The Compendium of Forgotten Spells

by Hastek

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The Compendium of Forgotten Spells

Spells by Class

Artificer

1st Level
  • Abundant Ammunition
  • Bed of Iron
  • Blades of Fire
  • Bowstaff
  • Dictation
  • Firebelly
  • Guardian Armor
  • Minor Disintegration
  • Reveal Doors
  • See Alignment
  • Swift Girding
  • Vanish
  • Ventriloquism
2nd Level
  • Frisky Chest
  • Idea
  • Protective Penumbra
  • Reloading Hands
  • Spontaneous Immolation
  • Undetectable Alignment
  • Winged Sword
3rd Level
  • Amanuensis
  • Burrow
  • Create Campsite
  • Invisibility Sphere
  • Repel Water
4th Level
  • Greater Mending
  • Spectral Sentry
5th Level
  • Cloak of Dreams
  • Field of Resistance
  • Hammer of Mending
  • Music of the Spheres
  • Shadow Door

Bard

Cantrip
  • Detect Fiendish Presence
  • Lullaby
  • Know Direction
1st Level
  • Abundant Ammunition
  • Battlefate
  • Blessed Watchfulness
  • Ear-Piercing Scream
  • Metamorphose Liquids
  • Minor Disintegration
  • See Alignment
  • Speak With Astral Traveler
  • Unnatural Lust
  • Vanish
  • Ventriloquism
2nd Level
  • Ancient Knowledge
  • Blood Biography
  • Duelist’s Feint
  • Dance of Ruin
  • Insatiable Thirst
  • Matchmaker
  • Trail of the Rose
3rd Level
  • Amanuensis
  • Create Campsite
  • Conjure Carriage
  • Guardian Monument
  • Invisibility Sphere
  • Know Customs
  • Lover’s Vengeance
  • Repel Water
  • Smug Narcissism
4th Level
  • Ancestral Gift
  • Detect Scrying
  • Echolocation
  • Primal Scream
  • Shadow Step
  • Shout
  • Truespeak
  • Unseen Crew
5th Level
  • Archon's Trumpet
  • Cloak of Dreams
  • Commune With Plane
  • Dungeonsight
  • Music of the Spheres
  • Red Hand of The Killer
  • Shadow Door
  • Touch of Slumber
6th Level
  • Getaway
  • Hymn of Peace
  • Land of Stability
  • Mage’s Decree
  • Serenity
  • Starmantle
  • Waves of Ecstasy
7th Level
  • Ki Shout
  • Resonating Word
9th Level
  • Impenetrable Veil
  • Overwhelming Presence

Cleric

Cantrip
  • Disrupt Undead
  • Detect Fiendish Presence
  • Enhanced Diplomacy
  • Virtue
1st Level
  • Abundant Ammunition
  • Battlefate
  • Blessed Watchfulness
  • Endure Cold/Endure Heat
  • Firebelly
  • Guardian Armor
  • Nimbus of Light
  • Personal Reading
  • Positive Pulse
  • Sacred Guardian
  • Speak With Astral Traveler
  • Twilight Luck
  • Water to Wine
2nd Level
  • Aura of Comfort
  • Avoid OF Planar Efffects
  • Blood Biography
  • Burst of Radiance
  • Create Holy Symbol
  • Dance of Ruin
  • Idea
  • Past Life
  • Protective Penumbra
  • Status
  • Trail of the Rose
  • Undetectable Alignment
  • Wings of the Sea
3rd Level
  • Amanuensis
  • Attune Form
  • Create Campsite
  • Know Customs
  • Lover’s Vengeance
  • Poison
  • Prayer
  • Reverse Healing
  • Tree
  • Zone of Sweet Air
4th Level
  • Ancestral Gift
  • Body Clock
  • Genius
  • Join With Astral Traveler
  • Ride The Waves
  • Soul Vault
  • Truespeak
  • Van Healsing's Greater Tree
5th Level
  • Archon's Trumpet
  • Darts of Life
  • Decollate
  • Dungeonsight
  • Hammer of Mending
  • Music of the Spheres
  • Oasis
  • Rest Eternal
  • Righteous Wrath of the Faithful
  • Slay Living
  • Touch of Slumber
6th Level
  • Elemental Assessor
  • Hymn of Peace
  • Land of Stability
  • Mage’s Decree
  • Overwhelming Poison
  • Repulsion
  • Serenity
  • Stone Tell
  • Waves of Ecstasy
  • Wither Limb
7th Level
  • Chariot of Sustarre
  • Hovering Road
  • Lunar Veil
  • Umbral Strike
8th Level
  • Chain Dispel
  • Curse of Night
  • Discern Location
  • Shadow Engines
  • Soulseeker
  • Stormbolts
  • Uncontrolled Weather
9th Level
  • Cursed Earth
  • Massacre
  • Overwhelming Presence
  • Polar Midnight
  • Soul Bind
  • Spirit of Power

Druid

Cantrip
  • Enhanced Diplomacy
  • Know Direction
  • Virtue
1st Level
  • Endure Cold/Endure Heat
  • Firebelly
  • Positive Pulse
  • Twilight Luck
2nd Level
  • Aura of Comfort
  • Avoid OF Planar Efffects
  • Burst of Radiance
  • Undetectable Alignment
  • Wings of the Sea
3rd Level
  • Attune Form
  • Burrow
  • Create Campsite
  • Hide Campsite
  • Poison
  • Spirit Armor
  • Tree
  • Zone of Sweet Air
4th Level
  • Blessing of the Salamander
  • Grove of Respite
  • Ride The Waves
  • See Through Stone
  • Soul Vault
  • Truespeak
  • Van Healsing's Greater Tree
5th Level
  • Cloak of the Sea
  • Oasis
  • Rest Eternal
  • Touch of Slumber
6th Level
  • Cyclic Reincarnation
  • Invisible Stalker
  • Land of Stability
  • Liveoak
  • Overwhelming Poison
  • Storm of Fire and Ice
7th Level
  • Changestaff
  • Lunar Veil
  • Umbral Strike
8th Level
  • Airboat
  • Curse of Night
  • Discern Location
  • Seamantle
  • Soulseeker
  • Stormbolts
  • Uncontrolled Weather
9th Level
  • Massacre
  • Polar Midnight
  • Soul Bind
  • Temporal Regression
  • Wildfire

Paladin

1st level
  • Abundant Ammunition
  • Battlefate
  • Bed of Iron
  • Blessed Watchfulness
  • Bowstaff
  • Guardian Armor
  • Sacred Guardian
  • Swift Girding
  • Speak With Astral Traveler
  • Twilight Luck
2nd Level
  • Create Holy Symbol
  • Undetectable Alignment
  • Winged Sword
3rd Level
  • Guardian Monument
  • Night of Blades
  • Poison
  • Prayer
  • Zone of Sweet Air
4th Level
  • Genius
  • Soul Vault
5th Level
  • Archon's Trumpet
  • Commune With Plane
  • Red Hand of The Killer
  • Righteous Wrath of the Faithful

Ranger

1st Level
  • Abundant Ammunition
  • Blades of Fire
  • Bowstaff
2nd Level
  • Aura of Comfort
  • Reloading Hands
  • Wings of the Sea
3rd Level
  • Burrow
  • Create Campsite
  • Hide Campsite
  • Instant Enemy
  • Night of Blades
  • Poison
  • Venomous Bolt
4th Level
  • Blessing of the Salamander
  • Grove of Respite
  • See Through Stone
  • Soul Vault
  • Terrain Bond
  • Van Healsing's Greater Tree

Sorcerer

Cantrip
  • Disrupt Undead
  • Detect Fiendish Presence
1st Level
  • Abundant Ammunition
  • Bed of Iron
  • Blades of Fire
  • Devil's Tail
  • Ear-Piercing Scream
  • Glancing Blow
  • Guardian Armor
  • Metamorphose Liquids
  • Minor Disintegration
  • Positive Pulse
  • Reveal Doors
  • See Alignment
  • Swift Girding
  • Unnatural Lust
  • Vanish
2nd Level
  • Ancient Knowledge
  • Avoid OF Planar Efffects
  • Blood Biography
  • Burst of Radiance
  • Dance of Ruin
  • Frisky Chest
  • Idea
  • Insatiable Thirst
  • Matchmaker
  • Protective Penumbra
  • Reloading Hands
  • Spontaneous Immolation
  • Undetectable Alignment
  • Winged Sword
  • Wings of the Sea
3rd Level
  • Amanuensis
  • Attune Form
  • Burrow
  • Call the Void
  • Conjure Carriage
  • Guardian Monument
  • Invisibility Sphere
  • Lover’s Vengeance
  • Night of Blades
  • Poison
  • Repel Water
  • Reverse Healing
  • Smug Narcissism
  • Spirit Armor
  • Tree
  • Toxic Gift
4th Level
  • Detect Scrying
  • Echolocation
  • Greater Mending
  • Mordenkainen's Force Missiles
  • Primal Scream
  • Ride The Waves
  • Soul Vault
  • Spectral Sentry
  • Shadow Step
  • Shout
  • Terrain Bond
  • Truespeak
  • Unseen Crew
  • Van Healsing's Greater Tree
5th Level
  • Archon's Trumpet
  • Cloak of Dreams
  • Cloak of the Sea
  • Commune With Plane
  • Decollate
  • Dimensional Anchor
  • Dungeonsight
  • Field of Resistance
  • Hammer of Mending
  • Oasis
  • Red Hand of The Killer
  • Sealed Sending
  • Shadow Door
  • Summon Shadow
  • Touch of Slumber
6th Level
  • Cosmic Ray
  • Ether Step
  • Elemental Assessor
  • Fluid Form
  • Gemjump
  • Getaway
  • Glassee
  • Invisible Stalker
  • Land of Stability
  • Mage’s Decree
  • Repulsion
  • Serenity
  • Starmantle
  • Stone Tell
  • Storm of Fire and Ice
  • Summon Person
  • Waves of Ecstasy
  • Wither Limb
7th Level
  • Adamantine Wings
  • Glassteel
  • Ki Shout
  • Limited Wish
  • Lunar Veil
  • Power Word Blind
  • Resonating Word
  • Seven-Eyes
  • Shadow Walk
  • Statue
  • Umbral Strike
  • Waves of Exhaustion
  • Word of Beckoning
8th Level
  • Airboat
  • Chain Dispel
  • Curse of Night
  • Demand
  • Discern Location
  • Rain of Arrows
  • Screen
  • Seamantle
  • Shadow Engines
  • Stormbolts
9th Level
  • Cursed Earth
  • Heroic Invocation
  • Impenetrable Veil
  • Massacre
  • Overwhelming Presence
  • Polar Midnight
  • Ride the Lightning
  • Soul Bind

