Beast World Spells

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 

Spells

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

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Absent Mind’s Aid 

Diviniation cantrip

Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of string)
Duration: 8 hours
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You pull a loop of string around your ring finger while touching a Medium or smaller object. For the duration of the spell, as an action you can remove the string to determine the location of the object if it’s within 100 feet of you. Until the end of your next turn, you mentally receive an image of the location if it is familiar to you, otherwise you discern the direction to its location. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. The spell ends when you remove the string, or if you cast it again. 

Charles’ Chunk 

Conjuration cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a nugget of pewter)
Duration: 1 minute
Classes: Artificer, Bard, Sorcerer, Wizard

The spell creates a fist-size chunk of hard, gray matter from the Arcana in an unoccupied space that you can see within range. 

You can use your action to reshape the chunk and move it along the ground up to 30 feet. It can take any basic shape no larger than 1 cubic foot, but not one that ordinarily requires a high degree of craftsmanship. It has AC 11, 10 hit points, and weighs 5 pounds. It can’t attack, activate magic items, or move if it’s holding more than 10 pounds. The chunk lasts the duration or until you dismiss it as an action. It vanishes if it is ever more than 30 feet away from you or if you cast this spell again. 

Eavesdrop

Divination cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
Classes: Artificer, Bard, Warlock, Wizard

For the duration, you can use a bonus action to focus on a single source of sound within range, tuning out any others that are quieter than a shout. You also automatically hear both sides of any message spell cast within range. 

Kirra’s Quick Dof 

Abjuration cantrip

Casting Time: 1 action
Range: Touch
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer

For just a moment, buttons loosen and buckles slacken. When you cast the spell, make a melee spell attack against a target creature. On a hit, you choose a piece of clothing or equipment the target is wearing. It has a doffing time of 1 action until the end of your next turn. 

Additionally, until the end of your next turn a creature with a free hand can try to strip the target. The creature can make a steal check instead of an attack roll: the attacker makes a Strength (Athletics) or Dexterity (Sleight of Hand) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If the attacker is successful, they steal the clothing or equipment from the target. 

Moment of Resolve 

Abjuration cantrip

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round
Classes: Cleric, Druid, Paladin

You recite a divine verse or mystic verbage that steels your mind. Until the end of your next turn, damage can’t break your concentration on a spell. 

Quantify 

Divination cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a copper weight 1 centimeter long)
Duration: Instantaneous
Classes: Artificer, Cleric, Wizard

You learn about the nature of an object you can see that is entirely within range. As part of casting the spell, you name a physical property, and discern its reasonably exact measurement. The spell can’t distinguish real objects from illusions or observe magic. For example, this spell can be used to determine the following: 

Remote Viewing

Divination cantrip

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

An image forms in your mind, revealing what you would see if you were standing some distance away. Choose one point within range that you can see. Until the effect ends, you perceive visually from that point instead of where you actually are. You determine line of sight from that point as well.

Shadow Toolbox

Conjuration cantrip

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

You reach into a nearby shadow and pull out one of the following items: a set of thief’s tools, 50 feet of rope, or a matched set of two daggers. 

Although these items are shaped from pure shadow and very cold to the touch, they are as solid as any real object. The items you create dissipate into shadowy mist when the spell ends.

Speaking Page 

Divination cantrip

Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Bard, Wizard

You touch a note, book, or other composition in a language you can read, and a voice you can hear in your mind reads it to you. The spell can read through solid matter such as paper or a book’s binding, but a thin sheet of lead blocks the effect. You decide the sound of the voice and where it begins reading from. If the composition is a piece of music, it plays in your mind in any instrument you choose. The effect ends when you stop touching the object. 

Sphere of Shadows 

Illusion cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a rag dipped in eye black)
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard

A murky 10-foot-radius sphere appears centered on a point you choose within range. Choose one of the following effects. 

The effect ends if you cast the spell again, or dismiss it as an action.

Stagecraft

Illusion cantrip

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

You hum along with the Universal Symphony for a moment, and coax the Arcana to aid in your artistic process. You create one of the following magical effects within range: 

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action. 

Stroke of Good Luck

Abjuration cantrip 

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

You touch the head of a friendly creature whose type is Beast. For the duration, it has advantage on all Wisdom (Survival) checks to find food or shelter and Charisma (Persuasion) checks against at Beasts. Additionally, the Beast has advantage on the next saving throw it makes during the spell’s duration. 

Whispers of the Netherworld 

Necromancy  cantrip 

Casting Time: 1 action
Range: Self
Components: V, S, M (a black candle worth at least 5 gp, which the spell consumes)
Duration: 1 minute
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You light a black candle to listen mentally through the Absolute Veil for the murmurs of ghosts. Make a DC 11 Wisdom (Perception) check. On a success, the GM rolls a d100 in secret and consults the Whispers table for what you hear. 

Whispers

d100 - Result
01-15 - Unintelligible gibbering
16-30 - A random string of phrases
31-50 - An unhelpful, but intelligible message
51-85 - A cryptic insight that may be useful
86-99 - A helpful message
100 - A helpful message, from a ghost who can hear and respond to you for the duration

Casting this spell more than twice in the same location risks attracting the attention of a malevolent ghost powerful enough to manifest in the Beast World. 

Alabaster's Adjacent Acquisition

1st-level Conjuration 

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

One Tiny object within range teleports directly into your hand, even if that object is carried or worn by another creature. If you can’t see the object, there is a 50% chance that you conjure a different object within range by mistake, chosen by the GM. The spell is not without a sense of irony. 

If you attempt to conjure an object that is physically connected to another object—such as a cog within a complex machine or the deadlock off a door—there is only a 5% chance that the spell is able to break the object free of its surroundings and successfully conjure it.

Augment With Jade

1st-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: S, M (a piece of jade worth at least 5 gp, which the spell consumes)
Duration: 10 minutes
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard

You infuse a melee weapon you touch with an outer layer of brutally sharp, brittle, enchanted jade shards. For the duration, the weapon requires at least 15 Strength to wield without disadvantage. Melee attacks made with the weapon deals an additional 1d10 bludgeoning or piercing damage (your choice) on a hit.

Each time the affected weapon hits with an attack, bits of the jade layer break away, reducing the extra damage added by the spell to subsequent attacks. On a critical miss, the jade layer breaks away twice. No jade breaks away if the weapon scores a critical hit, or if the attack total for a hit is 25 or higher.

When the jade layer breaks away, the damage is reduced from a d10 to a d8, then from a d8 to a d6, and finally from a d6 to a d4. When the spell adds only a d4 and the obsidian breaks away again, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the attack total threshold for sustaining the jade layer is reduced by 5 for every two slot levels above 1st.

Bed of Iron

1st-level Transmutation

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

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

The subject of this spell is able to sleep comfortably in medium or heavy armor without suffering from exhaustion the following day.

Blackblood

1st-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Cleric, Paladin, Ranger, Warlock

You transform a portion of your blood into a poisonous substance. As you cast this spell, you must spend a number of hit points. You gain a number of temporary hit points equal to the amount spent. For as long as these temporary hit points last, whenever a creature hits you with an attack while within 5 feet of you they take 1d8 poison damage and become poisoned until the start of their next turn. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Blood Spider

1st-level Necromancy (ritual)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a feather or swatch of soft fabric)
Duration: Concentration, up to 1 hour
Classes: Druid, Warlock, Wizard

You shoot a paper-thin stream of blood from your person and create a small spider made of your own blood within range. As an additional component when you cast this spell, you must reduce your hit point maximum by 2. This reduction ends when the spell ends. 

The blood spider stands about an inch tall, and is tethered to you by a thin string of blood. The spider is completely under your control, and moves with a base walking and climbing speed of 20 feet. It also acts as an extension of your own senses, allowing you to see and hear through it without difficulty. 

The blood spider always leaves a small trail of blood that may betray your presence or location. If it is ever attacked, it simply “pops” into a splatter of blood. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spider’s speed and range increases by 20 feet for every slot level above 1st. 

Boomering

1st-level Evocation

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

A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once. 

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. 

If you cast this spell using a spell slot of 3rd level or higher, after the ring hits the first target, it ricochets to a second target of your choice that you can see within 30 feet of the first target, dealing damage as normal on a hit. If you cast this spell using a spell slot of 5th level or higher, the ring can ricochet to the third target of your choice that you can see within 30 feet of the second target. No matter how many creatures the ring ricochets to, you can only repeat the attack roll against one of the spell’s targets.

Cheater’s Caution 

1st-level Abjuration 

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard

You automatically discern if you’re being watched. For the duration, you begin humming aloud in reflex if targeted by a divination spell. Additionally, you sneeze if your name is spoken aloud (if the speaker is referencing you). You cannot be surprised, and you gain a +2 bonus to initiative.

Curse of Chains

1st-level Evocation

Casting Time: 1 bonus action
Range: 120 feet
Components: V, S, M (an iron chain)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard

Arcane shackles and chains spring up from you towards the ankles of two creatures you can see. Choose two creatures you can see within range of the spell and within 30 feet of each other to make a Strength saving throw. A willing creature can choose to fail this saving throw. On a failed save, a target is cursed for the duration. If only one target is cursed by this spell, you can use your action or bonus action on a subsequent turn to choose another target within 30 feet of the cursed creature to make a saving throw. While two creatures are cursed by this spell, they are unable to willingly move further away from each other. 

Delude

1st-level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of smoke or glitter)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard

You try to bewitch the senses of one creature you can see within range. The target must succeed on a Wisdom saving throw or else its senses are partially altered for the duration. One creature or object of your choice that the target can see when the spell is cast appears to be different to all its senses. The target does not notice the transformation itself, only that things have changed Its mind may invent incorrect explanations for the change. 

If you chose a creature, then the creature - including its clothing, armor, weapons, and other belongings on its person - can be made to appear different to the target's senses. You can have it seem 1 foot shorter or taller and have it appear thin, fat, or in between. You can't change its body type, so you must choose a form that has the same basic arrangement of limbs. You can even change the sound of the creature's voice. This does not alter what the chosen creature appears to do or say, only how it looks and sounds while it does those things. 

If you chose an object, you may have it appear as any creature or object of the same size category, but it will not appear to move or act as a living creature unless the object itself already moves in the same way. 

The target makes an Intelligence saving throw at the end of each of its turns. On a success, it realizes that its senses have been deceived, and the effect ends for it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them, and they all experience the same sensory alterations to the same creature or object.

Disemvowel

1st-level Necromancy

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

Choose a creature you can see within range. That creature must succeed on a Constitution saving throw or take 1d8 necrotic damage for each vowel in its name. If the creature doesn't have a name, it uses the name of its stat block.

