Spells Revamped

Spellcasting Changes

In Beast World, the following rules changes are in place. 

The following spells are not on any class’ spell lists: 

(They might be available as a rare single-use item.) (They are still available to subclasses that have them as subclass features and subclass spell lists.)

guidance
create or destroy water
goodberry
remove curse
word of recall
plane shift
teleport
gate 

The following 5e spells are not in Beast World. 

(Or as above, they can be available to subclasses that have them as a core feature of that subclass. Consult with your DM.)
((Or maybe these spells are incredibly rare in the world.))

awaken
raise dead
reincarnate
teleportation circle
resurrection
true resurrection 

In Beast World, spells have been developed and studied by all sorts of arcane scholars. Albeit rare to see in a commoner's eyes, practiced mages have evolved certain spells all across the world. Who knows, maybe in the near future, certain spells would have changed to overtake favorite spells in terms of wizardly meta.

Spells

The following spells have been redesigned and appear alphabetically by spell level.

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th


Blade Ward

Abjuration cantrip

Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up 1 round

You extend your hand and trace a sigil of warding on a creature within range. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

The spell's duration increases by 1 step when you reach 5th (up to 1 minute), 11th (up to 10 minutes), and 17th level (up to 1 hour).

Druidcraft

Transmutation cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

Resistance

Abjuration cantrip

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up 1 round

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

The spell's die increases by one step when you reach 5th (d6), 11th (d8), and 17th level (d10).

Shillelagh

Transmutation cantrip

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club, sickle, spear, or quarterstaff)
Duration: 1 minute

The wood of a club, sickle, spear, or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

At Higher Levels. At 5th level, the duration increases to 10 minutes. At 11th level, it becomes 1 hour. At 17th level, it becomes 8 hours.

True Strike

Abjuration cantrip

Casting Time: 1 bonus action
Range: 120 feet
Components: V
Duration: 1 round

You grant yourself a measure of insight into the defenses of a creature you can see within range. Once before the spell ends, you can roll a d4 and add the number rolled to one attack roll you make against that creature. You can roll the die before or after making the attack. The spell then ends.

The spell's die increases by one step when you reach 5th (d6), 11th (d8), and 17th level (d10).

Alarm

1st-level Abjuration

Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine silver wire)
Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may create an additional alarm for each slot level above 1st. The spell’s range increases to 600 feet, but you must be familiar with the locations you ward, and if one alarm is set within a physical structure, all alarms must be set within the same structure. Setting off one alarm does not activate the other alarms.

You may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell’s casting. 

Ceremony

1st-level Evocation

Casting Time: 1 action (ritual)
Range: Touch
Components: V, S, M (A vial of water that worth at least 1 gp. The spell consumes the water contained in the vial.)
Duration: Instantaneous

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. On fail, you can't use atonement on that target until you finish a long rest, unless you expend 25 gp worth of silver powder.

Bless Water. The vial of water used as component becomes a vial of holy water for the next 24 hours. You can make the water to be permanently turned into holy water by expending 25 gp worth of silver powder.

Coming of Age. You touch one humanoid who is a young adult. The target can permanently increase one of its ability scores by 1 (it can't be its current highest ability score). If it does so, it should also permanently decrease an other of its ability score by 1 (it can't be its current lowest ability score), as it lets behind him its childish behaviors to gain in maturity and become a complete member of the society. A creature can benefit from this rite only once.

Dedication. You touch up to 6 humanoids who wish to be dedicated to your god’s service. For the next 24 hours, whenever one of the targets makes a saving throw, it can roll a d4 and add the number rolled to the save, as it is under the protection of your god. The spell then ends for that creature. 

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.

Investiture. You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 8 hours, the invested spell is lost.

Sibling of the Faith. You touch one humanoid that has been dedicated to your god’s service for at least one year. A symbol of your god is inscribed somewhere on the target’s body, most commonly upon a hand or on the forehead. This symbol is invisible to other creatures, with the exception of other humanoids that bear the same symbol. A creature with truesight can also see the symbol. The symbol lasts until it is dispelled.

Soul Bind. You touch 2 humanoids that are willing to bind their destinies together. When you do so, the two partners must choose one of the following vows, and gain the according benefit until one of them die or become the target of a new Soul Bind Ceremony. To use the effect from their vow, both targets must be within 10 feet of each other.

Chaos Bolt

1st-level Evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below:
d8 - Damage Type
1 - Acid
2 - Cold
3 - Fire
4 - Thunder
5 - Lightning
6 - Poison
7 - Force
8 - Psychic

If you roll an even number on the attack roll, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

Using metamagic with this spell costs 1 less sorcery point (to a minimum of 0). You can use the twin spell metamagic on this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d8 extra damage of the type rolled for each slot level above 1st.

Color Spray

1st-level Illusion

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Each creature in the cone with 12 hit points or fewer is blinded until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the hit point threshold for affected creatures increases by 12 hit points for each slot level above 1st.

