# Cantrips (Black)
```
>[!spell-0]- Spell: Name - Cantrip
>**Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy Cantrip**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Cantrip Upgrade:*** If the spell has an additional effect at higher levels, that goes here.
```
>[!spell-0]- Spell: Shadow Lance - Cantrip (Level 1)
>**Illusion Cantrip**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic
>**Duration:** 1 Round
>**Attack/Save:** DEX Save
>**Damage/Effect:** Piercing, Dark
>
>You weave shadow into a solid spike and hurl it at a creature that you can see within range. The target must succeed on a Dexterity Saving Throw or else take **1d8 piercing damage.** If both you and the target are in dim light or darkness, the target instead takes **1d10 Dark damage,** and you are heavily obscured to it until the start of your next turn. The effect ends immediately if you or the target enter bright light.
>>[!spell-effect] ***Cantrip Upgrade:*** The spell’s damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 or 4d10).
>[!spell-0]- Spell: Minor Illusion - Cantrip
>**Illusion Cantrip**
>**Casting Time:** 1 Action
>**Range:** 30 ft. (5 ft. Cube)
>**Components:** Somatic, Material* (a bit of fleece)
>**Duration:** 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Control
>
>You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
>
>If a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.
>
>**Sound.** If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
>
>**Image.** If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
>[!spell-0]- Spell: Flare - Cantrip (Level 1)
>**Evocation Cantrip**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic, Material* (a strip of magnesium)
>**Duration:** Instantaneous
>**Attack/Save:** Spell Attack
>**Damage/Effect:** Light
>
>You launch a pulse of radiant energy at a target within range. Make a Ranged Spell Attack against the target. On a hit, the target takes **1d8 Light damage**. On a Critical Hit, the target is covered in glittering mystical light, granting Advantage on attack rolls against the target until the end of your next turn.
>
>Alternatively, you can launch the pulse at a point in the air within range where it slowly falls towards the ground. Until the end of your next turn, the flare sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
>>[!spell-effect] ***Cantrip Upgrade:*** This spell’s damage increases by 1d8 and the radius of the bright and dim light both increase by 10 feet when you reach 5th level (2d8, 30 feet), 11th level (3d8, 40 feet), and 17th level (4d8, 50 feet).
>
>[!spell-0]- Spell: Renewal - Transmutation Cantrip
>**Casting Time:** 1 Minute
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (clean water and dressing)
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>You gently apply vital magic to one creature that you touch, causing its body to accelerate its natural healing. The target can expend hit dice and regains hit points as if it had done so during a short rest. The minimum number of hit points the target regains from each hit die expended this way equals your Spellcasting modifier.
>
>The maximum number of hit dice a creature can expend through this spell before it finishes a long rest is equal to its Constitution modifier (minimum of 1), no matter how many times the spell is cast or who casts it.
>>[!spell-effect] ***Cantrip Upgrade:*** **At Level 5,** the limit on hit dice expended per long rest is increased by one hit dice. At **Level 11** it is increased by one more hit dice, and at **Level 17** it is again increased by one.
>[!spell-0]- Spell: Ego Shock - Cantrip
>**Enchantment Cantrip**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic, Material* (an undecorated mask)
>**Duration:** 1 Round
>**Attack/Save:** CHA Save
>**Damage/Effect:** Mind (Psychic) Damage, Debuff
>
>You attempt to suppress the personality of a creature you can see within range. If the target can hear you, it must succeed on a Charisma Saving Throw or take 1d8 Mind (Psychic) Damage and suffer Disadvantage on your choice of the next Intelligence, Wisdom, or Charisma check it makes before the end of your next turn.
>>[!spell-effect] ***Cantrip Upgrade:*** This spell’s damage increases by 1d8 when you reach Level 5 (2d8), Level 11 (3d8), and Level 17 (4d8).
>[!spell-0]- Spell: Thaumaturgy - Cantrip
>**Transmutation Cantrip**
>**Casting Time:** 1 Action
>**Range:** 30 ft.
>**Components:** Verbal
>**Duration:** 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Control
>
>You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
>
>***Altered Eyes***. You alter the appearance of your eyes for 1 minute.
>
>***Booming Voice***. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
>
>***Fire Play***. You cause flames to flicker, brighten, dim, or change color for 1 minute.
>
>***Invisible Hand***. You instantaneously cause an unlocked door or window to fly open or slam shut.
>
>***Phantom Sound***. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
>
>***Tremors***. You cause harmless tremors in the ground for 1 minute.
>[!spell-0]- Spell: Starry Wisp - Cantrip (Level 1)
>**Evocation Cantrip**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** Ranged Spell Attack
>**Damage/Effect:** Light damage
>
>You launch a mote of light at one creature or object within range. Make a Ranged Spell Attack against the target. On a hit, the target takes **1d8 Light damage**, and until the end of your next turn, it emits **Dim Light** in a 10-foot radius and can’t benefit from the **Invisible** condition.
>
>The light emanated by this spell is **Starlight**.
>>[!spell-effect] ***Cantrip Upgrade:*** The damage increases by 1d8 when you reach Levels 5 (2d8), 11 (3d8), and 17 (4d8).
# 1st Level (Red)
```
>[!spell-1]- Spell: Name - 1st Level
>**1st Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here.
```
>[!spell-1]- Spell: Cure Wounds - 1st Level (Level 1)
**1st Level Abjuration**
**Casting Time:** 1 Action
**Range:** Touch
**Components:** Verbal, Somatic
**Duration:** Instantaneous
**Attack/Save:** None
**Damage/Effect:** Healing
>
>A creature you touch regains a number of Hit Points equal to **2d8 plus your spellcasting ability modifier**.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by **2d8** for each spell slot level above 1.
>[!spell-1]- Spell: Inflict Wounds - 1st Level (Level 1)
**1st Level Necromancy**
**Casting Time:** 1 Action
**Range:** Touch
**Components:** Verbal, Somatic
**Duration:** Instantaneous
**Attack/Save:** CON Save
**Damage/Effect:** Death (Necrotic)
>
>A creature you touch makes a Constitution saving throw, taking **2d10 Death (Necrotic) damage** on a failed save or half as much damage on a successful one.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by **1d10** for each spell slot level above 1.
>[!spell-1]- Spell: Arms of Höðr - 1st Level (Level 2)
>**1st Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** Self (10 ft. Sphere)
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** STR Save
>**Damage/Effect:** Dark, Control
>
>Invoking Höðr, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength Saving Throw. On a failed save, a target takes **2d6 Dark damage** and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
>>[!spell-effect] Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.
>[!spell-1]- Spell: Disguise Self - 1st Level
>**1st Level Illusion**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Verbal, Somatic
>**Duration:** 1 Hour
>**Attack/Save:** None
>**Damage/Effect:** Shapechanging
>
>You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
>
>The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
>
>To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
>[!spell-1]- Spell: Silent Image - 1st Level
>**1st Level Illusion**
>**Casting Time:** 1 Action
>**Range:** 60 ft. (15 ft. Cube)
>**Components:** Verbal, Somatic, Material* (a bit of fleece)
>**Duration:** Concentration, up to 10 Minutes
>**Attack/Save:** None
>**Damage/Effect:** Control
>
>You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
>
>As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
>Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study 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.
>[!spell-1]- Spell: Jump - 1st Level
>**1st Level Transmutation**
>**Casting Time:** 1 Bonus Action
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (a grasshopper's hind leg)
>**Duration:** 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Movement
>
>You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** You can target one additional creature for each spell slot level above 1.
>[!spell-1]- Spell: False Life - 1st Level
>**1st Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Verbal, Somatic, Material* (a drop of alcohol)
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Buff
>
>You gain 2d4+4 Temporary Hit Points.
>>[!spell-effect] ***Using a Higher-level Spell Slot:*** You gain 5 additional Temporary Hit Points for each spell slot level above 1.
>[!spell-1]- Spell: Healing Word - 1st Level
>**1st Level Abjuration**
>**Casting Time:** 1 Bonus Action
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by 2d4 for each spell slot level above 1.
>[!spell-1]- Spell: Charm Person - 1st Level
>**1st Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 30 ft.
>**Components:** Verbal, Somatic
>**Duration:** 1 Hour
>**Attack/Save:** WIS Save
>**Damage/Effect:** Charmed
>
>One Humanoid you can see within range makes a Wisdom Saving Throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the **Charmed** condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** You can target one additional creature for each spell slot level above 1.
>[!spell-1]- Spell: Speak with Animals - 1st Level
>**1st Level Divination**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Verbal, Somatic
>**Duration:** 10 Minutes
>**Attack/Save:** None
>**Damage/Effect:** Communication
>
>For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
>
>Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
>[!spell-1]- Spell: Command - 1st Level
>**1st Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** WIS Save
>**Damage/Effect:** Control, Prone
>
>You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn.
>
>Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
>
>***Approach***. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
>
>***Drop***. The target drops whatever it is holding and then ends its turn.
>
>***Flee***. The target spends its turn moving away from you by the fastest available means.
>
>***Grovel***. The target has the Prone condition and then ends its turn.
>
>***Halt***. On its turn, the target doesn’t move and takes no action or Bonus Action.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** You can affect one additional creature for each spell slot level above 1.
>[!spell-1]- Spell: Find Familiar (Apostle) - 1st Level
>**1st Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** 10 ft.
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Summoning
>
>You gain the service of a familiar, a spirit that takes any animal form of your choice. Regardless of it's chosen form, your familiar's size is *tiny.* Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
>
>**Size Increase and Fly Speed.** When you reach Apostle Level 10, you may increase the size of your familiar to *small* or *medium* at will. When *small* or *medium,* you may mount your familiar for traversal or combat. It gains a Walking & Fly Speed of 60 ft.
>
>**Telepathic Connection.** While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
>
>Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
>
>**Combat.** The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
>
>**Disappearance of the Familiar.** When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
>
>**One Familiar Only.** You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
>[!spell-1]- Spell: Starlight - 1st Level (Level 2)
>**1st Level Evocation**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic, Material* (a star chart or astrolabe)
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** WIS Save
>**Damage/Effect:** Charmed
>
>You call eerie starlight down upon one creature you can see within range. The target's space is filled with **Dim Light** until the end of your next turn, and it must make a Wisdom Saving Throw. On a failed save, it becomes **Charmed** for the duration. While **Charmed** by the spell, a creature is **Incapacitated** and it can't move or speak.
>
>The target repeats the Wisdom Saving Throw at the end of each of its turns, ending the spell on a success. The spell also ends if the target takes any damage or if someone else uses an Action to touch the target and shake it out of its stupor. The target has Disadvantage on the first Saving Throw if it can see the sky and it is night. If the target is **Blinded** or can't see, it automatically succeeds on any Saving Throw for the spell.
>
>The light emanated by this spell is **Starlight**.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 3rd level or higher, the target doesn't repeat the Saving Throw on its turns. If you use a spell slot of 5th level or higher, the duration is Concentration, up to 10 Minutes.
# 2nd Level (Orange)
```
>[!spell-2]- Spell: Name - 2nd Level
>**2nd Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here.
```
>[!spell-2]- Spell: Darkbolt - 2nd Level (Level 4)
>**2nd Level Evocation**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** CON Save
>**Damage/Effect:** Dark
>
>You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits deals **1d10 Dark damage.** A target that was hit by one or more rays must make a successful Constitution Saving Throw or be unable to use reactions until the start of its next turn.****
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
>[!spell-2]- Spell: Darkness - 2nd Level
>**2nd Level Evocation**
>**Casting Time:** 1 Action
>**Range:** 60 ft. (15 ft. Sphere)
>**Components:** Verbal, Somatic, Material* (bat fur and a piece of coal)
>**Duration:** Concentration, up to 10 Minute
>**Attack/Save:** None
>**Damage/Effect:** Control
>
>For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. *Darkvision* can’t see through it, and nonmagical light can’t illuminate it.
