Spells
This chapter presents an array of spells designed for use by characters and monsters alike. Some are used by those delving into secret or forgotten lore, others might just not exist in some settings.
Spell Descriptions
Abeloth's Mist
Conjuration Cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Sorcerer, Warlock, Wizard
A pale white mist envelops you. For the duration of the spell, or until a strong wind blows it away, enemies have disadvantage on Wisdom (perception) checks made to sight you from over 30 feet away.
Animate Crawling Claw
1st-level necromancy (ritual)
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (a butcher's knife)
- Duration: Instantaneous
- Classes: Warlock, Wizard
This spell binds the life force of a murderer to its severed hand, haunting and animating it. Choose a severed hand you can see within range. The hand must have been severed from the body of a humanoid murderer within the last seven days. If the murderer is dead and its spirit already manifests as another undead creature, or if its dead spirit has long passed on to another plane, the spell fails.
The target hand becomes a crawling claw, the statistics of which can be found in the Monster Manual. It is under your control for 24 hours, after which the hand becomes inactive and can't be animated again. On each of your turns, you can use a bonus action to mentally command the crawling claw. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command for it to follow to the best of its understanding. If you issue no commands, the claw follows its last command to the best of its ability. Once given an order, the claw continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the crawling claw remains active for an additional 24 hours for every slot level above 1st. When cast using a spell slot of 6th level or higher, the crawling claw remains active until slain.
Animate Greater Undead
6th-level necromancy
- Casting Time: 10 minutes
- Range: 10 feet
- Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one black onyx stone worth 300 gp)
- Duration: Instantaneous
- Classes: Cleric, Warlock, Wizard
This spell creates an undead servant. Choose a pile of bones or a corpse of a Huge or smaller creature within range. The creature must have been a beast, giant, or plant of CR 5 or lower. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse. The target retains the statistics that it had in life, except for the following modifications:
- The target loses any trait, such as Amphibious, that assumes a living physiology.
- The target can't cast spells, and thus loses the Spellcasting and Innate Spellcasting traits if it had them.
- The target's ability scores and traits are adjusted as per the skeleton or zombie entry of the NPC Features table on page 282 of the Dungeon Master's Guide.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over one undead of CR 5 or lower that you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum challenge rating of creatures you can animate or reassert control over increases by 1 for each slot level above 6th.
Antiballistics Shield
6th-level Abjuration
- Casting Time: Casting Time
- Range: Self
- Components: V, S, M (A pinch of gunpowder)
- Duration: Concentration, up to 10 minutes
- Classes: Bard, Cleric, Druid, Sorcerer, Wizard
An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction.
Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit.
Assisted Aim
1st level Divination
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
- Classs: Artificer, Bard, Blackguard, Druid, Paladin, Ranger
You invigorate up to 3 creatures in range with improved accuracy. Each creature gains +1 to hit for all ranged weapon attacks they make. Additionally, targeted creatures may double the normal and long range of weapons they are wielding.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Awaken Undead
7th-level necromancy
- Casting Time: 1 hour
- Range: 120 feet
- Components: V, S, M (a humanoid fingerbone)
- Duration: Instantaneous
- Classes: Warlock, Wizard
This spell grants intelligence to mindless undead such as skeletons and zombies with an Intelligence score of 6 or lower. Choose up to ten undead within range that fit this criteria. The targets must be within range for the entire casting of the spell. At the completion of the casting, the targets regain the Intelligence scores and languages that they had in life. They also regain the weapon and armor proficiencies they had in life (if any), and they gain advantage on saving throws against effects that turn undead.
Benign Dismemberment
3rd-level Necromancy (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: 1 hour
- Classes: Bard, Sorcerer, Wizard
For the duration, a willing target’s body parts (fingers, legs, tail, and even its head) can be harmlessly severed from its
body. It takes no damage from such dismemberment, as long as the cut removing the body part is swift and leaves a clean cut. The target’s head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but do not begin decomposition for the spell’s duration. Any of the target’s severed body parts that are removed during this spell’s duration can be held back to the stump, which instantly causes the part to knit to the stump, restoring the body part.
At the end of the duration, severed body parts become permanent, and the target dies if vital organs have not been reattached to its head.
Bolster Soul
3rd-level Necromancy
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: 8 hours
- Classes: Bard, Cleric, Paladin, Warlock, Wizard
You touch a creature with a soul and fortify it against harm. A creature you target with this spell cannot have their soul removed or tampered with a spell that directly affects the soul such as magic jar. Additionally the creature gains advantage on the first Charisma, Wisdom, or Intelligence saving throw it makes before the end of the spell. If the creature dies, this spell can still be active upon its soul for the rest of the duration of the spell and gives it immunity to spells that target souls directly such as soul cage unless it chooses to be subject to the spell.
Breath of Life
4th-level Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Bard, Cleric, Druid, Sorcerer, Wizard
You breathe a small semblance of life into an undead creature. You may target up to four undead creatures within a range of 60 feet that are of Large or smaller size. Each undead creature must make a Constitution saving throw, upon failure the creature no longer counts as undead for the effect of spells and abilities such as turn undead and protection from good and evil.
Undead creatures under this effect may also be healed using magic that heals the living, and spells such as sleep can also work on the affected undead. Affected undead also are immune to holy water. A targeted creature may choose to fail its saving throw if it wishes.
At Higher Levels. When you cast this spell using a spell slot of 5th Level or higher, you can target 1 additional undead for each slot above 4th. When you cast this spell using a spell slot of 6th or higher you may target creatures up to Huge size.
Cheat
Divination Cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a weighted die)
- Duration: 1 round
- Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
You subtly twist your fingers and fate seems to follow suit. For the duration, you can reroll any ability check you make to play nonmagical games of skill. Therefore, this spell could influence a game of poker, but not the result of a deck of many things.
Chill of Undeath
4th-level Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a small cube of dry ice)
- Duration: Concentration, up to 10 minutes.
- Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
You release a bonechilling mist that makes the living feel dead. You may target up to four living humanoids within a range of 60 feet. Each humanoid must make a Constitution saving throw, upon failure the creature counts as undead for the effects of spells and abilities such as magic circle and turn undead, but is not actually undead.
Creatures under this effect are also treated as neutral by undead with an Intelligence score of 6 or lower. Holy water also harms creatures under this spell. A creature can choose to fail their role if it wishes so.
At Higher Levels. When you cast this spell using a spell slot of 5th Level or higher, you can target 1 additional creature for each slot above 4th.
Chromatic Bullet
1st-level Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a firearm)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Ranger, Paladin
The next time you hit a creature with a ranged weapon attack using a firearm during the spell’s duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm’s damage to one of these damage types. You do not need to pick the same damage type for both.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Clutch of Orcus
3rd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Sorcerer, Warlock, Wizard
One humanoid of your choice that you can see within range begins to suffer a magic-induced heart attack. The target must succeed on a Constitution saving throw or take 3d8 necrotic damage and be stunned for the duration. At the end of each of its turns, the target repeats the saving throw. It takes 3d8 necrotic damage on a failed save, and the spell ends on the target on a successful one.