Droplet Barrage

1st-level Conjuration

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

You summon five tiny spheres of water and shoot them at targets within range. You can shoot them at one target or several. Make a ranged spell attack for each sphere. On a hit, the target takes 1d4 piercing damage. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create two additional spheres for each slot level above 1st. 

Earthen Disk

1st-level Transmutation

Casting Time: 1 action
Range: 30 feet
Components: S, M (a rock)
Duration: Instantaneous
Classes: Druid, Ranger, Sorcerer, Wizard

You raise a small disk of stone from the ground and send it flying at a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 bludgeoning damage and is knocked prone if it is Medium or smaller. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional disk for each slot level above 1st. You can hurl the disks at one target or at several. 

Earthen Uppercut

1st-level Transmutation

Casting Time: 1 action
Range: Self (30-foot line)
Components: S
Duration: Instantaneous
Classes: Druid, Wizard

Stone erupts upward from the ground in a line extending from you that is 30 feet long, 10 feet wide, and 10 feet high. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 1d10 bludgeoning damage and is flung 10 feet in a direction of your choice where it lands prone. On a success, a creature takes half as much damage and isn’t flung. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the distance you can fling a target increases by 5 feet for each slot level above 1st.

Forecast Harvest 

1st-level Divination (ritual)

Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a pinch of salt)
Duration: Instantaneous
Classes: Druid, Ranger

Nature speaks to you about its general health and the local goings-on. You discern the quality of the coming harvest. The GM tells you whether the soil within range will yield more than average, less than average, or about average. This effect discerns nothing in winter, or where crops can’t naturally grow. Additionally, you sense the type and direction of any herds moving within range. You also discern if they are moving because of the influence of a force from outside the range of the spell. 

Forsaken Chains

1st-level Evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a length of chain)
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard

You gesture at a creature within range and three arcane manacles and chains spring from the ground, latching onto the creature. Each time the creature moves 5 feet, one of the chains breaks and the creature takes 1d12 necrotic damage. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, two additional chains latch onto the creature per slot level above 1st. 

Garble 

1st-level Illusion

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

Words spoken by creatures in a 20-foot radius around you sound like gibberish outside the radius. A creature can read a speaker’s lips with a DC 15 Wisdom (Perception) check. 

Glimpse of Hlidskjalf

1st-level Divination

Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: 1 minute
Classes: Artificer, Druid, Ranger, Wizard

For the duration of the spell, the caster sees the world from a bird’s eye view, straight down upon their own head for as far as the spell’s range. The spell must be able to rise as high as vision allows, otherwise it can only show as far as it can ascend. 

Hardlight Fencing Dagger

1st-level Conjuration

Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
Classes: Artificer, Paladin, Ranger

A golden-blue dagger of force forms in your outstretched hand. This magic dagger lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals 1d4 + your spellcasting ability modifier force damage on a hit, and has the finesse, light, and thrown properties (range 20/60). While holding the dagger, your AC increases by 1, and you gain +1 to melee attack rolls made as a reaction. 

If you drop the dagger or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the dagger to reappear in your hand. 

Hubris

1st-level Enchantment

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 3 rounds
Classes: Bard, Sorcerer, Warlock, Wizard

One creature you touch gains +3 on all ability checks and attack rolls, and a –3 penalty on all saving throws for the duration of the spell. 

Inkmantle

1st-level Abjuration

Casting Time: 1 action or 1 reaction, which you take when an attack targets you or you are forced to make a Dexterity saving throw
Range: Self
Components: S, M (a vial of ink worth at least 5 gp, which the spell consumes)
Duration: 1 round
Classes: Bard, Sorcerer, Wizard

A veil of inky magic swirls around you in your space, protecting you and shielding you from danger. This ink grants you 1/2 cover until the start of your next turn, and when it can apply, including against the triggering effect.

At Higher Levels. When you cast this spell using a 3rd level spell slot, it grants 3/4 cover instead. When you cast this spell using a 7th level spell slot, it grants total cover instead.

As a reminder, 1/2 cover grants a +2 bonus to AC and Dexterity saving throws. This bonus increases to +5 under 3/4 cover. A target with total cover can't be targeted directly by an attack or a spell, although it is not immune to all damage -- some spells and effects can reach such a target by including it in an area of effect.

Intercepting Burst

1st-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 30 feet make an attack
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

You strike a creature with a whirling sphere of sound just as it is about to attack, potentially throwing its aim off. Make a ranged spell attack against the attacking creature. On a hit, the target takes 2d8 thunder damage and has disadvantage on the triggering attack.

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

Invoke Elements

1st-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Sorcerer, Wizard

You cause an effect in a 5-foot-radius, 5-foot-tall cylinder centered on a point on the ground you can see within range, based on an element of your choice: air, earth, fire, or water. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius and the height of the spell both increase by 5 feet for each slot level above 1st. Addiitionally, if you have 11 or more levels in the Druid class, you can cast this spell as a bonus action or without concentration. 

Launch

1st-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard

Make a melee spell attack against a creature you can reach. On a hit, the creature targeted by this spell immediately launches up vertically to 20 feet into the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum height the target can launch increases by 20 feet for each slot level above 1st.

Leaf Into Dagger

1st-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a leaf)
Duration: 1 minute
Classes: Druid, Ranger, Wizard

This spell turns one leaf into a dagger. The dagger counts as a magic weapon for overcoming damage resistance. 

Life Transference Arrow

1st-level Necromancy

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

You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects; you choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails:

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage and hit points healed increase by 1d6 for each slot level above 1st. 

Mind's Runemark

1st-level Divination

Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a worm)
Duration: 8 hours
Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

You mark a willing creature with a rune. For the duration, you can communicate telepathically with the target as long as it is within sight. Additionally, you can sense which direction the target is in if it is within 25 miles of you. 

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

Mystic Shield

1st-level Abjuration

Casting Time: 1 reaction, which you take when you take damage
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Sorcerer, Wizard

You gain resistance to this instance of damage.

Nature’s Ladder

1st-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an acorn)
Duration: 24 hours
Classes: Druid, Ranger, Wizard

You cause a tree to sprout from an unoccupied space of solid ground that you can see within range. When you cast the spell, you determine the height of the tree, which can be a maximum of 20 feet tall. If there isn’t enough room for the tree to grow to full height, the tree attains the maximum possible height in the space available. The tree has a 1-foot-diameter trunk and evenly spaced branches perfect for climbing. The tree has AC 5 and 25 hit points. After 24 hours, or if the tree is reduced to 0 hit points, it instantly vanishes. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the tree by 20 feet and its hit points by 10 for each slot level above 1st. 

Netherworld Lash

1st-level Necromancy

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

You conjure forth a glowing white tendril formed of the sinister, necromantic Netherworld, which lashes out at a foe you can see within range. When you cast this spell, you can empower it with your own life essence by losing 5, 10, or 15 hit points when you cast it. When you do so, treat the spell slot used to cast the spell as being one level higher for every 5 hit points lost, up to a maximum of 9th level. 

Make a ranged spell attack roll against a creature within range. On a hit, the target takes 3d8 necrotic damage. 

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

Nothing to See Here

1st-level Necromancy

Casting Time: 1 action
Range: Touch
Components: S
Duration: 1 hour
Classes: Bard, Wizard

Creatures relying on eyesight and with a Wisdom score of 11 or less ignore the target as if it were not there—unless directly attacked or addressed by the target. Creatures relying on eyesight and with a Wisdom score of 12 or higher can make a Wisdom saving throw to pierce the illusion and see the target of the spell. Blindsight and tremorsense work normally. 

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 1st. 

Pendulum

1st-level Divination

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a small pendulum made of brass and rosewood, worth 10 gp)
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Sorcerer

You give the target an aspect of regularity in its motions and fortunes. The target must succeed on a Wisdom saving throw, or for the duration, it doesn’t make d20 rolls, but instead, to determine the results of ability checks, attack rolls, and saving throws, it uses the following sequence: 20, 1, 19, 2, 18, 3, 17, 4, and so on.

When you cast this spell on the same creature within an hour, the sequence becomes: 1, 1, 1, 1, 1, and so on.

Provoke Hiccup

1st-level Enchantment

Casting Time: 1 reaction, which you take when you hear a creature within 60 feet of you casting a spell with a verbal component
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Bard

You attempt to trip up a target casting a spell with a verbal component. This spell fails if the target’s spell is 4th level or higher. Otherwise, the target must make a Charisma saving throw. On a failed save, they stammer, fail to cast the spell (but its slot is not expended), and you regain the expended spell slot you used to cast this spell.

Pure Light Slash

1st-level Evocation

Casting Time: 1 action
Range: Self (varies)
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Paladin, Sorcerer

You conjure an immense blade of pure luminescence overhead, which descends and morphs into one of the forms you select: 

All creatures within the area must perform a Dexterity saving throw; on a success, they take half of the damage. 

At Higher Levels. Casting this spell using a 2nd level or higher spell slot amplifies the damage by an additional 1d4 for each slot level beyond the 1st. 

Secluded Grimoire

1st-level Conjuration

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a spellbook worth at least 50 gp or a book of shadows)
Duration: Until dispelled
Classes: Warlock, Wizard

This spell sends a spellbook or a book of shadows used in the spell's casting into a random but safe location in a pocket dimension, where it remains indefinitely.

When you cast this spell, the target spellbook or book of shadows dissolves into quickly fading lines of energy and runes that reflect all of the spells stored within.

Thereafter, you can retrieve the spellbook or book of shadows as a bonus action, causing it to reappear in your hands.

You cannot cast this spell on another spellbook or book of shadows if you currently have a spellbook or a book of shadows in the pocket dimension.

No other creatures or objects accompany the spellbook or book of shadows you send away, and the duration of any spells or magic effects currently affecting the spellbook or book of shadows continue normally.

Silver Needle

1st-level Evocation

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

A single silver needle springs at a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d4 piercing damage. After the hit, the silver needle falls on the ground, somewhere within 5 feet of the target. 

Recall. A silver needle that has been used in the way described above remains for one minute. If there are 3 silver needles within 60 feet of you that you have used in this way, you can call them back as a bonus action. This does not require you to expend a spell slot. The silver needles fly toward you in a direct line and pierce creatures along the way. A creature in the line must succeed on a Dexterity saving throw or take 4d4 piercing damage. The silver needles disappear when they reach you. 

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

Sonic Boom

1st-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, 1 minute
Classes: Artificer, Bard

You gain the ability to turn your weapon strokes into concussive blasts transmitted through the air. For the duration of the spell, you can make melee weapon attacks against creatures up to 20 feet away from you as if they were adjacent, and the attacks do thunder damage instead of their usual damage type. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, this spell does not need concentration.

Additionally, when you cast this spell using a spell slot of 4th level or higher, the range increases by 10 feet per each spell slot above 3rd level.

Swift Invisibility

1st-level Illusion

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

With a flick of the wrist, you become invisible until the start of your next turn. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack or cast a spell. 