Cure Wounds

1st-level Evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. The target can then spend and roll one of its unspent Hid Dice and regain a number of hit points equal to the roll plus its Constitution modifier. This spell has no effect on constructs, and acts as inflict wounds against undead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 and the target may spend an additional hit die for each slot level above 1st.

Divine Favor

1st-level Evocation

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

Your prayer empowers you with divine radiance. Until the spell ends, once per turn, one of your weapon attacks deal an extra 1d8 radiant damage on a hit.

Earth Tremor

1st-level Evocation

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

A tremor shakes the ground within range. Each creature touching the ground in a 15-foot square originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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

Expeditious Retreat

1st-level Transmutation

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes

This spell allows a creature to move at an incredible pace. The target of this spell can use its bonus action on each of its turns until the spell ends to take the Dash action. When you target yourself, you can take the Dash action as part of the same bonus action you used to cast the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, you can affect one additional creature for each slot level above 1st.

False Life

1st-level Necromancy

Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour

You bolstering yourself with a necromantic facsimile of life. For the duration, you gain 2d4 temporary hit points and you have advantage on Charisma checks made against Undead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increases by 2d4 for each slot level above 1st.

Frost Fingers

1st-level Evocation

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw. On a failure, they take 2d8 cold damage and their speed is halved until the end of their next turn. On a success, they take half as much damage and do not have their speed reduced. 

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

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

Ice Knife

1st-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage and, the shard then explodes. The target and each creature within 5 feet of it take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd- or 4th-level, you can create and fling one more shard of ice. You can fling it at the same target, or choose to throw it on an other creature within range. When you cast this spell using a spell slot of 5th-level or higher, you can create and fling up to 3 shards of ice.

Illusory Script

1st-level Illusion

Casting Time: 1 minute (ritual)
Range: Touch
Components: S, M (an ink pen)
Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

Jump

1st-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a grasshopper’s hind leg)
Duration: 10 minutes

You touch a creature. The creature’s jump distance is tripled until the spell ends.

At Higher Levels. When you cast this spell using a 2nd level spell slot, the target’s Strength score increases to 20 for the purposes of determining its jump distance. If you use a 3rd level slot, its Strength becomes 24. If you use a spell slot of 4th level or higher, the target’s Strength becomes 28. 

Mage Armor

1st-level Abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

At Higher Levels. You can cast this spell using a spell slot of 6th level or higher with the following changes:

Ray of Sickness

1st-level Necromancy

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

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 poison damage and is poisoned until the end of your next turn.

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

Searing Smite

1st-level Evocation

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

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. 

At the end of each of its turns until the spell ends the target takes 1d8 fire damage, and must then make a Dexterity saving throw. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

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

Sleep

1st-level Enchantment

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: Concentration, up to 1 minute

This spell sends creatures in a magical slumber. Each creature with 15 hit points or fewer within 20 feet of a point you choose within range falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the hit point threshold for affected creatures increases by 15 hit points for each slot level above 1st.

Witch Bolt

1st-level Evocation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 lightning damage, and on each of your turns for the duration, you can use your action or bonus action, but not both, to deal 1d10 lightning damage to the target automatically while it is within 30 feet of you. The spell ends if you end your turn without dealing damage in this way or if the target has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the target takes an additional 1d10 lightning damage every time it should take damage from that spell (for a total of 2d10). 

Alter Self

2nd-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

You touch a creature, modifying it for a specific environment. The target chooses one of the following options for the duration. It can end one option as an action to gain the benefits of a different one. The spell ends if you cast it again before its duration ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature can select an additional option for every two slot levels above 2nd. When you cast this spell using a spell slot of 5th level or higher, the natural weapon's bonus increases to +2. When you use a spell slot of 7th level or higher, the natural weapon's bonus increases to +3.

When you cast this spell using a spell slot of 5th level or higher, add the following to the list of forms you can adopt:

Barkskin

2nd-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: 1 hour

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s base AC can’t be less than 16, regardless of what kind of armor it is wearing.

Cloud of Daggers

2nd-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a 10-foot cube, centered on a point you choose within range. A creature that enters the spell's area for the first time on a turn or starts its turn there must make a Dexterity saving throw, taking 4d4 slashing damage on a failure or half as much on a success.

As a bonus action while the cloud remains, you can move the cube up to 10 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Continual Flame

2nd-level Evocation (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S, M (ruby dust worth 50 gp)
Duration: Special

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched, and it remains until dispelled.

When you create this flame, you can choose for the material used in its casting to be consumed in the casting. When you do so, the bright light created by the flame dispels magical darkness for 1 minute. As an action, the caster of the spell can feed the flame an additional 25 gp worth of ruby dust to maintain this effect for another minute.

Crown of Madness

2nd-level Enchantment

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

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make an attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

The target can repeat its saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the target makes 2 attacks if they possess an ability that would normally allow them to make more than one attack on their turn.

Darkvision

2nd-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 24 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 300 feet.