Warlock

Cantrip
  • Detect Fiendish Presence
1st Level
  • Abundant Ammunition
  • Dictation
  • Devil's Tail
  • Ear-Piercing Scream
  • Glancing Blow
  • Metamorphose Liquids
  • Positive Pulse
  • Speak With Astral Traveler
  • Unnatural Lust
  • Ventriloquism
2nd Level
  • Past Life
  • Protective Penumbra
  • Status
3rd Level
  • Call the Void
  • Guardian Monument
  • Invisibility Sphere
  • Night of Blades
  • Poison
  • Smug Narcissism
  • Spirit Armor
4th Level
  • Ancestral Gift
  • Join With Astral Traveler
  • Ride The Waves
  • Soul Vault
  • Truespeak
  • Unseen Crew
5th Level
  • Cloak of Dreams
  • Decollate
  • Dimensional Anchor
  • Hammer of Mending
  • Oasis
  • Rest Eternal
  • Shadow Door
  • Slay Living
  • Summon Shadow
  • Touch of Slumber
6th Level
  • Elemental Assessor
  • Getaway
  • Land of Stability
  • Mage’s Decree
  • Overwhelming Poison
  • Waves of Ecstasy
  • Wither Limb
7th Level
  • Lunar Veil
  • Power Word Blind
  • Shadow Walk
  • Umbral Strike
  • Waves of Exhaustion
  • Word of Beckoning
8th Level
  • Curse of Night
  • Demand
  • Discern Location
  • Rain of Arrows
  • Soulseeker
  • Stormbolts
9th Level
  • Cursed Earth
  • Heroic Invocation
  • Massacre
  • Overwhelming Presence
  • Polar Midnight
  • Soul Bind
  • Temporal Regression

Wizard

Cantrip
  • Disrupt Undead
  • Detect Fiendish Presence
1st Level
  • Abundant Ammunition
  • Bed of Iron
  • Blades of Fire
  • Dictation
  • Devil's Tail
  • Ear-Piercing Scream
  • Glancing Blow
  • Guardian Armor
  • Metamorphose Liquids
  • Minor Disintegration
  • Positive Pulse
  • Reveal Doors
  • Secluded Grimoire
  • See Alignment
  • Swift Girding
  • Unnatural Lust
  • Vanish
  • Ventriloquism
2nd Level
  • Ancient Knowledge
  • Avoid OF Planar Efffects
  • Blood Biography
  • Burst of Radiance
  • Dance of Ruin
  • Frisky Chest
  • Idea
  • Insatiable Thirst
  • Matchmaker
  • Past Life
  • Protective Penumbra
  • Reloading Hands
  • Spontaneous Immolation
  • Undetectable Alignment
  • Winged Sword
  • Wings of the Sea
3rd Level
  • Amanuensis
  • Attune Form
  • Call the Void
  • Conjure Carriage
  • Guardian Monument
  • Invisibility Sphere
  • Lover’s Vengeance
  • Night of Blades
  • Poison
  • Repel Water
  • Reverse Healing
  • Smug Narcissism
  • Spirit Armor
  • Toxic Gift
4th Level
  • Detect Scrying
  • Echolocation
  • Greater Mending
  • Join With Astral Traveler
  • Mordenkainen's Force Missiles
  • Primal Scream
  • Rary's Mnemonic Enhancer
  • Ride The Waves
  • Soul Vault
  • Spectral Sentry
  • Shadow Step
  • Shout
  • Truespeak
  • Unseen Crew
5th Level
  • Archon's Trumpet
  • Cloak of Dreams
  • Cloak of the Sea
  • Commune With Plane
  • Decollate
  • Dimensional Anchor
  • Dungeonsight
  • Field of Resistance
  • Hammer of Mending
  • Oasis
  • Red Hand of The Killer
  • Sealed Sending
  • Shadow Door
  • Summon Shadow
  • Touch of Slumber
6th Level
  • Cosmic Ray
  • Ether Step
  • Elemental Assessor
  • Fluid Form
  • Gemjump
  • Getaway
  • Glassee
  • Invisible Stalker
  • Land of Stability
  • Mage’s Decree
  • Repulsion
  • Serenity
  • Starmantle
  • Stone Tell
  • Storm of Fire and Ice
  • Summon Person
  • Waves of Ecstasy
  • Wither Limb
7th Level
  • Adamantine Wings
  • Glassteel
  • Ki Shout
  • Limited Wish
  • Lunar Veil
  • Power Word Blind
  • Resonating Word
  • Seven-Eyes
  • Shadow Walk
  • Statue
  • Umbral Strike
  • Waves of Exhaustion
  • Word of Beckoning
8th Level
  • Airboat
  • Chain Dispel
  • Curse of Night
  • Demand
  • Discern Location
  • Gunther's Kaleidoscopic Strike
  • Rain of Arrows
  • Screen
  • Seamantle
  • Shadow Engines
  • Stormbolts
  • Uncontrolled Weather
9th Level
  • Cursed Earth
  • Estate Transference
  • Heroic Invocation
  • Impenetrable Veil
  • Massacre
  • Mordenkainen's disjunction
  • Mystra's Miasma
  • Overwhelming Presence
  • Polar Midnight
  • Ride the Lightning
  • Soul Bind
  • Temporal Regression
  • Wildfire
  • Wish

Disrupt Undead

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Wizard

You direct a ray of positive energy

Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage. If you hit an undead target, it also has disadvantage on the next saving throw it makes before the end of your next turn.

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

Detect Fiendish Presence

Divination Cantrip


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

For the duration, you know if there is fiends with evil alignment within in a 60-foot cone originating from you, as well as where the creature is located and his the lingering effects caused by their gifts, presence, and spells.

It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords.

Enhanced Diplomacy

Divination cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Druid

You touch a creature and imbue the target with divine diplomacy skills. The target gets advantage on a single Persuasion or Intimidate check. It must choose to use the bonus before making the roll to which it applies.

Lullaby

Enchantment Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard

You begin to sing a lullaby that makes the creatures who listen to it sleepy in a 10-foot-radius sphere from a point within range. Each creature within the area must make a Wisdom saving throw. On a failed save, a creature become drowsy taking disadvantage on Perception checks and a disadvantage on Wisdom saving throw against sleep effects while the lullaby is in effect.

Know Direction

Divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Druid

When you cast this spell, you instantly know the direction of north from your current position.

The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.

Virtue

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric, Druid

You touch one creature, imbuing it with vitality

If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d6 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

This spell's temporary hit points increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

You always add your spellcasting ability modifier to the temporary hit points.

Abundant Ammunition

1st-level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a single piece of ammunition)
  • Duration: 1 minute
  • Classes: Artificer, Bard, Cleric, Ranger, Paladin, Sorcerer, Warlock, Wizard

You touch a container such as a quiver or a pouch that contains nonmagical ammunition, each time you make such a ranged attack, your container magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the container leaves your possession, the spell ends.

Battlefate

1st-level Divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Electrum coin)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Paladin

This spell alters probability to favor one creature locked in battle. His opponent may stumble at an awkward time, a clumsy parry might catch the enemy's weapon at just the right angle, or he happens to notice the foe moving in for a flank attack.

Roll one d4 to determinate the effect of spell.

1: Your weapon attacks deal an extra 1d4 radiant damage on a hit

2: A +1 bonus to AC for the duration.

3: the target can roll a d4 and add the number rolled to saving throw

4: The target can roll a d4 and add the number rolled to the attack roll

Bed of Iron

1st-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a feather or swatch of soft fabric)
  • Duration: 8 hours
  • Classes: Artificer, Paladin, Sorcerer, Wizard

This spell makes even the clunkiest armor feel soft as silk to the wearer

You touch a creature and are able to sleep comfortably in medium or heavy armor without suffering from exhaustion the following day

Blades of Fire

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous
  • Classes: Artificer, Ranger, Sorcerer, Wizard

You flourish the weapon used in the casting and then lights up in a fairy fire

Choose up to two creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 2d8 fire damage.

Blessed Watchfulness

1st-level Transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S
  • Duration: 4 hours
  • Classes: Bard, Cleric, Paladin

You or a creature you touch gets an exceptional powers of observation and alertness to one creature for the duration of the spell. While blessed watchfulness is in effect, the designated sentinel remains alert, awake and vigilant for the duration of the spell. In fact, it takes a roll of 1 to surprise someone under this effect.

He resists sleep spells and similar magic, gains advantage to saving throws against other spells or effects that could lower his guard or force him to abandon his watch, including charm, beguiling, fear, emotion, and similar enchantment spells. If the effect normally allows no saving throw, the watcher gains no special benefit.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell's duration increases by 1 hour for each slot level above 1st.

Bowstaff

1st-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V
  • Duration: 1 minute
  • Classes: Artificer, Paladin, Ranger

The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness.

The bow’s bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.

Dictation

1st-level Evocation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M (blank page, scroll, or paper)
  • Duration: 1 hour
  • Classes: Artificer, Warlock, Wizard

This spell causes any words spoken by you or a willing creature within 10 feet of you to appear on a piece of paper or the blank page of a book. It is useful for recording conversations, verbal agreements, interrogations, or even notes or observations if the you don't want to take the time to write them down himself. Generally, a person reading aloud takes about one to five minutes to read a page, depending on how many words are on page.

Foreign languages are not translated, although foreign words are given the correct alphabetic spelling in your native language; for example, the phrase "cest la vie" would appear as it does here, with no English translation, but a phrase or name in Arabic or Chinese would not be transcribed in those alphabets. Magical spells and invocations are not recorded, so this spell can't be used to create a backup copy of a scroll even as it's read by you, but you or a creature may be able to record a magical item's command word if an enemy within ranges uses it while the spell is in effect.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell's duration increases by 1 hour for each slot level above 1st.

Devil's Tail

1st-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You grow a 3-foot-long tail. The tail is thin, black or red, and it ends in a spike. For the duration of the spell, you can attack with your tail. As bonus action you can make a melee spell attack against one creature within 5 feet of you dealing On a hit, the target takes piercing damage equal to 2d6 + your spellcasting ability modifier.

Ear-Piercing Scream

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You unleash a powerful scream to one creature you can see within range. The target must succeed on a Constitution saving throw or take 3d6 thunder damage and is stunned until the end of its next turn.

Endure Cold/Endure Heat

1st-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 Hour
  • Classes: Cleric, Druid

Until the spell ends, one willing creature you touch is protected from normal extremes of cold or heat (depending on which application that you 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 ends if the creature is affected by any non-normal heat or cold, such as magic, breath weapons, and so on.

The spells ends 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 target 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 creature.

Firebelly

1st-level Abjuration


  • Casting Time: 1 reaction, which you take when you take fire damage
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Cleric, Druid

A magical fire warms your belly, granting you resistance to fire damage. Once before the spell ends, you can breathe fire. As an action you create a 15-foot cone of fire wind extending originating from you. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

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

Glancing Blow

1st-level abjuration


  • Casting Time: 1 reaction, which you take when another creature within range that you can see is hit by an attack
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

With a quick gesture, you produces an angled wall of force momentarily between the target and an incoming physical attack that they can see. The wall is positioned in such a way as to deflect the incoming blow, reducing the damage by 4d4.

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

Guardian Armor

1st-level Conjuration


  • Casting Time: 1 reaction, taken when an ally creature you can see are hit by an attack
  • Range: 60 feet
  • Components: V, S, M (armor worn)
  • Duration: instantaneous
  • Classes: Artificer, Cleric, Paladin, Sorcerer, Wizard

This spell teleports the suit of armor you are wearing off of your body and onto an willing creature within range; the target must be the same size, general shape as you and must be proficient with this. This armor appears on the target’s body fully formed and properly donned, granting the creature the immediate benefit of its protection. If the target of guardian armor was already wearing armor, the armor wearing it is removed from the target’s body and falls undamaged into an adjacent square.

Metamorphose Liquids

1st-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M a drop of the liquid that you 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 up to 10 gallons of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). You 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: Artificer, Bard, Sorcerer, Wizard

You touch 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 your hand without being visible from any angle. A small coin could be turned to dust, but a very large one could not.