>
>Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
>
>If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
>[!spell-2]- Spell: Pass without Trace - 2nd Level
>**2nd Level Abjuration**
>**Casting Time:** 1 Action
>**Range:** Self (30 ft. Sphere)
>**Components:** Verbal, Somatic, Material* (ashes from burned mistletoe)
>**Duration:** Concentration, up to 1 Hour
>**Attack/Save:** None
>**Damage/Effect:** Buff
>
>You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
>[!spell-2]- Spell: Invisibility - 2nd Level
>**2nd Level Illusion**
>**Casting Time:** 1 Action
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (an eyelash in gum arabic)
>**Duration:** Concentration, up to 1 Hour
>**Attack/Save:** None
>**Damage/Effect:** Invisible
>
>A creature you touch has the **Invisible** condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** You can target one additional creature for each spell slot level above 2.
>[!spell-2]- Spell: Alter Self - 2nd Level
>**2nd Level Transmutation**
>**Casting Time:** 1 Action
>**Components:** Verbal, Somatic
>**Duration:** Concentration, up to 1 Hour
>**Attack/Save:** None
>**Damage/Effect:** Shapechanging
>
>You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic Action to replace the option you chose with a different one.
>
>**Aquatic Adaptation.** You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
>
>**Change Appearance.** You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic Action to change your appearance in this way again.
>
>**Natural Weapons.** You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your Spellcasting Ability Modifier for the attack and damage rolls rather than using Strength.
>[!spell-2]- Spell: Levitate - 2nd Level
>**2nd Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic, Material* (a metal spring)
>**Duration:** Concentration, up to 10 Minutes
>**Attack/Save:** CON Save
>**Damage/Effect:** Movement
>
>One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
>
>The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
>
>When the spell ends, the target floats gently to the ground if it is still aloft.
>[!spell-2]- Spell: Prayer of Healing - 2nd Level (Level 4)
>**2nd Level Abjuration**
>**Casting Time:** 10 Minutes
>**Range:** 30 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by 1d8 for each spell slot level above 2.
>[!spell-2]- Spell: Suggestion - 2nd Level
>**2nd Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 30 ft.
>**Components:** Verbal, Material* (a drop of honey)
>**Duration:** Concentration, up to 8 Hours
>**Attack/Save:** WIS Save
>**Damage/Effect:** Charmed
>
>You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.”
>
>The target must succeed on a Wisdom Saving Throw or have the **Charmed** condition for the duration or until you or your allies deal damage to the target. The **Charmed** target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
>[!spell-2]- Spell: Dragon's Breath (Flame) - 2nd Level
>**2nd Level Transmutation**
>**Casting Time:** 1 Bonus Action
>**Range/Area:** 15ft Cone
>**Components:** Verbal, Somatic, Material (a hot pepper)
>**Duration:** Concentration up to 1 minute
>**Damage/Effect:** Flame
>
>You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Until the spell ends, the creature can use an Action to exhale Flame energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity Saving Throw, taking 3d6 Flame damage on a failed save, or half as much damage on a successful one.
>[!spell-2]- Spell: Gust of Wind - 2nd Level
>**2nd Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** Self
>**Components:** Verbal, Somatic, Material (a legume seed)
>**Duration:** Concentration up to 1 minute
>**Damage/Effect:** Control
>
>A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength Saving Throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
>
>Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
>
>The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
>
>As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
>[!spell-2]- Spell: Mirror Image - 2nd Level
>**2nd Level Illusion**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Verbal, Somatic
>**Duration:** 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Deception
>
>Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.
>
>Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
>
>A creature is unaffected by this spell if it has the **Blinded** condition, **Blindsight**, or **Truesight**.
>[!spell-2]- Tether Soul - 2nd Level
>**2nd Level Necromancy**
>**Casting Time:** 1 Bonus Action
>**Range:** 30 ft.
>**Components:** Verbal, Somatic, Material* (a length of rope or chains)
>**Duration:** 1 Hour
>**Attack/Save:** None
>**Damage/Effect:** Warding
>
>Choose one creature that you can see within range. You use mysterious magic to temporarily reinforce the bond between the target's soul and its corporeal body.
>
>While the spell lasts, the target has Advantage on all Death Saving Throws and on any Saving Throws to resist being **possessed, teleported, or sent to another plane.** In addition, when it takes damage while it is at 0 hit points, it can roll a Death Saving Throw instead of automatically suffering a failure. A success on this Death Saving Throw doesn't count towards becoming stable. The target also suffers no extra failures for being critically hit.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 3rd level or higher, the range increases by 30 feet for each slot level above 2nd. If you use a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd.
>[!spell-2]- Spell: Gentle Repose - 2nd Level
>**2nd Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (2 Copper Pieces, which the spell consumes)
>**Duration:** 10 Days
>**Attack/Save:** None
>**Damage/Effect:** Warding
>
>You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become **Undead**.
>
>The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as *Raise Dead*.
>[!spell-2]- Spell: Zone of Truth - 2nd Level
>**2nd Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft. (15 ft. Sphere)
>**Components:** Verbal, Somatic
>**Duration:** 10 Minutes
>**Attack/Save:** CHA Save
>**Damage/Effect:** Control
>
>You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a Charisma Saving Throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
>
>An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
>[!spell-2]- Spell: Star Swarm - 2nd Level (Level 4)
>**2nd Level Evocation**
>**Casting Time:** 1 Action
>**Range:** Self (30 ft. Sphere)
>**Components:** Verbal, Somatic, Material* (a small hunk of Osmium)
>**Duration:** 1 Minute
>**Attack/Save:** DEX Save
>**Damage/Effect:** Gravitic, Light Damage; Control
>
>You conjure six rapidly orbiting stars that move unpredictably throughout a 30-foot sphere centered on you. Whenever a creature starts its turn within the sphere or moves more than 10 feet while inside it, roll a d20. If the result is 6 or lower, the creature must make a Dexterity Saving Throw. On a failed save, the creature takes **1d6 Gravitic damage and 1d6 Light damage**. On a successful save, it takes half as much damage. If a creature **Critically Fails** this Saving Throw, the damage dealt by this spell is doubled, and its speed is reduced by 10 feet until the spell ends.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** For each spell slot level above 2nd, the sphere’s radius increases by 10 feet, the number of stars increases by 2, the result required on the d20 increases by 2, and the damage increases by 1d6 Gravitic damage and 1d6 Light damage.
# 3rd Level (Yellow)
```
>[!spell-3]- Spell: Name - 3rd Level
>**3rd Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here.
```
>[!spell-3]- Spell: Counterspell - 3rd Level
>**3rd Level Abjuration**
>**Casting Time:** 1 Reaction* (which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components)
>**Range:** 60 ft.
>**Components:** Somatic
>**Duration:** Instantaneous
>**Attack/Save:** CON Save
>**Damage/Effect:** Negation
>
>You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution Saving Throw. On a failed Save, the spell dissipates with no effect, and the Action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
>[!spell-3]- Spell: Dispel Magic - 3rd Level
>**3rd Level Abjuration**
>**Casting Time:** 1 Action
>**Range:** 120 ft.
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** n/a
>**Damage/Effect:** Negation
>
>Choose one creature, object, or magical effect within range. Any ongoing spell of 3rd-level or lower on the target ends. For each ongoing spell of 4th-level or higher on the target, make an Ability Check using your Spellcasting Ability (DC 10 plus that spell's level). On a successful check, the spell ends.
>
>>[!spell-effect] ***Using a Higher-Level Spell Slot***: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
>[!spell-3]- Spell: Void Strike - 3rd Level
>**3rd Level Evocation**
>**Casting Time:** 1 Action
>**Range:** 90 ft.
>**Components:** Verbal, Somatic
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** Ranged Spell Attack
>**Damage/Effect:** Dark, Frighten
>
>With a short phrase of void speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns, you can unleash a bolt of darkness at a target within range. Make a Ranged Spell Attack. If your target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes **5d8 Dark damage** and is **frightened** of you until the start of your next turn.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
>[!spell-3]- Spell: Clairvoyance - 3rd Level
>**3rd Level Divination**
>**Casting Time:** 10 Minutes
>**Range:** 1 Mile
>**Components:** Verbal, Somatic, Material* (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)
>**Duration:** Concentration, up to 10 Minutes
>**Attack/Save:** None
>**Damage/Effect:** Detection
>
>You create an **Invisible** sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
>
>When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
>
>A creature that sees the sensor (such as a creature benefiting from *See Invisibility* or *Truesight*) sees a luminous orb about the size of your fist.
>[!spell-3]- Spell: Major Image - 3rdLevel
>**3rd Level Illusion**
>**Casting Time:** 1 Action
>**Range:** 120 ft. (20 ft. Cube)
>**Components:** Verbal, Somatic, Material* (a bit of fleece)
>**Duration:** Concentration, up to 10 Minutes
>**Attack/Save:** None
>**Damage/Effect:** Control
>
>You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.
>
>If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
>
>Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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, and its other sensory qualities become faint to the creature.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
>[!spell-3]- Spell: Water Breathing - 3rd Level
>**3rd Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** 30 ft.
>**Components:** Verbal, Somatic, Material* (a short reed)
>**Duration:** 24 Hours
>**Attack/Save:** None
>**Damage/Effect:** Buff
>
>This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
>[!spell-3]- Spell: Speak with Dead - 3rd Level
>**3rd Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** 10 ft.
>**Components:** Verbal, Somatic, Material* (burning incense)
>**Duration:** 10 Minutes
>**Attack/Save:** None
>**Damage/Effect:** Communication
>
>You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
>
>Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
>[!spell-3]- Spell: Mass Healing Word - 3rd Level
>**3rd Level Abjuration**
>**Casting Time:** 1 Bonus Action
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by 1d4 for each spell slot level above 3.
>[!spell-3]- Spell: Fast Friends - 3rd Level
>**3rd Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 30 ft.
>**Components:** Verbal
>**Duration:** Concentration, up to 1 Hour
>**Attack/Save:** WIS Save
>**Damage/Effect:** Charmed
>
>When you need to make sure something gets done, you can’t rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
>
>You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
>
>When the spell ends, the creature knows it was charmed by you.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
>[!spell-3]- Spell: Fireball - 3 Charges
>**3th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** 150 ft. (20 ft. Sphere)
>**Components:** Verbal, Somatic, Material (a ball of bat guano and sulfur)
>**Duration:** Instantaneous
>**Damage/Effect:** Flame
>
>A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity Saving Throw, taking 8d6 Flame damage on a failed save or half as much damage on a successful one.
>
>Flammable objects in the area that aren’t being worn or carried start burning.
>[!spell-3]- Spell: Daylight - 3 Charges
>**3rd Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** 60 ft. (60 ft. Sphere)
>**Components:** Verbal, Somatic
>**Duration:** 1 hour
>**Damage/Effect:** Light, Force
>
>For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
>
>Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
>
>If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
>[!spell-3]- Spell: Haste - 3rd Level
>**3rd Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic, Material* (a shaving of licorice root)
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Buff
>
>Choose a willing creature you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 Bonus to Armor Class, it has Advantage on Dexterity Saving Throws, and it gains an additional Action on each of its turns. That Action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize Action.