Clue
1st-level Divination (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a magnifying glass)
- Duration: 10 minutes
- Classes: Artificer, Bard, Druid, Sorcerer, Wizard
When you cast this spell, all footprints and fingerprints within a 45-foot radius of a point you touch become highlighted and glow faintly for the duration. At the time of casting, choose any period of time up to the last 10 days to the present; only footprints and fingerprints left within that time will be highlighted. Each creature whose footprints or fingerprints are detected by the spell is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects in the area will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.
Curse of Binding
7th-level Enchantment (ritual)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a body part from the intended target, such as a fingernail, piece of hair, or a drop of blood)
- Duration: Until Dispelled
- Classes: Warlock, Wizard
You bind one creature or object to a location, cursing it so that it may never leave. Choose a target and a location within range, both of which you must be able to see. If the target is a creature, it must make a Charisma saving throw (a willing creature may choose to fail this save), or be cursed to be permanently bound to the chosen location. While cursed, the target can act and move around freely, as long as it remains within 20 feet of the point it is bound to. If the target begins its turn outside of this area, it must make a Strength saving throw against your spell save DC or be dragged 60 feet towards the point it was bound to.
Additionally, if the creature tries to use extraplanar travel, it must make another Charisma saving throw. On a failure, the travel attempt fails and any resources used are wasted. On a success, the curse is suppressed until the creature returns to the plane on which it was bound, at which point the dragging effect resumes.
A remove curse spell cast using a spell slot of 7th level or higher ends this curse early.
Curse Ward
2nd-level Abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
- Classes: Artificer, Cleric, Paladin, Warlock, Wizard
You reach out your hand and touch a willing creature within your reach, raising a smoke-like barrier around it. For the duration, the target has resistance to necrotic damage and can’t be cursed, possessed, or targeted by a hex. Also, its maximum hit points can’t be lowered. If the target is already affected by one of these effects, the effect is suspended until the spell ends.
Command Horde
3rd-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Wizard
When you cast this spell, and as an action on each of your turns for the duration, you can command up to four undead that you can see within range that are under your control. You give the same command to each target. You choose from one of the following commands each time you use this effect:
Advance. Each target can use its reaction to move up to its speed.
Apprehend. Each target can use its reaction to attempt to grapple one creature within its reach. The undead can all grapple the same target or can split their grapples between different targets.
Attack. Each target can use its reaction to make one attack against a creature they can see. The undead can all attack the same target or can split their attacks between different targets.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target two additional undead for each slot level above 3rd.
Command Undead
5th-Level Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 24 hours
- Classes: Bard, Blackguard, Cleric, Warlock, Wizard
The caster points their finger and commands an undead to do their bidding, attempting to dominate their will. The undead makes a Charisma saving throw against the wizard's
spell DC. Undead of greater than 10 intelligence have advantage on this save. If successful, the wizard dominates the undead and may control it as if it had been created with the animate dead spell.
However, the wizard must constantly exert their will over the undead to maintain this control, and if the undead has not been given commands which it can complete, it is free to act as it wills until it receives fresh commands.
Each time the target takes damage, if it has an intelligence score of 10 or greater, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, 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, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level spell slot.
Concealed Shot
Illusion Cantrip
- Casting Time: 1 action
- Range: Self
- Components: S, M (a ranged weapon)
- Duration: Instantaneous
- Classes: Cleric, Wizard
As part of the action used to cast this spell, you must make an attack with a ranged weapon, otherwise the spell fails. The attack’s projectile is invisible while in flight and the weapon itself is silent. If the weapon is a firearm, this spell suppresses the smoke and light the weapon produces, making it impossible to see or hear where the shot came from. This spell only conceals the first shot you make; any additional shots are not concealed.
Conjure Cover
1st-level Conjuration (ritual)
- Casting Time: 1 bonus action
- Range: 10 feet
- Components: V, S, M (a duck figurine)
- Duration: Concentration, up to 1 hour
- Classes: Artificer, Bard, Ranger, Paladin, Sorcerer, Wizard
You conjure a low cobblestone wall along the ground, a perfect source of cover, at a point you can see within range. The wall is 18 inches thick and is composed of three 5-foot long by 3-foot high segments. Each segment must be contiguous with at least one other segment.
A Medium creature that hunkers behind the wall has half cover from ranged attacks and a Small creature that hunkers behind it has three-quarters cover from ranged attacks. A prone creature has full cover behind the wall. The wall can be leapt over without using any additional movement.
Each segment has AC 10 and 60 hit points. Reducing a segment of the wall to 0 hit points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends.
Conjure Plants
3rd-level Conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A leaf of an elder tree of a piece of crystallized sap)
- Duration: Concentration, up to 1 hour
- Classes: Druid, Ranger
You channel the power of the primordials to animate a number of plants within range. These plants must be in an open and unoccupied space. If no space is available, the GM may choose to have plants rapidly grow as a result of the spell. In this case the GM also chooses how many plants grow. Choose one of the following options for what appears:
-
one plant of challenge rating 2 or lower
-
two plants of challenge rating 1 or lower
-
four plants of challenge rating 1/2 or lower
-
eight plants of challenge rating 1/4 or lower
Each plant is considered an elemental in addition to it's other types, and it becomes a normal plant again after it drops to 0 hit points or when the spell ends. The animated creatures are friendly to you and your companions. Roll initiative for the animated creatures as a group, which has its own turns. The creatures obey any verbal commands you issue them (no action required by you). If you don't issue commands to them, they defend themselves from hostile creatures but otherwise take no actions. The GM has the creature's 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 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Consumptive Field
4th-level necromancy
- Casting Time: 1 action
- Range: Self (15-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Blackguard, Sorcerer, Warlock, Wizard
A consumptive death field radiates from you in an aura with a 15-foot radius. Until the spell ends, the aura moves with you, centered on you. When a hostile creature enters the aura for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 2d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. Undead are unaffected by this spell.
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.
Defenestration
2nd-level Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Wizard
A wave of force erupts from your open hand, hurling a creature you can see within range through a window. The target makes a Strength saving throw. On a failure, the target is thrown up to 20 feet through a window of your choice. If there is no window within 20 feet of the target, it is instead thrown through a window of arcane force, which materializes 10 feet behind it and vanishes after the creature shatters it. The target takes 4d6 slashing damage as it flies through a window. On a successful save, the target instead is pushed back 5 feet and takes no damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target can be pushed back an additional 5 feet for each slot level above 2nd, and takes an additional 1d6 slashing damage for each slot level above 2nd.
Dire Warning
4th-level Divinationchrono
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Wizard
You receive a message of up to 6 words from your future self, warning you of a critical threat or pointing you toward a fruitful avenue. At some point in the future, once you have learned why you sent the message, you must perform a 10-minute long ritual to deliver the message back in time to your past self. Once you cast this spell, you can’t cast it again until you perform this ritual, or one week later, if you don’t discover this information. If you cast this spell and receive no message, it indicates that you never complete the ritual in the future, possibly owing to your death or some other hindrance.