Nimbus of Light

1st-level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric

A glittering corona of sunlight surrounds your body at a few inches distance—until you release it as a focused blast of divine energy. The nimbus of light glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 feet) from you. As a bonus action, you can coalesce the energy from the nimbus of light around your outstretched arm, and then as an action fling it toward a foe within 30 feet. Until the spell ends you can use an action to launch a beam of radiance from the the nimbus of light at one creature you can see within 5 feet of the nimbus of light. Make a ranged spell attack. On a hit, the target takes 2d8 radiant damage. Whether you hit or miss with the nimbus of light, the spell ends.

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.

Personal Reading

1st-level Divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric

This spell allows the you to mathematically analyze personal information about one human or demihuman character and learn valuable facts about that character. To cast this spell, you must know the target's real name (the name of the target was given as a child) or the date and place of the character's birth. You 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, you might learn that the target 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.

Positive Pulse

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: instantaneous
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

This spell causes a wave of positive energy to spread in a 5-foot-radius sphere from a point within range, damaging foes vulnerable to positive energy and bolstering living creatures. Each undead creature in the are must make a Wisdom saving throw. A target takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. This spell does not heal creatures such creatures instead gain advantage on saving throws against death effects, finger of death, negative Energy Flood, and effects directly caused by undeads. This bonus lasts for 1 round.

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

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: Artificer, Sorcerer, Wizard

When you sprinkles sand from your 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.

Sacred Guardian

1st-level Enchantment


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S M (a rose petal that has been kissed by the spell recipient)
  • Duration: 24 hours
  • Classes: Cleric, Paladin

You touch a creature and for the duration of the spell, you becomes instantly aware when the target of the spell is in danger, regardless of the distance between the you and the creature. The target may be on a different plane of existence than you. At no time, however, you dont know the person's location through the use of this spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a mental image of the endangered person's situation.

Secluded Grimoire

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a spellbook worth at least 50 gp)
  • Duration: Until dispelled
  • Classes: Wizard

This spell sends a spellbook used in the spell's casting into a random but safe location on the Ethereal Plane, where it remains indefinitely. When you cast this spell, the target spellbook dissolves into quickly fading lines of energy and runes that reflect all of the spells stored within. Thereafter, you can retrieve the spellbook as an action, causing it to reappear in your hands. You cannot cast this spell on another spellbook if you currently have a spellbook in the Ethereal Plane. No other creatures or objects accompany the spellbook you send away, and the duration of any spells currently affecting the spellbook continue normally.

See Alignment

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (eye of newt)
  • Duration: 1 minute
  • Classes: Artificer, Bard, Sorcerer, Wizard

When you cast this spell, select a single alignment (such as lawful good or chaotic evil). Creatures of that alignment glow with a ghostly radiance while they are within your vision.

Though you can see this radiance, other creatures cannot.

Spells and effects that obscure alignment, also obscure the effects of this spell.

Swift Girding

1st-level Trnasmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the armor to be worn)
  • Duration: instantaneous
  • Classes: Artificer, Paladin, Sorcerer, Wizard

Choose one willing creature the creature are immediately clad in the armor that you choose. The target of the spell must be capable of wearing the chosen armor, cant be wearing other armor, and must be able to properly fit into the chosen armor.

The chosen armor must be empty and cannot be currently worn by another creature (thus you cannot move armor from one wearer to another with this spell). Creatures armored with this spell are considered to have donned the armor properly.

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.

Speak With Astral Traveler

1st-level Divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Paladin, Warlock

When a creature casts the 9th-level Astral Projection spell, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting speak with astral traveler, you can mentally communicate with the projected individual. Although communication is mental, it takes the same amount of time as a normal, verbal dialogue.

The spell ends abruptly when its duration expires.

Twilight Luck

1st-level Abjuration


  • Casting Time: 1 reaction, which you take when a ally creature you can see within 60 feet of yourself make an attack roll or a saving throw
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Paladin

You can impart the luck of the fey to one nonevil creature. The target can roll a d4 and add the number rolled to the attack roll, ability check or saving throw.

Abstinence: You must refrain from imbibing alcohol for 1 days prior to casting this spell.

Unnatural Lust

1st-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Bard, Sorcerer, Warlock, Wizard

Your target a creature in the range and the creature is filled with lust and desire for a single creature or object as designated by you at the time of casting. That creature or object must be within the spell’s range and perceivable by the target of the spell.

The target must succeed on a Wisdom saving throw, on a failed save the target is filled with the compulsion to rush to the creature of its lust and passionately kiss or caress that creature on its next turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature or object, it has advantage on its saving throw

Vanish

1st-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Sorcerer, Wizard

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

Ventriloquism

1st-level Illusion


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, M (a parchment rolled up into a small cone)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Warlock, Wizard

This spell enables you to make your voice, or the target of the spell's voice, seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. You can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds. A creature that uses its action to examine the sound can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent check this spell in consideration of its contribution to the total effect of the combined illusion.

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. You may choose red or white.

At Higher Levels. When you cast using a spell slot 2nd level you can select an additional waterskin and turn that water into wine

Ancient Knowledge

2nd-level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 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. Once before the spell ends, you can give yourself advantage in a Arcana, History, Investigation, Nature or Religion ability check.

Aura of Comfort

2nd-level Evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Cleric, Druid, Ranger

You touch a willing creature, a faintly shimmering aura surrounds the target. The aura insulates the target from the effects of nonmagical heat and cold in a range of -20 F. to 140 F. Any time a traveler encounters temperatures in this range, he maintains a comfortable temperature of 70 F., regardless of prevailing weather conditions.

Additionally, the spell acts as a shield against rain, snow, and hail, which are blocked by the aura.

If the target encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a target who encounters a temperature of 150 will actually experience a temperature of 80

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.

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.

Blood Biography

2nd-level Divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a scrap of parchment)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Sorcerer, Wizard

You learn the answers to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures must make a Wisdom saving throw. On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. You can cast the spell on dried or fresh blood. Once you cast the spell the answers to the following four questions appear on any flat surface you designate (a wall, a piece of paper, and so on).

  • Who are you? (The name by which the creature is most commonly known)
  • What are you? (Gender, race, profession/role)
  • How was your blood shed? (Brief outline of the events that caused its wound, to the best of the victim’s knowledge)
  • When was your blood shed?

These answers always appear in a language you can read even if the creature cannot speak that or any language.

Burst of Radiance

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of flint and a pinch of silver dust)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer, Wizard

This spell fills the area with a brilliant flash of shimmering light. Each creature in a 10-foot-radius sphere centered on a point of your choice in the range must make a Constitution saving throw. On a failed save, a creature takes 3d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Create Holy Symbol

2nd-level Conjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

When the words of this spell are uttered, a holy symbol appropriate to your deity appears out of thin air. The item appears in your hands. It may be used as a component for spells or for any other purpose would normally use this holy symbol (such as turning undead). You may also opt to give it to a creature with the same deity. The holy symbol is a permanent object.

Duelist’s Feint

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard

With a lascivious wink and a sensuous sway, you flood a foe’s mind with lustful thoughts of you, distracting your target and rendering that creature vulnerable to your attacks. Choose a creature you can see within range. The target must succeed on a Wisdom saving throw. On a failed save the creature have disadvantage on concentration checks and ability checks against grapple, and shove. If the target would not normally be sexually attracted to you, it have advantage on its saving throw. If you end your turn more than 20 feet from the target or end your turn where your target cannot see you, this spell immediately ends.

Dance of Ruin

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Sorcerer, Wizard

To cast this spell, you dances wildly and chants. After you finish your dance, a wave of crackling energy flashes outward up to the extent of the range. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 2d20 necrotic damage. On a successful save, the creature takes half damage, but suffers no other effect. This spell has no effect on Fiends.

Frisky Chest

2nd-level Enchantment


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a dried frog's leg, a feather, and a fish scale)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

With this spell, you can enchant a chest, book, or any other nonliving object no larger than a 10'x10'x10' feet cube. When any creature other than you comes within three feet of the enchanted object, it instantly sprouts appendages and moves away from the creature as quickly as possible. The enchanted object continues to move until it is at least 10 feet away from the nearest creatures in the area.

After the enchanted object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the enchanted object, the enchanted object sprouts appendages and flees. This process continues until the spell ends (through a dispel magic or similar spell) or the enchanted object is subdued or destroyed.

The enchanted object can sprout feet, wings, or fins, whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. The enchanted object can freely and instantly trade appendages as necessary. The enchanted object will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through the earth. It cannot attack or take any actions other than movement. If surrounded or cornered, the enchanted object moves in random directions until it is restrained or destroyed.

The enchantment ends if you voluntarily ends the spell, if the enchanted object is destroyed (the object has the same vulnerabilities as it has in its normal state), or if the enchanted object is restrained for 2-5 (1d4+1) consecutive rounds. Restraint means that the object is prevented from fleeing; if a creature is able to grapple, lift, or sit on the object, it is considered restrained. A creature capable of lifting the object in its normal state is considered strong enough to restrain it (for instance, a person capable of lifting a 50-pound box is also capable of restraining such a box enchanted by frisky chest). The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several creatures.

Idea

2nd-level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a gold coin)
  • Classes: Artificer, Cleric, Sorcerer, Wizard

This spell stimulates your mind to experience a flash of insight. In game terms, the DM reminds you the player of a fact or event that has been forgotten, overlooked, or discounted. Thus, the DM might remind the player about an important clue that the character discovered but the player did not consider significant. If there are no forgotten facts, the DM may, at his discretion, tell the player of new information relevant to the condition at hand. The DM must be careful in adjudicating use of this spell. The reminder or information should always be relevant and useful but should not be unbalancing to the situation. The reminder can be cryptic, depending on the DM's campaign. This spell can be cast only once in any eight hour period.

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 to a creature that you can see within range. The target 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, target may not realize that a liquid is poisonous. The target 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. The target 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, the target can make another Constitution saving throw. On a success, the spell ends on the target.

Matchmaker

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S, M (a rose petal)
  • Duration: 1 hour
  • Classes: Bard, Sorcerer, Wizard

You entice the target creatures to become romantically interested in one another. Each creature makes saving throws and applies spell resistance separately. The creatures must succeed on a Wisdom saving throw, on a failed save creatures are affected by spell. Both must be affected for the spell to have an effect. If either creatures has a prior unfriendly or hostile attitude toward the other, it has advantage on its saving throw. This spell doesn’t override the targets’ normal sexual preferences or other limitations. If romantic feelings are incompatible for this reason, the creature instead feels an intimate platonic bond with the other.

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 you 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 you cast using a spell slot 5th level, you are able to view the final minute of the subject's life from the subject's point of view.

Protective Penumbra

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard

This spell keeps the target slightly in shadow. A target with light sensitivity, or Sunlight Hypersensitivity (such as vampires) may ignore penalties from those qualities

Reloading Hands

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Ranger, Sorcerer, Wizard

You touch a willing creature and a phantom hands load a simple or martial ranged weapon or firearm with conjured ammunition. The target creature ignore the loading property. Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration of the spell, whichever comes first.

Spontaneous Immolation

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (pinch of saltpeter)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Sorcerer, Wizard

You point your finger at a creature you can see within range, causing it to spontaneously burst into flame. The target must make a Constitution saving throw. It takes 4d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 2d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.