>
>When the spell ends, the target is **incapacitated** and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
>[!spell-3]- Spell: Speak with Plants - 3rd Level
>**3rd Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Verbal, Somatic
>**Duration:** 10 Minutes
>**Attack/Save:** None
>**Damage/Effect:** Communication
>
>You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
>
>You can also turn *Difficult Terrain* caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into *Difficult Terrain* that lasts for the duration.
>
>The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.
>
>If a Plant creature is in the area, you can communicate with it as if you shared a common language.
>[!spell-3]- Spell: Water Walk - 3rd Level
>**3rd Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** 30 ft.
>**Components:** Verbal, Somatic, Material* (a piece of cork)
>**Duration:** 1 Hour
>**Attack/Save:** None
>**Damage/Effect:** Movement
>
>This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
>
>An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
>[!spell-3]- Spell: Spirit Guardians - 3rd Level (Level 6)
>**3rd Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** Self ft. (15 ft. Sphere)
>**Components:** Verbal, Somatic, Material* (a prayer scroll)
>**Duration:** Concentration, up to 10 Minutes
>**Attack/Save:** WIS Save
>**Damage/Effect:** Death damage
>
>Protective spirits flit around you in a 15-foot Emanation for the duration.
>
>When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom Saving Throw. On a failed save, the creature takes **3d8 Death damage.** On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by 1d8 for each spell slot level above 3.
>[!spell-3]- Spell: Spirit Bomb - 3rd Level (Apostle of Death)
>**3rd Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** 150 ft. (20 ft. Sphere)
>**Components:** Verbal, Somatic, Material* (a litre of embalming fluid)
>**Duration:** Instantaneous
>**Attack/Save:** DEX Save
>**Damage/Effect:** Death damage
>
>An ethereal green streak flashes from you to a point you choose within range as a small portal to the fields of the damned appears, creating a soul-rending explosion. Each creature in a 20-foot-radius Sphere centered on the point must make a Dexterity Saving Throw, taking **8d6 Death damage** on a failed save or half as much damage on a successful one.
>
>This spell always has the **Wither** effect.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** This spell's damage increases by 1d6 for each spell level above 3rd.
>[!spell-3]- Revivify - 3rd Level
>**3rd Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (a diamond worth 300+ GP, which the spell consumes)
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
>[!spell-3]- Spell: Astral Flood (Stars) - 3rd Level (Level 6)
>**3rd Level Evocation**
>**Casting Time:** 1 Action
>**Range:** Self (30 ft. Cone)
>**Components:** Verbal, Somatic, Material* (a mixture of water and powdered silver)
>**Duration:** Instantaneous
>**Attack/Save:** DEX Save
>**Damage/Effect:** Gravitic/Light
>
>You channel energy from the Astral Sea to unleash a torrent of magic from you in a 30-foot Cone. Each creature in the Cone must succeed on a Dexterity Saving Throw or take **4d10 Gravitic or Light damage** (chosen when you cast this spell). Your choice of damage type determines an additional effect:
>
>***Gravitic Damage.*** The target has Disadvantage on the next D20 Test it makes before the end of your next turn.
>
>***Light Damage.*** The target can see only within 15 feet of itself, and it has the **Blinded** condition for everything beyond that distance until the end of your next turn.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by 1d10 for each spell slot level above 3.
# 4th Level (Green)
```
>[!spell-4]- Spell: Name - 4th Level
>**4th Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here.
```
>[!spell-4]- Spell: Doomtide (The Fart That Makes You Blind) - 4th Level (Level 8)
>**4th Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** 120 ft. (20 ft. Sphere)
>**Components:** Verbal, Somatic, Material* (soot and a dried eel)
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** WIS Save
>**Damage/Effect:** ?Dark
>
>You create a 20-foot-radius Sphere of inky fog within range. The fog is *Magical Darkness* and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it, ending the spell.
>
>Each creature in the Sphere when it appears makes a Wisdom Saving Throw. On a failed save, a creature takes 5d6 Dark damage and subtracts 1d6 from its Saving Throws until the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it ends its turn inside the Sphere. A creature makes this save only once per turn.
>
>The Sphere moves 10 feet away from you at the start of each of your turns.
>[!spell-4]- Spell: Greater Invisibility - 4th Level
>**4th Level Illusion**
>**Casting Time:** 1 Action
>**Range:** Touch
>**Components:** Verbal, Somatic
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Invisible
>
>A creature you touch has the **Invisible** condition until the spell ends.
>[!spell-4]- Spell: Hallucinatory Terrain - 4th Level
>**4th Level Illusion**
>**Casting Time:** 10 Minutes
>**Range:** 300 ft. (150 ft. Cube)
>**Components:** Verbal, Somatic, Material* (a mushroom)
>**Duration:** 24 Hours
>**Attack/Save:** None
>**Damage/Effect:** Control
>
>You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.
>
>The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
>[!spell-4]- Spell: Arcane Eye - 4th Level
>**4th Level Divination**
>**Casting Time:** 1 Action
>**Range:** 30 ft.
>**Components:** Verbal, Somatic, Material* (a bit of bat fur)
>**Duration:** Concentration, up to 1 Hour
>**Attack/Save:** None
>**Damage/Effect:** Detection
>
>You create an **Invisible**, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has **Darkvision** with a range of 30 feet.
>
>As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
>[!spell-4]- Spell: Aura of Life - 4th Level
>**4th Level Abjuration**
>**Casting Time:** 1 Action
>**Range:** Self (30 ft. Sphere)
>**Components:** Verbal
>**Duration:** Concentration, up to 10 Minutes
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point Maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
>[!spell-4]- Spell: Puppet Master - 4th Level
>**4th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic, Material* (a marionette string)
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** WIS Save
>**Damage/Effect:** Charmed
>
>One creature that you can see within range must succeed on a Wisdom Saving Throw or have the **Charmed** condition for the duration.
>
>Magical marionette strings attach to the **Charmed** creature’s limbs or body, and it must use its Action on its turn to make a melee attack against a creature other than itself that you mentally choose, moving to reach the target if necessary. The target can act normally on its turn if you don’t choose another creature, or if the creature isn’t within the target’s reach after it moves. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
>
>On your later turns, you must take a Bonus Action to maintain control of the target, or the spell ends.
>[!spell-4]- Spell: Consuming Pyre - 4 Charges
>**4th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** 90ft.
>**Components:** Verbal, Somatic
>**Duration:** Concentration up to 1 minute
>**Damage/Effect:** Flame
>
>You cause a creature that you can see within range to burst into consuming, relentless flames. The target must make a Dexterity Saving Throw. On a failed save, the target takes 2d8 Flame damage and 2d8 Death (Necrotic) or Light (Radiant) damage (choose when you cast the spell), and the radiant flames linger. On a successful save, it takes half as much damage only.
>
>While the flames linger, the creature takes the damage again at the start of each of its turns. The target, or another creature within reach of the target, can take an Action to allow the target to repeat the Saving Throw, ending the spell on a success.
>
>A creature killed by the damage from this spell is reduced to ash, along with any nonmagical equipment it is wearing or carrying.
>[!spell-4]- Spell: Searing Sun - 4 Charges
>**4th Level Transmutation**
>**Casting Time:** 1 Action
>**Range/Area:** Sight
>**Components:** Verbal, Somatic, Material (A magnifying lens)
>**Duration:** Concentration up to 1 minute
>**Damage/Effect:** Flame
>
>This spell intensifies the light and heat of the sun, so that it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the a point within range. Each creature that starts its turn in that area takes 5d8 Flame damage, or half the damage with a successful Constitution Saving Throw. A creature that’s shaded by a solid object —such as an awning, a building, or an overhanging boulder— has advantage on the Saving Throw. On your turn, you can use an Action to move the center of the cylinder up to 20 feet along the ground in any direction.
>[!spell-4]- Spell: Spellfire Storm - 4 Charges
>**4th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** 60 ft. (20 ft. Cylinder)
>**Components:** Verbal, Somatic
>**Duration:** Concentration up to 1 minute
>**Damage/Effect:** Light
>
>You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes a Constitution Saving Throw, taking 4d10 Light damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
>
>In addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution Saving Throw. On a failed save, the spell dissipates with no effect, and the Action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
>
>When you cast this spell, you can designate creatures to be unaffected by it.
>[!spell-4]- Spell: Wall of Fire - 4 Charges
>**4th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** 60 ft. (20 ft. Cylinder)
>**Components:** Verbal, Somatic, Material (A piece of charcoal)
>**Duration:** Concentration up to 1 minute
>**Damage/Effect:** Light
>
>You create a wall of Flame on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
>
>When the wall appears, each creature in its area makes a Dexterity Saving Throw, taking 5d8 Flame damage on a failed save or half as much damage on a successful one.
>
>One side of the wall, selected by you when you cast this spell, deals 5d8 Flame damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
>[!spell-4]- Spell: Web of Fire - 4 Charges
>**4th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** 60ft
>**Components:** Verbal, Somatic, Material (A cat's cradle of thread or string coated in phosphorus)
>**Duration:** Instantaneous
>**Attack/Save:** DEX
>**Damage/Effect:** Flame
>
>The caster strikes their palms upon the ground, causing a web of flame to crackle out and streak towards up to five creatures the caster can see within 60 feet. The Flame then explodes upward into a column of flame. Each target must make a Dexterity Saving Throw, taking 8d6 Flame damage on a failed save, and half on a success.
>
>Alternatively, the caster can cause all five streaks of Flame to converge on a single target, intensifying the damage to 12d6 Flame damage.
>
>The fire can travel over objects up to 5 feet high, but cannot travel through water. Flammable objects in the fire's path are ignited.
>>[!spell-effect] ***Using a Higher-level Spell Slot:*** When cast at higher levels, the spell deals 1d6 additional damage for each spell slot level above 4th.
>[!spell-4]- Spell: Polymorph - 4 Charges
>**4th Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic, Material* (a caterpillar cocoon)
>**Duration:** Concentration, up to 1 Hour
>**Attack/Save:** WIS Save
>**Damage/Effect:** Transformation
>
>You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom Saving Throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
>
>The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.
>
>The target is limited in the Actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
>
>The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
>[!spell-4]- Spell: Blight - 4th Level (Level 8)
>**4th Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** 30 ft.
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** CON Save
>**Damage/Effect:** Death
>
>A creature that you can see within range makes a Constitution Saving Throw, taking **8d8 Death damage** on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
>
>Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by 1d8 for each spell slot level above 4.
>[!spell-4]- Spell: Stellar Bodies - 4th Level (Level 8)
>**4th Level Evocation**
>**Casting Time:** 1 Action
>**Range:** 120 ft. (10 ft. Sphere)
>**Components:** Verbal, Somatic
>**Duration:** 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Light
>
>You create two small stars that orbit you. They twinkle pleasantly, shedding **Dim Light** in a 10-foot radius centered on you. The stars protect you. If a creature within 5 feet of you hits you with a Melee Attack they must make a Wisdom Saving Throw or take **1d8 Light damage** for each star orbiting you.
>
>Once per round, on your turn, you may use your Action to cause a star to streak towards an enemy, expending it as it explodes in a blinding flash. Make a Ranged Spell Attack against an enemy within 120 feet, dealing **4d8 Light damage** on a hit. The target must then make a Constitution Saving Throw or be **blinded** until the start of your next turn.
>
>The spell ends when either its duration expires, you fall **Unconscious** or you have expended all of your stars.
>
>The light emanated by this spell is **Starlight**.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot above 4th level, you may create one additional star for every two slot levels above 4th. For each additional star orbiting you, the radius of dim light centered on you increases by 5 feet.
# 5th Level (Blue)
```
>[!spell-5]- Spell: Name - 5th Level
>**5th Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here.