Dust Devil

2nd-level Conjuration

Casting Time: 1 action
Range: 60 feet (5 foot radius)
Components: V, S, M (a pinch of dust)
Duration: Concentration, up to 1 minute

Choose a target point on the ground that you can see within range. A small cyclone whips up at the target point with a radius of 5 feet and a height of 30 feet.

Any creature that starts its turn within the radius of the dust cyclone or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage and is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage and isn't pushed.

As a bonus action, you can move the dust cyclone up to 30 feet in any direction. The first time you pass the dust cyclone's radius through a creature, that creature must make the saving throw against the dust cyclone’s damage and is pushed out of its way on failure. You can continue to move the dust cyclone, but its strength is exhausted until the end of your turn and subsequent creatures are unaffected by it passing through them.

If the dust cyclone moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Earthbind

2nd-level Transmutation

Casting Time: 1 action or 1 bonus action
Range: 300 feet
Components: V or S
Duration: 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Enlarge/Reduce

2nd-level Transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of iron powder)
Duration: Concentration, up to 1 minute
Classes: Artificer, Druid, Sorcerer, Wizard

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

You cannot increase the target’s size beyond Gargantuan or decrease it below Tiny.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, your target enlarges or reduces by 1 extra size for every 2 slot levels above 2nd. For every size category it enlarges or reduces, its size doubles or is halved in all dimensions, its weight is multiplied or divided by 8 and the bonus or malus accorded by that spell to its damage rolls is increased by 1d4.

Enthrall

2nd-level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute

You weave a distracting string of words, causing creatures of your choice that can hear you within range to make a Wisdom saving throw. A creature has advantage on this saving throw if is immune to being charmed and if you or your companions are fighting it or a creature friendly to it. On a failed save, the target has disadvantage on Wisdom (Insight) checks and on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 minute and the radius increases by 10 feet for each slot level above 2nd.

Feign Death

2nd-level Necromancy

Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of graveyard dirt)
Duration: 8 hours

You touch a willing creature, charging it with necrotic magic and allowing it to mimic death. The target gains 10 temporary hit points for the duration.

As an action, or as a reaction to being hit with an attack or taking damage, the target can enter a false state in which it drops prone, can see and hear normally, and has resistance to all damage except psychic damage. The target can appear dead to all outward inspection and to spells used to determine the target's status. If the target breathes, its respiration is undetectable.

The false state ends if the target moves or takes an action, bonus action or reaction.

Additionally, you can use an action to touch the target and dismiss the spell.

If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Find Traps

2nd-level Divination

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 10 minutes

You sense the presence of any trap within range as traps become highlighted for you for the duration. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell reveals the traps' location, but you don't learn how it activates or what it does.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 hour. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 24 hours. 

Flame Blade

2nd-level Evocation

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a leaf of sumac)
Duration: Concentration, up to 1 minute

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. It counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the finesse and light properties. In addition, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and when you hit a flammable nonmagical object that isn't being worn or carried, it instantly ignites.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Heat Metal

2nd-level Transmutation

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (an unlit candle)
Duration: Concentration, up to 1 minute
Classes: Artificer, Bard, Druid, Wizard

Choose a manufactured metal object of Medium or smaller size, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range, and cause it to rapidly heat to unbearable temperatures. If the object is metal or otherwise not flammable, it glows white-hot; if it is flammable, it is engulfed in flame but not destroyed. If a creature is holding or wearing the object, they make a Constitution saving throw at the start of each of their turns, taking 2d8 fire damage on a failure and suffering disadvantage on any ability checks or attack rolls using the item. If they succeed on the saving throw, they take half as much damage and suffer no other effects.

If you maintain concentration for the full 1-minute duration, a non-magical item is melted, reduced to ash, or otherwise destroyed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd. Alternatively, you can cast this spell targeting a larger object by expending a spell slot of 3rd level or higher. For example, if a 3rd level spell slot is expended, the object targeted can be Large.

Knock

2nd-level Transmutation

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

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it no longer produces sound.

Magic Weapon

2nd-level Transmutation

Casting Time: 1 minute (ritual)
Range: Touch
Components: V, S, M (an enchanted set of smith's tools worth at least 100 gp)
Duration: 1 hour

You modify a nonmagical weapon with your enchanted smith's tools. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Melf's Acid Arrow

2nd-level Evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
Duration: Instantaneous
Classes: Druid, Wizard

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. That attack counts as a critical hit on a natural 18, 19 or 20. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. On a critical hit, the damage dice rolled at the end of the target's turn are also doubled.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Misty Step

2nd-level Conjuration

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can teleport increases by 15 feet for each slot level above 2nd.

Ray of Enfeeblement

2nd-level Necromancy

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

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 necrotic damage, deals only half damage with attacks that use Strength or Dexterity, has disadvantage on Strength checks and Strength saving throws and has its carry capacity halved until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends on that target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, choose one of the following options.

