snowball Swarm

2nd-level evocation; Casting Time: 1 action; Range: 90 feet; Components: V, S, M (a piece of ice or a small white rock chip); Duration: Instantaneous;

"A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point 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.

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."

Warding Wind

2nd-level evocation; Casting Time: 1 action; Range: Self; Components: V; Duration: Concentration, up to 10 minutes;

"A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.

The wind has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind."

3rd Level

Feng Shui

3rd-level divination (ritual); Casting Time: 1 action; Range: Touch or 50ft radius from self; Components: S; Duration: Instant;

"This spell is an improved version of detect harmony.

When cast, all the properties of detect harmony are gained. In addition, the caster gains special insight into the appropriate actions to counter or benefit from the influences of the area.

This second ability requires the caster to make an Intelligence saving throw. If he succeeds, he gains some valuable intuition. If he fails, he cannot decide on a clear course of action.

While correct, insights gained from the spell are generally vague and open to some intrepretation. For example, a shukenja casts a feng shui spell while standing in an old temple. He instantly detects the lingering aura of evil over the place.

Pondering hard (and making a successful saving throw), he decides that this evil could perhaps be counter-attacked if the temple were thoroughly cleansed through a purification ceremony.

Later, he casts the spell when setting up camp. Unknown to him, there is a kappa living in the district. Again making his saving throw, he realizes this site has bad feng shui and he would do better to set camp further away from the water."

Protection from Energy

3rd-level abjuration; Casting Time: 1 action; Range: Touch; Components: V, S; Duration: Concentration, up to 1 hour;

"For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder."

Steam Breath

3rd-level abjuration; Casting Time: 1 bonus action; Range: Self (15-foot cone); Components: V, S, M ( a glowing piece of charcoal doused with water); Duration: instantaneous;

"This spell allows you to expel a powerful breath of superheated steam, which billows forth from your mouth and fills a 15-foot cone with scalding clouds of mist.

Creatures within the cone take 6d6 points of fire damage. The steam clouds dissipate instantly after their damage is done.

This spell automatically fails on strong wind.

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."

Water Breathing

3rd-level transmutation (ritual); Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a short reed or piece of straw); Duration: 24 hours;

"This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration."

Water Walk

3rd-level transmutation (ritual); Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a piece of cork); Duration: 1 hour;

"This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round."

Clairvoyance

3rd-level divination; Casting Time: 10 minutes; Range: 1 mile; Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing); Duration: Concentration, up to 10 minutes;

"You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist."

Tongues

3rd-level divination; Casting Time: 1 action; Range: Touch; Components: V, M (a small clay model of a ziggurat); Duration: 1 hour;

"This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says."

Dispel Magic

3rd-level abjuration; Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Instantaneous;

"Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used."

Blink

3rd-level transmutation; Casting Time: 1 action; Range: Self; Components: V, S; Duration: 1 minute;

"Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so."

Call Lightning

3rd-level conjuration; Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Concentration, up to 10 minutes;

"A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd."

Counterspell

3rd-level abjuration; Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell; Range: 60 feet; Components: S; Duration: Instantaneous;

"You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used."

Erupting Earth

3rd-level transmutation; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (a piece of obsidian); Duration: Instantaneous"

"Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd."

Fear

3rd-level illusion; Casting Time: 1 action; Range: Self (30-foot cone); Components: V, S, M (a white feather or the heart of a hen); Duration: Concentration, up to 1 minute;

"You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and 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."

Fireball

3rd-level evocation; Casting Time: 1 action; Range: 150 feet; Components: V, S, M (a tiny ball of bat guano and sulfur); Duration: Instantaneous;

"A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

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."

Flame Arrows

3rd-level transmutation; Casting Time: 1 action; Range: Touch; Components: V, S; Duration: Concentration, up to 1 hour;

"You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd."

Fly

3rd-level transmutation; Casting Time: 1 action; Range: Touch; Components: V, S, M (a wing feather from any bird); Duration: Concentration, up to 10 minutes;

"You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd."

Haste

3rd-level transmutation; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a shaving of licorice root); Duration: Concentration, up to 1 minute;

"Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it."

Lightning Bolt

3rd-level evocation; Casting Time: 1 action; Range: Self (100-foot line); Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass); Duration: Instantaneous;

"A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd."

Magic Circle

3rd-level abjuration; Casting Time: 1 minute; Range: 10 feet; Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes); Duration: 1 hour;

"You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
  • When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd."

Meld into Stone

3rd-level transmutation (ritual); Casting Time: 1 action; Range: Touch; Components: V, S; Duration: 8 hours;

"You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered."

Nondetection

3rd-level abjuration; Casting Time: 1 action; Range: Touch; Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes); Duration: 8 hours;

"For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors."

Phantom Steed

3rd-level illusion (ritual); Casting Time: 1 minute; Range: 30 feet; Components: V, S; Duration: 1 hour;

"A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage."

Remove Curse

3rd-level abjuration; Casting Time: 1 action; Range: Touch; Components: V, S; Duration: Instantaneous;

"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded."