```
>[!spell-5]- Spell: Living Shadows - 5th Level
>**5th Level Illusion**
>**Casting Time:** 1 Action
>**Range:** 120 ft. (15 ft. Sphere)
>**Components:** Verbal, Somatic
>**Duration:** 1 Minute
>**Attack/Save:** STR Save
>**Damage/Effect:** Restrained
>
>You whisper sibilant words of void speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be **Restrained** by the shadows. A creature that starts its turn **Restrained** by the shadows must make a successful Constitution saving throw or gain one level of **Exhaustion**.
>
>A **Restrained** creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
>[!spell-5]- Spell: Mislead - 5th Level
>**5th Level Illusion**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Somatic
>**Duration:** Concentration, up to 1 Hour
>**Attack/Save:** None
>**Damage/Effect:** Invisible
>
>You gain the **Invisible** condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.
>
>As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.
>
>You can see through its eyes and hear through its ears as if you were located where it is.
>[!spell-5]- Spell: Mass Cure Wounds - 5th Level
>**5th Level Abjuration**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 1 Hour
>**Range:** 60 ft. (30 ft. Sphere)
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by 1d8 for each spell slot level above 5.
>
>[!spell-5]- Spell: Dominate Person - 5th Level
>**5th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** WIS Save
>**Damage/Effect:** CHarmed
>
>One Humanoid you can see within range must succeed on a Wisdom Saving Throw or have the **Charmed** condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
>
>You have a telepathic link with the **Charmed** target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
>
>You can command the target to take a Reaction but must take your own Reaction to do so.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
>
>[!spell-5]- Spell: Immolation - 5 Charges
>**5th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** 90ft.
>**Components:** Verbal
>**Duration:** Concentration up to 1 minute
>**Damage/Effect:** Flame
>
>Flames wreathe one creature you can see within range. The target must make a Dexterity Saving Throw. It takes 8d6 Flame damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the Saving Throw. It takes 4d6 Flame damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.
>
>If damage from this spell kills a target, the target is turned to ash.
>[!spell-5]- Spell: Radiant Beacon - 5 Charges
>**5th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** Self (5 ft. Sphere)
>**Components:** Verbal, Somatic, Material (A piece of amber)
>**Duration:** Concentration up to 1 minute
>**Damage/Effect:** Light
>
>A pillar of light falls from the air, filling the square you are in and the area within 5 feet of you. Each other creature in the area must make a Constitution Saving Throw. On a failed save, a creature takes 4d8 Light damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this Saving Throw.
>
>For the duration, a pillar of brilliant radiance shines around you and moves with you. It sheds bright light in a 10-foot radius and dim light for an additional 20 feet. The light is sunlight.
>
>This spell’s light can be seen from a distance of up to 10 miles outdoors at night or 5 miles during twilight.
>[!spell-5]- Spell: Awaken - 5th Level
>**5th Level Transmutation**
>**Casting Time:** 8 Hours
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (an agate worth 1,000+ GP, which the spell consumes)
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Charmed
>
>You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn’t a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.
>
>The awakened target has the **Charmed** condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
>[!spell-5]- Spell: Tree Stride - 5th Level
>**5th Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Verbal, Somatic
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Movement
>
>You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
>
>You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.
>[!spell-5]- Spell: Grave Soil - 5th Level
>**5th Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** 90 ft. (50 ft. Cube)
>**Components:** Verbal, Somatic, Material* (graveyard soil and bone marrow mixed together in a container worth at least 25 gp)
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** CON Save
>**Damage/Effect:** Death
>
>You infuse the ground within an area you choose within range with necromantic energy. The area is a cube up to 50 feet on a side. This magic darkens the earth and causes spectral hands to rise and grasp for the living. Until the spell ends, each creature that starts its turn on the affected ground or moves onto it for the first time on a turn must make a Constitution Saving Throw.
>
>On a failed save, a creature takes **4d6 Death damage, or 4d8 Death damage** if it is **Prone**, and until the start of its next turn, it is **Restrained** and can't regain Hit Points. On a success, it takes half as much damage and suffers no other effects. The spell treats creatures that cannot be **Prone** as if they are always **Prone** instead.
>
>Creatures that are buried in or burrowing through the affected ground have Disadvantage on the Saving Throw, and they are **Paralyzed** while **Restrained** by the spell.
>
>The spell has no effect on **Undead** or Constructs.
>[!spell-5]- Reincarnate - 5th Level
>**5th Level Necromancy**
>**Casting Time:** 1 Hour
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (rare oils worth 1,000+ GP, which the spell consumes)
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Flip a coin, when roll a d100. Consult the [[Species List]] to determine the new body's species.
>
>The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
>[!spell-5]- Raise Dead - 5th Level
>**5th Level Necromancy**
>**Casting Time:** 1 Hour
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (a diamond worth 500+ GP, which the spell consumes)
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
>
>The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.
>
>This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
>
>Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
>[!spell-5]- Spell: Geas - 5th Level
>**5th Level Enchantment**
>**Casting Time:** 1 Minute
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** 30 Days
>**Attack/Save:** WIS Save
>**Damage/Effect:** Charmed, Mind Damage
>
>You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom Saving Throw or have the **Charmed** condition for the duration. The target automatically succeeds if it can’t understand your command.
>
>While **Charmed**, the creature takes **5d10 Mind damage** if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
>
>You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
>
>A *Remove Curse, Greater Restoration*, or *Lesser Wish* spell ends this spell.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
>[!spell-5]- Spell: Heavenly Pillar - 5th Level (Level 10)
>**5th Level Evocation**
>**Casting Time:** 1 Action
>**Range:** 120 ft.
>**Components:** Verbal, Somatic
>**Duration:** 1 Round
>**Attack/Save:** DEX Save
>**Damage/Effect:** Light, Stunned
>
>You bellow a determined prayer that calls down a pillar of light from the heavens to crush a creature you can see within range. The target must make a Dexterity Saving Throw. On a failed Saving Throw, the target takes **5d8 Light damage** and is **Stunned** until the end of your next turn. On a successful Saving Throw, the target takes half damage and is not **stunned**.
>
>If the target is outside and underneath the sky, the spell's damage increases to **7d8**.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
# 6th Level (Purple)
```
> [!spell-6]- Spell: Name - 6th Level
>**6th Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here.
```
>[!spell-6]- Spell: Penumbral Disk - 6th Level
>**6th Level Evocation**
>**Casting Time:** 1 Action
>**Range:** 90 ft.
>**Components:** Verbal, Somatic
>**Duration:** 1 Minute
>**Attack/Save:** Ranged Spell Attack
>**Damage/Effect:** Dark
>
>You hurl a swirling disk of destructive force at one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes **8d6 + 15 Dark damage** and the spell ends. This spell ignores **Resistance**, and targets with **Vulnerability** to Physical (Slashing) damage have **Vulnerability** to the spell's damage.
>
>On a miss, the disk flies past the target and begins flying through the air on its own, seeking out another target. Note the location of your target when you cast the spell. At the start of your next turn, you must repeat the spell attack (no action) against the creature that is now closest to that space, up to a maximum range of 90 feet, possibly attacking even yourself. If this attack misses or has no target, repeat this process using the location of the last target when the spell attacked it, repeating the attack each round until the spell ends.
>
>The disk uses **Blindsight** to find its targets, not vision, and it weaves around obstacles to reach its target, so subsequent attacks after the first ignore **half cover** and **three-quarters cover** and do not suffer Disadvantage if you cannot see the target. If multiple creatures are tied for being the closest to the disk when you repeat the attack, you choose which one the disk attacks.
>
>The disk damages objects in its path that aren't being worn or carried. When this spell destroys an object or kills a creature, it is sliced in twain.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 7th level or higher, the damage dealt increases by 2d6 for each slot level above 6th.
>[!spell-6]- Spell: Heal - 6th Level
>**6th Level Abjuration**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the **Blinded, Deafened,** and **Poisoned** conditions on the target.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by 10 for each spell slot level above 6.
>
>[!spell-6]- Mass Suggestion - 6th Level
>**6th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Material* (a snake's tongue)
>**Duration:** 24 Hours
>**Attack/Save:** WIS Save
>**Damage/Effect:** Charmed
>
>You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”
>
>Each target must succeed on a Wisdom Saving Throw or have the **Charmed** condition for the duration or until you or your allies deal damage to the target. Each **Charmed** target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).
>[!spell-6]- Spell: Burning Radiance - 6 Charges
>**6th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** Self (60 ft. Line)
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Damage/Effect:** Light
>
>A line of light 60 feet long and 5 feet wide emanates from you in a direction of your choice. Each creature in the line must make a Dexterity Saving Throw. On a failed save, a creature takes 10d8 Light damage and catches fire; until someone takes an Action to douse the fire, the creature takes 1d10 Flame damage at the start of each of its turns. A successful Saving Throw halves the damage and prevents a creature from catching fire.
>
>The burning radiance ignites flammable objects in the area that aren’t being worn or carried.
>[!spell-6]- Spell: Sunbeam - 6 Charges
>**6th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** Self (60 ft. Line)
>**Components:** Verbal, Somatic, Material (a magnifying glass)
>**Duration:** Concentration up to 1 minute
>**Damage/Effect:** Light, Blinded
>
>You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution Saving Throw. On a failed save, a creature takes 6d8 Light damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.
>
>Until the spell ends, you can take a Magic Action to create a new Line of radiance.
>
>For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
>[!spell-6]- Spell: Flesh to Stone - 6th Level
>**6th Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic, Material* (a cockatrice feather)
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** CON Save
>**Damage/Effect:** Restrained, Petrified
>
>You attempt to turn one creature that you can see within range into stone. The target makes a Constitution Saving Throw. On a failed save, it has the **Restrained** condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.
>
>A **Restrained** target makes another Constitution Saving Throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the **Petrified** condition for the duration. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind.
>
>If you maintain your Concentration on this spell for the entire possible duration, the target is **Petrified** until the condition is ended by *Greater Restoration* or similar magic.
>[!spell-6]- Spell: Bones of the Earth - 6-9 Charges
>**6th Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** 120 ft. (5 ft. Cylinder)
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** DEX Save
>**Damage/Effect:** Physical (Bludgeoning) damage, Restrained
>
>You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of **difficult terrain** with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
>
>If a pillar is created under a creature, that creature must succeed on a Dexterity Saving Throw or be lifted by the pillar. A creature can choose to fail the save.
>
>If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes **6d6 Physical (Bludgeoning) damage** and is **restrained**, pinched between the pillar and the obstacle. The **restrained** creature can use an Action to make a Strength or Dexterity Check (the creature’s choice) against the spell’s Save DC. On a success, the creature is no longer **restrained** and must either move off the pillar or fall off it.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
>[!spell-6]- Spell: Disintegrate - 6th Level
>**6th Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** 60 ft
>**Components:** Verbal, Somatic, Material* (a lodestone and dust)
>**Duration:** Instantaneous
>**Attack/Save:** DEX Save
>**Damage/Effect:** Positive Damage
>
>You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by *Wall of Force*.
>
>A creature targeted by this spell makes a Dexterity Saving Throw. On a failed save, the target takes **10d6 + 40 Life damage**. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a *True Resurrection* or a *Wish* spell.
>
>This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by 3d6 for each spell slot level above 6.
>[!spell-6]- Spell: King's Commandment - 6th Level (Crown of the Creator)
>**6th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** Sight\*
>**Components:** Verbal, Somatic, Material\* (Divine Blood or a Primordial Artifact)
>**Duration:** Instantaneous
>**Attack/Save:** CHA Save
>**Damage/Effect:** Control, Prone, Frighten, Disarm, Stun
>
>You speak a one-word command to a number of creatures you can see and who can hear you equal to your Proficiency Bonus. Targets must make a Charisma Saving Throw or follow the command on their next turn.
