Spells
1st Level
- Endure Cold/Endure Heat
- Personal Reading
- Metamorphose Liquids
- Reveal Doors
- Water to Wine
2nd Level
- Ancient Knowledge
- Avoid OF Planar Efffects
- Insatiable Thirst
- Past Life
- Wings of the Sea
3rd Level
- Attune Form
- Amanuensis
- Invisibility Sphere
- Know Customs
- Repel Water
- Reverse Healing
- Spirit Armor
- Tree
4th Level
- Body Clock
- Greater Mending
- Mordenkainen's Force Missiles
- Rary's Mnemonic Enhancer
- Spectral Sentry
5th Level
- Cloak of the Sea
- Darts of Life
- Dimensional Anchor
- Field of Resistance
- Righteous Wrath of the Faithful
6th Level
- Gemjump
- Glassee
- Invisible Stalker
- Starmantle
- Storm of Fire and Ice
- Stone Tell
- Summon Person
7th Level
- Adamantine Wings
- Chariot of Sustarre
- Glassteel
- Hovering Road
- Seven-Eyes
- Shadow Walk
8th Level
- Airboat
- Chain Dispel
- Gunther's Kaleidoscopic Strike
- Shadow Engines
- Uncontrolled Weather
9th Level
- Estate Transference
- Mystra's Miasma
- Spirit of Power
- Wish
- Wildfire
Reveal Doors
1st-level Divination
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S, M (Sand)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Wizard
When the caster sprinkles sand from their hand and speaks the words, all doors in the area of effect are outlined with a dim light whose color matches that of the sprinkled sand. The light is too dim to be noticed in bright light, and even in dim light can be difficult to distinguish. Furthermore, this light can be blocked by other objects. A trap door underneath some a carpet may be affected by the spell but remain unnoticed because the carpet blocks the light.
Water to Wine
1st-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (Holy Symbol)
- Duration: Instantaneous
- Classes: Cleric
Turns one wineskin worth of water into wine. The caster may choose red or white.
At Higher Levels. When cast using a spell slot 2nd level you can select an additional waterskin and turn that water into wine
Endure Cold/Endure Heat
1st-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 Hour
- Classes: Cleric, Druid
The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as -30 F.
or as high as 130 F. (depending on application) with no ill effect.
Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on.
The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an endure cold spell is cancelled by magical heat or fire as well as by magical cold).
The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resist fire or resist cold is cast upon the recipient.
Personal Reading
1st-level Divination
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric
This spell allows the priest to mathematically analyze personal information about one human or demihuman character and learn valuable facts about that character.
To cast this spell, the priest must know the subject's real name (the name the subject was given as a child) or the date and place of the character's birth. The priest analyzes this information and is able to build a rough picture of the character's life history and personal specifics.
The "historical" information discovered through this spell is generally vague. For example, the priest might learn that the subject was born in the woods and moved to the city only after hardship made his life untenable. Specific information is up to the DM.
The DM might provide some or all of the following information.
Metamorphose Liquids
1st-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M a drop of the liquid that the caster intends to create, which must be placed on the wizards tongue and consumed)
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock, Wizard
This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.
Magic liquids (such a potion) cannot be transmuted. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poisons already consumed.
Minor Disintegration
1st-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S,
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Wizard
The caster holds a small solid object made from a single material entirely on their hand, speaks the words, and the object disintegrates into dust which flows from their hand to the surface below.
This spell is primarily used to create dust from gems and metals for other spell components. The object to be disintegrated must be fully contained in the casters hand without being visible from any angle. A small coin could be turned to dust, but a very large one could not.
Past Life
2nd-level Divination
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 Hour
- Classes: Cleric, Warlock, Wizard
By touching the remains of a dead creature, this spell allows a caster to gain a mental image of the deceased's former appearance. The remains can be of any age and only a tiny fragment is required, such as a bone splinter or a strand of hair.
At Higher Levels. When cast using a spell slot 7th level, he is able to view the final minute of the subject's life from the subject's point of view.
When cast using a spell slot 9th level, a personal possession(a ring, favorite walking stick, etc.)may be substituted for bodily remains.
Wings of the Sea
2nd-level Divination
- Casting Time: 1 action
- Range: Touch
- Components: S, M(A drop of water.)
- Duration: 1 minute
- Classes: Druid, Ranger, Cleric, Sorcerer, Wizard
This spell increases the touched creature's swim speed by 30 feet. It has no effect on other modes of movement, nor does it give the subject a swim speed if it does not already have one.
Ancient Knowledge
2nd-level Divination
- Casting Time: 1 minute
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 Hour
- Classes: Bard, Sorcerer, Wizard
You tap the ancient knowledge of fate and fortune, giving you a greater ability to focus on a particularly difficult academic problem. Before making a Arcana, History, Investigation, Nature, Religion skill check, you can decide to discharge this spell as an reaction to give yourself a +3 on the skill check. Discharge the spell immediately ends the spell.
Avoid OF Planar Efffects
2nd-level Abjuration
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Druid, Sorcerer, Wizard
You gain a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes or other attributes of the plane itself.
Avoid planar effects provides protection from the 3d10 points of fire damage on a plane with the fire-dominant trait. Avoid planar effects lets a character breathe water on a water-dominant plane and be immune to suffocation on an earth-dominant plane.
A character protected by avoid planar effects can't be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character's normal hit point total. Negative-dominant planes don't deal damage or bestow negative levels to characters protected by avoid planar effects. In addition, some effects specific to a plane are negated by avoid planar effects.