Status

2nd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Cleric, Warlock

When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You touch a willing creature and you are aware of direction and distance to the creatures and any conditions affecting them: incapacitated, restrained, unconscious, dying, frightened, stunned, poisoned or the like. Once the spell has been cast upon the target, the distance between them and you does not affect the spell as long as they are on the same plane of existence. If the target leaves the plane, or if it dies, the spell ceases to function for it.

Trail of the Rose

2nd-level Illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a rose)
  • Duration: 1 hour
  • Classes: Bard, Cleric

This spell creates an illusory trail in the form of a misty and visible scent coming from the rose used as this spell’s material component. When you cast this spell, the scent of the rose leaves a faint pink-tinged illusion that ripples and flows in the area. Only you and up to six creatures you designate upon casting the spell can see the illusion. To designate a creature, you must know it well. It is not enough simply to have met that creature once or heard of the creature. When you move, this illusory scent leaves a trail, though there are no telltale signs of which direction you moved if creatures designated by this spell find a middle section of the trail. This is typically used to create backtracking method for the caster’s handpicked allies, useful for navigating in and out of mazes or labyrinthine cave complexes without leaving behind an obvious trail.

Undetectable Alignment

2nd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours
  • Classes: Artificer, Cleric, Druid, Paladin, Sorcerer, Wizard

Until the spell ends, one willing creature or object you touch is immune all forms of divination that reveal their alignment

Winged Sword

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Artificer, Paladin, Sorcerer, Wizard

The weapon targeted by this spell grows small feathered wings. For the duration of the spell, the weapon acts as if it had the throwing weapon property.

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 target a swim speed if it does not already have one.

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: Artificer, 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.

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 OF Planar Efffects spell.

Burrow

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Druid, Ranger Sorcerer, Wizard

You touch a willing creature and the target can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy armor) through sand, loose soil, or gravel, or at a speed of 5 feet through stone. Using burrow requires only as much concentration as walking, so the target can attack or cast spells normally. The burrowing creature cannot run. Loose material collapses behind the target 1 round after it leaves the area. This spell does not give the target the ability to breathe underground, so when passing through loose material, the creature must hold its breath and take only short trips, or else it may suffocate.

Call the Void

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

This spell surrounds you with an aura of nothingness that channels the mysterious energies of the Dark Tapestry to a distance of 10 feet for the duration. When the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save the creature takes 3d6 force damage. On a successful save, the creature takes half as much damage. In addition, creatures affected by your aura cannot breathe, and cannot speak or cast spells with somatic components. Creatures in the spell area cannot breathe or speak regardless of whether their save is successful as long as they are in the spell area.

Create Campsite

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S. M (The material components are the same as those for create campsite)
  • Duration: 8 hours
  • Classes: Artificer, Bard, Cleric, Druid, Ranger

With this spell, you generates a squadron of tiny invisible servants who create a campsite for the you and your companions. You indicates the desired area for the campsite (an area of 50-foot radius or less) and the number of persons the campsite is to accommodate (a number of persons equal to fifteen). The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this. The entire process takes 10 minutes to complete. The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations. The servants cannot fight for the party, deliver messages, or take any other actions other than creating the campsite. The material components are a piece of string, a bit of wood, and a drop of water. The reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot radius or less). The servants extinguish fires, dispose of debris, and pack gear enough to sustain up to fifteen creature. The entire process takes 10 minutes to complete. When completed, all traces of the campsite are eliminated.

Conjure Carriage

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a gourd)
  • Duration: 1 hour
  • Classes: Bard, Sorcerer, Wizard

You create a fine wooden carriage with whatever cosmetic embellishments you desire. It is well constructed, although not exceptionally ostentatious. The carriage can carry up to six Medium or Small passengers. When conjured, the carriage comes with a team of two quasi-real riding horses, which are already harnessed to the carriage. At your command, an invisible coachman similar to an unseen servant can assume the role of driver and direct the carriage, although it can’t perform any complex or dangerous driving, and fails any checks made to drive the carriage in such conditions. At the end of the spell’s duration, the carriage, horses, and coachman disappear into nothingness, depositing everything on or in it on the ground in its space.

Guardian Monument

3rd-level abjuration


  • Casting Time: Touch
  • Range: Touch
  • Components: V, S, M (an unattended, non-magical object)
  • Duration: 1 hour
  • Classes: Bard, Paladin, Sorcerer, Warlock, Wizard

You touch an unattended, non-magical object to create a touchstone for humans defending the area. The area can have a radius up to 40 feet, such human defenders are protected by a shimmering aura as long as they are in the area. Whenever a human ends its turn in the area gains 3d6 temporary hit points. The spell ends if the object is moved from its place. If the touched object is a monument to human achievement, the area increases to a 60-foot radius.

Hide Campsite

3rd-level Illusion


  • Casting Time: 10 minutes
  • Range: 90 feet
  • Components: V, S, M (a sprig of mistletoe, and a vial of quicksilver)
  • Duration: 8 hours
  • Classes: Druid, Ranger

You make an area of a cube 40-feet on each side around a campsite appear to be a thicket of untouched and forbidding foliage, or some other unwelcoming feature matching the surrounding terrain. Creatures outside the area cannot sense any activity going on inside the area- they cannot smell campfires or cooking food, they cannot hear conversation, loud noises, or spells being cast, and they cannot even feel heat or a rush of wind coming from the area. Those inside the area can see out normally. Once a creature steps into the area of the spell, it can see everything in and around the area normally.

Instant Enemy

3rd-level Enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Ranger

With this spell you designate the target as your favored enemy for the remainder of its duration. You choose a creature you can see within range. You gain advantage on attack rolls against the creature until the spell end or it drops to 0 hit points or falls unconscious.

Invisibility Sphere

3rd-level Illusion


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S,
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of you. The center of the effect is mobile with you. 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 you) who attacks or casts a spell negate the invisibility only for themselves. If you, attacks or casts a spell the invisibility sphere ends.

Know Customs

3rd-level Divination


  • Casting Time: 1 action
  • Range: 90 fee
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric

This spell allows you to gain general knowledge of the customs, laws, and social etiquette of a tribe or village. You 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 you; 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, you 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 you 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 you 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.

Lover’s Vengeance

3r-level Enchatment


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, M (a piece of jewelry worth at least 100 gp)
  • Duration: 8 hours
  • Classes: Bard, Cleric, Sorcerer, Wizard

You inspire yourself or a lover to a vengeful rage against a chosen enemy, who must be a creature that has wronged you in some way. If cast on you, the next time you are in combat with that enemy, you gain the following benefits against that creature:

  • Advantage on weapon´s attacks rolls
  • Advantage on Wisdom and Charisma saving throws

You can't concentrate on spells while you're under the effects. If cast on a lover, he or she gains the benefits the spell the next time the lover is in combat against your enemy. This variant of the spell must be cast within 1 hour of an intimate encounter with the target. The effect lasts 1 minute and if the creature that triggers the rage is one of your lovers or ex-lovers, allows to concentrate on spells

Night of Blades

3rd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin, Ranger, Sorcerer, Warlock, Wizard

You create an immobile wall of tiny black blades that whirl and tear into creatures like a cyclone on the ground at a point you can see within range. You can make the wall up to 10 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 10 feet in diameter, 20 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 slashing damage, or half as much damage on a successful save. A creature can move through the wall the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 3d6 slashing damage on a failed save, or half as much damage on a successful one.

Poison

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Calling upon the venomous powers of natural predators. Make a melee spell attack against a creature you can reach. On a hit, the target takes 7d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Prayer

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: Self (30 feet-radius)
  • Components: V, S, M (holy symbol, prayer beads, or a similar device worth at least 1 sp)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Paladin

You brings special favor upon you and your allies causing harm to his enemies. Each allied creature in the area have advantage on attack rolls and saving throws against any creature hostile to you who is in the area. Each creature hostile to you who is in the area have disadvantage on attack rolls and saving throws against any allied creature in the area. Each of your turns for the duration of spell, you can use your action to pray. The spell ends if you use your action to do anything else.

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: Artificer, Bard, Sorcerer, Wizard

You touch 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.

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, you must draw your 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 necrotic damage instead of gain life from all nonmagical healing. Spells of 2nd level or lower that heals, does the same damage as it heals, rendering it ineffective. A remove curse or dispel magic spell 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.

At Higher Levels. When you cast using a spell slot 4th level or higher you make magic healing of 3rd level ineffective of one level higher for each slot level above 3rd.

Smug Narcissism

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a tiny shard of a mirror)
  • Duration: Concentrarion, up to 10 minutes
  • Classes: Bard, Sorcerer, Warlock, Wizard

You attempt to cause to one creature in the range to become overwhelmed by its own importance, talents, and attractiveness a humanoid that you can see within range. It must succeed on a Wisdom saving throw. On a failed save the target is affected by this spell. The target cannot help but look at itself in every reflective surface at every possible opportunity. In social situations, the target always tries to comment about how attractive it is or how ugly someone else is by comparison. The target remains constantly distracted, always looking for a reflective surface to gaze upon (such as a mirror, pool of water, a polished shield, and so on). The distraction gives the target disadvantage on all skill checks. In combat, the target worries about enemies damaging its appearance, and focuses on defense rather than offense (casting defensive spells rather than offensive spells, using the fight defensively or total defense action, and so on). Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

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 a creature that you touch. They weight nothing, add nothing to encumbrance, and do not interfere with casting or visibility. These spirits interpose themselves between their host and the nearby enemies. Anyone attempting to make an attack against the target must make a Wisdom saving throw vs spell DC or instead attack the spirits. The spirits have AC 13 and hit points equal to 2d8 + 15.

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 15

  • Fungus or lichen: the spirits are fey and shed a bright 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 disadvantage on Wisdom Saving Throws to end the frightened condition against any hostile creature who can clearly see them

  • Water, fresh: the target and their clothes are imbued with water, wetting skin and dampening clothes. The target gains advantage on Saving Throws against spells or effects that deals fire damage.

  • Water, salt: the spirits are foggy and dense, creating an area of fog for 10 feet and its area is heavily obscured.

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

You are 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, you 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 the same as you. You can remove the spell at any time, instantly changing from plant to your normal form and having full capability for any action normally possible (including spellcasting). Note that all clothing and gear worn or carried change with you.

Toxic Gift

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You can cast this spell only if you are currently poisoned. Choose a creature that you can see within range. The target must succeed on a Constitution saving throw You draw upon the poison in your body and duplicate its effects in the target, which is affected by the same poison you are, except it uses this spell’s DC instead of the poison’s normal DC. If you are affected by more than one poison, you must choose one to afflict upon the target.

Venomous Bolt

3rd-level Necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Ranger

You infuse a single arrow or crossbow bolt with natural venom as you fire it. The next time you hit a creature with a ranged weapon attack before the spell ends, in addition to its normal damage, anyone struck by this arrow or bolt must make a Constitution Saving throw, on a failed save the target take 5d10 poison damage and is poisoned until the end of the next turn or half as much damage on a successful one and it is not poisoned.

Zone of Sweet Air

3rd-level Abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (holy symbol, a silk handkerchief, and a strand of spider web)
  • Duration: Concentration up 1 minute
  • Classes: Cleric, Druid, Paladin

Zone of sweet air creates an invisible barrier around you that repels all noxious elements from poisonous vapors, including those created magically (such as a stinking cloud). The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally. If a poisonous vapor is expelled within the area of effect (for example, a stinking cloud is cast), the spell takes effect normally but dissipates in half the time normally required.