Snilloc's Snowball Swarm

2nd-level Evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of ice or a small white rock chip)
Duration: Instantaneous

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage and has its speed reduced by 10 feet until the end of its next turn on a failed save, or takes half as much damage and doesn't get its speed reduced on a successful one.

The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Warding Wind

2nd-level Evocation

Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot-radius sphere and moves with you, remaining centered on you. The wind spreads around corners and through surfaces no greater than 1-inch deep and lasts for the spell's duration.

The wind has the following effects:

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 10 feet for each slot level above 2nd.

Zone of Truth

2nd-level Enchantment

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

You radiate an aura of veracity, compelling honesty from all in your presence. The first time a creature comes within 15 feet of you, they must make a Charisma saving throw. On a failure, they cannot intentionally lie while within this aura, for the duration. You know if a creature succeeds or fails on this save, and a creature can intentionally fail. Affected creatures are aware of the spell's effects, and can be evasive as long as they don't speak lies.

As an action, you can concentrate the aura's power. You may ask two yes-or-no questions, directed at individual affected creatures, and they must answer, and answer truthfully. The spell ends afterward for all creatures.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the aura's radius increases by 5 feet for each slot level above 2nd. Additionally, the number of compelled questions you can ask when you end the spell increases by 1 for each slot level above 2nd.

Beacon of Hope

3rd-level Abjuration

Casting Time: 1 bonus action or 1 reaction, which you take when you see a creature within range roll a Wisdom saving throw or a death saving throw, or gain hit points from any healing
Range: 30 feet
Components: V, S
Duration: 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Conjure Barrage

3rd-level Conjuration

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous

You throw a weapon or fire a piece of ammunition at a creature you can see within range. Make a ranged weapon attack using the missile, dealing the attack's damage as usual on a hit.

Hit or miss, a 15-foot-radius sphere of identical missiles explode from the target. The target and each creature within the sphere must succeed on a Dexterity saving throw. A creature takes 6d6 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Counterspell

3rd-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. The target must be casting a spell with a casting time of 1 Action or longer. Make a Spell Check contested by the target's Spell Check. The target adds a bonus to its Check equal to the level of spell they are casting, you add a bonus to your check equal to the level at which you choose to cast Counterspell. 

Failure: The target's spell succeeds and takes effect. 

Success: The target's spell fails, expending its spell slot, and has no effect. 

Tie: The target's spell fails, has no effect, and both you and the target must roll on the Wild Magic Surge Table. If the target's spell fails, it can immediately cast a Cantrip as part of the same Action it used to cast its spell. 

Daylight

3rd-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of phosphorus or ruby dust worth at least 250 gp)
Duration: 1 hour

A 60-foot-radius sphere of sunlight spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

If you used ruby dust in the casting of this spell, an Undead that starts its turn within the bright light created by the spell or enters it on its turn for the first time takes 2d6 radiant damage.

Elemental Weapon

3rd-level Transmutation (ritual)

Casting Time: 1 action or 1 bonus action
Range: Touch
Components: V, S, M (an enchanted set of smith's tools worth at least 100 gp)
Duration: 10 minutes

You modify a weapon with your enchanted smith's tools. The weapon becomes a magic weapon if it is not already one. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon's damage becomes the chosen type and it deals an extra 1d6 damage when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the extra damage increases to 2d6. When you use a spell slot of 7th or 8th level, the extra damage increases to 3d6. When you use a spell slot of 9th level, the extra damage increases to 4d6.

Enemies Abound

3rd-level Enchantment

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

You cause a creature to be unable to tell friend from foe. The target must make an Intelligence saving throw, automatically succeeding if it is immune to the frightened condition. On a failure, it treats every other creature as its enemy and fights them with its typical tactics.

It makes opportunity attacks if any creature provokes one. The target may reattempt the saving throw whenever it takes damage, ending the spell on a success.

Feign Death

3rd-level Necromancy

Casting Time: 1 action (ritual)
Range: Touch
Components: V, S, M (a pinch of graveyard dirt)
Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use a bonus action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. If you target yourself with that spell, you can ends it as a bonus action even if you are incapacitated.

In addition, while under the spell's effect, the target is anesthetized which makes it easier to heal it or perform surgeries on. If the creature is targeted by an effect that requires to roll one or more dice to make it regain hit points, it can reroll those dice once and use either total. The spell then ends.

Flame Arrows

3rd-level Enchantment

Casting Time: 1 bonus action
Range: 10 feet
Components: V, S
Duration: 10 minutes

You enchant a quiver containing arrows or bolts within range. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage, and any flammable objects being worn or carried are ignited for 1 minute. A creature that remains in contact with an ignited object takes an additional 1d6 fire damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional quiver within range for each slot level above 3rd. 

Mass Healing Word

3rd-level Evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 4d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 2d4 for each slot level above 3rd.

Protection from Energy

3rd-level Abjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

A willing creature within range gains resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional creature within range for each slot level above 3rd.