>
>Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
>
>- ***Approach.*** When you utter this word, affected creatures move toward you by the shortest and most direct route, ending their turn if they move within 5 feet of you. If they successfully move within 5 feet of you before the spell ends, you may issue another *Commandment* to the target without casting this spell again.
>- ***Attack*.** When you utter this word, you point at a creature you can see. Affected creatures become hostile towards the targeted creature for the duration, or until the creature is **incapacitated** or killed.
>- ***Cast*.** When you utter this word, you point at a creature you can see and name a spell the target is able to cast. If the creature is able to cast the named spell, they immediately do so. If the casting time of the spell is greater than the duration of *King's Commandment*, the spell immediately fails.
>- ***Drop.*** When you utter this word, affected creatures drop whatever they are holding and then end their turn. They do not attempt to pick up what they were holding until the end of the duration.
>- ***Fetch*.** When you utter this word, you then speak the name of an object or item. Alternatively, you may give a short description of the item. Affected creatures immediately begin searching for the object using all available means (including magic) for the duration, or until the object is in your possession. If a creature possesses knowledge on the item's location, or how to obtain information regarding the item's whereabouts, that knowledge becomes known to you.
>- ***Flee.*** When you utter this word, affected creatures gain the **Frightened** condition for the duration.
>- ***Freeze*.** When you utter this word, affected creatures gain the **Paralyzed** condition for the duration.
>- ***Grovel.*** When you utter this word, affected creatures gain the **Prone** condition and end their turn.
>- ***Halt.*** When you utter this word, affected creatures freeze in place and gain the **Stunned** condition. On their turn, they do not move and take no Actions or Bonus Actions.
>- ***Hogtie.*** When you utter this word, affected creatures use any available means to bind themselves or another affected creature, giving themselves the **Restrained** condition. For the duration, they remain happily bound.
>- ***Ignore.*** When you utter this word, affected creatures cover their ears and hum to themselves, gaining the **Deafened** condition for the duration.
>- ***Listen.*** When you utter this word, you then describe a task. The task can be as simple or complex as you like. Affected creatures immediately use all available means to complete this task. If a creature possess knowledge on how to complete a task, or who can complete a task, that knowledge becomes known to you. Additionally, if you have knowledge on how to complete a task you assign that the creature does not, you may choose to share that knowledge with the target.
>- ***Sleep.*** When you utter this word, affected creatures immediately fall asleep, gaining the **Unconscious** condition for the duration.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** At 7th-level, this spell has a duration of *1 Minute*. At 8th-level, this spell has a duration of *10 Minutes*. At 9th-level, this spell has a duration of *Until Dispelled*. When you cast this spell above 6th-level, targets may repeat the Charisma Saving Throw at the end of each of their turns while in Initiative, or every one minute out of combat.
>[!spell-6]- Spell: Blade Barrier - 6th Level
>**6th Level Evocation**
>**Casting Time:** 1 Action
>**Range:** 90 ft.
>**Components:** Verbal, Somatic
>**Duration:** Concentration, up to 10 Minutes
>**Attack/Save:** DEX Save
>**Damage/Effect:** Physical
>
>You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides **Three-Quarters Cover** and its space is **Difficult Terrain**.
>
>Any creature in the wall’s space makes a Dexterity Saving Throw, taking **6d10 Physical damage** on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.
>[!spell-6]- Spell: Vile Necrosis - 6th Level
>**6th Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** 120 ft.
>**Components:** Verbal, Somatic, Material* (a vial of coagulated blood)
>**Duration:** Instantaneous
>**Attack/Save:** CON Save
>**Damage/Effect:** Death
>
>You point your finger towards a creature within range, projecting a pale green beam of debilitating energy at them. Make a ranged spell attack against the target. On a hit, the target takes **12d6 Death damage**, and it becomes **weakened**. While **weakened** by this spell, a target deals half damage with weapon attacks and spells.
>
>A **weakened** target can make a Constitution Saving Throw at the end of each of its turns. On a successful save, the weakness ends.
>
>*This spell always has the **Wither** effect*.
> [!spell-6]- Spell: Game of Fate - 6th Level
>**6th Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here.
>[!spell-6]- Spell: Star Step - 6th Level (Level 12)
>**6th Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** 150 ft. (20 ft. Sphere)
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** CON Save
>**Damage/Effect:** Gravitic, Radiant, Prone, Blinded
>
>You step through the realm of stars, teleporting yourself to an unoccupied space you can see within range. Immediately after you appear, a blast of light and magical energy courses out of the portal you stepped through. Each other creature within 30 feet of you must make a Constitution Saving Throw. On a failed save, a creature takes **3d8 Gravitic damage and 3d8 Light damage**, it is knocked **Prone** and it is **Blinded** until the start of your next turn. On a success, a creature takes half damage and isn't knocked **prone** or **blinded**.
>
>You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. That creature doesn't roll the Saving Throw. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 7th level or higher, the radiant damage done increases by 1d8 for each slot level above 6th.
# 7th Level (Pink)
```
>[!spell-7]- Spell: Name - 7th Level
>**7th Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here.
```
>[!spell-7]- Spell: Dying of the Light - 7th Level (Level 14)
>**7th Level Evocation**
>**Casting Time:** 1 Action
>**Range:** 120 ft. Sphere
>**Components:** Verbal, Somatic, Material* (a black pearl worth at least 250 GP)
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** CON Save
>**Damage/Effect:** Dark, Exhaustion
>
>A wave of withering darkness erupts from you, filling a 120-foot-radius sphere and extinguishing any nonmagical light sources in the area. Any light produced by spells of 6th level or lower is dispelled. Magic items (but not artifacts) that give off light have that property suppressed while in the spell’s area. Any light sources brought into the area during the spell’s duration are likewise extinguished. Light-producing spells of 7th level or higher function within the area.
>
>Nonmagical light sources removed from the area can be reignited. Magic items regain their ability to give off light 1 round after leaving the area. This *Magical Darkness* foils *Darkvision*, except for creatures that can see in *Magical Darkness*, such as *devils*, or anyone you share your *Superior Darkvision* with. You can see within the area of the spell as if it were brightly lit.
>
>Each creature you choose to be affected that ends its turn in the darkness takes **4d8 Dark damage** and gains one level of **Exhaustion**. A successful Constitution Saving Throw halves the damage and negates the exhaustion.
>[!spell-7]- Spell: Regenerate - 7th Level
>**7th Level Transmutation**
>**Casting Time:** 1 Minute
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (a prayer wheel)
>**Duration:** 1 Hour
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.
>[!spell-7]- Spell: Overwhelm Emotions - 7th Level
>**7th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 150 ft. (30 ft. Sphere)
>**Components:** Verbal, Somatic
>**Duration:** Concentration, up to 1 Hour
>**Attack/Save:** WIS Save
>**Damage/Effect:** Charmed, Frightened, Mind (Psychic) Damage
>
>You cause an unseen storm of raw emotion in a 30-foot sphere within range. Up to four creatures of your choice that you can see within the area must make a Wisdom Saving Throw. On a failed Saving Throw, a creature takes 12d6 Mind (Psychic) damage and is both **charmed** by you and **frightened** of you until the spell ends. While **charmed** or **frightened** in this way, a creature is **incapacitated** as it blubbers, screams, sobs, or expresses emotion in some other way. On a successful Saving Throw, it takes half as much damage and isn't **charmed** or **frightened**.
>
>An affected creature must repeat the Saving Throw at the end of each of its turns. On a success, it is no longer **charmed** or **frightened** by the spell.
>
>Damage from the spell can’t reduce a target to less than 1 hit point. Undead, constructs, and creatures that can't be **charmed** or **frightened** are **immune** to the spell.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 8th level or higher, you can affect one extra creature within the area for each slot level above 7th.
>[!spell-7]- Spell: Fire Storm - 7 Charges
>**7th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** 150 ft. (10 ft. Cube)
>**Components:** Verbal, Somatic
>**Duration:** 1 minute
>**Damage/Effect:** Flame
>
>A storm of Flame appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity Saving Throw, taking 7d10 Flame damage on a failed save or half as much damage on a successful one.
>
>Flammable objects in the area that aren’t being worn or carried start burning.
>[!spell-7]- Spell: Finger of Death - 7th Level (Level 14)
>**7th Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** CON Save
>**Damage/Effect:** Death
>
>You unleash negative energy toward a creature you can see within range. The target makes a Constitution Saving Throw, taking **7d8 + 30 Death damage** on a failed save or half as much damage on a successful one.
>
>A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.
>[!spell-7]- Spell: Power Word: Fortify
>**7th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** n/a
>**Damage/Effect:** Buff
>
>You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.
>[!spell-7]- Spell: Power Word: Maim
>**7th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** CON Save
>**Damage/Effect:** Necrotic (Death)
>
>You command the body of a creature to twist and warp. If the target has 125 Hit Points or fewer, it takes **8d10 Death damage**, and gains the **Prone** condition. Otherwise, its Speed is 0 until the start of your next turn. The **Prone** target makes a Constitution Saving Throw at the end of each of its turns, ending the condition on itself on a success.
>[!spell-7]- Spell: Death’s Door (Apostle) - 7th Level
>**7th Level Necromancy**
>**Casting Time:** 1 Reaction* (which you take when you are reduced to zero Hit Points but before you are unconscious)
>**Range:** Self (15 ft. Sphere)
>**Components:** Verbal
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** CON Save
>**Damage/Effect:** Temporary Hit Points, Death
>
>You are reduced to 1 Hit Point instead of 0, straddling the line between life and death using magic. You gain Temporary Hit Points equal to half your maximum Hit Points which disappear when the spell ends.
>While the spell lasts, you appear translucent, flickering with spectral energy, and you also gain the following benefits:
> - You have **resistance** to Physical damage dealt by nonmagical weapons.
> - You have a flying speed equal to twice your walking speed, and you can hover. You can also use a Bonus Action on your turn to teleport up to 30 feet to an unoccupied space that you can see.
> - Enemies have Disadvantage on weapon attacks made against you, and you make all Saving Throws with advantage except Charisma Saving Throws, which you make with Disadvantage.
> - On your turn, you can use your Action to make a melee spell attack with a reach of touch against one creature that you can see. On a hit, that creature takes **10d6 Death damage**.
> - On your turn, you can use your Action to burst with energy from within your soul, forcing all creatures within 15 feet of you to make a Constitution Saving Throw. On a failure, a creature takes **6d6 Death damage**.
> [!spell-7]- Resurrection - 7th Level
>**7th Level Necromancy**
>**Casting Time:** 1 Hour
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (a diamond worth 1,000+ GP, which the spell consumes)
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't **Undead** when it died.
>
>The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
>
>Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
>
>Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.
>[!spell-7]- Rescue the Dying - 7th Level
>**7th Level Evocation**
>**Casting Time:** 1 Reaction* (which you take when another creature within range is reduced to 0 Hit Points or rolls a Death Saving Throw)
>**Range:** 90 ft.
>**Components:** Verbal
>**Duration:** 1 Round
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>With a word, you call positive energy into the target's body to heal and ward it. The target regains a number of Hit Points equal to **4d10+30**. It also gains Temporary Hit Points equal to half that amount and **resistance** to all damage, both lasting until the end of your next turn.
>
>This spell has no effect on undead or constructs.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 8th Level or higher, the healing increases by 2d10 for each slot level above 7th.