Sleet Storm

3rd-level conjuration; Casting Time: 1 action; Range: 150 feet; Components: V, S, M (a pinch of dust and a few drops of water); Duration: Concentration, up to 1 minute;

"Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration."

Summon Lesser Demons

3rd-level conjuration; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours); Duration: Concentration, up to 1 hour;

"You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

d6 Demons Summoned

1-2 Two demons of challenge rating 1 or lower

3-4 Four demons of challenge rating 1/2 or lower

5-6 Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons."

Thunder Step

3rd-level conjuration; Casting Time: 1 action; Range: 90 feet; Components: V; Duration: Instantaneous;

"You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd."

Wind Wall

3rd-level evocation; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (a tiny fan and a feather of exotic origin); Duration: Concentration, up to 1 minute;

"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it."

Wall of Water

3rd-level evocation; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a drop of water); Duration: Concentration, up to 10 minutes;

"You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.

Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it."

Wall of Sand

3rd-level evocation; Casting Time: 1 action; Range: 90 feet; Components: V, S, M (a handful of sand); Duration: Concentration, up to 10 minutes;

"You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there."

Tiny Servant

3rd-level transmutation; Casting Time: 1 minute; Range: Touch; Components: V, S; Duration: 8 hours;

"You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, 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 simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd."

Tidal Wave

3rd-level conjuration; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (a drop of water); Duration: Instantaneous;

"You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes."

Spirit Shroud

3rd-level necromancy; Casting Time: 1 bonus action; Range: Self; Components: V, S; Duration: Concentration, up to 1 minute;

"You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd."

Summon Fey

3rd-level conjuration; Casting Time: 1 action; Range: 90 feet; Components: V, S, M (a gilded flower worth at least 300 gp); Duration: Concentration, up to 1 hour;

"You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block."

Summon Shadowspawn

3rd-level conjuration, Casting Time: 1 action, Range: 90 feet, Components: V, S, M (tears inside a gem worth at least 300 gp), Duration: Concentration, up to 1 hour,

"You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block."

4th Level

Creeping Darkness

4th-level evocation; Casting Time: 1 action; Range: 100 ft; Components: V, S, M (a whisker from an old black cat and a tiny bottle of smoke captured on a moonless night); Duration: Concentration, up to 10 minutes;

"This spell creates a 20 ft radius, amorphous cloud of inky blackness.

You can shape and move the cloud as you desire during the duration of the spell if you maintain concentration on it and it remains within the range of the spell.

You can move it up to 20 feet per round. It can seep through the smallest cracks and float through the air, as you desire. Creatures whose visual organs are within the cloud cannot see by normal vision or darkvision, and magical or nonmagical light can't illuminate it.

The cloud also engulfs all sound within it, preventing creatures whose vocal organs are within the cloud from speaking, and those whose auditory organs are within the cloud from hearing. A moderate wind disperses the cloud in 1 minute; a strong wind disperses it immediately."

Dancing Blade

4th-level transmutation; Casting Time: 1 action; Range: 30 ft; Components: V, S, M (a tiny stick puppet); Duration: up to 1 minute;

"When you cast this spell, you cause a target sword to hover and fight in the air, defending the character you designate.

The sword must be either unattended or in the possession of the willing ally who will benefit from the spell. The sword fights using that character's base attack bonus and its base damage, with no adjustment for Strength or other ability scores.

If the character is not proficient with the sword, the sword suffers a -4 penalty on its attack rolls. The sword stays within 5 feet of the character you designate, and drops to the ground if that character is dying or dead. Controlling the sword requires no concentration, and the character can fight with another weapon at the same time.

The dancing blade prevents the character designated from being flanked. The character designated can order the sword to attack as a bonus action."

Sword of Deception

4th-level evocation; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a miniature replica of a sword and a set of loaded dice); Duration: Concentration, up to 1 minute;

"A blade made of pale green force appears and attacks opponents at a distance, as you direct it. It strikes the opponent you designate, starting with one attack as soon as the spell is cast. On the subsequent rounds, you can spend your action to order the blade to attack anyone within the spell range, centered on yourself, or, if you are a wu jen, you can spend 4 soul points to strike as a bonus action.

It strikes as a spell, not a weapon, so, for example, it can strike incorporeal creatures. The blade attacks as a spell attack. It rolls a critical hit on a 19-20. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one.

Your feats do not affect the weapon, but your lack of proficiency does not hinder it either. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

The blade delivers 4d6 of slashing damage, plus 5 of force damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th."

Elemental Bane

4th-level transmutation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute"

"Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them."

Wall of Bones

4th-level evocation; Casting Time: 1 action; Range: 90 feet; Components: V, S, M (a withered peach branch taken from a cemetery); Duration: Concentration, up to 10 minutes;

"This spell causes a wall of bones to erupt from the earth in whatever shape you desire, as long as it is solidly based on the ground.

You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick You cannot conjure the wall so that it occupies the same space as a creature or another object. The wall is not solid, having many small openings and gaps.

Creatures behind the wall have three-quarters cover against attacks from the other side of the wall. Creatures of Small size or smaller can slip and wriggle through the wall at a rate of 10 feet movement action.