Sleet Storm

3rd-level Conjuration

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone and takes 2d4 cold damage.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. It does so with disadvantage if it starts its turn prone.

Stinking Cloud

3rd-level Conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a rotten egg or several skunk cabbage leaves)
Duration: 1 minute

You create a 30-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

When the cloud appears, each creature in its area must make a Wisdom saving throw. Creatures that don't need to breathe and creatures that can't be frightened automatically succeed on this saving throw. On a failed save, the creature immediately uses its reaction (if available) to move up to its speed out of the cloud in a random direction, and actions on subsequent turns to Dash from the area if necessary. On a success, the creature recognizes the stench as foul but harmless and ignores all effects of the spell.

While the cloud remains, a creature that enters it for the first time must make a Wisdom saving throw or immediately moves away from the cloud.

Vampiric Touch

3rd-level Necromancy

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d12 necrotic damage, its hit point maximum is reduced by that amount, and you regain hit points equal to half the amount of necrotic damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Wall of Sand

3rd-level Evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a handful of dirt or sand)
Duration: 10 minutes

You construct a wall of blowing dirt and grit at a point you can see within range. The wall can be up to 30 feet long, 10 feet high, and 10 feet thick. The wall blocks line of sight. When a creature enters the wall or starts its turn there, it must make a Strength saving throw. On a failure, moving within the wall requires 6 feet of movement for each foot traveled. On a success, movement within the wall only consumes 3 feet of movement for each foot. Regardless of the save, a creature is blinded and deafened while within the wall. 

The wall disappears when the spell ends.

Wall of Water

3rd-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or be forced out to a space within 5 feet of them (your choice where), and become unable to enter the wall again until the start of their next turn. A creature uinable to move into the wall can still attack targets on the other side of it if they are within range.

Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it. If none of the sections of the wall are frozen, you can move and/or reshape the wall as an action (the wall disappears and you can make a new one within range as if you just had casted the spell).

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its maximum dimensions are tripled, and you can form the wall into a hemisphere with a diameter increased by 10 feet for each slot level above 3rd.

Compulsion

4th-level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes

When you cast this spell, you designate a direction. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw or be charmed and compelled to use their movement on their turns to travel in that direction. If traveling in that direction would move a creature into an obviously deadly hazard, such as a fire or pit, it makes its saving throw with advantage.

A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Confusion

4th-level Enchantment

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute

This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can still move but can’t take reactions , can't drop concentration on a spell voluntarily, can't Dodge or Disengage, and must roll a d10 every time it casts a spell, uses a feature, uses an item or makes an attack. on a 7 or less, you choose its target. On a 8 or more, it can choose the target as normal.

At the end of its turns, an affected target can make a Wisdom saving throw. It it succeeds, this effect ends for that target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Elemental Bane

4th-level Transmutation

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute

Select one creature you can see within range, and one damage type that isn't bludgeoning, piercing, or slashing. The target must make a Charisma saving throw or lose any resistance to that damage type for the duration. Twice per round when the target takes damage of the chosen type, they take 2d6 additional damage of that type.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times per round the additional damage can trigger increases by 1 for each two slot levels above 4th.

Grasping Vine

4th-level Conjuration

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

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. Make a melee spell attack. On a hit, the creature takes 2d6 bludgeoning damage, is pulled 20 feet directly toward the vine, and must make a Strength saving throw or be grappled.

While grappled in this way, the creature takes an additional 2d6 piecing damage at the start of its each turns and can use its action to repeat its saving throw, escaping on a success.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns, making a melee spell attack each time.

Ice Storm

4th-level Evocation

Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d8 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn, and any water in the area is flash frozen, remaining frozen for 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning or cold damage (your choice) increases by 1d8 for each slot level above 4th.

Phantasmal Killer

4th-level Illusion

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

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears in the closest unoccupied space to the creature of your choice. The illusion is visible only to that creature and appears to follow it for the spell's duration.

When the illusion appears, the target must make a Wisdom saving throw. On a failed save, the target takes 4d10 psychic damage and becomes frightened of the illusion for the duration. On a success, the creature takes half as much damage and is not frightened.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Stoneskin

4th-level Abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a small stone, which the spell consumes)
Duration: 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage, and its speed is decreased by 5 feet.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the target has resistance to magical bludgeoning, piercing, and slashing damage, and its speed is not decreased by 5 feet.

Storm Sphere

4th-level Evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere charged with crackling lightning and rumbling shockwaves appears centered on a point you choose within range. The sphere remains for the spell's duration; at the beginning of each of your turns, you can move the sphere up to 10 feet in a direction of your choice. The sphere spreads around corners, and its area is lightly obscured, difficult terrain. Creatures inside the sphere are deafened; creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

Until the spell ends, you can use a bonus action on each of your turns to direct a lightning strike from the sphere's center at one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d8 lightning damage.