Swords of Revealing Light

1st-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a suit of swords tarot card)
Duration: Instantaneous
Classes: Cleric, Bard, Wizard

Golden blades appear and swirl around you before soaring through the air toward a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 force damage and is incapacitated until the end of its next turn as the blades linger until then, piercing through the creature. 

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

Telekinetic Parry

1st-level Evocation

Casting Time: 1 reaction, which you take when an enemy makes an attack roll against you
Range: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Bard, Sorcerer, Wizard

As a reaction, you use a brief burst of kinetic energy to block an attack against you. The attacker has disadvantage on the attack roll. An attack that hits deals damage as normal. This spell works against melee and ranged attacks, as well as spell attacks that have a physical manifestation, including force effects, but not against spells that do not require an attack roll, such as magic missile.

Tongue Pick

1st-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a small wire)
Duration: 1 hour
Classes: Warlock, Wizard

The tongue of a creature you touch changes into a long and slender—but still fleshy—skeleton key. For the duration, the target can use its transformed tongue to pick locks and disarm traps as if its tongue was a set of thieves’ tools. The target is proficient in using its tongue in this way. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target doubles its proficiency bonus when using its tongue to pick locks and disarm traps. When you cast this spell using a spell slot of 7th level or higher, the target has advantage on its checks to pick locks and disarm traps with its tongue.

Transient Bulwark

1st-level Abjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (a ruby worth 100 gp, which the spell consumes)
Duration: 8 hours
Classes: Cleric, Druid, Wizard

The next attack made against you within the duration has a −10 penalty to hit.

Wielding

1st-level Transmutation

Casting Time: 1 bonus action
Range: 5 feet
Components: V, S, M (several small loops of brass wire, wound tightly around the fingers)
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

You point at a weapon sized for a Medium or smaller creature that you can see within 5 feet of you, and it springs into the air to float at your fingertips. If the weapon requires two hands to wield, you must have both hands free to cast this spell. While wielding a weapon in this way, you can use it as though you had proficiency with it, and you can use your spellcasting ability, instead of Strength or Dexterity, for the weapon’s attack and damage rolls. 

Only one weapon can be wielded by the spell at a time, and you need at least one free hand in order to maintain the spell, or two free hands for a two-handed weapon. 

If you point at a weapon held by another creature when you cast this spell, that creature must make a Dexterity saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature keeps its hold on the weapon and the spell ends. 

If a creature wishes to grab a weapon from the spell’s grasp, it must be within 5 feet of you and have a free hand. A creature can use its action to make a Strength (Athletics) check opposed by an ability check using your spellcasting ability modifier and proficiency bonus. If the creature wins the contest, it snatches the weapon from your fingertips. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher on a magic weapon that requires attunement, you are also considered attuned to the weapon and benefit from any features it has, so long as you have available attunement slots and meet all prerequisites for attunement. When the spell ends, your attunement to the weapon also ends, even if the item holds a curse that would normally prevent this. 

Additionally, when you cast this spell using a spell slot of 5th level or higher, you can target weapons sized for Large creatures. When you cast this spell using a spell slot of 7th level or higher, you can target weapons sized for Huge creatures.

Ahmed's Fang

2nd-level Transmutation

Casting Time: 1 bonus action or 1 action
Range: 60 feet
Components: V, S, M (a light weapon and a pinch of iron filings)
Duration: 1 minute
Classes: Paladin, Ranger, Sorcerer, Warlock, Wizard

You temporarily enchant a weapon, making it into a throwing menace which returns to you. 

Any light weapon you can hold can be the focus of this spell. As part of casting the spell and for the duration thereafter, you can hurl the weapon at a target you can see within range. You are proficient with the weapon. The weapon gains the Thrown property, as well as a +1 bonus to hit and damage rolls you make with it. Immediately after you make an attack with it, whether you hit or miss, the weapon magically returns to your hand. 

Air Burst

2nd-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: S, M (a paper fan)  
Duration: Instantaneous  
Classes: Druid, Ranger

You conjure a burst of wind that flies through the air. Choose a creature of your choice within range. This creature must make a Dexterity saving throw. On a failure, they take 4d6 bludgeoning damage and are knocked back 10 feet. On a success, they take half damage and are not knocked back. 

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. In addition, the distance the target is pushed is increased by 5 feet for every two slot levels above 2nd. 

Arcanaklepsia

2nd-level Enchantment

Casting Time: 1 reaction, which you take after seeing another creature cast a spell
Range: 60 feet
Components: V, S
Duration: 1 minute
Classes: Artificer, Bard, Sorcerer, Wizard

Just after the target creature has completed its spell and applied the effects, you strike out mentally, attempting to thieve its magical ability for a time. Te target must make a Wisdom saving throw. On a failed save, you gain the ability to cast the spell for 1 minute, and the target loses the ability to cast the spell during this time. You treat the spell as known or prepared by you, and you must spend spell slots as normal to cast it. If the spell is not on your class’s spell list, you must succeed on a spellcasting ability check (DC = 10 + spell level) when you cast it, otherwise the spell fails and your spell slot is wasted. 

If the target succeeds on its saving throw, it takes 1d8 psychic damage and suffers no other effect. 

Baton Pass

2nd-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
Classes: Artificer, Bard, Cleric, Wizard

When you are under the effect of a spell, you transfer it to a creature you touch. If the creature is unwilling, it must make a Dexterity saving throw. On a failure, you transfer the effects of all spells of 2nd level or lower to the target, and you lose those effects. On a success, the spell fails and you retain the effects.

Regardless of their original duration, the spell(s) last 1 minute for the target, before baton pass ends and the effects end.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you transfer the effects to the target of spells of levels equal to or less than the level of the spell slot you used, and you lose them.

Black Pudding Pellet

2nd-level Transmutation

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of rusty dust)
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Wizard

You fire a glob of black, gooey energy that mimics the metal-eating properties of a Black Pudding. Make a ranged spell attack. On a hit, the target takes 1d8 acid damage.

Also on a hit, choose a piece of metal equipment that the target is holding or wearing that you can see. If it's a nonmagical weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5 and it deals damage, the weapon is destroyed.

If you target nonmagical armor, it takes a permanent and cumulative −1 penalty to its Armor Class. If its penalty drops to −5 and if the creature wearing it takes damage, the armor is destroyed.

This spell can also eat through 2-inch-thick, nonmagical wood or metal in 1 round.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional blast for each slot level above 2nd. You can hurl them at one target or several.

Blood-Wolf Boon

2nd-level Enchantment

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Artificer, Bard, Druid, Ranger, Warlock

As the final word of the spell is spoken, the caster’s nose and mouth are warped into that of an ancient breed of wolf. For the duration of the spell, the caster can ‘see’ scents and smells as abstract colours which are often unique to their originators as well as estimate how old they are. In addition, they gain advantage on Wisdom (Perception) checks in regards to smell and taste but their voice becomes quite disturbing.

Bone Spear

2nd-level Evocation

Casting Time: 1 action
Range: 15 feet
Components: V, S
Duration: Instantaneous  
Classes: Sorcerer, Warlock, Wizard

One of your bones rapidly extends and transforms, breaching your skin and becoming an articulated, bladed whip. You take 1d10 piercing damage, which cannot be reduced in any way, and make a melee spell attack roll against a creature within range. On a hit, the target takes 4d10 piercing damage. The bone then retracts back inside your body.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the damage you and the target take increases by 1d10 for each spell level above 2nd. 

Brittle

2nd-level Transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of acid)
Duration: Concentration, up to 1 minute
Classes: Artificer, Wizard

One object you can see becomes brittle and vulnerable to bludgeoning damage. 

If the object is held by a creature or is magically animated, a successful Constitution saving throw negates the effect. 

C-Sharp

2nd-level Transmutation

Casting Time: 1 action
Range: Self (15-foot radius)
Components: S, M (an instrument or an object that can play a note)
Duration: 10 minutes
Classes: Artificer, Bard

As you play a single note, it vibrates in the air around you and imbues listeners with a heightened power of sight. 

Choose any number of creatures within range. For the duration, each target has advantage on Perception (Wisdom) checks.

Celerity

2nd-level Divination

Casting Time: 1 reaction, which you can take when you’re targeted by an attack or spell but before the attack or spell resolves
Range: Self
Components: S
Duration: Instantaneous  
Classes: Paladin, Ranger

You magically borrow a few moments of time from the future, allowing you to act in the present. You can immediately move up to your speed. After doing so, you are incapacitated until the end of your next turn. 

At Higher Levels. When you cast this spell using a spell slot of 4th level, you can use your action in addition to moving. 

Cold Javelin

2nd-level Transmutation

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

By summoning extreme cold, you can freeze the water vapour around your hands to form a javelin made of magical ice. This magic javelin lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d6 cold damage on a hit and has the thrown property.

If you throw the weapon and hit the target, the javelin explodes, dealing 2d6 cold damage to all creatures within 5 feet of the target. After being thrown, the weapon shatters and the spell ends (regardless of whether or not you hit or miss). If you choose to drop the spear, it melts and disappears.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 4d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 5d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 6d6.

Colors of Rashid

2nd-level Transmutation

Casting Time: 10 minutes
Range: Touch
Components: V, S, M (gold dust mixed with pigments)
Duration: 1 hour
Classes: Bard, Wizard

You touch a willing creature and draw a magical tattoo that spans along their back. Once completed, the target feels revitalized, and this golden tattoo occasionally swirls with the vibrant colors of the dawn. 

For the duration, the target can change the color of the tattoo as a bonus action, gaining one of the following benefits depending on the color. 

Countermand

2nd-level Abjuration

Casting Time: 1 reaction, which you take when a summoned creature targets you with an attack or ability
Range: 30 feet
Components: V
Duration: Instantaneous  
Classes: Bard, Druid, Ranger, Warlock, Wizard

You attempt to seize control of a summoned creature and turn it against its summoner. If the creature was manifested by a spell of 2nd level or lower beginning with “conjure” or “summon,” the spell automatically succeeds.

If the creature was manifested by a spell of 3rd level or higher beginning with “conjure” or “summon,” make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, you choose a new target for the attack or ability that triggered the reaction.

If you are maintaining concentration on another spell, the creature disappears when the reaction ends. Otherwise, you gain control over the creature, which requires concentration and doesn’t reset the original spell’s duration. 

Daggerhawk

2nd-level Transmutation

Casting Time: 1 action or 1 bonus action
Range: Self
Components: V, S, M (a dagger)
Duration: 1 minute
Classes: Ranger

When daggerhawk is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target or a bonus action to attack another target within range. The daggerhawk has AC 14 and, although it’s invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can’t attack again until after your next turn.