>[!spell-7]- Spell: Crown of Stars - 7th Level (Level 14)
>**7th Level Evocation**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Verbal, Somatic
>**Duration:** 1 Hour
>**Attack/Save:** Ranged Spell Attack
>**Damage/Effect:** Light damage
>
>Seven star-like motes of light appear and orbit your head until the spell ends. You can use a Bonus Action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a Ranged Spell Attack. On a hit, the target takes **4d12 Light damage**. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
>
>If you have four or more motes remaining, they shed **Bright Light** in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed Dim Light in a 30-foot radius.
>
>The light emanated by this spell is **Starlight**.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
# 8th Level (White)
```
>[!spell-8]- Spell: Name - 8th Level
>**8th Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here.
```
>[!spell-8]- Spell: Corrosive Plume - 8th Level
>**8th Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** 100 ft. 15 ft. Line)
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** DEX Save
>**Damage/Effect:** Dark
>A wave of acidic gas erupts from your hands, in a line 100 feet long and 15 feet wide. Each creature in the area must make a Dexterity Saving Throw. On a failure, a creature takes **13d6 Dark damage,** and if it is wearing nonmagical armor that isn't adamantine, that armor is dissolved and destroyed. On a success, a creature takes half as much damage and nothing else.
>
>The spell damages objects in the area.
>[!spell-8]- Spell: Vertigo - 8th Level
>**8th Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic
>**Duration:** 10 Minute
>**Attack/Save:** CON
>**Damage/Effect:** Prone, Speed Reduction
>
>You cause a swirl of magic that affects the sense of balance of up to four creatures that you can see within range. Each target must succeed on a Constitution Save or suffer the following effects until the spell ends:
>
>- It has Disadvantage on attack rolls, Dexterity Checks and Saving Throws, and Wisdom (Perception) checks.
>- Its speed is reduced to no more than 10 feet, and it cannot fly or climb, regardless of its abilities.
>- It cannot make more than one weapon attack each turn, regardless of its abilities.
>- It takes maximum damage from falls instead of rolling.
>- Attacks made against it have Advantage, and score a Critical Hit on a roll of 18–20 instead of only on a 20.
>- At the end of each of the creature's turns, if it isn't prone, it must succeed on a Dexterity Saving Throw or it falls prone.
>
>Each affected creature must repeat the Constitution Saving Throw at the end of each of its turns, ending the spell's effects on itself on a success. Undead and constructs are **Immune** to the spell.
>[!spell-8]- Spell: Sandman's Slumber - 8th Level
>**8th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** Self (60 ft. Cone)
>**Components:** Verbal, Somatic, Material* (a bag of sand)
>**Duration:** Concentration, up to 10 Minutes
>**Attack/Save:** CHA Save
>**Damage/Effect:** Unconscious
>
>Your hands swirl with dreamlike sand and dust that sprays out in a 60-foot cone. Roll 10d8. Each creature in the area with Hit Points equal to or less than your total must make a Charisma Saving Throw. On a failed Saving Throw, a creature falls asleep and is **unconscious** until the spell ends, the creature takes damage, or someone uses an Action to shake or slap the creature awake. On a success, a creature becomes **immune** to this casting of sandman's slumber.
>
>Until the spell ends, you can use an Action on each of your turns to release another cloud of dust, with the same effects as when the spell is initially cast.
>
>If you maintain your Concentration on this spell for the entire possible duration, any creatures that are still sleeping do not wake up. Each creature remains asleep until it finishes a Long Rest, takes damage, or someone uses an Action to wake the creature.
>
>Undead, contructs, and creatures that can't be **charmed** are **immune** to the spell.
>[!spell-8]- Spell: Sunburst - 8 Charges
>**8th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** 150 ft. (60 ft. Sphere)
>**Components:** Verbal, Somatic, Material (A piece of sunstone)
>**Duration:** Instantaneous
>**Damage/Effect:** Light, Blinded
>
>Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution Saving Throw. On a failed save, a creature takes 12d6 Light damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.
>
>A creature Blinded by this spell makes another Constitution Saving Throw at the end of each of its turns, ending the effect on itself on a success.
>
>This spell dispels Darkness in its area that was created by any spell.
>[!spell-8]- Spell: Earthquake - 8th Level
>**8th Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** 500 ft.
>**Components:** Verbal, Somatic, Material* (a fractured rock)
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** DEX Save
>**Damage/Effect:** Bludgeoning damage, Difficult Terrain, Prone
>
>Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is **Difficult Terrain.**
>
>When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity Saving Throw. On a failed save, a creature has the **Prone** condition, and its Concentration is broken.
>
>You can also cause the effects below.
>
>**Fissures.** A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure must succeed on a Dexterity Saving Throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.
>
>**Structures.** The tremor deals **50 Bludgeoning damage** to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.
>
>A creature within a distance from a collapsing structure equal to half the structure’s height makes a Dexterity Saving Throw. On a failed save, the creature takes **12d6 Bludgeoning damage,** has the **Prone** condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) Check as an Action to escape. On a successful save, the creature takes half as much damage only.
>[!spell-8]- Spell: Soul Expulsion - 8th Level
>**8th Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** 150 ft. (60 ft. Sphere)
>**Components:** Verbal, Somatic, Material* (a piece of an ancient gravestone)
>**Duration:** Instantaneous
>**Attack/Save:** CHA Save
>**Damage/Effect:** Death, Light
>
>You blast a foe's soul with magical power, causing it to glow with otherwordly light. Choose one creature that you can see within range, which must make a Charisma Saving Throw. On a failed Saving Throw, the target takes **11d8 Death damage** and is **Stunned** until the start of your next turn. On a successful Saving Throw, the target takes half as much damage and isn't **Stunned**.
>
>Each creature of your choice other than the target that is within 60 feet of the target must make a Wisdom Saving Throw. On a failed save, a creature takes **7d8 Light (Radiant) damage** and has Disadvantage on attack rolls until the end of your next turn. On a successful Saving Throw a creature takes half damage and nothing else.
>
>When this spell targets an incorporeal **undead**, such as a ghost, or a soul removed from its body, the spell ignores any **Resistance** or **Immunity** to Death damage, and the target has Disadvantage on the Saving Throw.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 9th level, both the Death damage and Light damage increase by 2d8.
>[!spell-8]- Spell: Power Word: Stun
>**8th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** n/a
>**Damage/Effect:** Stunned
>
>You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the **Stunned** condition. Otherwise, its Speed is 0 until the start of your next turn.
>
>The **Stunned** target makes a Constitution Saving Throw at the end of each of its turns, ending the condition on itself on a success.
>[!spell-8]- Spell: Power Word: Petrify
>**8th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** CON Save
>**Damage/Effect**: Restrained, Petrified
>
>You speak a word of power that causes the body of one creature you can see within range to stiffen, becoming rocky and cracked. If the target has less than 75 Hit Points, it begins to turn to stone and is **Restrained**.
>
>The **Restrained** target must make a Constitution Saving Throw at the end of its next turn. On a success, the effects of this spell end. On a failure, the target is **Petrified** until the effect is removed by *Greater Restoration* or similar magic. If the creature is physically broken while **Petrified,** it suffers from similar deformities when it reverts to its original state.
>[!spell-8]- Spell: Power Word: Pain
>**8th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** n/a
>**Damage/Effect:** Debuff
>
>You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 Hit Points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is **Immune** to being **Charmed**.
>
>While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has Disadvantage on attack rolls, Ability Checks, and Saving Throws, other than Constitution Saving Throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution Saving Throw, or the casting fails and the spell is wasted.
>
>A target suffering this pain can make a Constitution Saving Throw at the end of each of its turns. On a successful save, the pain ends.
>[!spell-8]- Spell: Deathproof - 8th Level
>**8th Level Necromancy**
>**Casting Time:** Special* (Automatically takes effect at the start of your next turn after dying)
>**Range:** Self
>**Components:** Somatic
>**Duration:** Instantaneous
>**Attack/Save:** n/a
>**Damage/Effect:** Life (Healing)
>
>As your body perishes, your soul rebels, filling you with Life energy and raising you from the dead. You return to life with half your Hit Points. This spell also neutralizes any poisons that might have affected you at the time of your death. This spell closes all mortal wounds and restores any missing body parts.
>
>This spell does not remove any lasting curses that may have been placed on you, and you do not regain any class features, spell slots, or *Apostolic abilities* upon resurrection.
>[!spell-8]- Spell: Befuddlement - 8th Level
>**8th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 150 ft.
>**Components:** Verbal, Somatic, Material* (a key ring with no keys)
>**Duration:** Instantaneous
>**Attack/Save:** INT Save
>**Damage/Effect:** Psychic damage, Sundering
>
>You blast the mind of a creature that you can see within range. The target makes an Intelligence Saving Throw.
>
>On a failed save, the target takes **10d12 Mind (Psychic) damage and can’t cast spells or take the Magic Action**. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the *Greater Restoration*, *Heal*, or *True Wish* spell.
>
>On a successful save, the target takes half as much damage only.
>[!spell-8]- Spell: Holy Star of Heimdall - 8th Level (Level 16)
>**8th Level Evocation**
>**Casting Time:** 1 Bonus Action
>**Range:** Self
>**Components:** Verbal, Somatic
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** Ranged Spell Attack
>**Damage/Effect:** Gravitic, Light damage
>
>You create a glowing mote of energy that hovers above you for the duration. The mote sheds **Bright Light** in a 5-foot radius and **Dim Light** for an additional 5 feet.
>
>When you cast this spell and as a Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a Ranged Spell Attack. On a hit, the target takes **Gravitic or Light damage (your choice) equal to 4d10 plus your Spellcasting Ability Modifier**.
>
>In addition, while the mote is present, you have Three-Quarters Cover, and if you succeed on a Saving Throw against a spell of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a Saving Throw against that spell using that caster's own Spell Save DC.
>
>The light emanated by this spell is **Starlight**.
# 9th Level (Gold)
```
>[!spell-9]- Spell: Name - 9th Level
>**9th Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (???????????)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>The spell's description goes here.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here.
```
>[!spell-9]- Spell: Umbral Storm - 9th Level (Level 18)
>**9th Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** 120 ft. (20 ft. Sphere) /
>**Components:** Verbal, Somatic
>**Duration:** 1 Minute
>**Attack/Save:** CON Save
>**Damage/Effect:** Dark, Exhaustion
>
>You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes **6d8 Dark damage** and gains one level of **Exhaustion**; a successful Constitution Saving Throw halves the damage and prevents the exhaustion.
>
>You can use a Bonus Action on your turn to move the area of the storm 30 feet in any direction.
>[!spell-9]- Spell: Torch of Life - 9th Level
>**9th Level Evocation**
>**Casting Time:** 1 Action
>**Range:** 60 ft. (30 ft. Sphere)
>**Components:** Verbal, Somatic, Material* (a flame)
>**Duration:** Concentration, Up to 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Healing, Exhaustion
>
>You ignite a powerful storm of life energy within the soul of one creature that you can see within range. While the spell lasts, at the end of each of your turns while you are within range of the target, you restore Hit Points to the target equal to half of its Maximum Hit Points and restore 4d8 Hit Points to up to six other creatures of your choice within 30 feet of the target.
>
>In addition, until the spell ends, the target does not lose consciousness or become **incapacitated** for reaching 0 Hit Points. This does not prevent death.
>[!spell-9]- Spell: Imprisonment - 9th Level
>**9th Level Abjuration**
>**Casting Time:** 1 Minute
>**Range/Area:** 30 ft.
>**Components:** Verbal, Somatic, Material (a statuette of the target worth 5,000+ GP)
>**Duration:** Until *Dispelled*
>**Damage/Effect:** Various
>You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom Saving Throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is **imprisoned**. While **imprisoned**, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the **imprisoned** target, and the target can’t teleport.