After this lightning strike, each creature in the sphere must succeed on a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage, or half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d8 for each slot level above 4th.

Watery Sphere

4th-level Conjuration

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

You conjure a sphere of water with a 10-foot radius on a Large or smaller creature you can see within range. The target must make a Dexterity saving throw. On a failure, the creature takes 3d8 bludgeoning and 3d8 cold damage and is restrained inside the sphere. On a success, the creature takes half as much damage and is not restrained, and the spell ends.

While a creature is restrained by the sphere, you can use an action to move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw or take 2d8 bludgeoning and 2d8 cold damage.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Animate Objects

5th-level Transmutation

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

You magically animate nearby objects, bending them to your will. Choose up to six nonmagical objects within range that are not being worn or carried. All objects must be the same size, and you can animate six Tiny, four Small, three Medium, two Large, or one Huge object(s). Each object animates until the spell ends or until reduced to 0 hit points; when an object drops to 0 hit points, any remaining damage carries over to its original object form.

Command Objects Statistics

Size HP AC Str Dex Damage Speed

Tiny 5 19 12 28 1d4 + 1 damage fly 30 (hover)

Small 10 18 16 24 1d6 + 3 damage fly 30

Medium 20 17 20 20 1d10 + 5 damage 30

Large 30 16 24 16 2d10 + 7 damage 25

Huge 60 15 28 12 5d12 + 9 damage 20

An animated object has 30 feet of blindsight and statistics as shown in the table above. The DM might rule an object has immunities, resistances, and vulnerabilities to specific damage types based on its form. If an object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0.

In combat, an object shares your initiative count, but take its turn immediately after yours.

As a bonus action, you can issue one command to any number of objects within the spell's range, otherwise, the only action an object takes on its turn is the Dodge action. An object may also be commanded to attempt an action available to all creatures, such as grapple or shove, if its form permits it to do so.

If commanded to attack, an object makes one melee attack against the target you specify within 5 feet of it. Its attack bonus is equal to your spellcasting modifier. An object usually deals bludgeoning damage, but the DM might rule it inflicts slashing or piercing based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Cloudkill

5th-level Conjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of dessicating yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. A creature whose body possesses no liquid automatically succeeds on this saving throw. The creature takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Cone of Cold

5th-level Evocation

Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 6d8 cold damage and has its speed reduced to 0 until the end of its next turn on a failed save, or half as much damage and has its speed halved until the end of its next turn on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Contagion

5th-level Transmutation

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

Your touch inflicts infirmity. One creature of your choice within your reach must make a Constitution saving throw. Choose one of the diseases below. The target suffers the chosen disease for the spell’s duration. On a successful save, the target is immune to the effects of the chosen disease until the start of its next turn.

The target repeats its saving throw at the start of each of its turns. If the target succeeds on three saving throws against this spell, the spell ends. If the target fails three of these saves, the spell ends and the creature is subjected to the chosen disease for 7 days.

Diseases induced by this spell aren't wholly natural and can't be cured by nonmagical means.

Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Ocean's Breath. A thick mucus fills the creature's lungs, choking them. The creature can breathe only underwater.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws, except those made against this spell. In addition, whenever the creature takes damage, it is stunned until the start of its next turn.

Dragon's Breath

5th-level Evocation

Casting Time: 1 action
Range: Self (15-foot cone or 30-foot line)
Components:  V, S, M (a piece of a dragon’s tooth)
Duration: Concentration, up to 1 minute

You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again. 

When you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell’s duration.


Dragon - Area - Damage
Black - 30-ft line, 5-ft wide - 6d6 acid damage
Blue - 30-ft line, 5-ft wide - 6d6 lightning damage
Green - 15-ft cone - 6d6 poison damage
Red - 15-ft cone - 6d6 fire damage
White - 15-ft cone - 6d6 cold damage

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.

Enervation

5th-level Necromancy

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

You empower yourself with deathly energies, gaining the ability to harvest life from your foes. When you cast the spell, you extend a black tendril out to one creature you can see within range. The target must make a Constitution saving throw. On a failure, they take 6d8 necrotic damage and have their movement speed reduced by half until the start of your next turn. On a success, they suffer half as much damage and no other effects. You regain hit points equal to half the damage dealt. You can repeat this as an action for the spell's duration. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Flame Strike

5th-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch of sulfur)
Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. You form a cylinder of up to 20 feet in radius and 40 feet high centered on a point within range. Each creature in its area must make a Dexterity saving throw, taking 4d8 fire damage and 4d8 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage and the radiant damage increases by 1d8 for each slot level above 5th.

Immolation

5th-level Evocation

Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target has disadvantage on attack rolls and skill checks, and 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 takes 3d6 fire damage. The damage increases by 1d6 for each turn after the first, to a maximum of 10d6. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the initial fire damage increases by 1d6 (7d6). It increases once again by 1d6 (8d6) when you use a spell slot of 8th or 9th level.