In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells.
You can add additional protections for a cosmology you create. If you have an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage suffered by everyone on the plane.
The effects of gravity traits, alignment traits, and magic traits aren't negated by avoid planar effects, nor is the special entrapping trait that some planes have (Elysium and Hades in the D&D cosmology). The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or
extreme and nonnatural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, but it won't protect you if you walk into a pool of magma on that same plane.
Insatiable Thirst
2nd-level Enchantment
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
- Classes: Bard, Sorcerer, Wizard
This spell instills an uncontrollable desire to drink creature that you can see within range. The victim must make a Constitution saving thrown to avoid the effect. On a failed save, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous.
No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill for drinkable fluids.
At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target.
Attune Form
3rd-level Transmutation
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M, (A bit of stone or earth from your home plane)
- Duration: 8 Hours
- Classes: Cleric, Druid, Sorcerer, Wizard
This spell allows up to six willing creatures of your choice in range you to attune the to the plane you are currently on, negating harmful and negative natural effects of that plane.
Affected creatures gain the protections listed in the avoid planar effects spell.
Spirit Armor
3rd-level Conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M, (Special)
- Duration: 1 minute
- Classes: Druid, Sorcerer, Warlock, Wizard
This spell conjures spirits from another plane that surround the target. They weight nothing, add nothing to encumbrance, and do not interfere with casting or visibility. These spirits interpose themselves between their host and her nearby enemies. Anyone attempting to make an attack against the caster must make a Wisdom saving throw vs spell DC or instead attack the spirits. The spirits have AC 13 and hit points equal to 10 + caster level.
Additionally, depending on the material components there is an additional effect.
5 steel coins: earth elemental spirits surround the target, reducing damage by 1 from non magical weapon attacks.
10gp crystal: the spirits have AC 14
Fungus or lichen: the spirits are fey and shed a soft green light for 10 feet in all directions
Healing potion: spirits have additional hit points as if the potion was consumed.
Humanoid finger: the spirits those of the dead and impose a -1 against frightened saving throw of all enemies who can clearly see them
Water, fresh: the subject and their clothes are imbued with water, wetting skin and dampening clothes. Saving throw vs. fire effects are made at +1
Water, salt: the spirits are foggy and dense, creating an area of light fog for 10 feet
Amanuensis
3rd-level Transmutation (ritual)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M, (Materials necessary for copying spells from a spellbook (if appropriate).)
- Duration: 30 minutes
- Classes: Bard, Cleric, Sorcerer, Wizard
You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell only copies nonmagical text, not illustrations or magical writings (such as spell scrolls or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied.
The spell triggers (but does not copy) writing-based magic traps in the material being copied.
Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell's duration you may redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.
If this spell is used to copy a spell from a spellbook, you must provide the necessary costly materials as if you were copying it by hand (see Your Spellbook, page 114 of the Player's Handbook).
The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.
Invisibility Sphere
3rd-level Illusion
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S,
- Duration: Concentration, up to 10 minutes
- Classes: Bard, Sorcerer, Warlock, Wizard
This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the caster.
The center of the effect is mobile with the caster.
Those affected by this spell can see each other and themselves as if unaffected by the spell.
Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible.
Affected creatures (other than the caster) who attack negate the invisibility only for themselves.
If the caster of the spell attacks, the invisibility sphere ends.
Repel Water
3rd-level Abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a bit of wool, and a pound of oil or fat which must be massaged into the item)
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Wizard
When an article of clothing is enchanted with this spell it becomes unnaturally hydrophobic.
A shirt enchanted thusly could be submerged in a bucket and come out dry. While the intent was to create a wonderful raincoat, an unforeseen side affect is that enchanted items are very difficult to clean.
Most other fluids (alcohol, oil, blood, etc.) are repelled. Acids are not.
Know Customs
3rd-level Divination
- Casting Time: 1 action
- Range: 90 fee
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Cleric
This spell allows a caster to gain general knowledge of the customs, laws, and social etiquette of a tribe or village. The caster must be within 30 yards of a member of the tribe or village for the spell to have effect. The selected villager must possess the knowledge sought by the caster; for instance, he cannot be an infant, nor can he be mentally unstable or dead (although he can be asleep or unconscious).
The selected villager must make a Wisdom saving throw; if he succeeds, the spell fails.
On a failed save, the caster gains a general knowledge of the villager's local laws and customs, including those that apply to relevant tribal or clan types (such as customs observed by all giants). Typical information revealed by know customs includes common courtesies (outsiders must avert their eyes when addressing local officials), local restrictions (no animals or unaccompanied elves within the city limits), important festivals, and common passwords that are known by the majority of citizens (such as a phrase necessary to pass the guards at the main gate).
Additionally, the spell gives the caster a +1 to Charisma checks (Deception, Intimidation, Performance, Persuasion) to encounters with members of the relevant tribe or village.
Knowing the local laws and customs does not guarantee that the caster will conduct himself properly. Know customs is to be used as a guide; the DM is free to adjust the quality of information provided by a villager.
Tree
3rd-level Tranmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a twig from a tree)
- Duration: Concentration, up to 10 minutes
- Classes: Cleric, Druid, Sorcerer
By means of this spell, the caster is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with only a few limbs. Although the closest inspection cannot reveal that this plant is actually a person, and for all normal tests he is, in fact, a tree or shrub, the caster is able to observe all that goes on around him just as if he were in normal form.