>
>Until the spell ends, the target is also affected by one of the following effects of your choice:
>
>**Burial.** The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
>
>**Chaining.** Chains firmly rooted in the ground hold the target in place. The target has the **Restrained** condition and can’t be moved by any means.
>
>**Hedged Prison.** The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
>
>**Minimus Containment.** The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
>
>**Slumber.** The target has the **Unconscious** condition and can’t be awoken.
>
>**_Ending the Spell._** When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.
>
>A *Dispel Magic* spell can end the spell only if it is cast with a 9th Level spell slot, targeting either the prison or the component used to create it.
>[!spell-9]- Spell: Amnesia - 9th Level
>**9th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (an unmarked slate)
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** INT Save
>**Damage/Effect:** Mind (Psychic) Damage
>
>You touch one creature that you can see and attempt to wipe its memories away using magic. The target must make an Intelligence Saving Throw. On a failed Saving Throw, the target takes 12d6 Mind (Psychic) Damage and the target's mind is sent reeling as it attempts to hold onto its memories. On a successful Saving Throw, it takes half as much damage and can't take reactions until the start of its next turn, but is otherwise not affected by the spell, and the spell ends.
>
>Creatures whose minds are reeling from this spell are stunned. A creature reeling from this spell must also make another Intelligence Saving Throw at the end of each of its turns. On a failed Saving Throw, it takes 6d6 Mind (Psychic) Damage. If it saves against this spell three times, the spell ends. If it fails saves three times, it becomes **unconscious** until the spell ends and it stops making these Saving Throws. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
>
>If you maintain your Concentration on this spell for the entire possible duration, the target loses all of its memories and the spell ends. It gains one level of **Exhaustion**, and if it isn't **unconscious**, it becomes **unconscious**. It stays **unconscious** for at least 1 hour after losing its memories, regardless of its Hit Points.
>
>A creature who has lost its memories knows nothing about itself or its past, but it remembers most general ideas about the way the world is arranged and works. It retains its inclinations, preferences, likes, dislikes, and fears (towards food, concepts, people, etc.), but it won't recall that it has these feelings until it encounters them anew, and these feelings are much more malleable and easier to change than a creature who has memories to ground its feelings in. It retains all its Skills and Abilities, including Spellcasting, though it will not initially know that it has many of its Skills or Abilities.
>
>Once a creature has lost its memories due to this spell, it will develop a new (perhaps similar) identity and begin forming new memories without any issue. It will not naturally regain the memories it lost. Instead, once per year it must make an Intelligence Saving Throw with Disadvantage. It may also make this Saving Throw on rare occasions where it encounters something that might spark its memory, at your DM's discretion. On a successful save, it permanently recovers all its lost memories and is **stunned** until the end of its next turn.
>
>Lost memories can also be restored by *Greater Restoration*, *Heal*, or *Wish* cast at 8th-level or higher. The spell's damage can’t reduce the target’s hit points below 1.
>[!spell-9]- Spell: Gate - 9th Level
>**9th Level Conjuration**
>**Casting Time:** 1 Action
>**Range/Area:** 60 ft.
>**Components:** Verbal, Somatic, Material (a diamond worth at least 5,000 Gold)
>**Duration:** Concentration up to 1 minute
>**Damage/Effect:** Control
>
>You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
>
>The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
>
>Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
>
>When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
>[!spell-9]- Spell: Radiant Dawn - 9th Level
>**9th Level Evocation**
>**Casting Time:** 1 Action
>**Range/Area:** Sight (120 ft. Cylinder)
>**Components:** Verbal, Somatic, Material* (Divine Blood or a Primordial Artifact)
>**Duration:** 1 Minute
>**Attack/Save:** CON Save
>**Damage/Effect:** Light, Flame, Physical, Prone
>
>You summon an incredible beam of light made up of glittering radiant energy from the sun that descends from the skies and obliterates a location you can see. For one minute, a 60-foot-radius, 30,000ft tall cylinder of blinding light glimmers there, and the area is considered **Difficult Terrain**.
>
>When the cylinder appears, each creature in it must make a Constitution Saving Throw. On a failed save, creatures take **10d8 Light and 10d8 Flame damage** and must make a second Constitution Saving Throw, falling **prone** and taking an additional **5d8 Physical (Bludgeoning) damage** as they are slammed to the ground by the force of the beam. A creature must also make this Saving Throw whenever it ends its turn in the cylinder. A creature takes half damage and is not subject to the second Constitution Save on a successful Saving Throw.
>
>If you’re within 500 feet of the cylinder, you can move it up to 100 feet as a Bonus Action on your turn.
>[!spell-9]- Spell: Invulnerability - 9th Level
>**9th Level Abjuration**
>**Casting Time:** 1 Action
>**Range/Area:** Self
>**Components:** Verbal, Somatic, Material* (a small piece of adamantine worth at least 500 gp, which the spell consumes)
>**Duration:** Concentration, up to 10 Minutes
>**Attack/Save:** None
>**Damage/Effect:** Warding
>
>You are **immune** to all damage until the spell ends.
>[!spell-9]- Spell: Mass Heal - 9th Level
>**9th Level Abjuration**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the **Blinded, Deafened,** and **Poisoned** conditions removed from them.
>[!spell-9]- Spell: Power Word: Kill
>**9th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** n/a
>**Damage/Effect:** Death
>
>You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, **it dies**. Otherwise, it takes **12d12 Death damage**.
>[!spell-9]- Spell: Power Word: Heal - 9th Level
>**9th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 60 ft.
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** n/a
>**Damage/Effect:** Healing
>
>A wave of healing energy washes over one creature you can see within range. **The target regains all its Hit Points**. If the creature has the **Charmed, Frightened, Paralyzed, Poisoned,** or **Stunned** condition, the condition ends. If the creature has the **Prone** condition, it can use its Reaction to stand up.
>[!spell-9]- Spell: True Resurrection - 9th Level
>**9th Level Necromancy**
>**Casting Time:** 1 Hour
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (diamonds worth 25,000+ GP, which the spell consumes)
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
>
>This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any **curses** affecting the creature when it died. The spell replaces damage or missing organs or limbs. If the creature was **Undead,** it is restored to its non-Undead form.
>
>The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
>[!spell-9]- Spell: Beast of Ragnarök - 9th Level
>**9th Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** Self (1 mile Sphere)
>**Components:** Verbal, Somatic, Material* (a bezoar formed in a wolf's stomach)
>**Duration:** 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Buff
>
>The spectral aura of Fenris surrounds you as you draw Ragnarök to the world for a moment. Until the spell ends, the sky grows dark, casting the world in *Dim Light* in a 1-mile Sphere centered on you. Thick snows fall inside the sphere, causing the ground to become *Difficult Terrain* and vision to be *Heavily Obscured*.
>
>You gain the following benefits for the duration:
>- You see clearly in the Sphere and unaffected by the Difficult Terrain caused the spell.
>- You have Advantage on all d20 Tests.
>- All creatures have Disadvantage on attack rolls against you.
>- You have Immunity to all damage types except for one. Roll a d12 to randomly determine a damage type. You have **Vulnerability** to the damage type you roll.
>- You have Advantage on Saving Throws to resist or end all **conditions**.
>[!spell-9]- Spell: Frailty - 9th Level (Level 18)
>**9th Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** 30 ft.
>**Components:** Verbal, Somatic, Material* (a turtle shell and smoke in a box)
>**Duration:** Concentration, up to 1 Minute
>**Attack/Save:** CON Save
>**Damage/Effect:** Death damage
>
>Your magic corrupts the health of one creature you can see within range. The target takes **8d6 Death damage** and must make a Constitution Saving Throw. On a failed Saving Throw, the target's Strength Score is reduced to 8 if it was higher, it deals half damage with weapon attacks that use Strength, its **exhaustion** level is increased to 4 and can't be reduced below 4, and it suffers Disadvantage on any Constitution Checks, Constitution Saving Throws, and Death Saving Throws, all lasting for the duration.
>
>The target repeats the Saving Throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it stops making Saving Throws against the spell. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
>
>If you maintain your Concentration on this spell for the entire possible duration, the frailty becomes permanent. It can only be ended by *Greater Restoration, Heal,* or *Wish* cast as a 9th-level spell.
>
>Undead and Constructs are **immune** to this spell.
>[!spell-9]- Spell: How Do You Want To Do This? - 9th Level
>**9th Level Divination and Necromancy**
>**Casting Time:** 1 Action
>**Range:** Sight
>**Components:** Verbal
>**Duration:** 1 Minute* (Special)
>**Attack/Save:** WIS, INT, or CHA Save
>**Damage/Effect:** Death, Order, Stunned
>
>As an Action when you speak the name of a target, they must make one of the following Saving Throws of your choice: Intelligence, Wisdom, or Charisma. On a failed save, the target’s mind is plagued with visions of their own true death - one that may or may not come to pass - as they take **1d100 (half Order and half Death) damage, and gain the *Stunned* condition.** This effect lasts one minute, or until a target saves against it. On a successful save against the initial Saving Throw, targets take half damage, are not **Stunned,** and do not need to make a second or third successful Saving Throw to end the effect.
>
>At the end of their next turn, they may reattempt the Saving Throw as they try to wrench their minds from the vision. On a successful save, they lose the **Stunned** condition and only take half damage. Targets must succeed on three total Saving Throws against this ability to end the effect completely. On a second failed save, they take another **1d100 (1/2 Order, 1/2 Death) damage and remain *Stunned.*** If a target suffers a third failed Saving Throw against this ability, their fate is sealed as the visions begin to manifest in reality. You begin describing their death in detail as the vision changes to match the truth you declare, killing them instantly. Targets killed by this ability cannot be revived by any means, aside from the *Wish* spell or *Divine Providence.
>[!spell-9]- Spell: Protection of the Veiled Monarch - 9th Level (Apostle of Death)
>**9th Level Necromancy**
>**Casting Time:** Special (Automatically takes effect at the start of your next turn after dying if you have been affected by the *Deathproof* spell in the last week)
>**Range:** Self
>**Components:** Somatic
>**Duration:** Instantaneous
>**Attack/Save:** n/a
>**Damage/Effect:** Life (Healing)
>
>As you die, the fundamental force of Death that you embody reacts. *Kaldmár* flares brightly as a beam of brilliant blue moonlight covers your corpse and fills you with an overwhelming amount of Life Aether, bringing you back from the dead. If your body was completely destroyed (such as by the *Disintegration* spell), a new one is formed out of pure Aether for you as your soul is pulled into it.
>
>**You gain the effect of a Long Rest.**
>
>This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses that might have affected you when you died. The spell replaces damaged or missing organs and limbs. If you were Undead, you are restored to your non-Undead form.
>[!spell-9]- Spell: Lesser Wish - 9th Level
>**9th Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Various
>
>The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
>
>Alternatively, you can create one of the following effects of your choice:
>- ***Object Creation.*** You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.
>- ***Instant Health.*** You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the *Greater Restoration* spell.
>- ***Resistance.*** You grant up to ten creatures that you can see **Resistance** to one damage type that you choose. This **Resistance** is permanent.
>- ***Spell Immunity.*** You grant up to ten creatures you can see **Immunity** to a single spell or other magical effect for 8 hours.
>- ***Sudden Learning.*** You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
>- ***Roll Redo.*** You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
>
>The stress of casting *Wish* to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take **1d10 Primordial damage** per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast *Wish* ever again if you suffer this stress.