Echo Blast
Evocation Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Wizard
You clap your hands together releasing a loud wave of energy that strikes a creature within range then rebounds to you. You make a ranged spell attack against a creature if you hit the creature takes 1d4 bludgeoning damage. If you cast this spell next turn the damage dice increases by one step to a maximum of 1d20, for example the second casting would deal 1d6 damage. You may target an additional creature within 5 feet of a target at higher levels, one additional creature at 5th, two at 11th, and three at 17th.
Elmister's Evasion
9th-level evocation
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
- Duration: 10 days
- Classes: Wizard
Choose two spells of 6th level or lower that you can cast, that have a casting time of 1 action, and that can target you. You cast those spells—called the contingent spells—as part of casting Elminster's Evasion, expending spell slots for both, but the contingent spells don't come into effect. Instead, they take effect when a certain circumstance occurs. You describe up to six circumstances when you cast the three spells. For example, a cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
Once triggered, the mind, body, and soul of the caster are all transported to the chosen location and reunited if necessary, thus foiling spells such as magic jar. However, if the caster is dead upon arrival, his or her soul then proceeds to the afterlife from that location. The destination can be on any plane or demiplane that the caster has previously visited. Clothing and other items attached to the body are also transported as long as they weigh no more than 50 lb (23 kg) each. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then Elminster's Evasion ends.
The contingent spells take effect only on you, even if they can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, Elminster's Evasion ends on you if its material component is ever not on your person.
Emancipate Undead
4th-level Necromancy
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Cleric, Sorcerer, Wizard
You sever the forces that bind an undead creature under control. Choose an undead creature with a CR of 5 or less within 30 feet that is under the control of another creature. The controlling creature must make a Charisma saving throw against your spell save DC or be willing to release control over it. On a failure, you free the creature from the control it is under.
At Higher Levels. When you cast this spell using a spell slot of 5th Level or higher, you can free two additional Undead creatures for each slot above 4th.
Energy Ebb
4th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Sorcerer, Warlock, Wizard
You point your finger and utter a foul incantation, releasing a black needle of crackling negative energy that assaults the life force of living creatures. When you cast this spell, and as an action on each of your turns until the spell ends, you can target one creature you can see within range. If the target isn't undead, it must succeed on a Constitution saving throw or take 4d8 necrotic damage and suffer one level of exhaustion. If the target is undead, you instead roll 4d8. The target gains half the total as temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage and temporary hit point dice increase by 1d8 for each slot level above 4th.
Field of Ghouls
7th-level necromancy
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Instantaneous
- Classes: Cleric, Warlock, Wizard
You transform the ebbing life force of all nearby badly wounded creatures and use it to create ghouls. Each non-undead creature within 30 feet of you is poisoned until the end of your next turn. Targets with 30 hit points or fewer must also make a Charisma saving throw. If a target has 0 hit points, it automatically fails this saving throw. On a failed save, a target dies.
A humanoid killed by this spell rises at the start of your next turn as a ghoul that is under your command, following your verbal orders to the best of its ability. Any ghoul created by this spell melts into a pile of flesh and is destroyed after 24 hours.
Force Buckler
Abjuration Cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a specially prepared gauntlet worth at least 5 gp)
- Duration: 1 round
- Classes: Artificer, Cleric, Sorcerer, Wizard
You summon a translucent, yet visible, field of force which springs forth from the prepared gauntlet. Until the beginning of your next turn, this shield grants you a +2 bonus to your Armor Class, as if you were wielding a shield. This spell ends early if you are hit by an attack. While this spell is active the hand it is attached to it considered occupied.
Free Throw
1st-level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: S, M (a scrap of pigskin)
- Duration: 1 round
- Classes: Artificer, Bard, Ranger, Sorcerer
As part of the casting of this spell, you throw a handheld object weighing 5 pounds or less. For the duration of the spell, you choose the object’s exact trajectory, up to 150 feet of distance. The object can navigate around obstacles and corners, and ignores half and three-quarters cover if it is directed at a creature. If the object strikes a creature, that creature must make a Dexterity saving throw or take 4d4 bludgeoning damage, or half as much on a successful save. The object stops moving after striking a creature or object.
Gahoul's Glorious Gothic
8th-level Conjuration
- Casting Time: 1 hour
- Range: 1 mile
- Components: V, S, M (a decorated, gothic manor miniature worth at least 1,000 gp)
- Duration: 7 days
- Classes: Bard, Cleric, Warlock, Wizard
A rift opens, pouring forth tons of brick and stonework that neatly and quickly assemble into a vast gothic estate. The estate consists of a manor containing a vault, a spacious 200-by-200-foot courtyard, and a 10-foot high wrought iron fence around the perimeter. Any creature within the estate’s area is escorted away by harmless but forceful specters.
You can create any floor plan you like for the manor, but the space can’t exceed 50 cubes, each cube being 10 feet on each side, or five stories in total, including basements. The manor is adorned with barred windows and decorative gargoyles, but is furnished and decorated as you choose. Once the manor is first created, these details are recorded in the miniature manor used to cast the spell and can’t be changed. The manor is staffed by 50 skeletons obedient to you and contains enough food to serve 50 people each day for a week. The skeletons can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature.
The manor contains a 15-foot cube vault, which is an extradimensional space. Items placed within the vault will be present next time you cast this spell.
The courtyard is drenched in necromantic magic, such that any humanoid buried in its grounds rises 24 hours later as a ghoul under your control, as per the spell animate dead. When the spell is cast, 3 ghouls are animated in the courtyard. These undead are under your control, but can’t leave the estate. They patrol the estate if given no other instructions. Undead can’t be turned within the estate.
The estate crumbles into dust and bone after 7 days, and all items placed within the manor appear safely in the space the manor occupied. If cast in the same place once every 7 days for a year, the estate becomes permanent.
Game of Fate
6th-level Enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a gaming set)
- Duration: 1 hour
- Classes: Bard, Cleric, Warlock, Wizard
You magically compel a creature within range to a nonmagical game with vital consequences. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. An unwilling creature can make a Wisdom saving throw to resist this effect. On a failed save, the creature is compelled to join you in the game. If the target takes damage or falls unconscious, this spell ends.
The loser of the game takes 6d6 psychic damage. If no player loses the game or no player has won at the end of the spell’s duration, both you and the target take this damage.
Additionally, you and the target creature can negotiate for greater stakes. You can bet higher psychic damage, up to a maximum of 10d6, property, or more esoteric rewards, such bestowal of a title, on the game. The spell reveals if a creature attempts to bet property they do not own. A bet is finalized when you and the target agree on the bet, solidifying the bet with a handshake or similar gesture. Property or currency bet on the game is teleported to the winner at the game’s conclusion. The loser is also magically compelled to take any action (such as bestowing a title) promised as part of a bet.
Lastly, no spell, magical effect, or creature other than you and the target can influence the game’s outcome.
Ghastly Stench
2nd-level necromancy
- Casting Time: 1 action
- Range: Self (15-foot radius)
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Bard, Blackguard, Cleric, Sorcerer, Warlock, Wizard
You emanate the putrid stench of a ghast. For the duration, each creature that starts its turn within 15 feet of you must succeed on a Constitution saving throw or be poisoned until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the radius of this spell by 5 feet for each slot level above 2nd.