The Armor Class and hit points of the plant are those of the caster. The caster can remove the spell at any time, instantly changing from plant to his normal form and having full capability for any action normally possible (including spellcasting). Note that all clothing and gear worn or carried change with the caster.
Reverse Healing
3rd-level Necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a twig from a tree)
- Duration: 1 minute
- Classes: Cleric, Sorcerer, Wizard
To cast this spell, the caster must draw their own blood onto their fingertip, speak the word, and touch the target.
The target must make a Constitution saving throw, on a failed save they take damage instead of gain life from all nonmagical healing.
Magic healing of 3rd level and below heals the very damage it deals, rendering it ineffective.
4th level healing spells will negate the spell instead of healing damage.
5th level healing spells and above will remove the spell in addition to their normal effects. A remove curse or dispel magic spell will also remove the effect.
At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
Mordenkainen's Force Missiles
4th-level evocation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
This spell creates a brilliant globe of magical energy that streaks forth from the caster hand to unerringly strike its target, much like a magic missile spell. The subject must be seen or otherwise detected in order to be targeted by this spell. The wizard creates two missile. Each missile inflicts 4d4 force damage to the target and then bursts in a 5-foot radius concussive blast that inflicts 4 force damage per missile.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates one more missile for each slot level above 4th.
Greater Mending
4th-level Abjuration
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
Working much like the mending spell, this spell is able to fix damaged (but not broken) objects that are simple in construction and huge in size. 300' cubic feet of congruent area may be repaired per casting. To cast the spell, the wizard must run their hands over the whole of the surface.
Example: a 20 foot section of a palisade wall (1' thick x 20' long x 15' high) that was damaged by a catapult can be made new again, or a 4' section of a stone wall (5' thick x 4' long x 15' high).
Body Clock
4th-level Transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (corn, water, glass bottle)
- Duration: 1 hour
- Classes: Cleric
Body clock affects a subject in the following ways.
-
The subject's need for sleep is reduced. For every hour that a subject sleeps, he is as refreshed as if he slept 10 hours. For every two hours that a subject sleeps during the spell (20 hours of rest), he regains hit points as if he spent a complete rest. However, wizards are not able to memorize spells; "real" time must pass for this to occur.
-
The subject's need to breathe is reduced. He breathes only 10% as often as normal for the duration of the spell, enabling him to hold his breath 10 times longer than normal and use less air in enclosed situations.
-
The subject can set an internal "alarm clock" to alert him when a specific amount of time has passed. The subject then hears a brief ringing in his ears, audible only to him. The ringing is loud enough to wake the subject. He can set as many internal alarm clocks as he wishes, as long as they all occur within the duration of the spell. the spell has no effect on movement, spellcasing, or any other normal activities.
Rary's Mnemonic Enhancer
4th-level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (n ivory plaque of at least 100 gp value, and ink consisting of squid secretion with either black dragon's blood or giant slug digestive juice, which the spell consumes)
- Duration: 1 day
- Classes: Wizard
By means of this spell, the wizard is able to memorize, or retain the memory of, three additional spell levels (three 1st-level spells, or one 1st and one 2nd, or one 3rd-level spell), any material components for a spell must be acquired.
Spectral Sentry
4th-level Abjuration
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S
- Duration: 8 hours
- Classes: Sorcerer, Wizard
When cast, a spectral sentry is summoned into being. The sentry is composed of a whitish misty vapor that resembles a watchful soldier clad in chain mail with a spear, sword, axe, or mace.
The sentry is telepathically linked to the caster and will warn them (including a brief mental image) of any unusual activity within their range of sight.
The caster is woken, if asleep, up anytime the sentry reports back. The sentry has is never distracted, however it only warns of unusual activity.
Any target that enters the area warded by the sentry (not just seen by the sentry) may be attacked at the wizard's discretion.
A spectral sentry cast in city street at night would begin to alert the wizard as people woke up and started walking around town, but as people moving through the streets become the norm, the sentry stops reporting them. A sentry placed in the woods would probably be reporting back to the wizard fairly often as wildlife moves through the area.
The sentry can be dispelled at will as long as the mental connection between the two is established.
If you cast this spell again, any currently active Spectral Sentry you created with this spell are instantly destroyed.
Spectral Sentry
Medium, Any Alignment
- Armor Class 13
- Hit Points 33
- Speed 30 ft
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 12 (+1) 11 (+0) 14 (+2) 12 (+1)
- Skills Perception +8, Insight +4
- Senses Passive Perception 18
- Languages Common
Actions
Spectral attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) slashing damage.
Cloak of the Sea
5th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
- Classes: Druid, Sorcerer, Wizard
The subject retains his or her form but takes on a blue-green watery appearance.
While underwater, the subject functions as if affected by blur, freedom of movement, and water breathing and doesn't take nonlethal damage from water pressure or hypothermia for the duration of the spell.
When out of the water (or even partially out), the subject gains none of these advantages except water breathing. The subject can leave and reenter water without ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Field of Resistance
5th-level Abjuration
- Casting Time: 1 action
- Range: Self (20 feet radius)
- Components: V, S
- Duration: 1 minute
- Classes: Sorcerer, Wizard
The air in this spell's effect shimmers with arcane energy.
A buzzing sound echoes in your mind as the flow of magic into the affected area chokes off and ends.
This spell creates a zone that impedes the flow of magic.
The energy of this zone clings to creatures and objects, granting them a shield against spells.
Whenever a creatures in the spell's area take damage from a spells can reduce the damage of these by 10, as long as they remain in the area, (this reduction applies before the resistances).