Devitalize

2nd-level Enchantment

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a preserved nerve)
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger

You weaken the vitality of a creature you can see within range by leaking its life force out to the world. The target must succeed on a Charisma saving throw or the creature has disadvantage on Constitution saving throws. At the end of each of its turns, an affected target can make another Constitution saving throw. On a success, the spell ends on the target. 

Divine Overdrive

2nd-level Evocation

Casting Time: 1 action or 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Paladin

Your body shudders and glows with holy (or unholy) radiance as you become a vessel for your god’s power. For the duration, you gain a +1 bonus to attack rolls, saving throws, ability checks, armor class, and weapon damage rolls. You also gain 10 temporary hit points. When the spell ends and your god’s presence leaves, you gain 3 levels of exhaustion. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus granted increases by 1 and the temporary hit points increase by 10 for every slot levels above 2nd.

Earth Ear

2nd-level Divination (ritual)

Casting Time: 1 action
Range: Self (100-foot radius)
Components: S
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Wizard

By placing one ear to the ground, you determine the location and size of all creatures moving beneath or on the ground within 100 feet of you.

Eelskin

2nd-level Evocation

Casting Time: 1 action or 1 bonus action
Range: Touch
Components: V, S, M (some jellied eel)
Duration: 1 minute
Classes: Druid, Sorcerer, Warlock, Wizard

You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature’s unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d10 lightning damage as the stored lightning discharges. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each two slot levels above 2nd.

Elektrophorus

2nd-level Evocation

Casting Time: 1 action
Range: Touch  
Components: V, S, M (amber and cat fur or glass and silk)
Duration:  1 minute
Classes: Wizard

Make a melee spell attack against a creature. This attack has advantage against a target made of metal or wearing metal armor. On a hit, the target takes 4d8 lightning damage and is electrified for 1 minute. An electrified target takes 1d8 lightning damage at the start of each of its turns, it cannot take reactions, and it cannot take both an action and a bonus action on the same turn (only one or the other). The electrified creature makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If your initial attack is a miss, the target takes half damage and is not electrified. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each spell level above 2nd. 

Emphatic Assassination

2nd-level Illusion

Casting Time: 1 action
Range: Self (5-foot radius)   
Components: V, S, M (a melee weapon worth at least 1 sp)  
Duration:  Instantaneous  
Classes: Warlock, Wizard

You exploit the empathic tie between friends to strike one foe and leave the wound on another. You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers no damage. Choose another creature you can see within 30 feet that is friendly to the target. That creature takes psychic damage equal to all the dice rolled for your attack’s damage. 

Facundo's Trick Shot

2nd-level Evocation

Casting Time: 1 action or 1 bonus action
Range: 600 feet 
Components: V, S
Duration:  Concentration, up to 30 seconds
Classes: Bard, Ranger

In an act of dramatic extravagance, fire a ranged weapon directly into the air with no particular target. The projectile soars up into the sky and out of sight. At any point during the duration of this spell, you may use your reaction to call down the projectile and strike a target within range. Make a ranged weapon attack with advantage against the target. This attack critically hits on a roll of 18-20.

Fairfoot's Flock

2nd-level Enchantment

Casting Time: 1 minute
Range: Self (1-mile sphere)  
Components: : V, S, M (a pinch of bird seed or grain)  
Duration:  Concentration, up to 1 hour
Classes: Ranger

Your connection with the wild allows you to call on the local birds for help. 

You summon a flock of up to 20 tiny birds within range. If there are no birds within range, the spell is wasted. For 1 hour, you can communicate telepathically with the flock, and they will obey your commands. For example, where to fly or perch, or even carry items that are within the bird’s capabilities. 

Additionally, as a bonus action, you can see through the eyes of individual members of the flock and hear what they hear, gaining the benefits of any special senses they have. During this time, you are deaf and blind with regard to your own senses. You can only see and hear through the senses of one bird at a time, and the connection is lost if they fly out of range or you return to your own senses as a reaction. 

In combat, you can use your action to command the flock. They cannot attack or deal damage, but they are able to grant the Help action. If no command is given, they will take the Dodge action and stay out of harm’s way. 

The flock can be spotted if they are behaving in an unusual manner with a contested Wisdom (Perception) check against your spell save DC. The GM may impose advantage or disadvantage on this roll if it is not the birds’ natural environment. 

Fencer's Sonic Missiles

2nd-level Evocation 

Casting Time: 1 action
Range: 120 feet  
Components: V, S, M (a tuning fork)
Duration: Instantaneous  
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard 

You create three oscillating darts of tonal force. Each dart bursts forth and hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 thunder damage to its target, pushes it 5 feet away, and deafens it until the end of its next turn. The darts all strike simultaneously and you can direct them to hit one creature or several. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more dart for each slot above 2nd. 

Fervor

2nd-level Enchantment

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration:  1 minute
Classes: Bard, Cleric, Druid, Paladin, Ranger

As you wade into battle, invigorating fervor flows into you. Whenever you hit a hostile creature with a melee weapon attack for the first time on each of your turns, you gain 1d6 temporary hit points. These temporary hit points last for up to 1 minute. 

At Higher Levels. You gain greater amounts of temporary hit points when you cast this spell using higher level spell slots: 4th or 5th level (2d6), 6th or 7th level (3d6), 8th or 9th level (4d6). 

Flock of Floating Disks 

2nd-level Conjuration (ritual)

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a vial of mercury)
Duration: 1 hour
Classes: Artificer, Wizard

This spell functions like floating disk, except it creates three disks. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional disk for each slot level above 2nd. 

Form of Familiar

2nd-level Transmutation

Casting Time: 1 minute
Range: Self
Components: V, S, M (a piece of your familiar such as fur, feathers, or scales worth 1 gp, which the spell consumes)
Duration: 1 hour
Classes: Wizard

You assume the form of the familiar that provided the material component to the spell. The transformation lasts for the duration, or until you drop to 0 hit points or die. Your game Statistics are replaced by the Statistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores. 

You assume the Hit Points and Hit Dice of the new form. When you revert to your normal, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 Hit Points, you aren’t knocked Unconscious. You can use an action to revert to your normal form at any time. 

You are limited in the actions you can perform by the nature of your new form, and you can’t speak, cast spells, or take any other action that requires hands or speech. Your gear melds into the new form. You cannot activate, use, wield, or otherwise benefit from any of your equipment. 

Golden Tongue

2nd-level Enchantment

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

You touch a willing Humanoid, and for the duration, the target has advantage on all Charisma checks. Additionally, any Charisma checks made against the target have disadvantage. 

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 2nd. 

Grasp of Stone

2nd-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a shard of granite, quartz, or other hard stone)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Warlock, Wizard

You make a grasping gesture, choosing a point you can see within range. Each creature within 10 feet of this point must make a Constitution saving throw. On a failed save, a creature is restrained due to partial petrification until the spell ends. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Lesser Creatures: For the purpose of this spell, a lesser creature is one whose CR or level is half that of the slot level of grasp of stone (or lower). If a lesser creature fails its second saving throw, it instead is petrified for the spell’s duration and no longer repeats the saving throw at the end of its turns. If you maintain your concentration on this spell for the entire possible duration, the lesser creature remains petrified permanently. 

Grim Vitality

2nd-level Necromancy

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

You wrest a mockery of radiance and life-giving energy from the Arcana. A target undead creature you can see within range takes 2d6 radiant damage, and another creature within range regains hit points equal to the radiant damage dealt. 

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.

Grudge Match

2nd-level Evocation

Casting Time: 1 bonus action
Range: 100 feet
Components: V, S
Duration: 1 round
Classes: Warlock, Wizard

This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a –2 penalty on that roll. 

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

Hayyam's Babbling Words

2nd-level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard

You choose a creature within range and say a random command word to cause the target to babble uncontrollably for the duration. The target has no control over what they are saying, but every word they speak starts with the last letter of your command word. 

While babbling, the target is unable to cast any spells that require a verbal component and can not communicate with any other creature rationally. Also, the target can not use any item or effect that requires a command word. Creatures unable to speak are unaffected by this spell. 

Helena's Hidden Ear

2nd-level Divination (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S, M (a wooden carving of your ear)
Duration: Concentration, up to 1 hour
Classes: Artificer, Wizard

You touch a Tiny object, such as a coin or rock. For the duration of the spell, as long as you are within 150 feet of it, you mentally hear all sounds from the object, as if you were in its place, and the contents of spells that transmit words, such as message or sending, which originate or terminate within 30 feet of the ear.

As an action, you can deafen your own sense of hearing and have advantage on all Wisdom (Perception) checks to hear through the ear.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the duration is 8 hours. If you use a spell slot of 4th-level or higher, the duration is 24 hours. If you use a spell slot of 5th-level or higher, the duration is 10 days. If you use a 6th-level spell slot, the spell lasts until it is dispelled. Using a spell slot of 4th level or higher grants a duration that doesn't require concentration.

Ice Blast

2nd-level Evocation

Casting Time: 1 action
Range: Self (30-foot cone)
Components: S, M (a mouthful of water)
Duration: Instantaneous
Classes: Artificer, Druid, Sorcerer, Wizard

You spit forth a cloud of icy crystals that extends outward in a cone. 

Each creature in that area must make a Constitution saving throw. On a failure, a creature takes 2d8 cold damage and gains a level of exhaustion. On a success, a creature takes half as much damage and doesn’t gain a level of exhaustion. Creatures that gain a level of exhaustion from this spell can use an action to repeat the saving throw, removing the level of exhaustion they gained from the spell. 

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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Ice Hammer

2nd-level Conjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (a miniature hammer carved from ice or glass)
Duration: Concentration, up to 1 hour
Classes: Artificer, Druid, Sorcerer, Wizard

When you cast ice hammer, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature. The warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.

Instant Counter

2nd-level Conjuration

Casting Time: : 1 reaction, which you take in response to being damaged by a creature within 10 feet of you that you can see
Range: 10 feet
Components: V, S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Bard, Paladin, Sorcerer, Wizard

You vanish, teleporting to an empty space within 5 feet of the creature that damaged you, and immediately make a weapon attack against them with the weapon used in the spell’s casting. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal 1d8 bonus force damage on the hit for each slot level above 2nd. 

Kinetic Orb

2nd-level Evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a jade piece worth at least 50 gp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard

You hurl a 6-inch-diameter sphere of energy at a creature that you can see within range. You choose force, necrotic, psychic, radiant, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d12 damage of the type you chose. 

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.