Ghoul Gauntlet
5th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
- Classes: Cleric, Sorcerer, Wizard
Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The transformation process begins at the limb or extremity (usually the hand or arm) touched, and spreads outwards as the target's body slowly dies and is transformed into a ghoul's cold, undying flesh.
Make a melee spell attack against a humanoid within your reach. On a hit, the target is poisoned.
At the end of each of the target's turns, it must make a Constitution saving throw. On a failed save, the target takes 4d6 necrotic damage. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. The spell can also be ended early by the greater restoration, heal, and remove curse spells.
If the target is reduced to 0 hit points while poisoned by this spell, it dies and rises at the start of your next turn as a ghoul that is under your command, following your verbal orders to the best of its ability. The ghoul melts into a pile of flesh and is destroyed after 24 hours.
Ghoul Light
1st-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a bit of rendered fat)
- Duration: 8 hours
- Classes: Cleric, Sorcerer, Wizard
A sickly green flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, except for its green hue, but it creates no heat and doesn't use oxygen. The flame can be covered and hidden, but not smothered or quenched.
Undead within 30 feet of this light have advantage on saving throws against effects that turn undead. If an undead already had advantage on such saving throws before entering the area, it instead gains immunity to effects that turn undead while within the area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the effect persists until it is dispelled.
Grave Bolt
Necromancy cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Warlock, Wizard
You launch a bolt of negative energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. If this attack hits a tree, a plant creature, or some other form of vegetation, the target instead takes 1d12 damage.
The spell's damage increases by one die when you reach 5th level (2d10 or 2d12), 11th level (3d10 or 3d12), and 17th level (4d10 or 4d12).
Greater Whispering Wind
2nd-level Evocation
- Casting Time: 1 action
- Range: 1 mile
- Components: V, S, M (a feather)
- Duration: 1 round
You whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range they (and only they) hear the message carried on the wind. They can reply in a whisper that only you can hear.
You can cast this spell only when there is a clear path for air to move between you and the targets. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings, but is blocked by solid objects and areas of magical silence.
Guided Missile
1st-level Transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Paladin
You utter a prayer to guide your projectile, causing it to arc toward its target. The next ranged weapon attack you make before the spell ends has advantage and has double its normal and long ranges.
Heart of Darkness
9th-level Necromancy
- Casting Time: 1 hour
- Range: Self
- Components: V, S, M (A heart prepared with onyx and diamond dust worth at least 10,000 gp)
- Duration: Until Dispelled
- Classes: Cleric, Warlock, Wizard
When you cast this spell, you stab a black, ritualistically-prepared human heart. The ichor from the heart infects the land with foul necromantic energies, causing up to one hundred piles of bones or corpses of Medium or Small humanoids within a 1-mile radius to rise from the dead, becoming skeletons or zombies (the GM has the creatures’ game statistics). The undead dig their way out of graves, smash their way out of mausoleums, and tear down cemetery gates.
The creature that is holding the heart can use its action to issue a general command to all undead created by the spell, such as to destroy a town or hunt down a particular creature. Only one general command can be issued to the undead every 24 hours. If not issued a command, the undead indiscriminately attack living creatures, other than the creature that is holding the heart and creatures designated by it. Once given an order, the undead continue to follow it to the best of their ability until the task is complete.
Even while you hold the heart, the undead are not directly under your control, and therefore don't count against any limitations of undead you can command.
The undead remain animated until the spell ends. The spell ends if the heart is destroyed (AC 20, HP 10, immunity to necrotic, poison, psychic damage) or targeted by a dispel magic spell cast as a 9th level spell. When the spell ends, all undead animated by it are instantly destroyed, crumpling into a heap. The spell also ends if every undead created by it is destroyed.
Hinterland
8th-level Enchantment
- Casting Time: 8 hours
- Range: Self
- Components: V, S, M (a magic weapon with a sharp edge)
- Duration: Until dispelled
- Classes: Cleric, Druid, Wizard
You cut away a given area from the rest of the world, isolating it within the confines of a lasting enchantment . The circumscribed region can be no longer than a 5 mile radius area, the perimeter of which, you must traverse during casting the spell.
While casting, you declare the condition for entrance into this area. For example, some conditions could be:
- Pre-Knowledge: Only those who have existing memories of landmarks within the confined area may perceive it as well as enter it.
- Fealty: Only those who have sworn loyalty to a specific organization may perceive or enter it.
- Lineage: Only creatures of a specific type may perceive or enter the confined area.
Additionally, while casting, you declare what this area looks like to the outside world. This outer facade can be moved through by unaware creatures and appears completely authentic. It cannot be seen, heard, touched, smelled, tasted, or perceived in any material way. Even to those studied in the ways of magic, a Hinterland is nearly impossible to detect (Perception DC 30). However, it's effects may be perceived, such as the entrance/exit of someone from the enclosed space.
Hocuspocus
Conjuration Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
- Classes: Bard, Cleric, Sorcerer, Warlock
You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute:
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You cause all candles, torches, and other open flames to darken and flicker.
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You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying.
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You create up to four torch-sized spectral, glowing orbs, which float around within range. The orbs do not provide light, apart from a dim glow.
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You can chill or warm the air in a 10-foot cube by 10 degrees. •-Cause small, unattended objects to rattle or levitate an inch off the ground.
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.
Icicle
1st-level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small icicle)
- Duration: Instantaneous
- Classes: Bard, Druid, Sorcerer, Wizard
You fling a massive icicle toward a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 cold damage. If the target is also adjacent to a wall, or a similar large, immobile object, it may also be pinned to that surface on its next turn. At the beginning of its turn, the target can make a Strength saving throw. On a failed save, it has a speed of 0 until the end of its turn.
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.
Illusory Instrument
Illusion Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 10 minutes
- Classes: Bard
You create an illusory copy of a mundane instrument. The copy of the instrument takes on the shape of your fondest memory of the instrument, such as the first flute you owned, or the half harp gifted to you by a loved one. This instrument moves as it's physical counterpart would, but it is weightless and tangible only to the caster of the spell. The instrument may be used as a spellcasting focus. The illusory instrument dissipates if the spellcaster moves 10 feet away from it, casts the spell again, or chooses to end the spell. As a bonus action, you can command your instrument to create one of the following effects:
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Mimic basic sounds heard on a daily basis, such as a bird chirping, footsteps, or a slamming door.
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Automatically play a basic beat at the tempo of your choice.
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Record anything played on it, and play it back on a loop.
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Record and play back any noise that it could pick up within 15 feet, such as a conversation, a royal decree, or a snoring party member that swears they don't.
Impressions of the Past
7th-level Divinationchrono
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (an hourglass and a glass eye worth at least 100 gp)
- Duration: Concentratio, up to 1 minute
- Classes: Bard, Wizard
You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which cannot be more than 100 years ago. When viewing the past, it appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal.
While perceiving the past, you can look in any direction, but you cannot move or speak and are unable to sense your present surroundings.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you may share this spell with one other creature that you touch. An unwilling target can make a Wisdom saving throw to avoid being affected.