Darts of Life
5th-level Abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
- Classes: Cleric
You create ten gently pulsing darts of pale blue light that orbit your head like ioun stones. As a reaction, you can launch one dart per round at an ally you designate within range. Alternatively, as a bonus action, you can launch up to three darts per round at one or more designated allies within range. As an action, you can launch all remaining orbs at one or more allies within range.
Each dart heals 1d8+ your spellcasting ability modifier hit points
Dimensional Anchor
5th-level Abjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Sorcerer, Warlock, Wizard
When a caster casts this spell, a green ray springs from his outstretched hand and unerringly strikes a creature within line of sight and the range of the spell, the target must succeed on a Charisma saving throw or covering the subject with a shimmering emerald field that completely blocks bodily extradimensional travel. Forms of movement barred by the dimensional anchor include blinking, dimension door, etherealness, gate, plane shift, maze, teleportation, and similar spell-like or psionic abilities.
The field persists for one minute and has no effect other than blocking extradimensional travel.
The dimensional anchor does not interfere with the movement of creatures in astral form, nor does it block extradimensional perception or attack forms such as a basilisk's gaze.
Righteous Wrath of the Faithful
5th-level Enchantment
- Casting Time: 1 action
- Range: Self (30-ft. radius)
- Components: V, S, M (holy symbol)
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Paladin
When a priest casts this spell, he fires his allies and companions with a divine madness or fury that greatly enhances their combat ability. Allies who are fighting on the side of the priest are affected as if they had received an aid spell, gaining a +1 bonus to attack rolls and saving throws, plus 1d8 additional hit points for the duration of the spell.
Allies who share the same faith (not just alignment) of the caster are transported into the righteous wrath; they gain one additional melee attack each round and a +2 bonus to saving throws and attack and damage rolls.
Characters in a state of divine frenzy are difficult to charm or hold. Against spells or effects that target the subject's mind or emotions, the saving throw bonus increases to +3.
When the spell ends, all remaining additional hit points are lost. Characters who fought under the righteous wrath find themselves extremely fatigued and the target can't move or take actions until after its next turn before exerting themselves again.
Storm of Fire and Ice
6th-level evocation
- Casting Time: 1 action
- Range: 400 feet
- Components: V, S
- Duration: 1 round
- Classes: Druid, Sorcerer, Wizard
You bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice. A shower of lava globs and hailstones rains down for 1 round, Each creature in a 20-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 6d6 Cold damage and 6d6 Fire damage on a failed save, or half as much damage on a successful one.
The cylinder provides concealment similar to fog cloud and also creatures in the cylinder have disadvantage on Wisdom (Perception) checks made to listen.
Movement costs within the area of the spell are doubled.
At the end of your next turn, the lava and ice disappear, leaving no lingering effects (other than the damage dealt).
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the Cold damage or the Fire damage (your choice) increases by 1d6 by for each slot level above 6th.
Starmantle
6th-level Abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A pinch of dust from a pixie's wing worth at least 20 gp)
- Duration: Concentration, up to 1 minute
- Classes: Bard, Sorcerer, Wizard
This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground. The cloak forms over the target's existing apparel and sheds light as a torch, although this is not the mantle's primary function.
The starmantle renders the wearer impervious to nonmagical weapon attacks and transforms any nonmagical weapon or missile that strikes it into harmless light, destroying it forever.
Contact with the starmantle does not destroy magic weapons or missiles, but the starmantle's wearer is entitled to a Dexterity saving throw (DC 15) each time he is struck by such a weapon; success indicates that the wearer takes only half damage from the weapon (rounded down).
Summon Person
6th-level Conjuration
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: 1 minute
- Classes: Sorcerer, Wizard
This spell summons one specific living person from wherever they are to in front of the caster. The target must make a Wisdom saving throw to avoid the affects of the spell. On a succes, they are aware that they were being summoned. The summoned person is not enthralled in any way and is free to act as they please. When the spells duration expires, the subject returns to their place of origin, along with, and only with, the objects they brought with them.
The person must be on the same plane of existence to be targeted.
If the person is touching or wearing anything of silver or lead, the spell fails. Coins in a pocket are not touching the person directly, but a cloak lined with silver threads does count as touching.
Stone Tell
6th-level Divination
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a drop of mercury and a bit of clay)
- Duration: 1 minute
- Classes: Cleric, Sorcerer, Wizard
When the priest casts a stone tell spell upon an area, the very stones speak and relate to the caster who or what has touched them as well as revealing what is covered, concealed, or simply behind them. The stones relate complete descriptions, if asked.
Note that a stone's perspective, perception, and knowledge may hinder this divination. Such details, if any, are decided by the DM.
Invisible Stalker
6th-level Conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (burning incense and a piece of horn carved into a crescent shape)
- Duration: Special
- Classes: Druid, Sorcerer, Wizard
This spell summons an invisible stalker from the Elemental Plane of Air.
This monster obeys and serves the spellcaster in performing whatever tasks are set before it. It is a faultless tracker within one day of the quarry's passing.
The invisible stalker follows instructions even if they send him hundreds or thousands of miles away and, once given an order, follows through unceasingly until the task is accomplished. However, the creature is bound to serve; it does not do so from loyalty or desire.
Therefore, it resents prolonged missions or complex tasks, and it attempts to pervert instructions accordingly. Invisible stalkers understand common speech but speak no language save their own.
Glassee
6th-level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small piece of crystal or glass)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Wizard
By means of this spell, the caster is able to make a section of metal, stone, or wood as transparent as glass to his gaze, or even make it into transparent material as explained hereafter.