Ancestral Gift

4th-level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (stone or metal image of your ancestor)
  • Duration: 10 minutes
  • Classes: Bard, Cleric, Warlock

A ghostly manifestation of one of your ancestors appears before you bearing a weapon of your choice in its hands. The weapon may be any simple or martial weapon. The weapon is an uncommon magic weapon of the DM choice. You may use the weapon as if you were proficient in it. The weapon may not be wielded by anyone else, and if removed from your grasp, it vanishes and the spell ends immediately.

Blessing of the Salamander

4th-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

You touch a willing creature, its skin turns slick and clammy and it is able to regenerate damage each round. Until the spell ends, you gain the following benefits:

  • Until the spell ends, the creature regains 5 hit points at the start of its turn if it has at least 1 hit point

  • The target have fire resistance

  • The creature can use an action to create a 15-foot cone extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

Body Clock

4th-level Transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (corn, water, glass bottle)
  • Duration: 1 hour
  • Classes: Cleric

You touch a willing creature and the target gains the following benefits:

  • The target for sleep is reduced. For every hour that the target sleeps, the target is as refreshed as if slept 10 hours. For every two hours that a the target sleeps during the spell (20 hours of rest), the target regains hit points as if spent a complete rest. However, any Spellcaster are not able to prepare spells or regain spell slots; "real" time must pass for this to occur.

  • The target need to breathe is reduced. The target 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 target can set an internal "alarm clock" to alert him when a specific amount of time has passed. The target then hears a brief ringing in his ears, audible only to him. The ringing is loud enough to wake the target. The target 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, spellcasting, or any other normal activities.

At Higher Levels. When you cast using a spell slot 5th level or higher the duration of the spell increase for 1 hour for each slot level above 4th.

Detect Scrying

4th-level Divination


  • Casting Time: 1 action
  • Range: Self (40-ft-radius)
  • Components: V, S, M (a piece of mirror and a miniature brass hearing trumpet)
  • Duration: 24 hours
  • Classes: Bard, Sorcerer, Wizard

You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area. If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed spellcasting check. If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his direction and distance from you.

Echolocation

4th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 10 minutes
  • Classes: Bard, Sorcerer, Wizard

You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet. The echo-producing noises are too high-pitched to be heard by most creatures, and can only be detected by dragons, other creatures with this ability (such as bats), and creatures with hearing-based blindsense or blindsight. You cannot use this ability if you are deaf, and cannot detect anything in an area of silence.

Genius

4th-level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a gem of at least 50 gp value)
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

This spell is similar to Idea, except that you the player can ask the DM one question about any event occurring at the moment. The question must be somehow related to evaluation of the current situation, such as "What are these monsters?" Speculation about the future, such as "What's on the other side of the door?" is not permitted. As with idea, the DM must be careful in adjudicating this spell. The answer to the question should always be relevant and correct, although not necessarily complete, and should not be unbalancing to the situation. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM's assessment of the situation. In general, the answer will be a single word or a short phrase of no more than five words. This spell can be cast only once in any 12-hour period. Subsequent attempts to cast the spell result in no answer.

Greater Mending

4th-level Abjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, 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, you must run your 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).

Grove of Respite

4th-level Conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a leaf or blade of grass and a drop of water)
  • Duration: 8 hours
  • Classes: Druid, Ranger

You conjure a 20-ft-radius sheltered grove of trees surrounding a shallow spring. The grove appears from nowhere even in the most barren, rocky soil regardless of season, but the spell must be cast outside on open ground. The area within the grove is temperate and comfortable, like that of a tiny hut, although the grove provides no illumination and provides no protection from the elements. The water in the grove’s spring is clean and drinkable. Additionally, the trees provide a variety of ripe fruit, regardless of season, which acts as a goodberry spell for up to eight people. The grove is warded with an alarm spell that alerts you whenever any creature enters the area. Once the spell expires, the grove vanishes, including all fruit, water, and other materials from it, although any nourishment or healing gained from its effects remains.

Join With Astral Traveler

4th-level Transmutation


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S
  • Duration: Special
  • Classes: Cleric, Warlock, Wizard

When a creature casts the Astral Projection , he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting join with astral traveler, you can cause your own astral body to leave his physical body in suspended animation. Your astral body then travels along the silver cord of the originally projected creature. You join to the projected creature as if he were part of the original casting of the astral spell; with his own silver cord is connected to the creature silver cord, and he is dependent to the creature that originally cast it. A creature who casts the Astral Projection can project as many as eight other creatures along with himself. However, creatures casting join with astral traveler are an exception to this limit.

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 your hand to unerringly strike its target, much like a magic missile spell. The target must be seen or otherwise detected in order to be targeted by this spell. You create two missile. Each missile inflicts 4d4 force damage to the target and the target and each creature within 5 feet of it take 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.

Primal Scream

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

You voice a mighty yell from the depths of your soul, you can end any charmed or paralyzed condition that afflicts you. You can cast this spell even when paralyzed or unable to speak because of a charmed effect, but not in an area of silence , if you are unable to speak for reasons other than enchantments or paralysis (for example, if you are gagged), or if cast in an environment where speaking is not possible.

Rary's Mnemonic Enhancer

4th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an 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

You are 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).

Ride The Waves

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You touch one willing creature and the target gains the ability to breathe water and a swim speed of 30 feet.

The spell does not make the target unable to breathe air

See Through Stone

4th-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Druid, Ranger

You touch a creature and bestow the ability to see through solid rock as if it were transparent glass. The target may see through 10 foot of stone. The target see within the stone as if were looking at the area in normal light, even if there is no illumination, though darkvision have no effect on the ability to see through stone. Metal at least 1 inch thick or wood or dirt at least 3 feet thick blocks the vision. The spell does not negate creatures hiding behind stone objects (the stone is still an obstacle to your attacks).

Soul Vault

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S,
  • Duration: 1 Hour
  • Classes: Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Choose a willing creature that you can see within range. Until the spell ends, the target’s soul is protected by briefly enveloping the target in an ethereal vault. The target gains advantage on saving throws against spells and effects that would trap or redirect its soul (such as magic jar or soul bind) and effects that would transform the target into an undead creature. The target is granted a save to negate such effects even if one is not normally allowed. If it’s cast on a living creature that then dies, the target’s body and spirit are protected by the spell for its duration. If it’s cast on a corpse within 1 round of death, the target’s body and soul are both protected. Otherwise, only the body receives the protection.

Spectral Sentry

4th-level Abjuration


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S
  • Duration: 8 hours
  • Classes: Artificer, Sorcerer, Wizard

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 you and will warn them (including a brief mental image) of any unusual activity within their range of sight. You will woken, if asleep, up anytime the sentry reports back. The sentry has is never distracted, however it only warns of unusual activity. Any creature that is at 10 by the sentry (not just seen by the sentry) may be attacked at your discretion. The sentry's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 slashing damage. A spectral sentry cast in city street at night would begin to alert you 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 you 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.

Shadow Step

4th-level Illusion


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

To use this spell, you must be in an area of dim light or darkness. You enter a shadow or area of darkness, which transports you along a coiling path of shadowstuff to another dim or dark location within range.

Shout

4th-level Evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Duration
  • Classes: Bard, Sorcerer, Wizard

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area must make a Constitution Saving throw. On a failed save, is deafened for 1 round and takes 5d6 thunder damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 10d6 thunder damage. A shout spell cannot penetrate a silence spell.

Terrain Bond

4th-level Enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of earth taken from your most favored terrain)
  • Duration: 8 hours
  • Classes: Ranger

You call upon the spirits of nature to help you adapt to your environment. You treat the terrain you are in as your most favored terrain until this spell ends. If you do not have the favored terrain class feature, you gain no benefit from this spell.

Truespeak

4th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You can communicate with any creature that is not mindless. As long as you can be heard, your speech is understandable to all creatures, each of which hears you as though you were conversing in its language or other natural mode of communication, and you hear their responses as though in your own native language. You may ask questions and receive answers, though this spell does not make creatures more friendly or cooperative than normal, and non-sentient creatures may give limited responses. While using truespeak, your language-dependent effects can affect any creature that is not mindless.

Unseen Crew

4th-level conjuration


  • Casting Time: 1 action
  • Range: 400 feet
  • Components: V, S
  • Duration: 1 day
  • Classes: Bard, Sorcerer, Warlock, Wizard

You create a crew enough to maintain a ship or similar. An unseen crew member is an invisible, shapeless force that performs the duties of one crew member. It can tie off ropes, hoist sails, swab decks, and other such duties. An unseen crew member possesses no other skills. It cannot fight, speak, or even defend itself. An unseen crew member has a AC 10, 1 hit point, and a Strength of 10, and it can't attack. If it drops to 0 hit points, the spell ends. It cannot fly, but it can climb, swim, or walk with a base speed of 20 feet. If you attempt to send an unseen crew member beyond the spell’s range (measured from your current position), the crew member ceases to exist.

Van Healsing's Greater Tree

4th-level Transmutation


  • Casting Time: C1 action
  • Range: Self
  • Components: V, S, M (holy symbol or a twig from a tree)
  • Duration: 10 hours
  • Classes: Cleric, Druid, Ranger, Sorcerer

This spell is identical to the 3rd level Tree spell, with the following changes:

  • The tree is immune to nonmagical weapons, the duration is in hours instead of minutes, and the you are able to assume the form of a large tree (like a great oak).

Archon's Trumpet

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Paladin, Sorcerer, Wizard

Upon hearing a booming report, as if from a trumpet archon’s mighty horn. Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save, a target is paralyzed until the end of your next turn.

Cloak of Dreams

5th-level Enchantment


  • Casting Time: 1 action
  • Range: Self (5-feet radius)
  • Components: V, S, M (a rose petal and a drop of perfume)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

You are surrounded by a soporific aroma. Any creature that starts or ends its turn within 5 feet of you must make a Wisdom saving throw. On a failed save, the target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Cloak of the Sea

5th-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Druid, Sorcerer, Wizard

You touch a willing creature, it retains hisform but takes on a blue-green watery appearance. While underwater, the target functions as if affected by blur, freedom of movement, and water breathing and doesn't take damage from water pressure or hypothermia for the duration of the spell. When out of the water (or even partially out), the target gains none of these advantages except water breathing. The target 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.

Commune With Plane

5th-level Divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S
  • Duration: instantaneous
  • Classes: Bard, Paladin, Sorcerer, Wizard

You become one with the plane around you, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following: areas with different planar traits, the layout and topography of local terrain, local divine influences, planar phenomena, portals between planes, presence of creatures native to the plane, presence of powerful nonnative creatures, the general state of the plane, or valuable planar substances. On standard planes, the spell operates with a radius of 10 milles. On demiplanes, the spell is less powerful, and its radius is limited to 100 feet. This spell has no effect when cast on the Material Plane.

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

Decollate

5th-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a red wax pencil)
  • Duration: 24 hour
  • Classes: Cleric, Sorcerer, Warlock, Wizard

A thin red line circles the target’s neck. The target’s head becomes detachable so long as she removes it willingly. While the target’s head is detached, she gains immunity to decapitation effects and other effects that require their target to have a head or a particular facial feature. The target is blind so long as she has no head, but she gains blindsight to a distance of 15 feet. The target hears normally even without its head. While detached, the target’s head appears to be dead. The target can’t see through its eyes or hear events around the head. The target’s body knows the direction and distance to its head. Without additional protection, the severed head has AC 7 and 10 hit points. Destroying the head while the spell is in effect kills the target of the spell. If the spell’s duration expires normally without the head being reattached, the target dies. If either the target or the head are removed to a different plane, or if the spell is dispelled, the head teleports back to its owner and reattaches without further harm.