Inexorable Sarcophagus
6th-level Necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a finely made miniature sarcophagus worth at least 1,000 gp)
- Duration: Concentration, up to 1 minute
- Classes: Warlock, Wizard
You toss a palm-sized sarcophagus at an unoccupied point you can see within range, where it grows to full size in an instant and attempts to ensnare a Medium or smaller creature within 5 feet of it with grimy gauze. The creature must make a Dexterity saving throw or be restrained and pulled into the open sarcophagus.
The gauze restraining the creature is an object with AC 10 and 100 HP. It is vulnerable to slashing and fire damage and immune to psychic and poison damage. If it is reduced to 0 hit points, the spell ends.
A creature restrained by this spell must make another Dexterity saving throw at the end of each of its turns. If it successfully saves against this spell three times, it twists free of the gauze and the spell ends. If it fails three times, the sarcophagus slams shut and sinks deep into the earth. The creature is wrapped head to toe by the gauze and becomes incapacitated. The spell ends, but the sarcophagus remains buried in the earth. The sarcophagus has 1 minute of air and the creature begins to suffocate after this time.
If a humanoid dies within the sarcophagus, they rise 24 hours later as a mummy under your control, as per the spell create undead. You can only command one mummy animated by this spell at a time.
Any time after this spell ends, you can cause the sarcophagus to ascend to the surface as an action. You can also use your action to shrink the sarcophagus down to its original size while it is unoccupied.
Intaglio
1st-level Transmutation (ritual)
- Casting Time: 1 action
- Range: 5 feet
- Components: S, M (a quill or a vial of ink)
- Duration: Concentration, up to 1 hour
- Classes: Artificer, Cleric, Wizard
You transform a piece of parchment into a duplicate of a text or symbol. While concentrating on this spell, you can use an action to trace your hand over any non-magical text or imagery on a surface within range. You imprint the text or imagery onto parchment you provide, choosing how to resize or crop it. This spell copies a single page with each action, and cannot copy sections larger than 9X12 inches at a time. When copying a spell book, you can do so using the same method as you would replace a spell book, except the time and gp requirements are both halved.
Invisibility Purge
4th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (powdered silver worth at least 100 gp)
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Wizard
You purge magical invisibility effects within 120 feet of you. Any creature, object, location or effect within 120 feet of you that is hidden by magical invisibility is revealed and the effect dispelled.
This spell applies to innate abilities that are magical in nature, such as an imp’s Invisibility, but it does not affect creatures on other planes of existence, such as the Ethereal Plane. It also does not reveal creatures that are naturally invisible. Items that grant magical invisibility (such as a ring of invisibility) have their effects suppressed for 1 minute.
Lay Waste
3rd-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard
You create six tiny orbs of negative energy in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the orbs, sending them streaking toward a point or points you choose within 120 feet of you. Once a orb reaches its destination or impacts against a solid surface, the orb explodes. Each creature within 5 feet of the point where the orb explodes must make a Constitution saving throw. A creature takes 2d6 necrotic damage on a failed save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of orbs created increases by two for each slot level above 3rd.
Leaf Into Dagger
Transmutation Cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (A leaf)
- Duration: 1 minute
- Classes: Druid, Ranger, Wizard
You use your bonus action to transmute a leaf into a slim dagger for a minute. The dagger can be used just as any normal dagger would, whether it be in melee or ranged combat. After a minute, the dagger reverts back to a leaf.
You may only have three transmuted daggers at a time. If you try to create a fourth dagger, the oldest dagger will revert back into a leaf. These daggers are not considered magical for the purposes of overcoming resistances and immunities.
Minor Lifesteal
Necromancy Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
You drain life energy from a hostile creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt, which lasts until you finish a long rest. This spell has no effect on undead or constructs.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Mirror Spell
3rd-level Abjuration
- Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you cast a spell.
- Range: 60 feet.
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Wizard
You attempt to copy and cast a spell that you can see being cast. If the targeted spell is 2nd level or lower, then the spell is automatically copied. Copying a spell of 3rd level or higher requires a successful ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell is copied, and you can cast the spell at the lowest level it can be cast. You can only copy spells of a lesser or equal level to the spell slot used to cast Mirror Spell. You can choose new targets for the copied spell. The following rules apply:
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You cannot copy your own spell.
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You can only copy spells cast by creatures.
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For all intents and purposes, you are the original caster of the mirrored spell, and you spellcasting ability modifier is used if required. The same is true for saving throw DCs and attack modifiers.
At Higher Levels. You can cast this spell using a spell slot of 4th level or higher. If you do so, you can copy a spell of equal or lower level.
Moment to Think
Trasmutation Cantripchrono
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Instantaneous
- Classes: Artificer, Bard, Wizard
When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search or Use an Object action, or to make an Intelligence check to remember information about something.
Furthermore, you can’t affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.
Mourning Mist
3rd-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bottle of black ichor)
- Duration: 1 round
- Classes: Cleric, Sorcerer, Wizard
You hurl a globule of black mist at a point within range. Each non-undead creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 4d10 necrotic damage, and each undead ally of your choice has advantage on attacks against the creature until the end of your next turn.
Necrotic Cyst
5th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Wizard
Make a melee spell attack against a creature within your reach. On a hit, the target develops an internal spherical sac that contains fluid or semisolid necrotic flesh, unless it is a construct or undead. The internal cyst is noticeable as a slight bulge on the target's arm, abdomen, or face (wherever you chose to touch the target), and is buried deeply enough in its flesh that it is not easily identifiable without a successful Wisdom (Medicine) check against your spell save DC.
While the target possesses a necrotic cyst, it suffers from the poisoned condition, and it can't magically regain hit points or benefit from resistance to necrotic damage. Additionally, whenever the target takes damage, it must make a Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A protection from evil and good spell prevents the necrotic cyst from forming, but once a necrotic cyst is implanted, it can only be removed can be removed only by heal or another disease-curing spell of 6th level or higher. The target may also elect to have some well-meaning chirurgeon remove it surgically. The procedure is a bloody, painful process that has a chance to kill the target if done improperly. The procedure takes 1 hour, and the chirurgeon must make a Wisdom (Medicine) check against your spell save DC. On a success, the cyst is removed safely, and the target suffers one level of exhaustion. On a failure, the target dies.
Negative Energy Burst
7th-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, M (a broken bone and a square of black silk)
- Duration: Instantaneous
- Classes: Warlock, Wizard
A wave of negative energy washes out from a point of your choice within range. Each non-undead creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever living creature it can see that is closest to it.
Undead in the area of the spell don't make a saving throws. Instead, each undead in the area gains half the total damage roll as temporary hit points.
Nondescript
2nd-level Illusion
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Artificer, Bard, Paladin, Ranger, Sorcerer
This spell makes you seem ordinary and nondescript to others, though it does not change your actual appearance. Creatures who see you while you are under the influence of this spell are unable to recall specific details of your appearance upon being asked if they had seen you or someone matching your description, though their memory of actions you undertook or events they experienced is unaffected.