Normally, the glassee spell can make up to 4 inches of metal, 6 inches of stone, and 20 inches of wood transparent. The spell will not work on lead, gold, or platinum.
The caster can opt to make the glassee work only for himself for the duration of the spell, or he can actually make a transparent area, a one-way window, in the material affected. Either case gives a viewing area 3 feet wide by 2 feet high. If a window is created, it has the strength of the original material.
Gemjump
6th-level Conjuration (ritual)
- Casting Time: 10 minutes
- Range: Unlimited
- Components: V, S, M (a gem worth at least 500 gp)
- Duration: Until dispelled
- Classes: Sorcerer, Wizard
You mutter over the iridescent, faceted gem. It twinkles in response, and you feel a strong link between you and the stone. When you speak the word, the two of you will be reunited.
You initially cast gemjump upon the gem, which you must touch. As an action any time after you prepare the stone, you can utter a command word and instantly teleport to the location of the gem, provided you and the stone are on the same plane.
The teleport is always on target (as though you are using a teleport spell). If the area containing the gem is too small for you, you appear in the nearest sufficiently large space.
You can transport, in addition to yourself, up to two willing Medium size or smaller within a range of 15 feet from you creatures with you, none of which can be carrying gear in excess of their carrying capacity.
Once you transport yourself with this effect, the spell ends.
Glassteel
7th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small piece of glass and a small piece of steel)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
The glassteel spell turns normal, nonmagical crystal Object or glass into a transparent substance that has the tensile strength and unbreakability of actual steel.
Only a relatively small volume of material can be affected (a maximum weight of 80 pounds), and it must form one whole object. The Armor Class of the substance is 17 and his tit points 25.
Seven-Eyes
7th-level Conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (Seven blessed gemstones worth at least 50gp each.)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Wizard
This spell conjures into existence seven magical orbs that float above the caster’s head in a ring about 5 feet in diameter. The eyes remain for 1 minute, or until the caster chooses to either expend the orb by using it in attack or defense. In addition, as long as at least one eye is still in existence, the caster gains 360° vision and 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, with a 60-foot range. The powers of each eye are described below.
Eye of the Mind. This orb protects the caster against mental attack, charm, or influence, including charm, beguiling, hold, and emotion effects. The first such attack is negated by the orb and destroys it in turn. If the wizard desires, as an bonus action the eye of the mind can instead be used to charm person like the 1st-level wizard spell Charm Person, although this also expends the orb.
Eye of the Sword. This eye deflects the first physical attack that endangers the caster, including unarmed strikes or missile attacks, and then disappears. The wizard can also employ the eye of the sword, as a bonus action the caster create five magical blades that strike as magic missiles for 1d4+1 points of damage each.
Eye of the Mage. One manifestation of raw energy, such as lightning, fire, force, cold, or a similar effect, is absorbed by the eye of the mage. As an action the eye can also project a 60-foot long by 5-foot wide lightning bolt each creature in the line must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. Either use expends the eye’s power.
Eye of Venom. This eye can be used to halt any one attack or effect that could poison the caster. In the case of an attacker armed with an envenomed weapon, the caster may decide to expend either the eye of venom or the eye of swords in order to block the attack. As an action the eye can also be used to poison one creature within 30 feet; the victim must make a Constitution saving throw or be poisoned for 1 minute, at the end of each turn you can repeat the save, in a succes it stops being poisoned by this spell.
Eye of the Spirit. The first attack that affects the victim’s life energy, including energy drain, strength drain, cause wounds, trap the soul, magic jar, or death is parried by the eye of the spirit. The wizard may instead choose to expend the eye’s power, as an action choose one target within 30 feet, the target must make a Constitution saving throw. The target takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. This has no effect on undead or constructs.
Eye of Artifice. This eye deflects and is destroyed by the first attack directed at the caster from a magical device. If the attack also takes a form that may be blocked by another eye (for example, the fireball from a Wand of Fireballs) the caster may choose which eye is expended. If used to attack instead, as an action the eye of artifice functions as a dispel magic cast at 3rd level.
Eye of Stone. This eye offers protection against the first attack that could petrify the caster and then vanishes. It can also be expended to cast hold person which lasts 1 round(without concentration).
Although any number of eyes can defend the wizard in the course of a single round, only one eye may be used to attack per round. When the caster uses an eye to attack, he may not cast a spell or employ another magical item in the same round; willing the eye to discharge its energies requires his complete concentration.
Adamantine Wings
7th-level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 hour
- Classes: Sorcerer, Wizard
You feel an instant of searing pain from your back, which swiftly fades into a sensation of ultimate freedom.
You sprout a pair of dull gleaming wings made of overlapping feathers of dark metal.
You grow a pair of adamantine wings.
The wings grant you a fly speed of 60 feet (or 40 feet if you wear medium or heavy armor).
If you are not flying, as part of the Attack action, you can replace one of your attacks to make one wing attack (as if they were simple weapons, with which you are proficient, that use the Strength modifier).
Each wing deals 2d6 of slashing damage (plus your Strength modifier). The wings are considered both magic and adamantine for the purpose of overcoming damage resistance and immunity to nonmagical adamantine attacks and damage.
As a bonus action, you can choose to launch the adamantine feathers as a burst of razor-sharp blades.
This attack takes the form of a 60-foot cone-shaped burst.
All creatures in the cone must make a Dexterity saving throw, a target takes 10d6 slashing damage on a failed save, or half as much damage on a successful one.
