# Cantrips >[!spell-red]- 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] ***At Higher Levels:*** 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-white]- 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-red]- 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] ***At Higher Levels:*** 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-red]- 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] ***At Higher Levels:*** **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-red]- 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] ***At Higher Levels:*** This spell’s damage increases by 1d8 when you reach Level 5 (2d8), Level 11 (3d8), and Level 17 (4d8). # 1st Level >[!spell-orange]- 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-yellow]- 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-green]- 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-red]- 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-orange]- 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-red]- 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-black]- 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] ***At Higher Levels:*** You gain 5 additional Temporary Hit Points for each spell slot level above 1. >[!spell-green]- 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-green]- 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. # 2nd Level >[!spell-blue]- 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-yellow]- 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-green]- 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-white]- 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-black]- 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-orange]- 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-blue]- 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-blue]- 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-red]- 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-orange]- 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-orange]- 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**. # 3rd Level >[!spell-purp]- Counterspell - 3rd Level (Level 5) >**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-pink]- Dispel Magic - 3rd Level (Level 5) >**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-pink]- Void Strike - 3rd Level (6th 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-blue]- 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-purple]- 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-black]- 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-yellow]- 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-white]- 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-white]- 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-orange]+ 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-yellow]- 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-blue]- 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. # 4th Level >[!spell-brown]- 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-pink]- 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-white]- 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-green]- 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-brown]- 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-brown]- 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-blue]- 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-purp]- 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-pink]- 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-white]- 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-brown]- 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. > > When cast at higher levels, the spell deals 1d6 additional damage for each spell slot level above 4th. >[!spell-green]- 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. # 5th Level >[!spell-black]- Living Shadows - 5th Level (Level 10) >**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-black]- 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-black]- 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-black]- 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-black]+ 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-red]- 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. # 6th Level > [!spell-red]- Penumbral Disk - 6th Level (Level 12) >**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 force damage and the spell ends. This spell ignores resistance, and targets with vulnerability to 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-red]- 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-red]- 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-orange]- 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-yellow]- 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-purp]- 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-purp]- 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-purp]- 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. # 7th Level >[!spell-orange]- 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-orange]- 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-orange]- 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-orange]+ 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. # 8th Level >[!spell-yellow]- Corrosive Plume - 8th Level (Level 16) >**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-yellow]- 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-yellow]- 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-blue]- 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-white]- 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. # 9th Level >[!spell-green]- 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-green]- 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-green]- 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-green]- 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-purp]- Gate - 9 Charges > **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-pink]- 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-pink]- 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-green]- 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.