Light Prison

2nd-level Evocation

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Sorcerer, Wizard

Rays of light burst forth from your outstretched hand, encircling a target’s space with a cage of light. The target must make a Dexterity saving throw. On a failed saving throw, it becomes enclosed in the light prison. A creature enclosed in a light prison can attack, cast spells, and otherwise act normally as long as it stays within the light prison. However, if a creature passes through the walls of a light prison enclosing it, it takes 1d8 radiant damage and is blinded until the end of its next turn. Once a creature passes through the walls of a light prison surrounding it, the effect ends for that creature. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Living Chains

2nd-level Transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small length of chain)
Duration: Concentration, up to 1 minute
Classes: Artificer, Cleric, Paladin, Sorcerer, Warlock, Wizard

You enchant a length of chain within range, or the length of chain used in the casting of this spell, allowing you to control it. When you cast this spell, the chain magically changes its size to be a number of feet long equal to 5 plus 5 times the expended spell level, regardless of its size before casting this spell. When this spell ends, the chain returns to a normal size. 

As an action on your turn, you may command the chain to move up to 30 feet to a point you can see. In addition, as part of this action, the chain makes use one of the following features.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can attempt to grapple Large creatures. If you cast this spell using a spell slot of 5th or 6th level, you can attempt to grapple Huge creatures. If you cast this spell using a spell slot of 7th or 8th level, you can attempt to grapple Gargantuan creatures. In addition, the damage done by the constrict feature increases by 1d8 for every two slot levels above 2nd.

Monstrous Transformation 

2nd-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a feather of an owlbear)  
Duration: Concentration, up to 1 hour
Classes: Druid, Sorcerer, Warlock

Your body transforms, taking on monstrous characteristics that last until the spell ends. Choose one of the spell’s options. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, choose an additional transformation. Each transformation can only be selected once. You gain these additional cumulative benefits as you transform more of your body: 

Mute

2nd-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: S, M (small bit of wool)
Duration: 1 hour
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard

You touch a creature or object of medium size or smaller, muting the target for the duration. If the target is a creature and is unwilling, it can make a Constitution saving throw to avoid this effect. A muted target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

No sound can be created by the target or objects they wear or carry, so long as the origin of the sound is within 10 feet of them. Also, if the target is a creature, you choose one of the following additional effects when you cast the spell: (1) the target can't cast spells that require verbal components or (2) when the target casts a spell, it can cast it without any verbal components, and any spell they cast produces no sound. 

Obsidian Hand

2nd-level Necromancy

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (five black lotus seeds)
Duration: Concentration, up to 1 minute
Classes: Cleric, Sorcerer, Wizard

You surround your hand with jumping, twisting shadows, and your whole arm becomes semitransparent. For the duration, when you cast a spell that has a range of touch, you can choose to make the range of the spell 30 feet instead. In addition, once during each of your turns until the spell ends, you can grant yourself advantage on one melee spell attack roll. 

Open Mind

2nd-level Enchantment

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

You swiftly crush the mental defenses of the target with a touch as it makes a Wisdom saving throw. On a failed saving throw, it has disadvantage on Wisdom and Intelligence saving throws for as long as you concentrate on the spell and for 1 round after you stop concentrating on it. A successful Wisdom saving throw negates this effect. If the target is currently using a spell or spell-like ability that grants it protection or immunity against divination or enchant spells, you can attempt an Intelligence (Arcana) ability check to identify that spell with no action required when you touch the target. If you identify such an effect, you can forgo the normal effect of open mind and instead attempt to dispel that effect, as if you had cast dispel magic as a 2nd-level spell. 

Oversized Stone Hammer

2nd-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Artificer, Cleric, Druid, Paladin, Sorcerer, Wizard

While you apply your hand on the ground, all the stones and rocks nearby assemble to form a gigantic hammer. This magic lasts until the spell ends. It counts as a martial weapon with which you are proficient. It deals 2d10 bludgeoning damage on a hit and has the heavy, reach, and two-handed properties. In addition, when you use the attack action while wielding the oversized stone hammer, you can then make a shove attack as a bonus action, and if you choose to push the target, it is pushed 5 more feet away.

If you drop the weapon, the stones and rocks disperse on the ground at the end of the turn. Thereafter, while the spell persists, you can use a bonus action touch the ground to cause the hammer to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d10. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d10.

Point Blank

2nd-level Transmutation

Casting Time: 1 reaction, which you take whenever you cast a spell requiring a ranged spell attack while the target is in melee range
Range: Self
Components: V
Duration: Instantaneous
Classes: Artificer, Ranger, Sorcerer, Warlock, Wizard 

Whenever you cast a spell requiring a ranged spell attack while the target is in melee range, you can concentrate the spell’s energy to a smaller point, negating the disadvantage, and allowing the spell to deal a critical hit on a roll of 17-20. 

At Higher Levels. When you cast this spell using a spell slot of 3rd Level or higher, increase the critical hit range by 1 for each slot level above 2nd.

Rain

2nd-level Conjuration

Casting Time: 1 action
Range: 120 feet (40-foot radius)
Components: V, S, M (a tiny spider)
Duration: 1 minute
Classes: Cleric, Druid

Choose a point within range in which a 100 feet high, 40-foot radius cylinder is soaked by a sudden torrential downpour. Creatures within this area have disadvantage on saves against lightning and cold damage, and advantage on saves against fire, for the duration. All nonmagical uncovered flames within the area are extinguished. The area also interacts with other area-of-effect spells:

Rebound

2nd-level Evocation

Casting Time: 1 reaction, which you take when you or a creature you can see within 60 feet of you is hit by an attack that targets only one creature
Range: 60 feet
Components: V
Duration: Instantaenous
Classes: Bard, Sorcerer, Warlock, Wizard

You speak the component as a weapon or spell hits a creature you can see within range. The attack rebounds on the attacker, using all the same attack and damage rolls against the attacker. 

Rucio's Resolute Poise

2nd-level Illusion

Casting Time: 1 action
Range: Self
Components: V, S, M (a ruby worth at least 10 gp)
Duration: Concentration, up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard

You imbue yourself with a spirit of whimsical grandeur. For the duration, you have advantage on saving throws against being frightened. In addition, whenever you take damage, that damage is reduced by an amount equal to your spellcasting ability modifier. Each time this occurs, an illusion makes it appear as if the attack, spell, or effect that damaged you instead failed to affect you. Any additional effects that accompany the damage (such as forced movement or being grappled) still occur, but the illusion causes creatures around you to rationalize those effects as something you did on purpose. 

A creature who uses their action to examine you can determine the effect is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it for the remainder of the spell’s duration, though the spell’s damage reduction benefit remains in effect. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you roll 1d8 and add the result to the amount of damage you reduce for every two slot levels above 2nd.

Sevastika's Spellbind

2nd-level Abjuration

Casting Time: 1 action
Range: Touch
Components: S, M (a vial of arcane ink worth at least 10 GP, which the spell consumes)
Duration: 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard

You inscribe a sigil of abjuration on a surface within range. When you inscribe the sigil, choose a school of magic for the sigil to target. The sigil becomes invisible and remains on the surface for an hour, or until dispelled. The next time a spell of the chosen school of magic is cast within 30 feet of that sigil, the spell fails, absorbed by the sigil. The sigil can only absorb a spell of its same level or lower. The sigil can absorb two spells before it becomes overcharged. If you are within 60 feet of the sigil when it becomes overcharged, you can use your reaction to detonate the arcane energies it accumulated. Each creature within 30 feet of the sigil must make a Dexterity saving throw, taking 2d8 force damage on a failed save, or half as much on a successful one. If you are not in range or you don’t choose to detonate it, the sigil simply dissipates into arcane dust and is dispelled. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can interrupt spells of a level equal or lesser than the level of the spell slot you used. In addition, the sigil can absorb an additional spell of the chosen school for each level above the 2nd, and the damage of the overcharge increases by 1d8 for each spell it absorbed.

Shadow Shield

2nd-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
Classes: Wizard

A misty black barrier of magical force appears and protects you. Until the start of your next turn, you have a +8 bonus to AC, including against the triggering attack, and you are immune to force and radiant damage. 

Shadowslip

2nd-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (any cloak or cape)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard

You and your equipment vanish and melt into darkness, but your shadow remains on the ground with your consciousness in it. While shadowslipping, you gain a +10 bonus to Dexterity (Stealth) checks, you have advantage on Dexterity saving throws, your AC becomes 20, you have 1 hit point, and you gain a climbing speed equal to your walking speed. You must be touching a surface at all times. 

While shadowslipping, you can’t speak aloud or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. 

You can’t attack or cast spells. You can pass through small holes, narrow openings, and even mere cracks, and you treat liquids as if they were solid surfaces. 

You can end the spell and revert to your normal form as an action, appearing where your shadow was. If there’s not enough room for your normal form to appear, you take 1d10 force damage, and are shunted to the nearest available space. 

If you drop to 0 hit points while shadowslipping you instantly revert back to your normal form, ignoring any excess damage, and appearing where your shadow was destroyed. If your shadow is destroyed while shadowslipping, you don’t regain your shadow until the next dawn, and you have disadvantage on death saving throws until your shadow returns. 

When you revert back to your normal form, you return to the number of hit points you had before you transformed.

Shark-Sword

2nd-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a shark's tooth and the weapon to be affected)
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Wizard

You cast this spell on a melee weapon with a wide blade, shaft or striking surface; a spear, rapier, or other thin weapon that has sufficient space for the spell to work. 

When cast on an appropriate weapon, you cause a shark-toothed maw to open up and snap at enemies in combat. Whenever the weapon hits a creature in combat, make a melee spell attack against that creature; on a hit, the maw bites the target for 1d10 points of slashing damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bite does an additional 1d10 damage. When you cast this spell using a spell slot of 5th level or higher, there is no concentration needed.

Shield of Light

2nd-level Evocation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 8 hours
Classes: Paladin

You manifest a radiant energy barrier. For all purposes, it functions as a shield throughout the spell’s duration, yet allows for the execution of somatic components while casting additional spells. When you drop, disarm, or let go of the shield, the spell ends.

At Higher Levels. This spell improves with the caster’s level, providing a +1 shield at the 5th level, a +2 shield at the 10th level, and a +3 shield at the 15th level. 

Shield Other

2nd-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within range is hit by an attack or targeted by the magic missile spell
Range: 15 feet
Components: V, S
Duration: 1 round
Classes: Artificer, Bard, Cleric, Paladin, Wizard

A shimmering barrier of magical force appears and protects the attacked creature. Until the start of your next turn, the target has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.

Silk to Steel

2nd-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (an object made of cloth)
Duration: 10 minutes
Classes: Druid, Wizard

You target an object made of silk and transform it into steel. The object’s weight and flexibility remains the same, but gains all other benefits of steel. You can target a scarf or similar piece of clothing and gain the benefits of wielding a shield for the duration of the spell, provided you hold the scarf in your hand. Simultaneously, a scarf or similar piece of clothing can be used as a whip while holding it. 

If you target clothing that is being worn, the clothing gains the statistics of a type of metallic armor as shown in the table below. Regardless of the armor, it doesn’t require proficiency to wield effectively, doesn’t have a Strength requirement, and doesn’t impose disadvantage on Dexterity (Stealth) checks.