Medium-size creatures can move through it - with a successful Dexterity (Acrobatics) check (DC 20) -allowing the creature to move 10 feet. A creature of any size that moves through the wall in this fashion takes 1d8 points of damage for every 10 feet traveled because of the sharp spikes and edges within the wall. Each 5-foot square has 10 hit points per 5 feet of thickness.

The wall takes only half damage from slashing and piercing weapons.

If a creature tries to break through the wall with a single attack, the DC for the Strength (Athletics) check is 17.

The wall is composed of bones of many different types of creatures, fused in bizarre angles. It cannot be animated by an animate dead spell, nor communicated with via speak with dead."

Arcane Eye

4th-level divination; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a bit of bat fur); Duration: Concentration, up to 1 hour;

"You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter."

Locate Creature

4th-level divination; Casting Time: 1 action; Range: Self; Components: V, S, M (a bit of fur from a bloodhound); Duration: Concentration, up to 1 hour;

"Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature."

Banishment

4th-level abjuration; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (an item distasteful to the target); Duration: Concentration, up to 1 minute;

"You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th."

Conjure Minor Elementals

4th-level conjuration; Casting Time: 1 minute; Range: 90 feet; Components: V, S; Duration: Concentration, up to 1 hour;

"You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

One elemental of challenge rating 2 or lower

Two elementals of challenge rating 1 or lower

Four elementals of challenge rating 1/2 or lower

Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot."

Control Water

4th-level transmutation; Casting Time: 1 action; Range: 300 feet; Components: V, S, M (a drop of water and a pinch of dust); Duration: Concentration, up to 10 minutes;

"Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex."

Fabricate

4th-level transmutation; Casting Time: 10 minutes; Range: 120 feet; Components: V, S; Duration: Instantaneous;

"You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects."

Fire Shield

4th-level evocation; Casting Time: 1 action; Range: Self; Components: V, S, M (a bit of phosphorus or a firefly); Duration: 10 minutes;

"Thin and wispy flames 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 flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield."

Greater Invisibility

4th-level illusion; Casting Time: 1 action; Range: Touch; Components: V, S; Duration: Concentration, up to 1 minute;

"You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person."

Guardian of Nature

4th-level transmutation; Casting Time: 1 bonus action; Range: Self; Components: V; Duration: Concentration, up to 1 minute;

"A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

  • Primal Beast.

Bestial fur covers your body, your facial features become feral, and you gain the following benefits: Your walking speed increases by 10 feet. You gain darkvision with a range of 120 feet. You make Strength-based attack rolls with advantage. Your melee weapon attacks deal an extra 1d6 force damage on a hit.

  • Great Tree.

Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: You gain 10 temporary hit points. You make Constitution saving throws with advantage. You make Dexterity- and Wisdom-based attack rolls with advantage. While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies"

Stone Shape

4th-level transmutation; Casting Time: 1 action; Range: Touch; Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object); Duration: Instantaneous;

"You touch a stone object of Medium size or smaller or a section of stone 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 large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone 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."

Stoneskin

4th-level abjuration; Casting Time: 1 action; Range: Touch; Components: V, S, M (diamond dust worth 100 gp, which the spell consumes); Duration: Concentration, up to 1 hour;

"This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage."

Storm Sphere

4th-level evocation; Casting Time: 1 action; Range: 150 feet; Components: V, S; Duration: Concentration, up to 1 minute;

"A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th."

Summon Greater Demon

4th-level conjuration; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours); Duration: Concentration, up to 1 hour;

"You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th."

Wall of Fire

4th-level evocation; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (a small piece of phosphorus); Duration: Concentration, up to 1 minute;

"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th."

Watery Sphere

4th-level conjuration; Casting Time: 1 action; Range: 90 feet; Components: V, S, M (a droplet of water); Duration: Concentration, up to 1 minute;

"You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.

Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes."

Ice Storm

4th-level evocation; Casting Time: 1 action; Range: 300 feet; Components: V, S, M (a pinch of dust and a few drops of water); Duration: Instantaneous;

"A hail of rock-hard ice 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 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

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."

Summon Elemental

4th-level conjuration; Casting Time: 1 action; Range: 90 feet; Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp); Duration: Concentration, up to 1 hour;

"You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block."

5th Level

Aiming At The Target

5th-level abjuration; Casting Time: 1 bonus action; Range: Self; Components: S; Duration: Concentration, up to 20 minutes;

"When you cast this spell,you increase you ability to concentrate on a spell you have already cast.

You can cast this spell while maintaining concentration on another spell.

You gain +10 bonus to Concentration checks, and its effect lasts as long as you concentrate on the other spell."

Commune With Spirit

5th-level divination; Casting Time: 10 minutes; Range: 10 ft; Components: V, S, M (incense and a small offering worth 25 gp); Duration: up to 1 minute;

"You contact a local spirit—any spirit creature. You must know the identity of the spirit (which you can learn through the trance spell), and you must be within 10 feet of the spirit's location. You can ask one question per level, but you must ask questions that can be answered by a simple yes or no. The answers given are correct within the limits of the spirit's knowledge.