Maelstrom

5th-level Evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (paper or leaf in the shape of a funnel)
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center, or 20 feet if the creature fails its saving throw by 5 or more.

If the point is in a body of water, this damage increases by 2d6.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Mass Cure Wounds

5th-level Evocation

Casting Time: 1 action or 1 bonus action
Range: 60 feet
Components: V, S
Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 10d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d6 for each slot level above 5th.

Mislead

5th-level Illusion

Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 hour

You become invisible 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 if you attack or cast a spell.

You can use your action to move your illusory double up to your speed and make it gesture, speak, and behave in whatever way you choose. You can also command it to take the Attack, Dodge, Hide, Disengage or Dash actions.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

The illusory double is solid and can interact with objects and creatures. Moreover, it automatically succeeds any Intelligence, Wisdom or Charisma saving throw.

The spell ends if the illusory double is hit by an attack or fail a saving throw, or if it hits a creature with an attack. When the spell ends because of one of this situations, the illusory double explodes in a smoke cloud and each creature that were within 10 feet of it has a disadvantage to all their saving throws against your spells until the end of your next turn. You also have the advantage on your attack rolls against those targets until the end of your next turn.

Skill Empowerment

5th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and choose an ability check or tool. For the duration, the target adds your spellcasting modifier to checks made with your choice.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 5 feet of each other when you target them.

Wall of Light

5th-level Evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a hand mirror)
Duration: Concentration, up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall’s area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded.

A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage , and if it is already blinded by this spell, it rolls its next saving throw to end this effect with disadvantage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Arcane Gate

6th-level Conjuration

Casting Time: 1 action
Range: 500 feet
Components: V, S
Duration:  Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points hat you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over at each point. If the portal would open in the space occupied by a creature or an object, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, flying around the points you choose, in the orientation of your choice. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it.

As an action on your turn, you can make one of the rings disappear and reappear with the orientation of your choice on any point you can see within range (the portal can't appear in a space occupied by a creature or an object).

Creatures and objects can only go through the portal once per round. If one has already traveled through the portal rings this round, it can't do it again and treats the rings as if both of their sides were nonportal sides until the start of the next round.

Circle of Death

6th-level Necromancy 

Casting Time: 1 action
Range: Self
Components: V, S, M (The powder of a crushed black pearl worth at least 500 gp , which the spell consumes)
Duration:  1 month

A sphere of negative energy ripples out in a 700-foot-radius sphere around you. Each creature in that area must make a Constitution saving throw. A target takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. Undeads and constructs are not affected by that spell. All non magical plants in the area instantly wither and die.

As you absorb the life around you, you gain 15 hit points and your hit point maximum is increased by 15.

If there is none or only very few life forms in the area (because you are in a desert, or because Circle of Death has already been cast in that area in the past year), you don't gain any hit points and your hit point maximum isn't increased.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the sphere increases by 700 feet and the number of hit points and hit point maximum you gain increase by 5 for each slot level above 6th.

Drawmij's Instant Summons

6th-level Conjuration

Casting Time: 1 minute (ritual)
Range: Touch
Components: V, S, M (A ring worth at least 1500 gp)
Duration:  Until dispelled

You touch an object whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the ring you use as the material component. Each time you cast this spell, the previous name is erased and replaced by the new one.

At any time thereafter, wearing the ring can use its action to speak the item’s name. The item instantly appears in the hand wearing the ring regardless of physical or planar distances, and the spell ends. If the item is a piece of armor or a shield, it appears donned on the one wearing the ring.

If another creature is holding or carrying the item, the item isn't transported to the ring, but instead you learn the creature wearing the ring learns who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel magic or a similar effect successfully applied to the ring ends this spell’s effect.

Find the Path

6th-level Divination 

Casting Time: 1 minute (ritual)
Range: Self
Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes, worth 100 gp and an object from the location you wish to find or a diamond worth 500 gp which the spell consumes)
Duration:  1 day

This spell allows you to find the shortest, most direct physical route to a specific location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. While the spell is active, you have the following abilities:

In addition, you choose one of the following two effects to benefit you and your companions:

Flesh to Stone

6th-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of lime, water, and earth)
Duration:  Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw at the start of each of its turns. On a failed save, it is restrained until the start of its next turn as its flesh begins to harden. 

If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one more creature within range for each spell level above 6th. The targets must be within 60 feet from one another.

Investiture of Flame

6th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a tinderbox)
Duration:  10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:

Investiture of Ice

6th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a flask of water)
Duration:  10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:

Investiture of Stone

6th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a shovel)
Duration:  10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

Investiture of Wind

6th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (an empty glass bottle)
Duration:  10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits:

Move Earth

6th-level Transmutation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
Duration:  1 hour

Choose an area of terrain no larger than 120 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 1 minute for each of these changes to complete.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

Primordial Ward

6th-level Abjuration

Casting Time: 1 action
Range: Self
Components: V, S
Duration:  1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.

When you take damage of one of those types, you can use your reaction to flare your ward, reducing the damage the damage by half.