Origami
Transmutaion Cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: S, M (a piece of paper)
- Duration: Instantaneous
- Classes: Artificer. Bard, Cleric, Druid, Sorcerer, Wizard
You magically fold and animate a Tiny piece of paper or similar material, such as a leaf, within range. You can fold it into one of the following shapes:
Boat. The boat floats on and is not destroyed by water. When placed in water, you can mentally direct the boat to move in any direction along the water's surface, at a speed of 5 feet per round. The boat is able to carry a single Tiny object that weighs 1 pound or less.
Crane. The crane has a fly speed of 10 feet. You can mentally direct the crane to move, or name a location within 1 mile that you know of. The crane will fly to the location and land, becoming inert.
Dog. The dog has a movement speed of 10 feet. You can mentally direct the dog to move. If a creature hostile to you moves to within 10 feet of the dog, the dog moves up to its speed towards it and gives off a loud barking noise. Afterwards, the dog unfolds itself and becomes inert.
Flower. The flower is controlled by the time of day. It is open during the day and closed during the night. During sunrise and sunset, the flower slowly opens and closes respectively.
Samurai. The samurai has a movement speed of 5 feet. You can mentally direct the samurai to move. The samurai always points his sword in the direction of the nearest castle or fort.
You can have up to 3 pieces of origami active at once.
Paradox
9th-level Transmutationchrono
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Wizard
By twisting the flow of time into knots, you cause one action of your choice taken within range within the last round to be undone. Reality then reasserts itself, recoiling from the damage caused by removing an event from time. The direct effects of that action, such as damage dealt by an attack or spell, are undone, but the indirect effects, such as creatures choosing to move to different locations, are not. The creature that took the action takes 10d8 psychic damage, as it copes with its history being modified.
Phaser
1st-level conjuration
- Casting Time: 1 action
- Range: 10 feet
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: Instantaneous
- Classes: Artificer, Ranger, Wizard
You brandish the weapon used in the spell’s casting and make a quick magical jump to a creature you can see within range making a melee attack against it. On a hit, the target suffers the weapon attack’s normal effects and takes 1d8 additional force damage.
Pheonix Fire
7th-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: S, M (A tail feather from a phoenix, worth 50 gp.)
- Duration: Instantaneous
- Classes: Cleric, Druid
You immolate yourself, consuming your flesh in a cloud of flame 20 feet high and 30 feet in diameter.
You die (no saving throw).
Every evil creature within the cloud takes 5d10 points of fire damage and 5d10 points of radiant damage.
Neutral characters take half damage (and a successful Dexterity save reduces that further in half ), while good characters take no damage at all.
After 10 minutes, you rise from the ashes as if restored to life by a resurrection spell.
Pillar of Salt
3rd-level Transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a drop of lantern oil and a pinch of sulfur)
- Duration: Instantaneous
- Classes: Blackguard, Cleric, Paladin
You deliver a mote of divine wrath to a point you can see within range. Each creature you choose in a 10-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 7d6 necrotic damage, or half as much on a successful save. If this damage reduces a target which failed its saving throw to 0 hit points, it is transformed into a pillar of salt.
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.
Prismatic Bolt
Evocation Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A clear prisim of any sort)
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Wizard
A shimmering bolt of light streaks from the prism. The bolt's color changes rapidly as it flies through the air. Make a ranged spell attack against a creature you can see within range. On a hit, roll 1d8 on the chart below to see what affect occurs.
| d8 | Color | Effect |
|---|---|---|
| 1 | Red | The target takes 1d8 fire damage. |
| 2 | Orange | The target takes 1d8 acid damage. |
| 3 | Yellow | The target takes 1d8 lightning damage. |
| 4 | Green | The target takes 1d8 poison damage. |
| 5 | Blue | The target takes 1d8 cold damage. |
| 6 | Indigo | Until the end of their next turn, the targets first attack is made with disadvantage and their movement speed is reduced by 10 feet. Additional applications reduce the targets movement speed by 10 feet per application. |
| 7 | Violet | Until the end of their next turn or until they take damage, whichever happens firs, the target cannot see more than 20 feet away. Additional applications of this effect reduce this distance by 5 feet per application. This affect is not lost by damage dealt by this cantrip. |
| 8 | Special | Choose the affect you'd like to occur. |
You increase the number of dice you roll on the chart to determine it's affects by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). All affects apply to the target on a hit.
Protection from Positive and Negative Energy
3rd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
For the duration, the willing creature you touch has resistance to necrotic and radiant damage.
Quickstep
Transmutation Cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: 1 round
- Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
You call upon your inner reserves to give you a brief flash of speed. When you cast this spell, your base movement speed increases by 10 feet until the beginning of your next turn.
Reanimate Onto Undeath
5th-level Necromancy (ritual)
- Casting Time: 1 hour
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Warlock, Wizard
You raise a corpse into an undead creature, minding any damage you may cause to its soul and wellbeing. If the creature's soul is willing and able to return to its body, it rises with 1 hp and is undead and has the basic traits of an undead creature. You may choose to reanimate the creature as a necropolitan instead. If the corpse is reduced to bones, it gains vulnerability to bludgeoning damage but resistance to piercing damage.
Care should be taken to prepare the body for occupancy, such as closing wounds or repairing broken bones. Missing bones or organs cannot be replaced, and the spell does not work if the head or skull is missing. The soul may be reluctant to return if too much of its body is missing.
This spell can also be used to revive undead creatures; if the spell is used in this way the reanimated creatures permanently decreases it's strength, dexterity, and constitution scores by 1. A creature cannot be resurrected this way if it was killed through such means as holy water or a turn undead feature.
The reanimated creature regains its maximum hit points after finishing a long rest.
Recall
2nd-level Conjurationchrono
- Casting Time: Casting Time
- Range: Range
- Components: V, S
- Duration: Duration
- Classes: Artificer, Ranger, Wizard
Record where you are when you cast this spell. Until the end of your next turn, you can use your reaction to teleport back to that location, or to the nearest unoccupied space. If you use this reaction in response to an attack, spell, magical effect, or any other damaging effect, resolve the triggering effect before teleporting.
Rumor
1st-level Enchantment (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
- Classes: Bard, Ranger, Sorcerer
You magically spread a rumor of 10 words or less. Any intelligent creature within range that is near three or more other creatures which speak the same language as them believes that they hear the rumor being repeated by someone nearby. Different creatures hear the rumor from different people, so a concrete origin point is impossible to discern. Generally, creatures will not be outright hostile upon hearing even the most vicious rumors, but hearing a rumor can affect their disposition positively or negatively.
Rusting Grasp
3rd-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Blackguard, Ranger, Sorcerer
You conjure a potent acid at your fingertips, which can corrode metal and burn flesh. Make a melee spell attack against a creature or object within your reach. On a hit, a creature takes 6d4 acid damage and, if it is wearing nonmagical metal armor or wielding a nonmagical metal shield, you can corrode either its armor or shield. Corroded armor takes a permanent and cumulative -3 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. A corroded shield is destroyed.
If you target a nonmagical metal object with this spell that isn’t being worn or carried, you corrode and destroy parts of the object you choose that can fit within a 1-foot cube.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. Additionally, you can destroy one additional cubic foot of a nonmagical object for each slot level above 3rd.