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

A green ray springs from your 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 target 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.

Dungeonsight

5th-level divination


  • Casting Time: Casting Time
  • Range: Self (60-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Sorcerer, Wizard

You receive a clear and memorable view of the layout of chambers, barriers, and connecting passages within the area of effect. This spell does not reveal the contents or inhabitants of any of these locations, only the basic architecture of the space. For example, a staircase leading up to a pair of doors would be apparent, but the iron golems guarding the doors would not. This spell does identify the locations of secret doors and hidden passages but gives no clue as to the means of opening or accessing them.

Field of Resistance

5th-level Abjuration


  • Casting Time: 1 action
  • Range: Self (20 feet radius)
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, 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).

Hammer of Mending

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a small mithral hammer worth 300 gp)
  • Duration: Instantaneous
  • Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard

Upon striking a piece of solid ground with the spell’s focus or a holy symbol, you let out a wave of energy that repairs items around you to a distance of 30 feet. All objects or constructs in the area are regains hit points equal to 6d6 + your spellcasting ability modifier. Hammer of mending can fix destroyed magic items (items with 0 hit points or fewer), and restores the magic properties of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way.

Music of the Spheres

5th-level Conjuration


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S, M (a stick of incense treated with special balms)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Cleric

The music of the spheres is the harmonic constant that plays under and through all of reality. It is this constant song, this otherworldly music, that keeps the laws of reality constant and the connections between the planes of existence strong. With this spell, one can amplify the underlying music of the spheres in the spell’s area of effect to infuse yourself and all allies within 20 feet of you. All creatures that start their turn within the area of this spell’s effect regains 5 hit points if it has at least 1 hit point, resistance to acid, cold, fire, lightning, or thunder damage and advantage on all saving throws against poison and disease.

Oasis

5th-level Transmutation


  • Casting Time: 30 minutes
  • Range: 90 feet
  • Components: V, S, M (1 gallon of water)
  • Duration: instantaneous
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

This spell functions in any natural terrain on the Material Plane. It redirects the flow of water in the ground toward the surface at the designated point, creating a permanent water source similar to a natural spring. The spring create 45 gallons of pure drinking water each hour for 5 hours. If the shape of the terrain is suitable, a pond forms around the spring. If there is already a natural spring within 1 mile, its water output is reduced by an amount equal to the water produced by this spell’s spring. A spring that has its water output reduced to 0 gallons per hour dries up and ceases to be a spring. This spell functions differently depending on the terrain in which it’s cast. In a desert, you must succeed an ability check using your spellcasting ability DC 25 check to actually create the spring, and create 20 gallon´s of drinking water. Furthermore, in dry areas, erosion may cause the flow of water to be blocked if the affected area is left untended before a sufficient amount of vegetation has grown around it to keep the soil in place. In an arctic environment, low temperatures may cause the water to freeze. In a tropical environment, parasites may contaminate the water if the spring is created in a place where the water stands in a stagnant pool.

Red Hand of The Killer

5th-level Necromancy


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S, M (a black candle)
  • Duration: 1 day
  • Classes: Bard, Paladin, Sorcerer, Wizard

Drawing upon the spiritual link between a corpse and its killer, you reach out across space to brand the killer of the corpse you used as a focus for this spell, creating a physical manifestation of the killer’s guilt. The killer’s right hand becomes stained indelibly red, and this stain can’t be removed (although it can be hidden by magical or mundane means, such as disguise self or by wearing gloves). If the killer is not humanoid, or doesn’t have a right hand for some other reason, the spell instead causes a red stain in the shape of a hand to appear elsewhere on the creature’s body (typically on the chest). This spell affects only the creature that directly killed the targeted corpse. Other individuals that contributed to the target’s death are unaffected, and if the victim did not die from violence or died indirectly (for instance, if the creature died from suffocating after someone trapped it in a room filling with water), then the spell has no effect. The killer can attempt a Charisma Saving throw to resist the spell’s effects. Distance is not a factor, but the killer must be on the same plane as you at the time you cast the spell, or the spell fails. Once a corpse has acted as the focus for red hand of the killer, it can never act as the focus for another casting of red hand of the killer.

Rest Eternal

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (ashes and a vial of holy or unholy water)
  • Duration: Permanent
  • Classes: Cleric, Druid, Warlock

You touch a dead creature placing a curse upon a dead creature that bars its spirit from returning. Anyone casting a spell that would communicate with the dead creature, return it to life, or turn it into an undead creature, the creature must make an ability check using their spellcasting ability. The DC is the same to your DC. Rest eternal cannot be dispelled, Only a Remove Curse or a wish spell can end this effect

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

You fires in your allies and companions with a divine madness or fury that greatly enhances their combat ability. Allies creatures are affected, gaining 1d4 to attack rolls and saving throws, plus 5d8 additional hit points for the duration of the spell. Allies who share the same faith (not just alignment) of you are transported into the righteous wrath; they gain one additional melee attack each round and 1d4 to saving throws and damage rolls. Creatures in a state of divine frenzy are difficult to charm. Against spells or effects that target the mind or emotions, they have advantage on saving throws to avoid being charmed or to end these condition. When the spell ends, all remaining additional hit points are lost. Creatures 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.

Sealed Sending

5th-level conjuration


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (one nonmagical parchment with a written message)
  • Duration: 8 hours
  • Classes: Sorcerer, Wizard

You create a scroll bearing a message in any language you can speak, with a maximum length of 50 words. The scroll magically appears anywhere you have viewed at least once on the same plane of existence you are on now. When the spell ends or when the message has been read completely, the scroll disintegrates, leaving no trace. This spell cannot be detected, traced, or blocked by any spell of a lower level.

Shadow Door

5th-level Illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

You create the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality, he has darted aside and can flee, totally invisible, for the spell duration. Creatures viewing this are deluded into seeing or entering an empty 10-foot x 10-foot room if they open the "door." A true seeing spell, a gem of seeing, or similar magical means can discover illusion. The spell ends if you attacks or casts a spell.

Slay Living

5th-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: instantaneous
  • Classes: Cleric, Warlock

You can attempt to slay any one living creature, your hand seethes with eerie dark fire. Make a melee spell attack against a creature you can reach. On a hit, the target takes 6d6 necrotic damage and 6d6 fire damage. Necrotic and fire damage dealt by this spell ignores resistance to necrotic and fire damage

Summon Shadow

5th-level Conjuration


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a bit of smoky quartz)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard

You conjure up four shadows (see the Monstrous Manual). The summoned creatures are friendly, to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the shadows, it defends itself from hostile creatures but otherwise takes no actions. The shadows remain until slain, turned, or the spell duration expires.

Touch of Slumber

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of seaweed)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You touch a creature, and that creature must succeed on a Wisdom saving throw. On a failed save the target falls unconscious for 2d6 hours. Any loud noise or rough contact causes it to awaken immediately. Thereafter, slapping or wounding an affected creature awakens it, but normal noise does not. Awakening a creature is an action.

Cosmic Ray

6th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of meteorite)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You fling a ray of deadly cosmic energy at the target creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 10d6 radiant damage and must make a Constitution saving throw. On a failed save, the target becomes poisoned for 1 minute and emits toxic cosmic energy for as long as it is poisoned; any creature that starts its turn within 5 feet of the affected target must succeed at a onstitution saving throw or become poisoned for 1 round. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Cyclic Reincarnation

6th-level Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (oils worth 5,000 gp)
  • Duration: Instantaneous
  • Classes: Druid

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 1 year, the spell forms a new body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. Cyclic reincarnation returns the dead creature to life in a new body of the same race that the target belonged to in life, and the new body appears physically similar to the creature’s previous one, to the extent that the creature could be easily mistaken for its own offspring or kin. If the affected creature isn’t a humanoid, there is a 75% chance that the creature returns to life as a youth of its race. You can use cyclic reincarnation on someone who was turned into an undead creature and then destroyed, but nonhumanoids so restored always return to life with the young creature. (or as a young, in the case of creatures whose power is determined by their age category).

Ether Step

6th-level transmutation


  • Casting Time: 1 reaction, which you take when you are hit by an attack or when you are targeted by a spell
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Sorcerer, Wizard

You step into the Ethereal Plane long enough to dodge a blow or confound a spell, you vanish from your current plane of existence and appear in the Ethereal Plane. Until the start of your next turn you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Elemental Assessor

6th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration up to, 1 minute
  • Classes: Cleric, Sorcerer, Warlock, Wizard

Azata champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target. You must make a ranged spell attack to hit your target with the ray, which deals 2d6 acid damage, 2d6 cold damage, 2d6 lightning damage, and 2d6 fire damage. The type of energy that does the most damage to the target then persists, and on each of your turns for the duration, you can use your bonus action to deal another 4d6 points of that type of damage. The spell ends if you use your bonus action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

Fluid Form

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a mixture of oil and water)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Wizard

When you cast this spell, your body takes on a slick, oily appearance. For the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid. This transparency is not enough to become invisible. You gain resistance to nonmagical slashing damage and your reach increases by 10 feet. In addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were carrying at the time the spell was cast (except other creatures). Finally, you can move through water with a swim speed of 60 feet and can breathe both water and air for the duration of this effect.

Gemjump

6th-level Conjuration


  • 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.

Getaway

6th-level Conjuration


  • Casting Time: 1 minute
  • Range: unlimited
  • Components: V, S, M (a brass doorknob)
  • Duration: 6 hours
  • Classes: Bard, Sorcerer, Warlock, Wizard

Getaway teleports you and allies you designate at the time of casting to a predetermined location. You can designate up to 4 creatures in addition to yourself. You must initially cast the spell at that location-all creatures affected by the spell must be present at that time and within 30 feet of you. At any time before the spell’s duration expires, you may trigger the spell as a bonus action. At this time, all affected creatures (or their remains and gear) within 30 feet of you are teleported to the location where you first cast the spell. Creatures more than 30 feet away from you are left behind. Selected creatures within 30 feet of you who do not wish to travel with you at that time can simply choose not to go. You can be transported any distance within a plane but cannot travel between planes.

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

You are 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. You 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.

Hymn of Peace

6th-level abjuration


  • Casting Time: 1 action
  • Range: Self (40-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric

Each time that any creature in the area attempts to attack another creature or object, or otherwise perform an aggressive or damaging action toward a creature or object, it must attempt a Wisdom saving throw. On a failed save, the creature cannot follow through with the attack and loses that part of its action. Creatures not taking violent actions are unaffected by this spell. On a success save, the creature can attack normally.

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

You summon an invisible stalker from the Elemental Plane of Air (check Monster Manual). This monster obeys and serves you 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.

Land of Stability

6th-level Abjuration


  • Casting Time: 1 imute
  • Range: 120 feet
  • Components: V, S
  • Duration: 6 days
  • Classes: Bard, Druid, Cleric, Sorcerer, Warlock, Wizard

Land of stability protects an cube of 60-feet of effect and all creatures and objects within it from the following natural disasters:

  • Water from floods, winds and objects carried by windstorms, debris and snow from avalanche, and even lava and ash from a volcano were diverted around the protected area.