This action immediately ends the spell's duration.
Chariot of Sustarre
7th-level Evocation
- Casting Time: 1 action
- Range: 30-feet
- Components: V, S, M (a small piece of wood, two holly berries, and a fire source at least equal to a torch.)
- Duration: 12 hours
- Classes: Cleric
When this spell is cast, it brings forth a large, flaming chariot pulled by two fiery horses from the elemental plane of Fire. These appear in a clap of thunder amid a cloud of smoke. The vehicle moves at 100 feet on the ground, 200 feet flying, and can carry the caster and up to seven other creatures of man-size or less. The passengers must be touched by the caster to protect them from the flames of the chariot. Creatures other than the caster and his designated passengers sustain 2d4 of fire damage each round if they come within 5 feet of the horses or chariot. Such creatures suffer no damage if they evade the area by rolling successful saving throws vs. petrification, with Dexterity adjustments.
The caster controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, and turn left or right as he desires. Note that the chariot of Sustarre is a physical manifestation and can sustain damage. The vehicle and steeds are struck only by magical weapons or by water (one quart of which inflicts 1 point of damage). They have a 12 of AC, and each have 30 hit points. Naturally, fire has no effect upon either the vehicle or its steeds, but magical fires other than those of the chariot can affect the riders. Other spells, such as a successful dispel magic or divine word, will force the chariot back to its home plane, without its passengers.
The chariot can be summoned only once per week.
Hovering Road
7th-level Conjuration
- Casting Time: 1 action
- Range: 10-feet
- Components: V, S, M (a chunk of black marble and a loop of gold wire at leat 25 gp)
- Duration: 1 Hour
- Classes: Cleric
This spell enables the caster to create a magical 10-foot-wide road extending 10 feet in front of him. The caster can create an unbroken road for the duration of the spell, creating a 10-foot area ahead of him as long as he continues to move forward.
The road is approximately one foot thick and hovers in the air. It has the texture and color of black granite.
Characters and creatures can move on the hovering road at their normal movement rate, ignoring the effects of surrounding terrain.
The hovering road must originate from a solid surface. Once anchored, the caster controls the contour of the road, causing it to rise and fall as he wishes. The road can thus be used to traverse rivers (if the road is anchored on the shore), swamps, and similarly hostile terrain. The caster can cause the hovering road to rise over a jungle or cross a chasm.
The road has 10 AC. It is impervious to non-magical weapons. If the road suffers 100 points of damage (from magical weapons or other magical forces), it dissipates in a black mist; all those on the road fall to the ground below. Unless the road is destroyed, the entire hovering road remains intact from beginning to end for the duration of the spell, even if the caster is killed or incapacitated.
At the end of the spell's duration, the entire road dissipates.
Shadow Walk
7th-level Illusion
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 7 rounds
- Classes: Sorcerer, Warlock, Wizard
In order to use the shadow walk spell, the wizard must be in an area of heavy shadows. The caster and up to seven he touches are then transported to the edge of the Prime Material Plane where it borders the Demiplane of Shadow. In this region, the wizard can move at a rate of up to 7 miles per turn, moving normally on the borders of the Demiplane of Shadow but much more rapidly relative to the Prime Material Plane. Thus, a wizard can use this spell to travel rapidly by stepping onto the Demiplane of Shadow, moving the desired distance, and then stepping back onto the Prime Material Plane. The wizard knows where he will come out on the Prime Material Plane.
The shadow walk spell can also be used to travel to other planes that border on the Demiplane of Shadow, but this requires the potentially perilous transit of the Demiplane of Shadow to arrive at a border with another plane of reality.
Any creatures touched by the wizard when shadow walk is cast also make the transition to the borders of the Demiplane of Shadow. They may opt to follow the wizard, wander off through the plane, or stumble back into the Prime Material Plane (50% chance for either result if they are lost or abandoned by the wizard). Creatures unwilling to accompany the wizard into the Demiplane of Shadow must make a Charisma a saving throw, negating the effect if successful.
Airboat
8th-level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 8 hours
- Classes: Druid, Sorcerer, Wizard
This spell must be cast under a cloudy sky. The caster points at a cloud, which immediately descends toward him. As it comes closer, the cloud changes shape, becoming any sort of vessel imagined by the wizard a dragon-shaped galley, a one man dinghy etc.
Although the airboat is made of cloud, it feels solid and can support the weight of the caster plus up to eight willing creatures . It can fly at any speed up to 40 miles per hour a maximum of 90 miles per hour fast pace).
The caster maintains total telepathic control over the airboat speed and direction. While controlling the vessel, the wizard is able to perform other actions but may not cast other spells.
Chain Dispel
8th-level Abjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Wizard
You create coruscating bolt rips through the air, humming with power as it strikes a target of your choice that you can see within range. Four bolts then leap from that target to as many as four 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.
Each creature struck by this spell is affected as if by a targeted dispel magic, except that you can add your half caster level to the dispel check, up to a maximum of 20.
Shadow Engines
8th-level Illusion
- Casting Time: 1 action
- Range: 700 feet
- Components: V, S, (a finely detailed miniature model of a siege engine (of any type) at least 50 gp, which the spell consumes)
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Sorcerer, Wizard
This spell creates the illusion of as many as four siege engines. The casting priest may choose from ballistae, siege towers, catapults, rams, or any combination thereof. Like the creatures created by the spell shadow monsters, these illusory engines have at least a tenuous reality and can inflict damage on enemies.