Tenser's Transformation

6th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration:  10 minutes

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells or concentrate them, and you gain the following benefits:

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

Conjure Celestial

7th-level Conjuration

Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (a statue of a deity or holy person worth at least 1,000 gp, which the spell consumes)
Duration:  Concentration, up to 1 hour

You summon a celestial of challenge rating 5 or lower, which appears in an unoccupied space that you can see within range. The DM has the celestial's statistics. It disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the creature you summon gains 25 more hit points for each slot level above 7th.

Finger of Death

7th-level Necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration:  Instantaneous

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 8d10 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

When a living creature (an aberration, a beast, a celestial, a dragon, a fey, a fiend, a giant, a humanoid, or a monstrosity) is killed by this spell, you can choose to expend black pearl's dust worth at least X gp, where X is equal to the amount of xp you would earn if you killed the creature. When you do so, the creature rises at the start of your next turn as a zombified version of itself, permanently under your command and following your verbal orders to the best of its ability. All the black pearl's dust is consumed by the spell.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each level above 7th.

The zombified creature keeps its own statblock and all of the abilities it had in life, but gains the traits of the following template:

Fire Storm

7th-level Evocation

Casting Time:  1 action
Range: 150 feet
Components: V, S
Duration:  Instantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish.

Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.

At Higher Levels. When you cast this spell with a 8th or 9th level spell slot, the fire damage increases by 1d10 for each spell slot level above 7th.

Mordenkainen's Sword

7th-level Evocation

Casting Time:  1 bonus action
Range: 120 feet
Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
Duration:  1 minute

You create a 15-foot long sword-shaped plane of force that hovers above within range. It lasts for the duration.

When the sword appears, and as a bonus action on each of your turns while it remains, you can make a melee spell attack and swing the sword through a 15-foot cone. Each creature in the area with an AC less than your attack roll takes force damage equal to 3d10 + your spellcasting modifier. Your attack roll ignores bonuses to AC from the shield or mage armor spells.

Additionally, you can use a bonus action to guard a creature or an area of your choice.  It grants half cover to the creature or area while it shares that its space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again.

At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the base force damage increases by 1d10 for each slot level above 7th.

Sequester

7th-level Transmutation

Casting Time:  1 action
Range: Touch
Components: V, S, M (A powder composed of diamond, emerald, ruby, and sapphire dust, which the spell consumes. The duration of the spell depends on the quantity of dust you use)
Duration:  Special

By means of this spell, a willing creature or an object (it can be a vehicle or a structure, like a bridge or a tower for instance, but only if there are no creatures inside.) can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells.

When you cast it on a structure or a vehicle, every objects inside are also affected by this spell effects.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

When you cast this spell, you can choose the amount of powder of diamond, emerald, ruby or sapphire dust that you expend. All that powder is consumed, and the duration of the spell depends on the total value of the dust you chose to expend.

Total Value of the Powder - Spell Duration
50 gp - 1 day
200 gp - 1 week
500 gp - 1 month
1500 gp - 1 year
5000 gp - Until Dispelled

When you cast this spell on a structure or a vehicle, any creature or object that enters it while it is sequestered becomes affected by that spell, except they don't fall into a state of suspended animation and the time doesn't cease to flow for it.

Mind Blank

8th-level Abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (one or more hats made of tin worth 300 gp each, which are consumed)
Duration:  24 hours

You distribute the component or components used in the casting of this spell to a willing creature or creatures within range, which can include you. All hats immediately fit over their target's head and disappear.

For the duration, a creature who received a hat is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

Telepathy

8th-level Evocation

Casting Time: 1 hour
Range: Unlimited
Components: V, S, M (a pair of linked silver rings worth 2,000 gp)
Duration: Until dispelled

You create a telepathic link between yourself and a willing creature with which you are familiar.

While you are on the same plane of existence, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Storm of Vengeance

9th-level Conjuration

Casting Time: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 hour

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

For the duration, the storm rages on. Heavy and acidic rain falls from the clouds, lightning tears the sky, and high winds swirl in the area :

Time Stop

9th-level Transmutation

Casting Time: Special
Range: Self
Components: V
Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures. You can cast this spell as an action on your turn or as a reaction when you are hit by an attack or fail a saving throw.

Action: You take 3 turns in a row, during which you can use actions and move as normal.

Reaction: You get out of harms way, the attack misses you or you succeed the saving throw instead without taking damage, and immediately take an extra turn.

When you take these extra turns:

• Attack rolls are made with advantage.

• Any attack that hits counts as a critical hit.

• Strength and Dexterity saving throws automatically fail.

• Creatures other than you can't take reactions.

Weird

9th-level Illusion

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature takes 12d10 psychic damage and becomes frightened as the illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. On a success, the creature takes half as much damage and isn't frightened.

At the start of each of the frightened creature's turns, the creature takes 4d10 psychic damage and can repeat its saving throw, ending its fear on a success.