Scry Trap
4th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (powdered glass from a broken mirror)
- Duration: 8 hours
- Classes: Bard, Warlock, Wizard
You ward a creature against scrying, granting it defenses capable of terribly wounding any would-be scryer. If the subject of this spell comes within 10 feet of a sensor created by a divination (scrying) spell, the scry trap automatically activates. The caster of the scrying spell must make a Wisdom saving throw. The target takes 10d8 necrotic damage and is blinded on a failed save, or half as much damage on a successful one.
In addition, the caster of the scrying spell must make a ability check using their spell casting ability. The DC equals your spell save DC, or the scrying spell is dispelled immediately. The subject of scry trap becomes automatically aware when the spell triggers, although the subject gains no knowledge as to the nature of the scrying spell or its caster.
Seance
3rd-level Necromancy
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (a crystal ball, deck of tarot cards, or ouija board)
- Duration: 1 minute
- Classes: Bard, Cleric, Wizard
You and at least three willing creatures lock hands in a moment of meditation to conjure a spirit from the afterlife to answer your questions. Describe or name a creature that is familiar to you. If the creature’s soul is free and willing, it
manifests as a ghostly specter. This spell fails if the spirit was the target of this spell within the last 10 days.
Until the spell ends, you can ask up to three questions of the specter. The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. There is a 5% chance that this spell contacts the wrong spirit, one which will answer questions untruthfully or ambiguously.
Sheltered Vitality
6th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a diamond worth at least 500 gp)
- Duration: 1 hour
- Classes: Bard, Cleric, Druid, Warlock
One willing creature you touch gains advantage on saving throws against the following effects for the duration:
- Effects that reduce its ability scores
- Effects that reduce its hit point maximum
- Effects that cause its exhaustion level to increase
Snakestaff
3rd-level Transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a quarterstaff)
- Duration: Concentration, up to 1 hour
- Classes: Druid, Ranger
You cast a staff to the ground, which writhes and grows into a giant constrictor snake under your control, which acts on its own initiative count. The snake is friendly to you and your companions. The snake will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. If the snake is reduced to 0 hit points, it dies and reverts to a broken staff. The GM has the creature’s statistics.
Soothe Undead
2nd-level Necromancy
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S,
- Duration: 1 hour
- Classes: Bard, Cleric, Druid, Paladin, Wizard
-
You give relief to an undead creature that is under constant agony due to its condition such as a spectre. Choose an undead creature that is within 30 feet of you that is perpetually distressed, the creature must make a Charisma saving throw against your spell save DC, upon failure the creature is relieved of its torment and behaves favorably to you. This does not count as a charm effect. The creature may choose to fail its roll.
After the spell ends, the agony returns, and the creature may become hostile to you as a result if it feels you have tricked or betrayed it.
At Higher Levels. When you cast this spell using a 3rd level spell slot or higher, the duration increases 1 hour for each spell slot above 2nd. When you cast this with a 6th level spell slot or higher, the duration becomes permanent until dispelled.
Spark of Life
Necromancy Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Cleric, Warlock, Wizard
With a quick jolt of necromantic energy, the dead momentarily rise to obey you, if only for a few seconds. Choose the corpse of a Huge or smaller creature that has been dead for no more than an hour. When you cast this spell, the corpse stands up and can move up to 15 feet and make a single melee slam attack against a target of your choice within its reach, using your spell attack modifier. On a hit, this attack deals bludgeoning damage based on the corpse's size: a Tiny corpse deals 1d4, a Small corpse deals 1d6, a Medium corpse deals 1d8, a Large corpse deals 1d10, and a Huge corpse deals 1d12. Once the corpse attacks, it once
again crumples into a heap. A corpse targeted by this spell does not become an undead creature.
This spell's damage increases as you gain levels. At 5th level, the corpse deals two damage dice according to its size. At 11th level, it deals three damage dice, and at 17th level, it deals four damage dice.
Springheel
Transmutation Cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: 1 round
- Classes: Bard, Druid, Sorcerer
You flood magic into your legs, allowing you to bound high into the air from a standstill. When you cast this spell, your jump distance increases 10 feet until the beginning of your next turn, and you can make a running high jump or a running long jump without a running start.
Summon Chair
Conjuration Cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: Until dispelled
- Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
When the caster makes a motion, usually snapping their fingers, a serviceable chair made of non-breathable air appears. The chair has a back and three evenly placed legs (for better balance/ not sitting crooked), if the caster desires it can have a swivel motion like a bar stool. This chair is rooted to wherever it was summoned, anyone but the caster who goes to interact with it go right through. If you cast this spell multiple times, you can have up to three chairs active at a time, and you can dismiss one as an Action.
At higher levels the chair is improved, though they can still summon a lower level version if they want to.
5th level: A chair with arms and an air cushion in the seat seat.
11th level: A "plush" chair with padded arms, back, and seat. In addition, a footrest is available for the caster if they so wish it.
17th level: A "plush" couch appears with seating for 4, same features as the last version.
Tag
Illusion Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a drop of paint)
- Duration: Instantaneous
You press your hand against a flat plane on an object and imprint an elaborate and vibrant image onto the surface. The image can contain a message up to three words in length, and can include art, caricatures, or identifying logos in any combination of colors, decided when you cast the spell. Nonmagical cleaning supplies cannot remove the image, which fades after seven days.
Take the Reins
5th-level Necromancy (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (An onyx gemstone worth at least 50 gp which the spell consumes if activated)
- Duration: 8 hours
- Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
You create a short-term pact with a being to ward against death. You must convince a creature that is capable of possession or has Incorporeal Movement as a trait to be carried in a gemstone and take over your body if you become unconscious or die before you cast this spell. During the casting of this spell, the creature becomes trapped inside the onyx gemstone for the duration of the spell, and takes no damage.
You must carry the gemstone with you during the duration of the spell, in which it remains passive until activated. If you fall to 0 hit points, or become possessed or controlled by an outside force, the spells activates, the gemstone breaks, and the creature possesses your body.
Upon possession, your body gains 1 hit point and your Charisma, Intelligence, and Wisdom scores are replaced by the creature's for as long as the creature inhabits your body. You regain consciousness the next turn after this spell activates. The DM make take your character for the time of the possession.
This spell may activate if you die due to a circumstance that skips death saving throws, but your body must remain intact enough to be useful or else the possession does not work and the spell cannot be activated. You count as an undead creature and take the resistances and weaknesses the possessing creature has. For the duration of possession your corpse does not decay and extends the time limit for resurrection spells such as revivfy. If you are resurrected, you regain control of your body and the possessing creature is evicted.
If the gemstone is ever 100 feet or more away from you, it shatters and the creature is freed and the spell cannot be activated.
Once you are possessed, the possessing creature may as a free action transfer control back to you if it chooses. The possessing creature also has a time limit equal to one hour in addition to the rest of the spell duration left before it was activated. After the duration, the creature no longer possess you and cannot possess you with its own power or another casting of this spell for the next 24 hours. If you remain undead at the end of the spell, you die unless you were already undead prior to the spell. If you were already undead, you simply regain control of your body.