Example
Clothing - Armor - AC
Shirt - Breastplate - 14 + DexMod (max 2)
Jacket - Half plate - 15 + DexMod (max 2)
Dress - Chain mail - 16
Jester onesie - Plate - 18

Silver Spear

2nd-level Conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a silver needle)
Duration: Instantaneous
Classes: Cleric, Druid, Paladin, Sorcerer, Wizard

You fling a silver needle as it expands into a spear and throw it at one creature you can see. Make a ranged spell attack against the target creature. If it hits, the spear does 3d12 piercing damage and is treated as a silver weapon. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spear does an additional 1d12 damage. 

Status

2nd-level Divination

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
Classes: Bard, Warlock, Wizard

When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition.

You touch a willing creature and you are aware of direction and distance to the creatures and any conditions affecting them: incapacitated, restrained, unconscious, dying, frightened, stunned, poisoned or the like.

Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

Suplex

2nd-level Transmutation

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous
Classes: Cleric, Paladin, Ranger

Your strength intensifies, allowing you to crush your foes. As part of casting this spell make a melee weapon attack against a creature that is no more than one size larger than you. On a hit, you grab the target in front of you and slam them into an empty space 5 feet behind you. They take 3d10 bludgeoning damage and are knocked prone. They must then succeed on a Constitution saving throw, or be stunned until the start of your next turn on a failure. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot above 2nd. When you cast this spell at 4th level or higher you can grab a creature up to two sizes larger than you. Starting at 5th level, you ignore any size difference. 

Thermal Shock

2nd-level Evocation

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

With a suddenly frigid glare, choose a creature you can see within range. It must make a Constitution saving throw or take 5d6 cold damage. If it fails by 10 or more, it also takes 2d6 fire damage. 

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

Twin Spark

2nd-level Evocation

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

You create two sparks that glide toward their target and explode into electric bursts on impact. Make a ranged spell attack against a creature you can see in range for each spark. On a hit, the target takes 2d4 lightning damage. If both sparks hit the same creature, it is paralyzed 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 lightning damage increases by 1d4 for every slot level above 2nd.

Wave Dash

2nd-level Conjuration

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Druid, Paladin, Ranger, Sorcerer, Wizard

You summon a swift wave of water under your feet. You must be on the ground or in water for this spell to take effect. The wave moves you up to 30 feet in a straight line. This movement doesn’t provoke opportunity attacks and ignores difficult terrain. The wave goes over liquids and similar terrains (like mud and lava) without sinking and shields you from any harmful effects of the terrain. After this movement ends, you can force the wave onto nearby creatures. Each creature of your choice within 5 feet of you must make a Strength saving throw or be knocked prone. 

Weapon's Kairos

2nd-level Conjuration

Casting Time: 1 reaction, which you take when a  creature makes a melee attack against you
Range: Self
Components: V
Duration: Instantaneous
Classes: Paladin, Ranger, Sorcerer, Warlock, Wizard

When a creature makes an attack against you but before the outcome of the attack is decided, you teleport into an unoccupied space within 5 feet of them and make a melee weapon attack as part of the spell. The attack that triggered the spell automatically misses.

Where is Varasta? 

2nd-level Divination

Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

You ask the question aloud, and the Arcana answers with a weary sigh. You sense the direction of the god Varasta’s mortal avatar. If Varasta is in motion, you know the direction of his movement. The spell fails if he doesn’t wish to be found. 

9mm

3rd-level Conjuration

Casting Time: 1 action
Range: 150 feet
Components: S
Duration: Instantaneous
Classes: Artificer, Sorcerer, Wizard

You conjure a barrel of a firearm ready to target a creature, shooting a 9mm bullet at them. Make a ranged spell attack against the target. If the attack hits, the target takes 5d10 piercing damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Absorb Weapon

3rd-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Special, up to 1 hour per caster level
Classes: Artificer, Paladin, Ranger, Warlock, Wizard

You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, so long as it is not in another creature's possession. The weapon must be a light weapon for you at the time you cast the spell. The absorbed weapon cannot be felt under the skin and doesn't restrict your range of motion in any way. An absorbed weapon cannot be detected with even a careful search, although a detect magic spell or effect reveals the presence of a magical aura. The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon. 

When you touch the spot (an action equivalent to drawing a weapon), or when the spell duration expires, the weapon appears in your hand and the spell ends. An intelligent magic weapon gets a Wisdom saving throw against this spell, but other weapons do not. 

Acid Lash

3rd-level Evocation

Casting Time: 1 action
Range: Self
Components: V, S, M (three drops of lemon juice)
Duration: 1 minute
Classes: Druid, Ranger, Warlock, Wizard

You create a 10-foot long, glowing line of magical force which you can use as a whip. You are proficient in the whip, and use your spell attack modifier to attack. On a hit, it does 2d10 acid damage. If it does at least 15 points of damage, and if the target is wearing armor, the armor’s AC bonus is permanently reduced by 1. If it is reduced to AC 10, the armor is destroyed. 

Amethyst Tomb

3rd-level Conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, M (an amethyst worth at least 100 gp)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Warlock, Wizard

You attempt to entomb a creature in crystal. A Large or smaller creature of your choice within range is surrounded by purple light and must make a Dexterity saving throw. On a failed save, the light solidifies, encasing the target in a shard of purple crystal large enough to contain them until the spell ends or the crystal shatters. While encased, the creature suffers the effects of the petrified condition with the following changes: they have vulnerability to thunder damage and are trapped in crystal instead of turned to stone. An entombed creature can be targeted by attacks and spells as normal. 

The crystal shatters if the entombed creature takes 10 or more damage, or if the crystal is moved more than 10 feet in a single turn. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is 8 hours. When you use a spell slot of 7th level or higher, the duration is 24 hours. When you use a 9th-level spell slot, the spell lasts until dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Arcane Lobotomy

3rd-level Enchantment

Casting Time: 1 action
Range: Touch or 30 feet
Components: V, S
Duration: 8 hour
Classes: Artificer, Warlock, Wizard

You inject a small tangle of unstable arcane energy capable of lobotomy into a creature within range. It must make an Intelligence saving throw. If you cast this spell with a touch, the target of this spell has disadvantage on the saving throw. On a failed save, the next time the target casts a spell or uses a magic effect of an item, it takes 6d8 pyschic damage. 

At Higher Levels. When you cast this spell using a 4th level spell slot or higher, increase the damage by 1d8 for each level higher than 3rd.

Benign Dismemberment

3rd-level Necromancy (ritual) 

Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 1 hour
Classes: Artificer, Warlock, Wizard

For the duration, a willing target’s body parts (fingers, legs, tail, and even its head) can be harmlessly severed from its body. It takes no damage from such dismemberment, as long as the cut removing the body part is swift and leaves a clean cut. The target’s head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but do not begin decomposition for the spell’s duration. Any of the target’s severed body parts that are removed during this spell’s duration can be held back to the stump, which instantly causes the part to knit to the stump, restoring the body part. 

At the end of the duration, severed body parts become permanent, and the target dies if vital organs have not been reattached to its head.

Cause Arrhythmia

3rd-level Necromancy 

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a dried blood clot)
Duration: Concentration, up to 1 minute
Classes: Artificer, Warlock, Wizard

You cause a nearby creature's heart to beat irregularly, making them partially lose control of their bodies as their pulse falters. Creatures that don't have a heart or similar organ aren't affected by this spell. A target must succeed on a Constitution saving throw or be affected by one of the two following effects (your choice):

Bradycardia. The creature's heart beats too slow, causing disadvantage on Strength saving throws and ability checks, and dealing 1d8 necrotic damage at the start of each of their turns.

Tachycardia. The creature's heart beats too fast, causing disadvantage on all Dexterity based ability checks. When the effect ends for the creature, they must roll a Constitution saving throw with a DC of 5 + the number of turns they were affected by tachycardia. On a failure, they suffer 8d8+10 necrotic damage as their heart fails.

Claw of Slaughter

3rd-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute
Classes: Druid, Sorcerer, Warlock, Wizard

One of your hands transforms into a monstrous claw. It deals 1d12 slashing damage, and it counts as a finesse weapon as well as a magical weapon. Although you can use this claw to cast spells that require somatic components, you cannot use it to wield a weapon. 

Additionally, when you take an attack action, you can use your bonus action to make another attack with the claw. 

Cloak of Serpents

3rd-level Conjuration

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a tooth or a handful of scales of a snake)
Duration: Concentration, up to 10 minutes
Classes: Druid, Sorcerer, Warlock, Wizard

A writhing, twisting, hissing mass of snakes surrounds you, granting you a +2 bonus to AC for the duration. In addition, as a bonus action you may cause the snakes to make a melee spell attack on one target within five feet of you. On a hit, the target takes 1d4 piercing damage and must make a Constitution saving throw. On a failure, the target takes 4d6 poison damage and is poisoned until the start of your next turn; on a success, the target takes half as much damage and is not poisoned. Attacks by the snakes are magical.

You can act and move normally during the duration of this spell. 

Corvus Crown

3rd-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (the skull of a crow, jackdaw, magpie, raven, or rook)
Duration: 10 minutes
Classes: Druid, Warlock

Pressing the skull against your face, it quickly grows and reconfigures to fit your head, forming a crown, helmet, mask, or other form of headwear. When it has formed, a cloak of dark-colored feathers emerges from the base of the headwear and down your back. 

For the duration of the spell, you can’t be charmed or frightened, and you can see up to 1 mile away with no difficulty, able to discern even minute or finer details as though looking at something no more than 100 feet away from you. 

Additionally, when you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. 

The headwear formed by this spell can emit eerie cawing when you speak if you so wish, granting you advantage on Charisma (Intimidation) checks.

Create Useful Robe Patch

3rd-level Conjuration (ritual)

Casting Time: 1 hour
Range: Touch
Components: V, S, M (a blank patch worth at least 10gp, an item and a robe of useful things with available space)
Duration: Instantaneous
Classes: Bard, Wizard

You compress a single mundane item onto a blank patch with the intention of attaching it to a Robe of Useful Items. The item you choose must be no larger than 30 feet in any dimension. The patch must then be sewn onto a Robe of Useful Items before it can be used. 

At Higher Levels. When casting this spell using a spell slot, you are able to fashion non-sentient magic items into patches depending on the spell slot used, as follows: 3rd level (common), 5th level (uncommon), 7th level (rare), 8th level (very rare), and 9th level (legendary).

Crimson Bands of Cyttorak

3rd-level Conjuration 

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

You briefly conjure a sliver of an old deity long forgotten, throwing red arcane coils from your empty hand toward a visible object or a creature you can see within range. Make a ranged spell attack. On a hit, a targeted creature takes 3d10 force damage and must succeed on a Dexterity saving throw or become grappled. While grappled by this spell, the target is also restrained as you hold a tight grip of the binding coils for the duration. The coils shed 10 feet of dim light and are indestructible.