"Unclear" is a legitimate answer, because even the greatest spirits are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the spirit's interests, the DM should give a short phrase (five words or less) as an answer instead. Unasked questions are wasted if the duration expires. Spirits usually answer questions literally and do not volunteer any information. If the spirit's alignment is different from yours, the spirit gets a Wisdom saving throw against your spell save DC to resist the spell.

If the spirit has been subject to commune with spirit within the past week, the new spell fails. Good spirits generally try to be helpful in answering questions, while evil spirits always try to distort the information they give (though they generally give literally truthful answers).

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you increase the spell's duration for 1 minute, for each spell slot higher than 5th."

Fire Breath

5th-level abjuration; Casting Time: 1 bonus action; Range: Self; Components:V, S; Duration: 10 minutes;

"You gain the ability to breathe a hurling ball of flame as an action, once per turn for the duration of the spell.

The flame targets one creature within 15 feet of you, and you must succeed at a spell attack to affect the target.

If you succeed, the target takes 4d10 points of fire damage. Combustible objects the target is wearing are ignited.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th."

Giant Size

5th-level transmutation; Casting time: 1 action; Range: 30 feet; Components:V, S, M (a dragon's scale or a giant's hair strand); Duration:Concentration, up to 1 minute;

"You cause a willing creature within range to grow to a much larger size. The creature's size triples in all directions, and its weight is multiplied by 64. This growth increases its size by two categories — from Medium to Huge, for example. If there isn't enough room for the target to triple its size, the target attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength and Constitution checks and Strength and Constitution saving throws and can treat a d20 roll of 9 or lower as a 10 for Strength and Constitution checks saving throws.

Everything the creature is wearing or carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 2d6 extra damage, and the weapon's reach increases by 5 feet.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the creature's size doubles again in all directions (for a total of 6 times the creature's original size), its weight is multiplied by 2 (for a total of 128 times the creature's original weight), and its size increases by an additional category (for a total of three categories larger than the creature's original size). The target gets a +2 AC bonus. The target's speed is reduced by 5 feet. When the target makes a Strength or Constitution check or saving throw on which it has advantage, it rolls the d20 three times instead of twice. The extra damage granted by this spell increases to 3d8.

When you cast this spell using a spell slot of 9th level, the creature's size doubles again in all directions (for a total of 12 times the creature's original size), its weight is multiplied by 2 again (for a total of 256 times the creature's original weight), and its size increases by an additional category (for a total of four categories larger than the creature's original size). The target gets a +3 AC bonus. The target's speed is reduced by 10 feet. When the target makes a Strength or Constitution check or saving throw on which it has advantage, it rolls the d20 three times instead of twice. The extra damage granted by this spell increases to 4d10, and an affected weapon's reach increases by an additional 5 feet, for a total of 10 feet of extra reach."

Reincarnate

5th-level transmutation; Casting Time: 1 hour; Range: Touch; Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes); Duration: Instantaneous;

"You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

Reincarnate Races

  • d100 Race
  • 01-04 Dragonborn
  • 05-13 Dwarf, hill
  • 14-21 Dwarf, mountain
  • 22-25 Elf, dark
  • 26-34 Elf, high
  • 35-42 Elf, wood
  • 43-46 Gnome, forest
  • 47-52 Gnome, rock
  • 53-56 Half-elf
  • 57-60 Half-orc
  • 61-68 Halfling, lightfoot
  • 69-76 Halfling, stout
  • 77-96 Human
  • 97-00 Tiefling

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly."

Servant Horde

5th-level conjuration; Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a small stick crossbar to which many lengths of knotted thread are attached); Duration: 8 hours;

"This spell creates 2d6 + 1 numbers of invisible, mindless, shapeless forces that perform simple tasks at your command.

They can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. They can also be used for common laboring tasks, provided that you carefully direct them. They could serve at a banquet, help dig earthworks, row a ship, act as porters, or assist in a farmer's fields.

Each servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command one servant to clean the floor and then turn your attention elsewhere as long as you remain within range.

Servants can open only normal doors, drawers, lids, and so forth.

They have an effective Strength score of 2 (so they can lift 20 pounds or drag 100 pounds). They can trigger traps and such, but they can exert only 20 pounds of force, and that is not enough to activate certain pressure plates and other devices.

Their speed is 15 feet. The servants cannot attack in any way; they are never allowed an attack roll.

They cannot be killed, but they dissipate if they take 6 points of damage from area attacks. (They get no saves against attacks).

If you attempt to send a servant beyond the spell's range (measured from your current position), that servant ceases to exist."

Spirit Self

5th-level necromancy; Casting Time: 1 action; Range: Self; Components: V, S, M (a small prayer wheel); Duration: 2 hours;

"This spell allows you to send your spirit outside your body in an incorporeal form, while maintaining some semblance of life in your physical body.

Your spirit has a speed of 90 feet, but it cannot move more than 200 feet from your body. Your spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can.

A Commune with Spirits spell can be used to contact you, you cannot see creatures protected by invisibility to spirits, and you are warded by a protection from spirits spell. Your spirit can cast spells that have only verbal components, but it cannot otherwise attack or affect the physical world.