If you fall to 0 hit points again, you have advantage on death saving throws, if you die, you are no longer possessed. You then rise as a ghost until you are resurrected reanimated as long as your soul does not have an automatic destination after death such as a phylactery or clone made with the clone spell.
Test Strike
Divination Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (A scrap of paper with notes scibbled on it)
- Duration: Instantaneous
- Classes: Bard, Ranger, Sorcerer, Wizard
When casting this spell you make an attack roll against a target that you can see that is within range, firing gleaming motes of light at them, if the attack hits the target takes one point of nonmagical bludgeoning damage, one point of nonmagical piercing damage, and one point of nonmagical slashing damage. When the target takes this damage each of the motes glows briefly in a color indicating if the target has resistance, immunity, vulnerability, or no special interaction with this damage.
As you level up this spell reveals more information by doing at level five one point of acid, one point of cold, and one point of fire damage in addition to the previous damage. At level eleven one point of force damage, one point of lightning damage, and one point of Necrotic damage in addition to the previous damages. At seventeenth level one point of poison damage, one point of psychic damage, one point of radiant damage, and one point of thunder damage in addition to all previous damages.
Time Hop
1st-level Conjurationchrono
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (the second hand of a clock)
- Duration: Varies
You shunt yourself a few seconds into the future. Choose a duration: 1 round, 2 round, or 3 rounds. You vanish, reappearing after the duration at the beginning of your turn in the nearest unoccupied space to where you disappeared. While vanished, you are outside time; you can’t take actions or reactions, time doesn’t pass for you, and you can’t be affected by attacks or effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose a duration of 1 minute. If you cast this spell using a spell slot of 5th level or higher, you can choose a duration of 1 hour.
Transient Bulwark
1st-level abjuration (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pearl worth 10 gp, which the spell consumes)
- Duration: 8 hours
The next attack made against you within the duration has a -10 penalty to hit.
Undead Torch
3rd-level Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (A living or dead firefly or glowworm.)
- Duration: Concentration, up to 1 minute
You make a dark incantation and smash the firefly between your thumb and forefinger. An undead creature under your control within range bursts into blue flames that do not burn. The creature deals an extra 2d6 fire damage on melee attacks against living creatures and sheds dim light for 15 feet.
If the undead creature is destroyed, the undead torch continues to burn at the location of its destruction until the duration ends, and living creatures that pass through that area take 2d6 points of damage. If the undead creature assumes a nonphysical state (such as a vampire assuming gaseous form), the spell disperses harmlessly.
Lapse in concentration while channeling this spell can cause it to flare out of control. If your concentration is broken as the result of a failed Constitution saving throw, the spell flairs destroying the undead it is effecting.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional undead for each slot level above 3rd.
Unholy Crusade
3rd-level necromancy
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Blackguard
Unholy power radiates from you in an aura with a 30-foot radius, infusing your allies' weapons with negative energy. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 necrotic damage when it hits with a weapon attack.
Unseen Accountant
2nd-level conjuration (ritual)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an abacus)
- Duration: 8 hours
This spell creates an invisible, shapeless force that performs intellectual 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, an Intelligence of 12, 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 accountant can perform intellectual tasks that a human clerk could do, such as assaying prices, updating accounts,managing inventories, or computing interest.
Once you give the command, the accountant performs the task to the best of its ability until it completes the task, then waits for your next command. The accountant can perform no physical labor and is not able to lift any object heavier than a bottle of ink.
If you command the accountant to perform a task that would move it more than 300 feet away from you, the spell ends.
Vampiric Smite
3rd-level necromancy
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Blackguard, Paladin
The next time you hit a creature with a weapon attack before this spell ends, you siphon away some of the target's life force. The attack deals an extra 3d6 necrotic damage to the target, and you regain hit points equal to half the amount of necrotic damage dealt.
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.
Venomous Smite
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Blackguard, Paladin
The next time you hit a creature with a melee weapon attack during the spell's duration, your attack deals an extra 1d6 poison damage. Additionally, the target must make a Constitution saving throw or be poisoned until the spell ends. As an action, the creature can make a Constitution check against your spell save DC to overcome the poison and end this spell.
Wall of Pain
5th-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard
You create a wall of negative energy 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 non-undead creature within its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and has its speed halved until the end of their next turn. On a successful save, it takes half as much damage and does not have its speed halved.
A non-undead 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.
An undead that passes through either side of the wall has its speed increased by 10 feet until the end of your next turn.
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.
Weakening Aura
2nd-level necromancy
- Casting Time: 1 bonus action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: 1 minute
- Classes: Bard, Blackguard, Cleric
You create an aura of negative energy that weakens the life force of nearby creatures. Creatures within 15 feet of you can't regain hit points and have disadvantage on death saving throws, saving throws against exhaustion, and saving throws against effects that would reduce their hit point maximum.
On each of your turns before the spell ends, you can use your bonus action to temporarily disable the field until the start of your next turn.
When Two Become One
3rd-level necromancy
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: 1 minute
- Classes: Blackguard, Paladin, Ranger, Warlock, Wizard
When you cast this spell, your spirit enters the body of your horse (which you must be riding when you cast the spell) and merges with the horse's own. Your own body hunkers low on the horse's back and holds on tight for the duration of the spell; it is a part of the body you and your steed share, but not a particularly useful part.
As a joint creature, you and your mount share all your skills, feats, and abilities. You make all checks, saves, and attack rolls using the better ability score modifier (yours or your horse's). You retain your own Intelligence, Wisdom, Charisma, memory, personality, level, class, and alignment.
Your combined form uses the higher of the two scores between strength, dexterity, constitution, and speed. You gain your horse's weapons, and extraordinary abilities. Your body has an AC equal to 13 + your dexterity score and magical bonuses.
You and your mount share a pool of hit points equal to your combined total hit points. When the spell ends, you divide the hit points remaining in the pool as you choose between you and your mount.
At Higher Levels. When you cast this spell using a spell slot of 5th Level or higher, you can target 1 additional humanoid for each slot above 4th. When you cast this spell using a spell slot of 6th or higher, you may also target living giants, monstrosities, and dragons.
Whispering Wind
1st-level Evocation
- Casting Time: 1 action
- Range: 1 mile
- Components: V, S, M (a feather)
- Duration: 1 round
You point your finger in a direction and whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range and in the approximate direction indicated, they (and only they) hear the message carried on the wind. They can reply in a whisper that only you can hear.
You can cast this spell only when there is a clear path for air to move between you and the targets. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings, but is blocked by solid objects and areas of magical silence.
Wildfire
8th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of flint)
- Duration: Concentration, up to 1 minute
You create a magical fire that fills ten 5-foot cubes on ground, which you can arrange as you wish within range. Each cube you place must have a face adjacent to the face of another cube. On each of your turns after you cast this spell, you can use a bonus action to expand the area of the fire to up to ten additional 5-foot cubes that each have a face adjacent to the face of another cube of fire. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
When a creature moves into the area of fire for the first time or starts its turn there, it must make a Dexterity saving throw. It takes 8d8 fire damage on a failed save, or half as much on a successful save.