A creature restrained by this spell can attempt to free itself by making another Strength saving throw, investing its entire turn to do so. If the creature succeeds, this spell ends.

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

Deathbloom

3rd-level Necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a black rose)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard

Choose one creature you can see within range. That creature makes a Constitution saving throw, taking 6d8 necrotic damage on a failure, or half that on a success. If a creature fails this saving throw or is brought to 0 hit points as a result, it and all creatures within 20 feet of it must make a Constitution saving throw, taking 3d8 necrotic damage on a failure, or half that on a success. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the initial and secondary damage increase by 1d8 for each spell slot level above 3rd. 

Death-Strikes

3rd-level Necromancy

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

You imbue your next attacks with necrotic energy. As such, whenever you take the Attack action against a creature you add 3d10 necrotic damage in addition to the damage dealt by your weapon attack. This can be for both melee and ranged attacks. 

At Higher Levels. When you cast this spell using a spell slot of 4th level, the damage increases by 2d10.

You can expend spell slots equal to a 7th level (i.e. three 1st level spell slots and two 2nd level spell slots), to remove concentration.

Doomsight

3rd-level Divination

Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (an eye of a raven)
Duration: 1 round
Classes: Druid, Warlock

You invoke the ominous nature of ravens to foretell doom. Choose a creature that you can see within range to make a Wisdom saving throw. On a failed save, the creature has disadvantage on ability checks, attack rolls, and saving throws until the start of your next turn. 

At Higher Levels.When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every other slot level above 3rd.

Earthen Bulwark

3rd-level Evocation

Casting Time: 1 action or 1 reaction, which you make when you see an attack or spell that includes you as a target
Range: 5 feet
Components: S
Duration: Instantaneous or Concentration, up to 10 minutes
Classes: Druid, Ranger, Wizard

You slam your hands down upon the ground, immediately causing a stone slab to rise up from the earth and protect you and your allies. If the slab cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). The slab is an object made of stone that can be damaged and thus breached. It is 10-foot high, 10 feet wide, 6 inches thick, and opaque. It has an AC of 15 and 40 hit points. Creatures within 5 feet of the slab gain total cover from attacks made from its opposite side, and cannot be targeted by spells and effects that have multiple targets (unless their description specifies that the effect spreads around corners). 

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). The wall can’t otherwise occupy the same space as a creature or object. The wall must be vertical and must rest on a firm foundation, such as the ground, the floor of a building, the deck of a ship, or similar. 

When the slab is reduced to 0 hit points or remains standing for one hour, it crumbles down. If the slab is reduced to 0 hit points by a spell that deals damage and has multiple targets (such as lightning bolt), you and any ally in cover behind it becomes subjected to the spell’s effects normally. 

Alternatively, you can concentrate on the spell for 10 minutes. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall crumbles down after one hour. 

Eclipse: Zenith Lance

3rd-level Evocation

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

You invoke a lance made of force and light. The lance glows brightly, providing light as a lantern. You are considered proficient with this weapon, and it has the same weapon properties as a nonmagical lance. On a successful melee attack with the lance, you deal 1d12 force damage and 2d8 radiant damage. 

You can perform a charge attack with the lance. If you move at least 20 feet straight toward a target and hit with the lance on the same turn, you double the damage of the attack. 

Enforced Rationality

3rd-level Enchantment

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

With a shout to be still, you blast a 30-foot cone in front of you with cold rationality. Creatures in the area make Charisma saving throws and those that fail their  saves immediately stop feeling strong emotions and experience a flash of clarity. This ends the charmed, confused, frightened, and other conditions of the like, immediately ends a berserker’s rage, and stops any sort of rage or frenzy that a creature may be feeling. The effect makes all affected creatures indifferent to each other and you if their attitude was friendly or hostile. It also suppresses other extreme emotions, shutting off intense anger, sorrow, or joy.

Persuasion checks based on rationality and calm reasoning have advantage against affected creatures for one round after this spell is cast; it is sometimes used to peacefully deter angry mobs for that reason.

Finally, affected creatures have advantage on Intelligence checks and disadvantage on Charisma checks for one minute. 

Enrage

3rd-level Enchantment

Casting Time: 1 action
Range: 120 feet (20-foot-radius sphere)
Components: V, S, M (a red handkerchief)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock

You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. A creature that fails this saving throw becomes enraged for the duration. 

While enraged, a target becomes hostile towards all creatures. An enraged creature that is concentrating on a spell must succeed on a DC 10 Constitution saving throw at the start of each of its turns or lose concentration on the spell. 

As an action, you can force an enraged creature to use its reaction to make one melee weapon attack against one randomly determined creature within the enraged creature’s reach. If the enraged creature was friendly towards the target of its attack before this spell was cast, the enraged creature can repeat the saving throw immediately after making the attack, ending the effect on itself on a success. 

An enraged creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. When the spell ends, the creature reverts to its previous disposition again, unless the GM rules otherwise. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher and use an action to force an enraged creature to make a melee weapon attack, you can force one additional enraged creature to make a melee weapon attack for each slot level above 3rd.

Fenceworth's Fangs

3rd-level Illusion

Casting Time: 1 action
Range: Self (60 feet)
Components: V, S
Duration: 1 minute
Classes: Ranger, Warlock, Wizard

You summon nine illusory blades of light and shadow to swirl behind you. Whenever you could make a weapon attack or unarmed strike, you can choose to attack with one of these blades instead. Make a ranged weapon attack or ranged spell attack (your choice) against a target within 60 feet. If you hit, the target takes 2d6 psychic damage, and you recover 3 hit points. After a blade is thrown, it vanishes. Once all nine blades are gone, the spell ends.

Firesight

3rd-level Divination

Casting Time: 1 action
Range: Self
Components: V
Duration: 10 minutes
Classes: Druid, Ranger, Warlock

For the duration, you can see through any fire you have viewed or felt before. You are blind to your senses while you look through any fire. The fire can be any size, from candle to forest fire, but it must have continued burning since you last saw it or felt its heat to be one that you have viewed or felt before. You can choose a fire to see through as a bonus action, or choose to see through your own eyes again.

Force Collar Chains

3rd-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a few links of chain)
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard 

You conjure a semi-translucent chain that flies and wraps around a creature of your choice within range. The target must make a Strength saving throw. On a failed save, the target takes 5d8 force damage and is restrained. On a successful save, the target takes half as much damage and is grappled.

A creature restrained or grappled by the chain can use its action make a Strength check against your spell save DC. On a success, it loosens the chains, becoming grappled instead of restrained, or becoming free instead of grappled. A creature grappled by the chains can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself.

Forget I Said That 

3rd-level Enchantment 

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

When things go very wrong in an encounter with someone, you can ask the Arcana for a do-over. A target creature you can see within range must make a Wisdom saving throw. A target automatically on this saving throw if it can’t be charmed. If the target is hostile toward you, they have advantage on the save. On a failed save, the target is stunned until the end of your next turn, as they forget the events of the last minute. The target assumes they were daydreaming or lost in thought during the period of the erased memory 

Form of the Arcane Guardian

3rd-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a small statue of yourself made of stone or metal)
Duration: 1 minute
Classes: Sorcerer, Wizard 

You transform yourself into an arcane construct. While transformed, you can’t cast spells. Choose either a starmetal form, an iron form, or a stone form. You gain a number of abilities based on your form: 

At Higher Levels. If you cast this spell using a spell slot of 6th level choose two forms and gain all of their features. If you cast this spell using a spell slot of 9th level, you gain the benefits of all three choices. Whenever two choices grant different speeds, take the lower one. 

Form of the Blasting Heat

3rd-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a lump of charcoal)
Duration: 1 minute
Classes: Druid, Sorcerer

You transform yourself into a creature born of heat and fire. While transformed, you can’t cast spells. Choose either a fire form, a mountain form, or a sand form. You gain a number of abilities based on your form: 

At Higher Levels. If you cast this spell using a spell slot of 6th level choose two forms and gain all of their features. If you cast this spell using a spell slot of 9th level, you gain the benefits of all three choices. Whenever two choices grant different speeds, take the lower one. 

Form of the Earth

3rd-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a handful of gravel)  
Duration: 1 minute
Classes: Druid

You transform yourself into an earthly creature, made of stone. Choose either a mountain, statue, or stone turtle. While transformed, you can’t cast spells. You gain a number of abilities based on your form: 

At Higher Levels. If you cast this spell using a spell slot of 6th level choose two forms and gain all of their features. If you cast this spell using a spell slot of 9th level, you gain the benefits of all three choices. Whenever two choices grant different speeds, take the lower one. 

Form of the Storm

3rd-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a glass rod
Duration: 1 minute
Classes: Druid, Sorcerer

You transform yourself into a lightning creature. During this time, you cannot cast spells. Choose either an electrical form, a cloud form, or a wind form. You gain a number of abilities based on your form: 

At Higher Levels. If you cast this spell using a spell slot of 6th level choose two forms and gain all of their features. If you cast this spell using a spell slot of 9th level, you gain the benefits of all three choices. Whenever two choices grant different speeds, take the lower one. 

Fortify Object

3rd-level Abjuration (ritual)

Casting Time: 1 minute
Range: Touch
Components: V, S, M (jade dust or adamantine ingots worth 200 gp, which the spell consumes)
Duration: Permanent
Classes: Cleric, Druid, Wizard 

You touch a Large or smaller object, or a 10-foot-cube section of a larger object or structure, and fortify it with a magical ward. The DC of an ability check to break the object increases by 2, its hit points increase by 20, and it gains damage threshold 20. The fortified object is considered magical. 

Using dispel magic against fortify object is more difficult than usual. It always requires a successful spellcasting ability check, with a DC equal to 10 + twice the slot level used to cast fortify object.

Frost Whip

3rd-level Evocation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Druid, Ranger

You create a ten-foot long, blue-white, glowing line of solidified coldness which you can use as a whip. You use your spell attack modifier to attack. On a hit, the whip deals 3d10 cold damage to living tissue and the creature must make a Constitution saving throw or be paralyzed until the start of its next turn. 

Gloria

3rd-level Evocation

Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 round
Classes: Bard, Cleric, Wizard 

You imbue a creature with glorious might. Until the start of your next turn whenever the target deals damage to a creature with weapon attacks, it gains an amount of temporary hit points equal to the damage dealt. The temporary hit points gained from this spell stack. 

Glyph of Controlling

3rd-level Abjuration

Casting Time: 1 hour
Range: Touch
Components: V, S, M (incense and powdered diamond worth at least 500 gp, which the spell consumes)
Duration: Until dispelled or triggered
Classes: Bard, Cleric, Wizard 

When you cast this spell, you craft a series of glyphs. By themselves, they have no effect. However, if you cast a glyph of warding spell while having cast a glyph of controlling that has yet to be dispelled or triggered, you can tie it to this spell. 