Your body, meanwhile, assumes a half-awake state. In your spirit form, you can issue commands to your body as long as you are within 5 feet of it. It can take only simple actions—walking, talking (in a slow, slurred fashion), or eating. It is not helpless, but it can only take partial actions.

It loses its Dexterity bonus to AC (if any), and foes gain a +2 bonus on attack rolls against it. Damage taken by either your spirit or your body is subtracted from your hit point total. If either your spirit or your body is destroyed, you die.

If your body moves more than 200 feet from you, and your spirit is unable to follow (because of a protection from spirits spell or some other reason), you die. If you are otherwise prevented from returning to your body at the expiration of the spell, you die."

Summon Wind

5th-level transmutation; Casting Time: 10 minutes; Range: see text; Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes); Duration: Instantaneous;

"You send a message or sound on the wind to up to 15 creatures that you identify while casting the spell.

The specific identity of each recipient need not be known, but you must be able to distinguish them by their position or some feature other than race or character class.

For example, you could send the message to the soldiers of your palace guard or to the governors of all the provinces in the empire. The summoning wind travels to each recipient, provided that it can find a way from you to their locations. (It can't pass through walls, for instance).

The summoning wind is as gentle and unnoticed as a zephyr until it reaches the recipients. It then delivers its whisper-quiet message or other sound and dissipates.

You can prepare the spell to bear a message of up to twenty-five words, cause the spell to deliver other sounds for 1 minute, or merely have the summoning wind seem to be a faint stirring of the air. You can likewise cause the summoning wind to move as slowly as one mile per hour or as quickly as one mile per 10 minutes.

This spell has no range, the caster can send his message across great distances, being stopped only by vacuum of wildspace.

When the spell reaches its objective, it swirls and remains until the message is delivered. As with magic mouth, summoning wind cannot speak verbal components, use command words, or activate magical effects.

This spell is commonly used to rally troops, send warnings, or disseminate proclamations."

Wood Rot

5th-level transmutation; Casting Time: 1 action; Range: Touch; Components: V, S, M (a live termite); Duration: Instantaneous;

"Any wood item or plant creature you touch becomes instantaneously rotted, decayed, and worthless, effectively destroyed.

If the item is so large that it cannot fit within a 15-foot radius, a 15-foot-radius volume of the wood is rotten and destroyed.

Wooden magic items are immune to this spell.

You may employ wood rot in combat with a successful spell attack. Wood rot used in this way instantaneously destroys 1d6 points of Armor Class gained from wooden armor or shields (up to the maximum amount of protection the armor offered). Weapons in use by an opponent targeted by the spell are more difficult to grasp, thus requiring a DC 20 Dexterity (Sleight of Hand) check, before making the spell attack against the weapon's owner AC. A wooden or wooden-hafted weapon that is hit is destroyed.

Striking at an opponent's weapon provokes an opportunity attack. Also, you must touch the weapon and not the other way around.

Against plant creatures, wood rot instantaneously deals 3d6 + 5 points of necrotic damage per successful attack."

Animate Objects

5th-level transmutation; Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Concentration, up to 1 minute;

"Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 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.

Animated Object Statistics

  • Size HP AC Attack Str Dex
  • Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
  • Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
  • Medium40 13 +5 to hit, 2d6 + 1 damage 10 12
  • Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
  • Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th."

Contact Other Plane

5th-level divination (ritual); Casting Time: 1 minute; Range: Self; Components: V; Duration: 1 minute;

"You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer."

Legend Lore

5th-level divination; Casting Time: 10 minutes; Range: Self; Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each); Duration: Instantaneous;

"Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

Scrying

5th-level divination; Casting Time: 10 minutes; 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); Duration: Concentration, up to 10 minutes;

"You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge of Target

Knowledge Save 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

Connection Save Modifier

  • Likeness or picture -2
  • Possession or garment -4
  • Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move."

Wrath of Nature

5th-level evocation; Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Concentration, up to 1 minute;

"You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

  • Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
  • Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
  • Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
  • Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone."
Wall of Stone

5th-level evocation; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (a small block of granite); Duration: Concentration, up to 10 minutes;

"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends."

Steel Wind Strike

5th-level conjuration; Casting Time: 1 action; Range: 30 feet; Components: S, M (a melee weapon worth at least 1 sp); Duration: Instantaneous;

"You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed."

Planar Binding

5th-level abjuration; Casting Time: 1 hour; Range: 60 feet; Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes); Duration: 24 hours;

"With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot."

Cone of Cold

5th-level evocation; Casting Time: 1 action; Range: Self (60-foot cone); Components: V, S, M (a small crystal or glass cone); Duration: Instantaneous;

"A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

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."

Control Winds

5th-level transmutation; Casting Time: 1 action; Range: 300 feet; Components: V, S; Duration: Concentration, up to 1 hour;

"You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.

  • Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
  • Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
  • Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal."
Immolation

5th-level evocation; Casting Time: 1 action; Range: 90 feet; Components: V; Duration: Concentration, up to 1 minute;

"Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash."

Maelstrom

5th-level evocation; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (paper or leaf in the shape of a funnel); Duration: Concentration, up to 1 minute;

"A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center."

Mislead

5th-level illusion; Casting Time: 1 action; Range: Self; Components: S; Duration: Concentration, up to 1 hour;

"You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings."