  • Earth movement, vibrations, and fissures from earthquakes were also prevented from disturbing the protected area. Protection lasted for one day per level of the aster.

  • Land of stability did not prevent damage from calamities already in progress, nor did it prevent magically generated or simulated disastrous events.

Liveoak

6th-level Transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Druid

You touck an oak tree and it transforms into a protector or guardian. The spell can only be cast on a single tree at a time; while liveoak is in effect, you can’t cast it again on another tree. Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to twelve words is placed on the targeted oak. The liveoak spell triggers the tree into animating as a Treant (check Monster Manual). If liveoak is dispelled, the tree takes root immediately wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.

Mage’s Decree

6th-level Evocation


  • Casting Time: 1 action
  • Range: up to 6 miles
  • Components: V, S, M (a brass cone or trumpet)
  • Duration: instantaneous
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

You speak a short message (up to 25 words), and it is immediately transmitted to each target, who hear it as clearly as if you were standing next to them. By default, the spell targets every creature with an Intelligence score of 3 or greater that is within the spell’s range, but at your discretion, you can choose to restrict the spell to certain creatures, causing it to either only deliver its message to creatures meeting a certain criteria, or to deliver it to all creatures except those meeting that criteria. The criteria must be something objective and observable. For example, you could cause the mage’s decree to reach only creatures of a certain race. You can’t choose recipients that rely on unobservable information, such as creatures of a certain alignment or of a particular class. You can’t pick and choose individual creatures to target or exclude. While the spell’s range defaults to 6 miles, you can choose to reduce it to a smaller radius, although the spell’s area can’t be shaped. The nature of the spell prevents the message it carries from having any magical power; the message can’t be used to transmit spells or abilities that are conveyed via speech. The message is transmitted in your voice in whatever language you use to speak it, and is not automatically translated. Mage’s decree isn’t a language-dependent spell; all targeted creatures receive the message, but might not understand it if they don’t understand the language in which you spoke.

Overwhelming Poison

6th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an adder's fang)
  • Duration: 10 minutes
  • Classes: Cleric, Druid, Warlock

You touch a one dose of poison increasing the virulence of the targeted dose of poison, making the poison more difficult to resist. The next to creature be affected by the poison have disadvantage on the saving throw to resist the poison. Additionally, the poison uses its own saving throw DC or your spell DC, whichever is higher.

Repulsion

6th-level Abjuration


  • Casting Time: 1 action
  • Range: Self (10-feet radius)
  • Components: V, S, M (a pair of canine statuettes worth 50 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Sorcerer, Wizard

An invisible, mobile field surrounds you and prevents creatures from approaching you. Any creature within or entering the field must make a Wisdom saving throw. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.

Serenity

6th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Sorcerer, Wizard

You fill the targets’ minds with feelings of tranquility to one creature you can see within range. The target must succeed on a Wisdom saving throw. On a failed save whenever the creature attempt do some harmful action to another creature takes 3d6 psychic damage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. If the creature reaches 0 hit points, it falls unconscious.

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

You touch a creature and 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).

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

You touch a stone, the very stones speak and relate to you 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.

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.

Summon Person

6th-level Conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Sorcerer, Wizard

You summons one specific living person from wherever they are to in front you. The target must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a success, they are aware that they were being summoned. On a failed save the summoned person is not enthralled in any way and is free to act as they please. When the spells duration expires, the target 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.

Waves of Ecstasy

6th-level Enchantment


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

You emanate waves of intense pleasure that cause all targets within range to falter. Each creature in a 60-foot cone must succeed on a Wisdom saving throw or become stunned until the end of their next turn.

Wither Limb

6th-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock, Wizard

The target must make a Constitution saving throw. On a failed save one limb shrinks and weakens. The target takes 2d6 points of necrotic damage. The points are permanently lost until the target’s limb is restored by heal, regenerate, or wish. Wither limb affects only living creatures of the humanoid type or similar bipedal creatures at the GM’s discretion. You choose the limb affected. This spell’s effects stack, until all a target’s arms and legs (or equivalent limbs) are withered:

  • Arm: The target looses the use of one arm, which might affect what weapons and shields it can use.

The creature must immediately drop all objects held in the withered limb, though it can shift a two-handed weapon it is holding in both hands to a remaining arm as a rection. Worn objects— gauntlets and rings remain.

This prevents the creature from using two-weapon fighting, claw attacks from that arm, and so on.

If multiple castings of this spell wither all of a creature’s arms, it can’t manipulate objects or cast spells requiring somatic components.

  • Leg: The creature’s movement speeds are halved, except for flying or other speeds that don’t involve its legs. If multiple castings of this spell wither all of a creature’s legs, it can only crawl at a speed of 5 feet each round.

  • Wing: The creature loses access to any fly speed that depends on its wings if even a single wing is withered.

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.

Changestaff

7th-level Transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a quarterstaff that has been carved and polished for 28 days)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid

You change a specially prepared quarterstaff into a Huge treant-like creature, about 24 feet tall. (check Monster Manual). When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.

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

You brings a 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 you and up to seven other medium creatures or small. The passengers must be touched by you to protect them from the flames of the chariot. Creatures other than you and his designated passengers takes 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. You 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.

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

You touch glass and this 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 have 25 hit points.

Hovering Road

7th-level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a chunk of black marble and a loop of gold wire at leat 25 gp)
  • Duration: 1 Hour
  • Classes: Cleric

You create a magical 10-foot-wide road extending 10 feet in front of you. You 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. 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, you 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. You 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 you are killed or incapacitated. At the end of the spell's duration, the entire road dissipates.

Ki Shout

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: instantaneous
  • Classes: Bard, Sorcerer, Wizard

Choose a creature that you can see within range. With a guttural bark, you unleash a sudden blast of sonic energy that strikes your opponent. The target must succeed on a Wisdom saving throw. It takes 12d6 thunder damage and is stunned until the end of its next turn. on a failed save, or half as much damage and not stunned on a successful one.

Limited Wish

7th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

A limited wish lets you create nearly any type of effect This spell duplicates any other spell of 6th level or lower. You don't need to meet any requirements of that spell, including the material components. The spell simply takes effect and you suffer one level of exhaustion and once you use cast this spell, you can't cast again until you finish 1d4 long rests.

Lunar Veil

7th-level Illusion


  • Casting Time: 1 action
  • Range: 400 feet
  • Components: V, S
  • Duration: Concentration, up 10 minutes
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

In a point you choose within range. An area of shadow to obscure moonlight in a 120-foot radius, creating something akin to a lunar eclipse. Magical darkness spreads from a point you choose within range to fill a 120-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. When a shapechanger enters, for the first time on a turn or starts its turn there the must make a Wisdom saving throw On a failed save it also instantly reverts to its original form and can't assume a different form until it leaves the spell's Darkness.

Power Word Blind

7th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You utter a single word of power that one creature you can see within range to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected.

  • 200 hit points or fewer: blinded for 1 minute
  • 100 hit points or fewer: blinded for 10 minutes
  • 50 or less hit points or fewer: blinded permanent

Resonating Word

7th-level Transmutation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

You speak a terrible word of power, setting up potentially lethal vibrations to one creature within range. If the target has 100 hit points or fewer the is restrained. While the target is affected with lethal vibrations at the start of each of its turns it takes 5d6 thunder damage. The spell's maximum damage is 10d6. If at the end of their turn persist the effect of these vibrations, the damage increases by 1d6. A target suffering this vibrations can make a Constitution saving throw at the end of each of its turns. On a successful save, the vibrations ends.

Seven-Eyes

7th-level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Seven blessed gemstones worth at least 50gp each.)
  • Duration: 1 minute
  • Classes: Sorcerer, Wizard

You conjure into existence seven magical orbs that float above your’s head in a ring about 5 feet in diameter. The eyes remain for 1 minute, or until you 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, you 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 you 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 you desires, as an bonus action the eye of the mind can instead be used to charm person like the 1st-level spell Charm Person, although this also expends the orb.

  • Eye of the Sword. This eye deflects the first physical attack that endangers you, including unarmed strikes or missile attacks, and then disappears. You can also employ the eye of the sword, as a bonus action you 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 you. In the case of an attacker armed with an envenomed weapon, you 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. You 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 you 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) you 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 you 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 you in the course of a single round, only one eye may be used to attack per round. When the you 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.

Shadow Walk

7th-level Illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Up to 8 hours
  • Classes: Sorcerer, Warlock, Wizard

To cast this spell you must be in an area of heavy shadows. You and up to seven creatures that you touch are then transported to the edge of the Prime Material Plane where it borders the Demiplane of Shadow. In this region, You can move at a rate of up to 400 feet per turn, moving normally on the borders of the Demiplane of Shadow but much more rapidly relative to the Prime Material Plane. You 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. You 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 you when shadow walk is cast also make the transition to the borders of the Demiplane of Shadow. They may opt to follow you, 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 you). Creatures unwilling to accompany you into the Demiplane of Shadow must make a Charisma a saving throw, negating the effect if successful.

Statue

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (lime, sand, and a drop of water stirred by an iron spike)
  • Duration: Concentration, up to 1 hour
  • Classes: Sorcerer, Wizard

You touch the flesh of a willing creature you touch to solid stone, along with any garments and equipment worn or carried. In statue form, the target gains resistance to nonmagical bludgeoning, piercing, and slashing damage. The target retains its own hit points. The target can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage. The target of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires as long as the spell duration is in effect.

Umbral Strike

7th-level Necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a black crossbow bolt)
  • Duration: 1 minute
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You create a bolt of dark energy and use it to make a ranged spell attack. On a hit, the target takes 7d6 necrotic damage and 7d6 cold damage and the target is blinded for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Waves of Exhaustion

7th-level necromancy


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

Waves of negative energy erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 necrotic damage and it suffers one levels of exhaustion on a failed save, or half as much damage and not gain a level of exhaustion on a successful one.

At Higher Levels.When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.

Word of Beckoning

7th-level conjuration


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (fine copper wire)
  • Duration: 1 round
  • Classes: Sorcerer, Warlock, Wizard

This spell functions like sending, except the target also receives knowledge of a command word that, when spoken, summons you to the open space nearest to the target. The target must speak the command word within 1 round of knowing it to summon you, although the target isn’t obligated to speak it. You can be transported any distance within a plane but cannot travel between planes. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring four additional willing Medium or smaller creatures (carrying gear or objects up to its maximum load). All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

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. You 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 you 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). You 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 of your level to the dispel check, up to a maximum of 20.

Curse of Night

8th-level Evocation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (gemstones worth a total of 10,000 gp)
  • Duration: Permanent
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

In a 1-mile radius emanating from the touched point, you curse an area to remain in bleak darkness, as the Darkness spell. The focus merges into the cursed area as part of the spell and can only be retrieved if the curse is lifted. Only a Dispel Magic of 8th level or higher or a wish spell can end ends this effect

Demand

8th-level enchantment


  • Casting Time: 10 minutes
  • Range: Unlimited
  • Components: V, S, M (fine copper wire)
  • Duration: 1 round
  • Classes: Sorcerer, Warlock, Wizard

This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the target does its best to carry out. A successful Wisdom saving throw negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the target's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the target at the time the demand is issued, the message is understood but the suggestion is ineffective. The demand's message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.