Shadow engines are accompanied by illusory crews of the appropriate number and race. The engines can move at a rate of 20 yards per turn and are unaffected by terrain considerations. (The caster can choose to slow them when passing through rough terrain to aid the illusion of reality.)
Shadow engines cannot carry real troops. They can be fired at the same rate as real engines of the appropriate type, but a hit causes only one-half the damage normal for that type of engine (round down). A shadow engine remains in existence until the spell duration expires, until an enemy unit approaches within 30-feet, or until it suffers damage from an enemy missile attack.
When any of these conditions occur, the engine vanishes. If a single spell has created multiple engines, only the engine struck vanishes; the others remain.
The crew associated with a shadow engine must remain with that engine; it cannot move more than 15-feet away from the engine itself.
Shadow engines can move independently of other engines created by the spell as long as they remain within the area of effect and remain within 240 yards of the caster. The caster must maintain concentration to control the shadow engines. He cannot cast any other spells, and he is limited to a movement rate of 6. If the caster is struck for damage, the shadow engines vanish.
Gunther's Kaleidoscopic Strike
8th-level Evocation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Wizard
When the spell is cast, a thin beam of shimmering, kaleidoscopic light shoots from the wizards fingertips toward a creature that you can see within range. The victim must make a Wisdom saving thrown to resist the beam, on a failed save, the creature is subject to the spell's effects.
This spell has no effect on nonspellcasters, causing them no harm whatsoever. Creatures with innate spell-like abilities are also unaffected. Against wizards, druid and clerics, this spell can be devastating. It 'short-circuits' the arcane energy stored in a spellcaster's mind, wiping away a number of prepared spells. Lost spells must be prepared again.
The number of spells drained is equal to the 15 minus 1d17. Thus, a 15th-level wizard drains a maximum of 14 spells, but the spell drain depends on the die roll. After subtracting the die roll, any result of zero or a negative number indicates that the victim loses no spells.
Spells are drained from the caster prepared spells beginning with 1st-level spells and working up to higher level spells.
Any decision regarding which spell should be drained from a specific level should be determined randomly.
Uncontrolled Weather
8th-level Conjuration
- Casting Time: 1 minute
- Range: Self (5-mile radius)
- Components: V, S
- Duration: 8 hours
- Classes: Cleric, Druid, Wizard
This spell allows the caster to summon weather that is either appropriate or inappropriate to the climate and season of the region. The summoned effects are always dramatic--cool breezes or light fog will not appear. Instead, torrential floods will assault a desert, a heat wave will rage in polar wastelands, and tornadoes and hurricanes will rip across gentle landscapes. A blizzard might spring up in summer or a tornado might materialize in the winter.
The spellcaster has no influence over the weather pattern that emerges. He cannot control the area of effect or the duration of the weather.
Four turns after the spell is cast, the trend of the weather will become apparent--a sudden chill, gust of wind, overcast sky, etc.
The uncontrolled weather arrives on the fifth turn. Once the weather has arrived, it cannot be dispelled. If the spell is canceled by the caster before the beginning of the fifth turn, the weather slowly reverts to its original condition.
The effects of the spell are the decision of the DM. The effects should be grand and impressive. Following are suggested effects of the weather.
Torrential Rain/Blizzard: Visibility is reduced to 300-feet or less; travel is nearly impossible due to water or heavy snow on the ground.
Storm/Hurricanes: All flying creatures are driven from the skies; trees are uprooted; roofs are torn off; ships are endangered.
Heat Wave: Intense heat immediately causes ice bridges to melt; avalanches of snow and ice roll down mountains.
The DM determines the area of effect randomly. The maximum duration of the spell is one turn per level of the caster; however, the DM may cancel the effect after a shorter time.
Mystra's Miasma
9th-level Abjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (A small piece of quilted cloth, which must be soaked in water while the spell is cast.)
- Duration: Concentration, up to 1 minute
- Classes: Wizard
The spell conjures a 80-foot-radius forth a thick, billowing cloud of mist that functions as a fog cloud spell. In addition, the mist creates a "sinkhole" in the Weave, greatly reducing the power of spellcasters in that spot.
Each character within the area of Mystra's miasma must make a Wisdom save each time it tries to cast a spell, on a failed save the creature spends the action to cast the spell and the spell slot, having no effect, On a successful save, the spell is cast normally.
Additionally creatures within Mystra's Miasma, have disadvantage to their concentration check to maintain a spell.
Estate Transference
9th-level Abjuration
- Casting Time: 10 minutes
- Range: Special
- Components: V, S, M (the appropriate magical device (see the description of the spell))
- Duration: Instantaneous
- Classes: Wizard
This powerful spell allows a caster to transfer a large area of land in the Prime Material plane to any of the elemental planes.
Choose an area of terrain no larger than 9,000 square feet.
All buildings, people, and wildlife within the area of effect are also transported. The land forms a pocket of the Prime Material plane within the elemental plane.
The pocket is a sphere with a diameter equal to the diameter of the land.
The surface of the pocket allows creatures to enter or exit the pocket, but prevents the elements from entering the pocket.
Inside the pocket, the land is surrounded by air of a temperature matching that of the Prime Material plane at the moment the land was moved. In addition, a source of water is created within the pocket.
Before the spell is cast, the area to be moved must be surrounded by solid markers of material from the destination plane.Thus,if a wizard wants to move his castle to the Elemental plane of Fire,he must first surround the area with solid blocks of matter from the elemental plane of Fire; such as hardened magma or magically crystallized fire.The blocks must be spaced no more than five feet apart and may be placed above ground or under surface(at a depth of no more than three fee). The wizard must be within the area to be moved when he casts the spell.