Conjure Elemental

5th-level conjuration; Casting Time: 1 minute; Range: 90 feet; Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water); Duration: Concentration, up to 1 hour;

"You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the elemental's statistics.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th."

Transmute Rock

5th-level transmutation; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (clay and water); Duration: Until dispelled;

"You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration. The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage."

Summon Celestial

5th-level conjuration; Casting Time: 1 action; Range: 90 feet; Components: V, S, M (a golden reliquary worth at least 500 gp); Duration: Concentration, up to 1 hour;

"You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block."

6th Level

Transfix

6th-level enchantment; Casting Time: 1 action; Range: 100 ft; Components: V, S, M (a few of your hairs, fingernail parings, or flakes of skin); Duration: See text;

"This spell causes humanoids of Medium-size or smaller within a 10 feet area to make a Wisdom saving throw. On a failed save, they freeze in place, standing helpless as if affected by the hold person spell.

When casting the spell, you must specify some condition that must be met to release the victims—""Wait here until I return"", or ""Stay here for all eternity!"" for example. You may specify any condition, however implausible, but the spell ends as soon as that condition is met.

For every hour the creatures are transfixed, they can attempt another saving throw. The spell affects an area, not (directly) the creatures in it, so creatures that are removed from the area are freed from the spell's effects, and humanoids of Medium-size or smaller that enter the area must make a successful saving throw or become transfixed.

If all affected creatures are freed from the spell, the spell ends and additional creatures entering the area are not affected."

Wind Walk

6th-level transmutation; Casting Time: 1 minute; Range: 30 feet; Components: V, S, M (fire and holy water); Duration: 8 hours;

"You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance."

Find the Path

6th-level divination; Casting Time: 1 minute; Range: Self; Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find); Duration: Concentration, up to 1 day;

"This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as ""a green dragon's lair""), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination."

True Seeing

6th-level divination; Casting Time: 1 action; Range: Touch; Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell); Duration: 1 hour;

"This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet."

Bones of the Earth

6th-level transmutation; Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Instantaneous;

"You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th."

Chain Lightning

6th-level evocation; Casting Time: 1 action; Range: 150 feet; Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins); Duration: Instantaneous;

"You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th."

Conjure Fey

6th-level conjuration; Casting Time: 1 minute; Range: 90 feet; Components: V, S; Duration: Concentration, up to 1 hour;

"You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fey creature's statistics.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th."

Create Homunculus

6th-level transmutation; Casting Time: 1 hour; Range: Touch; Components: V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp); Duration: Instantaneous;

"While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.

The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails."

Flesh to Stone

6th-level transmutation; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a pinch of lime, water, and earth); Duration: Concentration, up to 1 minute;

"You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, 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 successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone 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 petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed."

Heroes' Feast

6th-level conjuration; Casting Time: 10 minutes; Range: 30 feet; Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes); Duration: Instantaneous;

"You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours."

Investiture of Flame

6th-level transmutation; Casting Time: 1 action; Range: Self; Components: V, S; Duration: Concentration, up to 10 minutes;

"Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:

You are immune to fire damage and have resistance to cold damage. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one."

Investiture of Ice

6th-level transmutation; Casting Time: 1 action; Range: Self; Components: V, S; Duration: Concentration, up to 10 minutes;

"Until the spell ends, ice rimes your body, and you gain the following benefits:

You are immune to cold damage and have resistance to fire damage. You can move across difficult terrain created by ice or snow without spending extra movement. The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn."

Investiture of Stone

6th-level transmutation; Casting Time: 1 action; Range: Self; Components: V, S; Duration: Concentration, up to 10 minutes;

"Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn."

Investiture of Wind

6th-level transmutation; Casting Time: 1 action; Range: Self; Components: V, S; Duration: Concentration, up to 10 minutes;

"Until the spell ends, wind whirls around you, and you gain the following benefits:

Ranged weapon attacks made against you have disadvantage on the attack roll. You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube."

Tenser's Transformation

6th-level transmutation; Casting Time: 1 action; Range: Self; Components: V, S, M (a few hairs from a bull); Duration: Concentration, up to 10 minutes;

"You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:

You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. You have advantage on attack rolls that you make with simple and martial weapons. When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. You have proficiency with all armor, shields, simple weapons, and martial weapons. You have proficiency in Strength and Constitution saving throws. You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion."

Wall of Thorns

6th-level conjuration; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (a handful of thorns); Duration: Concentration, up to 10 minutes;

"You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. 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.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

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 7d8 slashing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th."

Wall of Ice

6th-level evocation; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (a small piece of quartz); Duration: Concentration, up to 10 minutes;

"You create a wall of ice on a solid surface within range. 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-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th."

Move Earth

6th-level transmutation; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand); Duration: Concentration, up to 2 hours;

"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it."

Summon Fiend

6th-level conjuration; Casting Time: 1 action; Range: 90 feet; Components: V, S, M (humanoid blood inside a ruby vial worth at least 600 gp); Duration: Concentration, up to 1 hour;

"You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block."