>[!spell-9]- Spell: True Polymorph - 9th Level (9 Charges)
>**9th Level Transmutation**
>**Casting Time:** 1 Action
>**Range:** 30 ft.
>**Components:** Verbal, Somatic, Material* (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
>**Duration:** Concentration, up to 1 Hour
>**Attack/Save:** WIS Save
>**Damage/Effect:** Buff, Transformation
>
>Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.
>
>An unwilling creature can make a Wisdom Saving Throw, and if it succeeds, it isn’t affected by this spell.
>
>***Creature into Creature.*** If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.
>
>The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.
>
>The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
>
>The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
>
>***Object into Creature.*** You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is **Friendly** to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.
>
>If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.
>
>***Creature into Object.*** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.
>[!spell-9]- Spell: Psychic Scream - 9th Level
>**9th Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** 90 ft.
>**Components:** Somatic
>**Duration:** Instantaneous
>**Attack/Save:** INT Save
>**Damage/Effect:** Psychic Damage
>
>You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
>
>Each target must make an Intelligence Saving Throw. On a failed save, a target takes **14d6 Mind (Psychic) damage** and is **Stunned**. On a successful save, a target takes half as much damage and isn’t **Stunned**. If a target is killed by this damage, its head explodes, assuming it has one.
>
>A **Stunned** target can make an Intelligence Saving Throw at the end of each of its turns. On a successful save, the **stunning** effect ends.
>[!spell-9]- Spell: Astral Projection - 9th Level (Level 18)
>**9th Level Necromancy**
>**Casting Time:** 1 Hour
>**Range:** 10 ft.
>**Components:** Verbal, Somatic, Material* (for each of the spell’s targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)
>**Duration:** Until Dispelled
>**Attack/Save:** None
>**Damage/Effect:** Teleportation, Planar Travel
>
>You and up to eight willing creatures within range project your astral bodies into the *Astral Plane* (the spell ends instantly if you are already on that plane). Each target’s body is left behind in a state of suspended animation; it has the **Unconscious** condition, doesn’t need food or air, and doesn’t age.
>
>A target’s astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die.
>
>A target’s astral form can travel through the *Astral Plane*. The moment an astral form leaves that plane, the target’s body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.
>
>Any damage or other effects that apply to an astral form have no effect on the target’s body and vice versa. If a target’s body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic Action to dismiss it.
>
>When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.
# Epic Level
```
>[!spell-epic]- Spell: Name - Epic Magic
>**Epic Level Abjuration / Conjuration / Divination / Enchantment / Evocation / Illusion / Necromancy / Transmutation / Biomancy / Sanguimancy**
>**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 10 Minutes / 1 Hour
>**Range:** ## ft. (## ft. ??) / Self / Touch / Sight / 1 Mile
>**Components:** Verbal, Somatic, Material* (A **Sanctified** or **Desecrated** ***Primordial Artifact***)
>**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute / 10 Minutes / 1 Hour / 24 Hours / Until Dispelled
>**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save
>**Damage/Effect:** ????
>
>You draw *The Weave* itself within your ***Artifact***, pushing magic to its breaking point and triggering a *Cascade* ***Bloom*** that you channel into *something*.
>The spell's description goes here.
```
>[!spell-epic]- Spell: Death Sentence - Epic Magic
>**Epic Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** Touch
>**Components:** Verbal, Somatic, Material* (A **Sanctified** or **Desecrated** ***Primordial Artifact***)
>**Duration:** Instantaneous
>**Attack/Save:** Melee Spell Attack
>**Damage/Effect:** Chaos Damage
>
>You draw *The Weave* itself within your ***Artifact***, pushing magic to its breaking point and triggering a *Cascade* ***Bloom*** that you channel into a creature within reach. Make a melee spell attack against the target.
>
>On a hit, the target takes ***Chaos damage*** equal to one-third of its current Hit Points, rounded down. The target’s Maximum Hit Points are permanently reduced by an amount equal to the ***Chaos damage*** dealt.
>
>On a miss, the *Cascade* backfires. You take ***Chaos damage*** equal to one-third of your Current Hit Points, rounded down, and your Maximum Hit Points are reduced by an amount equal to the ***Chaos damage*** dealt for one week.
>[!spell-epic]- Spell: Power Word: Erase - Epic Magic
>**Epic Level Enchantment**
>**Casting Time:** 1 Action
>**Range:** Sight
>**Components:** Verbal, Somatic, Material* (A **Sanctified** or **Desecrated** ***Primordial Artifact***)
>**Duration:** Instantaneous
>**Attack/Save:** n/a
>**Damage/Effect:** Death, Temporal Damage
>
>You draw *The Weave* itself within your ***Artifact***, pushing magic to its breaking point and triggering a *Cascade* ***Bloom*** that you channel into a creature you can see.
>
>As an Action, you point your finger at the target and utter a Word of Power that rends its existence from *The Weave*, banishing it to the endless, barren *plains of Noxaris*.
>
>If the target has 200 Hit Points or fewer, it dies instantly. Its body disintegrates, and it can only be restored to life by the ***Epic Magic*** spell *True Wish*.
>
>If the target has more than 200 Hit Points, it must make a Constitution Saving Throw against your Spell Save DC. On a successful save, the target is unaffected. On a failed save, the target’s current Hit Points are reduced by half, and its Maximum Hit Points are reduced by one quarter. These reductions are calculated using the target’s current Hit Points and Maximum Hit Points at the time the spell is cast.
>
>If this spell kills a creature, reality rewrites itself to accommodate that creature’s exclusion. Each creature with knowledge of the target whose *Apostle Level* is lower than yours immediately forgets the target ever existed. Written records, paintings, statues, carvings, and similar depictions alter themselves to omit the target or account for its absence.
>
>The past itself does not change. The target is simply erased from all memory and record of what occurred.
>[!spell-epic]- Spell: Short-Term Return - Epic Magic
>**Epic Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** 30 feet
>**Components:** Verbal, Somatic, Material* (A **Sanctified** or **Desecrated** ***Primordial Artifact***)
>**Duration:** 1 Minute
>**Attack/Save:** None
>**Damage/Effect:** Resurrection
>
>You draw *The Weave* itself within your ***Artifact***, pushing magic to its breaking point and triggering a *Cascade* ***Bloom*** that you channel into the barrier between life and death.
>
>When you cast this spell, you speak the name of one dead ***Immortal*** of your choice. For the duration, that ***Immortal*** returns to life, manifesting in an unoccupied space you can see within 30 feet of you. Its body is formed from pure *Aether*.
>
>The returned ***Immortal*** is not under your control and acts according to its own will. It retains all powers, statistics, memories, and abilities it had in life, including any *Apostle, Harbinger*, or *Seraph* abilities it possessed.
>
>If the returned ***Immortal*** is a *Deity*, the *Harbinger* associated with that *Deity’s* *Element* temporarily loses its *Harbinger* status and becomes an *Apostle* again for the duration of this spell.
>
>When the spell ends, the returned *Immortal* erupts in an explosion of *Aether* and disappears. Each creature within 30 feet of it must make a Constitution Saving Throw. On a failed save, a creature takes **1d100 damage of the returned *Immortal’s* Element**. On a successful save, it takes half as much damage.
>[!spell-epic]- Spell: Ultimate Resurrection - Epic Magic
>**Epic Level Necromancy**
>**Casting Time:** 1 Minute
>**Range:** 30 feet
>**Components:** Verbal, Somatic, Material* (A **Sanctified** or **Desecrated** ***Primordial Artifact***)
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Resurrection
>
>You draw *The Weave* itself within your ***Artifact***, pushing magic to its breaking point and triggering a *Cascade* ***Bloom*** that you channel into the barrier between life and death.
>
>When you cast this spell, speak the name of one dead ***Immortal*** of your choice. The named ***Immortal*** returns to life in an unoccupied space you can see within 30 feet and regains all of its Hit Points.
>
>If the named ***Immortal*** fused with the *Apostle* of its *Element* to become a *Seraph*, it is **Immune** to this spell.
>
>This spell closes all wounds, neutralizes any **poison**, cures all magical contagions, and removes any **Curses** affecting the *Immortal* when it died. The returned *Immortal* retains all powers, statistics, memories, and abilities it had in life, including any *Apostle, Harbinger*, or *Seraph* abilities it possessed.
>
>If the returned ***Immortal*** is a *Deity*, the *Harbinger* associated with that *Deity’s* *Element* loses its *Harbinger* status and becomes an *Apostle* again.
>
>If the returned ***Immortal*** is an *Apostle* or *Harbinger*, the current *Apostle* or *Harbinger* of that *Element* does not lose its power. This can result in multiple *Apostles* or *Harbingers* of the same *Element* existing simultaneously.
>[!spell-epic]- Spell: True Wish - Epic Magic
>**Epic Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Verbal, Material* (A **Sanctified** or **Desecrated** ***Primordial Artifact***)
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Warping Reality
>
>You draw *The Weave* itself within your ***Artifact***, pushing magic to its breaking point and triggering a *Cascade* ***Bloom*** that you channel into reality itself.
>
>*Wish*, at ***Epic Level***, is the mightiest spell a mortal creature can cast. By simply speaking aloud, you alter the very foundations of reality according to your desires.
>
>The basic use of this spell is to duplicate any other spell of 9th level or lower. You do not need to meet any of that spell’s requirements, including providing costly Material components. The spell simply takes effect.
>
>Alternatively, you can create one of the following effects of your choice:
>- You create one nonmagical object worth up to 50,000 GP. The object can be no more than 300 feet in any dimension and appears in an unoccupied space you can see on the ground.
>- You allow up to twenty creatures you can see to regain all their Hit Points. You also end all effects on those creatures that can be removed by the _Greater Restoration_ spell.
>- You grant up to ten creatures you can see **Resistance** to all damage, including ***Chaos, Order***, and ***Void*** damage, for 24 hours.
>- You grant up to ten creatures you can see **Immunity** to one spell or other magical effect for 8 hours. For example, you could make yourself and your companions **Immune** to a lich’s life-draining attack.
>- You undo one recent event by changing the result of any roll made since the start of your previous turn. Reality reshapes itself to accommodate the new result. For example, a _Wish_ spell could undo an opponent’s successful Saving Throw, a foe’s Critical Hit, or an ally’s failed Saving Throw and replace it with a new roll.
>
>You may be able to achieve something beyond the scope of the examples above. State your wish to the GM as precisely as possible. The GM has considerable latitude in determining what occurs. The greater the wish, the greater the likelihood that something goes wrong.
>
>The spell might simply fail, achieve only part of the desired effect, or produce an unforeseen consequence based on the wording of the wish. For example, wishing for a villain to be dead might propel you forward in time to a point after that villain’s death, effectively removing you from the game. Similarly, wishing for a Legendary Magic Item or Artifact might instantly transport you into the presence of its current owner.
>
>The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring this stress, whenever you cast a spell before finishing a Long Rest, you take **1d10 Primordial damage** for each level of that spell. This damage cannot be reduced or prevented in any way.
>
>In addition, your Strength Score becomes 3 for 2d4 days unless it is already 3 or lower. For each day you spend resting and performing no more than light activity, your remaining recovery time is reduced by 2 days.
>
>***One Wish.*** *True Wish*, cast at 10th level, is the most powerful effect a mortal creature can manifest. Regardless of the effect you create, including duplicating another spell or producing one of the effects listed above, you can never cast *Wish* at 10th level again.
>
>Knowing the ***Epic Magic*** version of *Wish* still allows you to cast it at 9th level. Alternatively, at the GM’s discretion, you can learn a different ***Epic Magic*** spell during an appropriate period of downtime to replace it.