When the land moves, a hemispherical crater is left behind in the Prime Material plane. Inside its pocket on the desired plane, the land continues its existence as if nothing changed, with the exception of occasional visits from planar creatures.
Any land that is moved in this manner can never again be moved with this spell.
The material component (in addition to the markers) is the appropriate magical device to control elementals of the desired plane (bowl commanding water elementals, brazier commanding fire elementals, censer controlling air elementals, or stone controlling earth elementals). The item must be permanently placed at the heart of the area of effect and cannot be used for any other purpose.
If the device is disturbed in any way, the spell immediately fails, allowing the energies of the elemental plane to flood into the protected area.
Spirit of Power
9th-level Evocation
- Casting Time: 1 minute
- Range: Special
- Components: V, S, M (The material component is an offering appropriate to the deity. The DM determines the exact nature of this offering)
- Duration: 1 hour
- Classes: Cleric
This cooperative spell is rarely used or spoken of, since its requirements are strict and the outcome is uncertain. The spell must be cast by six priests of the same faith.
All six must touch hands at the time of casting.
At the completion of the spell, the priests fall into a trance. The life essences of the priests leave their bodies and merge at a point within 10 feet of the casters. The spirits of the priests meld together to form the avatar of the priests' deity.
In this manner, the six characters become a single being with all the powers and abilities allowed to that avatar. The only stipulation is that the priests' deity cannot have created all avatars allowed to it at that moment. If this has happened, the spell fails and the priests are drained as described below.
If the spell succeeds, the priests have completely given their wills over to their deity, essentially forming the vessel into which it funnels power. In becoming the avatar, the priests retain the ability to make most of their own decisions. (The six must work in harmony or allow one of their number to decide all actions.) However, the deity can assume direct control of the avatar at any time it desires--the avatar is, after all, an earthly manifestation of the deity.
Although the spell has a duration of one hour, the deity is not obliged to release the priests at that time. If the priests are not released at the end of the spell's duration, they instantly die. A deity can choose to sacrifice its priests in order to maintain its avatar on the Prime Material plane.
Such a cruel and unjust action is almost never undertaken by good deities or those that have any respect for life, free will, or mercy. For dark and sinister gods, the question is much more uncertain. If a deity chooses to maintain the avatar longer than one hour, control of the avatar instantly and permanently passes to the DM. (Clearly, a DM should seldom if ever exercise this power.) While the priests are formed into the avatar, their bodies remain in a death like trance.
The priests have no idea what might be happening to their real bodies (unless the avatar can observe them).
Any damage to a cleric's body requires an instant Death saving throw. If successful, the damage is recorded normally, but the damage does not take effect until the spell ends (at which point the priest will almost certainly die). If the Death saving throw is failed, the character instantly dies and the spell ends. Characters who die in this manner cannot be raised, resurrected, or reincarnated. They have been taken to the ultimate reward (or punishment) for the service they have rendered. If the bodies are moved from their positions, the spell ends.
Even if the deity releases the cleric´s, they are left severely drained. All prepared spells are lost until the cleric can rest and perform his prayers once again. The physical drain leaves each priest with only 1 hit point upon awakening, regardless of the number of hit points the character had when the spell was cast. Since damage suffered during the spell takes effect instantly, any cleric who is hurt dies immediately (although quick action by others might save him). Each cleric who survives the spell will be bound by a quest (a duty that must be completed in exchange for calling upon their god).
Wildfire
9th-level Evocation
- Casting Time: 10 minutes
- Range: Special
- Components: V, S, M (the appropriate magical device (see the description of the spell))
- Duration: Instantaneous
- Classes: Druid
By means of this spell, the caster is able to channel raw magical energy through himself,shaping it into any form or effect he desires. The energy is similar in many ways to a wish spell, but has unique differences. Wildfire allows the caster to create the effect of any wizard spell of 8th level or lower. He need only have general knowledge of the spell and its effects; the spell does not need to be in his own spellbooks.
Any normal saving throws vs. the spell effects are made at a -2 penalty.
Wildfire can also be used in the creation of magical items. The energy created by the spell may be used to generate effects that are not created by known spells.
Wildfire can also be used to create items out of nothing. The magical energy can be shaped and hardened to form solid objects. These objects have a greenish, glowing tinge and radiate magic.These objects are stronger than steel yet possess almost no weight. They are immune to fire, cold, electricity, and all forms of magical attack except dispel magic and wish spells. Even if they are subjected to these spells, a saving throw is allowed (equal to the creator)
Wish
9th-level Conjuration
- Casting Time: 1 action
- Range: Unlimited
- Components: V
- Duration: Instantaneous
- Classes: Wizard
The wish spell is a more potent version of a limited wish. If it is used to alter reality with respect to damage sustained by a party, to bring a dead creature to life, or to escape from a difficult situation by lifting the spellcaster (and his party) from one place to another, it will not cause the wizard any disability. Other forms of wishes, however, cause the spellcaster to weaken your Strength drops to 3 and require 2d4 days of bed rest due to the stresses the wish places upon time, space, and his body.
Regardless of what is wished for, the exact terminology of the wish spell is likely to be carried out.
Casting a wish spell ages the caster five years.
Discretionary power of the DM is necessary in order to maintain game balance. For example, wishing another creature dead is grossly unfair; the DM might well advance the spellcaster to a future period in which the creature is no longer alive, effectively putting the wishing character out of the campaign.