7th Level

Body Outside Body

7th-level conjuration; Casting Time: 1 action; Range: 10 ft; Components: V, S, M (a few of your hairs, fingernail parings, or flakes of skin); Duration: 1 minute;

"This spell creates up to 5 indistinguishable duplicates of you, all of which share your ability scores, personality, class levels, skills, feats, and memories.

They carry the same arms, armor, and equipment as you do (but only have mundane versions of any magic gear), and they cannot cast spells or use any spell completion or spell trigger items. They are friendly toward each other and your companions and will follow any order you give them (even actions that you wouldn't normally do yourself, such as charging a dragon or jumping off a cliff).

The duplicates you create each have one-quarter of your hit point total at the time of casting and take damage as normal in combat.

If a duplicate is slain, it disappears and you take 15 points of damage.

At the end of the spell's duration, all remaining duplicates (and any equipment created with them) disappear without dealing damage to you."

Energy Immunity

7th-level abjuration; Casting Time: 1 action; Range: Touch; Components: V, S; Duration: Concentration, up to 1 hour;

"For the duration, the willing creature you touch has immunity to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Energy immunity absorbs only damage, so the recipient could still suffer side effects such as drowning in acid, or becoming immobilized in ice.

Energy immunity overlaps protection from energy and resist energy. So long as energy immunity is in effect, other spells absorb no damage."

Power Word Pain

7th-level enchantment; Casting Time: 1 action; Range: 60 feet; Components: V; Duration: Instantaneous;

"You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends."

Sword of Darkness

7th-level necromancy; Casting Time: 1 action; Range: 120 feet; Components: V, S, M (a miniature replica of a sword, which breaks when the spell is cast, and iron ore); Duration: Concentration, up to 1 minute;

"A sentient, Lawful Evil, blade made of pure negative energy appears and attacks opponents at a distance, as you direct it.

It strikes the opponent you designate, starting with one attack as soon as the spell is cast. On the subsequent rounds, you can spend your bonus action to order the blade to attack anyone within the spell range, centered on yourself.

It strikes as a spell, not a weapon, so, for example, it can strike incorporeal creatures.

The blade attacks as a spell attack and bestows one exhaustion level per hit.

It rolls a critical hit on a 19-20 and bestows two exhaustion levels with a critical hit.

If the sword strikes an undead creature, it gives that creature 5 temporary hit points per level (maximum 25 temporary hit points) for 1 hour.

The weapon always strikes from your direction.

It does not get a flanking bonus or help a combatant get one.

Your feats do not affect the weapon, but your lack of proficiency does not hinder it either.

If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

The blade delivers 8d8 of slashing damage, plus 10 of necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 of slashing damage, plus 5 necrotic damage for each slot level above 7th."

Create Magen

7th-level transmutation; Casting Time: 1 hour; Range: Touch; Components: V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed); Duration: Instantaneous;

"While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics.

When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.

Any magen you create with this spell obeys your commands without question."

Delayed Blast Fireball

7th-level evocation; Casting Time: 1 action; Range: 150 feet; Components: V, S, M (a tiny ball of bat guano and sulfur); Duration: Concentration, up to 1 minute;

"A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th."

Etherealness

7th-level transmutation; Casting Time: 1 action; Range: Self; Components: V, S; Duration: Up to 8 hours;

"You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell."

Fire Storm

7th-level evocation; Casting Time: 1 action; Range: 150 feet; Components: V, S; Duration: Instantaneous;

"A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell."

Plane Shift

7th-level conjuration; Casting Time: 1 action; Range: Touch; Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence); Duration: Instantaneous;

"You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence."

Regenerate

7th-level transmutation; Casting Time: 1 minute; Range: Touch; Components: V, S, M (a prayer wheel and holy water); Duration: 1 hour;

"You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump."

Reverse Gravity

7th-level transmutation; Casting Time: 1 action; Range: 100 feet; Components: V, S, M (a lodestone and iron filings); Duration: Concentration, up to 1 minute;

"This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down."

Whirlwind

7th-level evocation; Casting Time: 1 action; Range: 300 feet; Components: V, M (a piece of straw); Duration: Concentration, up to 1 minute;

"A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction."

Simulacrum

7th-level illusion; Casting Time: 12 hours; Range: Touch; Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell); Duration: Until dispelled;

"You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed."

Prismatic Spray

7th-level evocation; Casting Time: 1 action; Range: Self (60-foot cone); Components: V, S; Duration: Instantaneous;

"Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

  1. 1-Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
  2. 2-Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
  3. 3-Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
  4. 4-Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
  5. 5-Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
  6. 6-Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
  7. 7-Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
  8. 8-Special. The target is struck by two rays. Roll twice more, rerolling any 8."


Dream of the Blue Veil

7th-level conjuration; Casting Time: 10 minutes; Range: 20 feet; Components: V, S, M (a magic item or a willing creature from the destination world); Duration: 6 hours;

"You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.

The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported."

8th Level

Finding the Center

8th-level abjuration; Casting Time: 1 bonus action; Range: Self; Components:S; Duration: 10 minutes;

"As aiming at the target, except that you no longer need to maintain conscious concentration on the spell you cast before this one.