Discern Location

8th-level divination


  • Casting Time: 10 minutes
  • Range: Unlimited
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

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 your 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 1d12. Any result of zero or a negative number indicates that the victim loses no spells. Spells are drained from the target, 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.

Rain of Arrows

8th-level Conjuration


  • Casting Time: 1 action
  • Range: 400 feet
  • Components: V, S, M (a quiver full of 20 arrows worth 1 gp)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You point your finger and conjure a cloud of magical arrows that rain down on any creatures and objects in the indicated area. Each creature in a 15-foot-radius centered on that point must make a Dexterity saving throw. On a failed save a creature takes 20d6 piercing damage on a failed save, or half as much damage on a successful one. If the arrows used as a material component are all made of the same material (such as Adamantine Ammunition), the arrows created by the spell are also made of that material.

Screen

8th-level Illusion


  • Casting Time: 10 minutes
  • Range: 60 feet
  • Components: V, S
  • Duration: 24 hours
  • Classes: Sorcerer, Wizard

In a point you choose within range a 30-ft. cube creates a powerful protection from scrying and observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Seamantle

8th-level conjuration


  • Casting Time: 1 action
  • Range: Self (5-foot-radius, 30-foot-high cylinder)
  • Components: V, S, M (a cup of water)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

You sheathe yourself within a churning column of pure elemental water up to 30-foot high, that fills your space. Until the spell ends, you gain the following benefits:

  • You gain a swim speed equal to your speed and can see, hear, and breathe normally within the seamantle, but attacks against you are treated as if you were underwater.

  • The seamantle blocks line of effect for any fire spell or supernatural fire effect, but enemies can attempt to use fire spells within the seamantle; the creature must make an ability check using their spellcasting ability. The DC equals 10 + the spell's level. and if successful the fire spell takes effect as a bubble of steam contained within the seamantle rather than its usual effect.

  • You can use your action to make a slam attack by forming a pseudopod of water, against a creature within your reach. This slam attack has a reach of 30 feet, on a hit, the target takes 6d8 bludgeoning damage.

  • You can use your action to attempt to extinguish fires by touch. You automatically extinguish up to a 10-foot cube of normal fire. Against magical fire effects, your touch acts as dispel magic

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 500 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Sorcerer, Wizard

In apoint you choose within range you creates the illusion of as many as four siege engines. Yout may choose from ballistae, siege towers, Trebuchet, rams, or any combination thereof. 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 60 feet per turn and are unaffected by terrain considerations. (You 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 the half of dice than normally do for that type of engine (round up). A shadow engine remains in existence until the spell duration expires, until an enemy unit approaches within 5 feet, or until it suffers damage an enemy 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 800 feet of you. They obey any verbal commands that you issue to them (no action required by you).

Soulseeker

8th-level divination


  • Casting Time: 1 hour
  • Range: Unlimited
  • Components: V, S, M (incense worth 250 gp)
  • Duration: Instantaneous or 1 hour
  • Classes: Cleric, Druid, Warlock

You identify the stage of a given soul’s judgment, or determine its fate post-judgment. You must either unambiguously identify the soul you seek or use the skull of the body the soul vacated as a focus. If the subject does not share your alignment, the soul can attempt a Wisdom saving throw to resist this spell’s effects as if it were still alive. If the subject is still alive or its soul has been destroyed, this spell fails without providing any information. If the soul has not yet been judged and moved on to its final reward or punishment, soulseeker provides an estimate of its location; in most cases, this is somewhere in the River of Souls or the Boneyard. While this may assist in physically traveling to the soul’s location, especially in cases involving effects such as soul bind or the Trap Soul of demilich. the spell’s primary purpose is to identify how long the subject has been dead (and what form of life-restoring magic is necessary). If the soul has already been judged, soulseeker instead identifies the plane to which the soul has been sent as a petitioner and the petitioner’s general location on that plane (such as “Elysium, beneath the boughs of the Witchwood”). If soulseeker is cast on the same plane on which the soul’s new petitioner form currently exists, it guides you along the shortest, most direct physical route to the petitioner, as described in find the path. In this case, the spell’s duration is 1 hour.

Stormbolts

8th-level Evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a copper rod)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

When you cast this spell, lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. Any other creatures within the area must make a Constitution saving throw. A target takes 15d8 lightning damage on a failed save and are stunned until the end of your next turn, or half as much damage on a successful and not stunned

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 you 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. You have 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 you 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 DM may cancel the effect after a shorter time.

Cursed Earth

9th-level Necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (powdered onyx 10,000 gp)
  • Duration: Permanent
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You lay a terrible curse upon the land, blighting those who live and die there. In a 1-mile radius emanating from you touched. Choose one of the following effects:

  • Famine: All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants.

  • Living Death: Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.

  • Plague: Every day at sundown, all creatures in the area must make a Constitution saving throw. On a failed save catch one of the following diseases (your choice, decided at the time of casting): Slimy Doom, Seizure, Mindfire, Flesh Rot, Filth Fever, Blinding Sickness, Sight Rot, Sewer Plague or Cackle Fever. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects.

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 you 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. For example 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). You 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.

Heroic Invocation

9th-level Enchantment


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Sorcerer, Warlock, Wizard

Using worlds of ancient power, you bestow heroic powers on all creatures subject to this spell. Creatures of your choice that you can see within range and that can hear gain the following benefits:

  • Advantage to attacks rolls
  • Gain 4d8 temporary hit points
  • Whenever they hit a target with a weapon attack, that target takes an extra 2d8 force damage.
  • Can't be frightened or charmed

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

Impenetrable Veil

9th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (dust from the Ethereal Plane worth 1,250 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Wizard

You touch a willing creature enchanting the target so it is nearly impossible to detect by both magical and mundane means, granting it the following benefits:

  • The target gains a advantage on Desterity (stealth) checks and can use Stealth to hide from all creatures attempting to perceive it, even when it lacks concealment or cover.

  • It can attempt a Stealth check to avoid detection from creatures using blindsight, blindsense, or any ability that functions as either (such as tremorsense).

  • Furthermore, the target leaves no trail and cannot be tracked unless it chooses to leave a trail. If a creature attempts to discern the target’s presence or location using divination magic (including magic items with a divination aura such as a crystal ball), the creature must make an ability check using their spellcasting ability. The DC equals 10 + the target’s Stealth bonus. To discern any information about the target, and on a failed check cannot do so for the spell’s duration.

Massacre

9th-level Necromancy


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a flask of ectoplasmic residue)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You unleash a wave of necromantic energy that snuffs out the life force of those in its path. This wave originating from you in a line 5 feet wide and 60 feet long. The wave visibly rips the souls from the bodies of those it passes through, which manifest as screaming, transparent versions of the affected creatures. Each creature in the line must make Constitution saving throw or die, creatures with 75 hit points or more, are not affected by this spell. If the spell does not kill any creatures, the unreleased necromantic energy violently explodes in the final square of the 60-foot line, dealing 14d6 necrotic damage to any creature in that square with no saving throw. If several creatures occupy the same square, roll randomly to determine which is affected.

Mordenkainen's disjunction

9th-level abjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Wizard

All magical effects and magic items in a 40-foot-radius sphere centered on each point you choose that you can see within range, except for those that you carry or touch, are disjoined. That is, spells effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Wisdom saving throw save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Wisdom saving throw bonus or its possessor's Wisdom saving throw bonus, whichever is higher. You can also use this spell to target a single item. The item have disadvantage in the saving throw. On a failed save the item is permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Wisdom saving throw or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even a wish spell. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

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

In a point you choose that you can see within range you 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 creature 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.

Overwhelming Presence

9th-level Enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

Your presence inspires incredible awe in those nearby. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, a target is affected by this spell. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be incapacitated for the duration of the spell. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. A creature that recovers from this spell early after being affected by it for at least 1 round takes 2d6 psychic damage and is can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn for 1 minute.

Polar Midnight

9th-level Transmutation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up 1 minute
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You plunge an area into the brutal chill of the arctic night from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. A creature with darkvision can't see through this darkness, Whenever a creature starts its turn in the sphere, it must make a Constitution saving throw, taking 10d8 cold damage on a failed save and have disadvantage on all Dexterity checks and saving throws, or half as much damage on a successful one and no have disadvantage on all Dexterity checks and saving throws. Any creature that doesn’t move on its turn becomes hindered by ice formations, for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. Corpses in the area for longer than 1 round are transmuted into solid ice; reviving the icy corpse requires true resurrection, or wish spell. The sphere moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Ride the Lightning

9th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Sorcerer, Wizard

You may transform into lightning as an action and instantly travel in a straight line to a distance of up to 120 feet, rematerializing in the new location as a free action. This movement does not provoke attacks of opportunity. Each creature in the line takes 10d6 lightning damage and on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. You are immune to electricity while this spell lasts.

Soul Bind

9th-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a gem with worth at least 1000 gp per Hit Die of the target)
  • Duration: Permanent
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than one minute. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead). If the gem is not valuable enough, it shatters when the binding is attempted.

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 clerics of the same faith. All six must touch hands at the time of casting. At the completion of the spell, the clerics fall into a trance. The life essences of the clerics leave their bodies and merge at a point within 10 feet of the casters. The spirits of the clerics meld together to form the avatar of the clerics' 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 clerics' deity cannot have created all avatars allowed to it at that moment. If this has happened, the spell fails and the clerics are drained as described below. If the spell succeeds, the clerics have completely given their wills over to their deity, essentially forming the vessel into which it funnels power. In becoming the avatar, the clerics 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 clerics at that time. If the clerics are not released at the end of the spell's duration, they instantly die. A deity can choose to sacrifice its clerics 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 clerics are formed into the avatar, their bodies remain in a death like trance. The clerics 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 clerics 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 cleric 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).

Temporal Regression

9th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (hourglass filled with powdered horacalcum worth 1,500 gp)
  • Duration: 1 minute or triggered
  • Classes: Druid, Warlock, Wizard

When you cast this spell, note your current location and condition, including your hit point total and any ongoing conditions affecting you as well as their durations (poisoned, damage, and spell effects). This spell creates a beacon in space-time that’s imperceptible to anyone but you. As an action while you are within 90 feet of where you originally cast the spell before the spell’s duration expires, you can trigger the spell to transport yourself back to the marked location and restore yourself to the condition you were in when you cast the spell; this does not restore any expended items, charges, or spells you may have used during that time. This does not reverse effects for anyone else, and to bystanders it appears as though you teleported to the beacon location and regained conditions you had when the beacon was set. Temporal regression strains your body; when the spell is triggered, you gain 1 level of exhaustion . These exhaustion disappear after 24 hours. You can trigger the spell to transport yourself back to your beacon as an reaction instead of an action, but doing so utterly and entirely consumes the material component.

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

You are 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 you 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. 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. (At DM discretion) 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, lightning 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 The DC equals 10 + the spell's level using your Spellcasting Ability.

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 you (and you party) from one place to another, it will not cause the wizard any disability. Other forms of wishes, however, you 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 you 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.

Credits

Cover Art: dleoblack

Creator: Hastek01

Back Cover art: GM Binder

This is the collection of various works during the year 2022 and it has been a while since I uploaded the original manual and I felt that it had quite a few writing problems or in the way it was ordered, lately these months I had not had the time or the inspiration to continue doing this type of Homebrew, maybe the future will tell me exactly what to do. Also maybe in the future I would even like to work on it but only time will tell, for now thanks for reading this manual and my ramblings, I hope you enjoy your games with your partys using these spells

 

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