Your unconscious mind maintains the concentration required for the spell.

You can take other actions, including movement, attacks, and even spellcasting, as normal.

The only way to disrupt your concentration on the other spell while finding the center is still in effect is to kill you or hamper your mind in some way (as through feeblemind, confusion, dominate person etc)"

Antimagic Field

8th-level abjuration; Casting Time: 1 action; Range: Self (10-foot radius); Components: V, S, M (a pinch of powdered iron or iron filings); Duration: Concentration, up to 1 hour;

"A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

  • Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
  • Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
  • Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
  • Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
  • Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
  • Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
  • Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other."
Control Weather

8th-level transmutation; Casting Time: 10 minutes; Range: Self (5-mile radius); Components: V, S, M (burning incense and bits of earth and wood mixed in water); Duration: Concentration, up to 8 hours;

"You take control of the weather within 5 miles 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 change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation

Stage Condition

  1. 1 Clear
  2. 2 Light clouds
  3. 3 Overcast or ground fog
  4. 4 Rain, hail, or snow
  5. 5 Torrential rain, driving hail, or blizzard

Temperature

Stage Condition

  1. 1 Unbearable heat
  2. 2 Hot
  3. 3 Warm
  4. 4 Cool
  5. 5 Cold
  6. 6 Arctic cold

Wind

Stage Condition

  1. 1 Calm
  2. 2 Moderate wind
  3. 3 Strong wind
  4. 4 Gale
  5. 5 Storm"
Demiplane

8th-level conjuration; Casting Time: 1 action; Range: 60 feet; Components: S; Duration: 1 hour;

"You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead."

Earthquake

8th-level evocation; Casting Time: 1 action; Range: 500 feet; Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay); Duration: Concentration, up to 1 minute;

"You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried."

Illusory Dragon

8th-level illusion; Casting Time: 1 action; Range: 120 feet; Components: S; Duration: Concentration, up to 1 minute;

"By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath."

Incendiary Cloud

8th-level conjuration; Casting Time: 1 action; Range: 150 feet; Components: V, S; Duration: Concentration, up to 1 minute;

"A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns."

Mighty Fortress

8th-level conjuration; Casting Time: 1 minute; Range: 1 mile; Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes); Duration: Instantaneous;

"A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent."

Summon Spirit

8th-level conjuration; Casting Time: 10 minutes; Range: Self; Components: V, S, M (a burning stick of incense and a gift that the spirit appreciated); Duration: Instantaneous;

"When cast, this spell summoned any spirit. To be successful, the caster was required to know the spirit being summoned. The summoned spirit appeared before the caster and if the caster was a helpful individual, the spirit was friendly. The spirit was not compelled to obey the caster; the spirit offered advice or assisted the caster by their own free will."

Tsunami

8th-level conjuration; Casting Time: 1 minute; Range: Sight; Components: V, S; Duration: Concentration, up to 6 rounds;

"A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground."

9th Level

Internal Fire

9th-level evocation; Casting Time: 1 action; Range: 60 feet; Components: V, S; Duration: instantaneous;

"This spell creates a deadly raging heat in the internal organs of a creature within range, causing it to burst into flame from the inside.

Death occurs instantly if the target has 100 or fewer life points. If it does not, the target must make a Constitution saving throw, with its DC set for 35. If it fails, death occurs instantly, if it passes it will take 20d12 fire damage, bypassing resistance and immunities.

A creature is not affected by this spell if it has no internal organs."

Foresight

9th-level divination; Casting Time: 1 minute; Range: Touch; Components: V, S, M (a hummingbird feather); Duration: 8 hours;

"You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends."

Astral Projection

9th-level necromancy; Casting Time: 1 hour; Range: 10 feet; Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes); Duration: Special;

"You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points."

Blade of Disaster

9th-level conjuration; Casting Time: 1 bonus action; Range: 60 feet; Components: V, S; Duration: Concentration, up to 1 minute;

"You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a wall of force."

Gate

9th-level conjuration; Casting Time: 1 action; Range: 60 feet; Components: V, S, M (a diamond worth at least 5,000 gp); Duration: Concentration, up to 1 minute;

"You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you."

Invulnerability

9th-level abjuration; Casting Time: 1 action; Range: Self; Components: V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes); Duration: Concentration, up to 10 minutes;

"You are immune to all damage until the spell ends."

Meteor Swarm

9th-level evocation; Casting Time: 1 action; Range: 1 mile; Components: V, S; Duration: Instantaneous;

"Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried."

Prismatic Wall

9th-level abjuration; Casting Time: 1 action; Range: 60 feet; Components: V, S; Duration: 10 minutes;

"A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall.

  1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
  2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
  3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
  4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
  5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
  6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
  7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects."
Storm of Vengeance

9th-level conjuration; Casting Time: 1 action; Range: Sight; Components: V, S; Duration: Concentration, up to 1 minute;

"A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical."

Time Stop

9th-level transmutation; Casting Time: 1 action; Range: Self; Components: V; Duration: Instantaneous;

"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it."

Wish

9th-level conjuration; Casting Time: 1 action; Range: Self; Components: V; Duration: Instantaneous;

"Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress."


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