When doing so, the trigger for the glyph of warding you previously cast is tied to this glyph of controlling. While standing upon the glyph of controlling, you can use an action to trigger the previously tied glyphs of warding

You can tie up a number of glyphs of warding equal to twice your Spellcasting ability modifier to this spell when casting it. There is no limit, however, to the number of glyphs of controlling you can create. 

Grim Scythe

3rd-level Necromancy

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

Uttering a necromantic command, you call a swarm of shadowy undead spirits around you, which coalesce into a large, semi-corporeal scythe that hovers above you. When you cast the spell, and as an action for the duration, you can make a single, sweeping cleave attack against up to three creatures within 10 feet of you. Make a melee spell attack. Each creature the attack hits suffers necrotic damage equal to 2d12 + your spellcasting ability modifier.

If you reduce a creature to 0 hit points with this spell, the target must make a Charisma saving throw. On a failure, its spirit is compelled to join the swarm that forms the scythe, increasing the damage dealt by this spell for the duration by 3. This bonus can stack to a maximum amount equal to 3x the spell's level. A creature killed this way can not be revived or regain hit points until the spell ends.

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

Hammer Shot

3rd-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Bard, Ranger, Wizard

You test the strength of your ranged weapon unleash it upon your unsuspecting foe. 

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a shining warhammer. Make the attack roll as normal. The target takes 4d8 bludgeoning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. In addition, the target must make a Strength saving throw. On a failure, it is pushed 10 feet and knocked prone. The spell then ends once you use a hammer shot.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every slot level above 3rd. 

Hardlight Armament

3rd-level Conjuration

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a jade ring worth 30 gp)
Duration: Concentration, up to 1 minute
Classes: Artificer, Cleric, Ranger, Wizard 

You draw energy from the light around you, and shape it into solidified luminescence that forms one of the following sets of equipment: 

Anything conjured by this spell lasts for the duration, and you are considered proficient in wielding any conjured equipment. Also, the equipment sheds bright light in a 10-foot radius and dim light 10 feet beyond that. If you were holding any objects in your hands when you cast this spell, you can choose to shunt some or all of those objects to a temporary demiplane for the duration. When the spell ends, those objects return to your hands. 

If you drop a piece of equipment or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause any of the dissipated equipment to reappear in your hands.

Hardlight Blade

3rd-level Conjuration

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a jade ring worth 30 gp)
Duration: 10 minutes
Classes: Artificer, Cleric, Ranger, Wizard 

You conjure a blade of pure, compressed light in your free hand, although it doesn’t shed light. The blade is similar in size and shape to a longsword, and it lasts for the duration. It counts as a simple melee weapon with which you are proficient. It deals 3d6 radiant damage on a hit and has the finesse, light, and thrown properties (range 30/90). In addition, when you use the sword to attack a target that is in bright light, you make the attack roll with advantage. 

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. 

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

Hardlight Gauntlet

3rd-level Conjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (a jade ring worth 30 gp)
Duration: Instantaneous
Classes: Artificer, Cleric, Ranger, Wizard 

You conjure a scintillating gauntlet composed of compressed light energy and unleash a barrage of strikes. Make three melee spell attacks against a single target. On the first hit, the target takes 1d12 force damage, on the second hit, it takes 2d12 force damage, and on the third hit, it takes 3d12 force damage. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can make 1 additional attack; the fourth hit deals 4d12 force damage. If you cast this spell using a spell slot of 7th level or higher, you make 2 additional attacks; the 5th hit deals 5d12 force damage. 

Ice Burst 

3rd-level Evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a chunk of ice or a single pearl) 
Duration: Instantaneous 
Classes: Artificer, Druid, Sorcerer, Wizard

A hail of magical ice chunks erupts from a point you can see within range. 

Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, as the chunks fly in all directions, bombarding everything within the burst. A target takes 8d6 cold 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. 

Inflict Empathy 

3rd-level Enchantment 

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a lily petal)
Duration: 24 hours
Classes: Paladin 

You proclaim a divine indictment of a Humanoid you can see within range. The target must make a Charisma saving throw. If the target is immune to being charmed, they automatically pass the save. On a failed save, the target is wracked with visions of those they have wronged, and forced to remember events from the perspective of those they harmed. They are charmed for the duration, and cannot be hostile toward other creatures. If you or any of your companions deal damage to the target, the spell ends. 

Jet of Water

3rd-level Conjuration 

Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a small hollow tube)
Duration: Concentration, up to 1 minute
Classes: Druid, Wizard

You open a channel to a pocket dimension of water for a brief time. A jet of saltwater forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line or enters it for the first time on a turn must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. 

In addition, any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. 

The jet extinguishes flames in the area. Medium or smaller objects in the line that aren’t secured to anything and aren’t worn or carried by anyone are knocked over or pushed up to 15 feet away from you. 

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. 

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.

Kel's Antlion Trap

3rd-level Conjuration 

Casting Time: 1 action or 1 bonus action
Range: 60 feet
Components: V, S, M (an antlion husk)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard

You summon three sandpits on the ground on points you can see within range. Each pit is 10 feet wide and 5 feet deep and is difficult terrain. A creature that enters a pit for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or be restrained by the sand. A creature restrained by a sandpit takes 2d6 piercing damage at the end of each of its turns. A creature restrained by a sandpit can use its action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained.

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.

Lightning Step

3rd-level Conjuration 

Casting Time: 1 action or 1 bonus action
Range: 100 feet
Components: S, M (a melee weapon worth at least 1 sp)  
Duration: Instantaneous  
Classes: Bard, Sorcerer, Warlock, Wizard

Choose a creature you can see within range. You flourish the weapon used in the casting, and vanish in a crackle of lightning, moving in a straight line to an unoccupied space within 5 feet of the creature. Your movement ignores creatures and obstacles in your path and does not provoke opportunity attacks. You can make a melee weapon attack against each creature of your choice within 5 feet of your line of movement. Your attacks do an additional 2d8 lightning damage. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage to your attacks increases by 1d8 for each slot above 3rd. 

Lily's Brightspear

3rd-level Evocation 

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 24 hours
Classes: Cleric, Paladin, Sorcerer, Wizard

You summon a blessed incorporeal spear and launch it towards a target within range. Make a ranged spell attack against that target. If there are any creatures 10 feet or less directly behind the target from you in a line and the attack roll, the attack roll would also hit them and they are also hit. On a hit, a creature takes 3d10 piercing and 3d10 radiant damage. Additionally, their speed drops to 0 until the start of your next turn, when the spear dissipates.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage or the radiant damage (your choice) increases by 1d10 and the range increases by 20 feet for each spell slot level above 3rd.

Mace of Odo

3rd-level Evocation 

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Paladin, Sorcerer

A shimmering, translucent mace appears in your hand. You can use it to smite your enemies or intercept hostile magic. You can use the mace in melee, on a successful attack the mace inflicts 3d8 plus your spellcasting ability modifier force damage. If you targeted by, or included in the area of, an enemy spell of third level or lower you can absorb the spell with the mace. Doing so destroys the mace. This cancels the spell’s effect on you, but not on anyone else who is in the spell’s area of effect. 

At Higher Levels. You can cast this spell using a 4th level or higher spell slot. You inflict an additional 1d8 force damage for every spell level above 3rd. 

Mana Boost

3rd-level Abjuration 

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

You imbue yourself with the magic of ley lines and mana wells. Your spell save DC increases by 1.

This spell can stack upon itself up to a total of 5 times. 

Meteor Dash

3rd-level Evocation 

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard

You gather flames around yourself and launch yourself forward at tremendous speeds. Choose a point you can see within range. You fly forwards towards this point, reaching it in little more than a second. If when this spell ends, you are still aloft, you fall unless you can stop the fall.

If you hit a creature or object within this line, they must make a Dexterity saving throw. On a failure, the target takes 2d8 bludgeoning damage and 4d8 fire damage, and you stop in the space in front of the target. If the target succeeds on the saving throw, they only take 2d8 fire damage and you continue moving. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d8 and the spell's range increases by 30 feet for each slot level above 3rd.

Monstrify

3rd-level Transmutation 

Casting Time: 1 action
Range: Touch
Components: V, S, M (a 4 oz vial of blood from a Monstrosity, which the spell consumes)
Duration: 1 minute or Concentration, up to 1 hour
Classes: Artificer, Druid, Warlock, Wizard

You touch a beast and infuse it with monstrous essence, transforming it into an enlarged, twisted version of itself. An unwilling Beast can make a Constitution saving throw to resist this spell. An affected target is transformed for 1 minute, or for up to 1 hour if you choose to concentrate on this spell. The spell ends early if you cast it again.

An affected target's size increases to Large if it is smaller. Everything inorganic it is wearing or carrying increases in size with it. If there isn't enough room for this growth, the target reaches the maximum size attainable. Additionally, for the duration, the target's Strength and Constitution scores are 18 if they are lower. The target also gains 40 temporary hit points when you cast the spell, which last until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the new Strength and Constitution scores for an affected creature increase by 2 for each slot level above 3rd, and the temporary hit points granted by the spell increase by 10 for each slot level above 3rd. Additionally, when you use a slot level of 5th level or higher, the target becomes Huge, and with a slot level of 7th level or higher, it becomes Gargantuan.

Murder

3rd-level Illusion

Casting Time: 1 reaction, which you take when you are hit by an attack or you fail a Strength, Dexterity, or Constitution saving throw
Range: 60 feet
Components: S
Duration: Instantaneous
Classes: Bard, Druid, Ranger, Warlock, Wizard

When an attack would find you as its mark, your form dissolves into a flock of ravens or other winged creatures, manipulating the senses, even the perception of time, of those around you.

You reroll the triggering saving throw with advantage, or the triggering attack is rerolled with disadvantage. If you succeed, or if the attack misses, the attacking creature's space is heavily obscured until the end of its next turn as the ravens block its vision.

Regardless of the result, you can move to an unoccupied space you can see within range without provoking opportunity attacks.

Nova Strike

3rd-level Conjuration

Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Paladin

You vanish, teleporting to an unoccupied space you can see within 120 feet of you. You appear in a blinding flash of light and each creature within 10 feet of you must succeed on a Constitution saving throw or be blinded until the end of your next turn. When you arrive, you can make a single melee weapon attack or grapple attempt against a creature within your reach. 

Pendulum Swing

3rd-level Conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny sphere hanging from a length of string)
Duration: Concentration, up to 1 minute
Classes: Artificer, Sorcerer, Wizard

Choose an unoccupied space you can see within range. A Medium spectral sphere appears hovering in the space, a spectral length of rope stretching above it into infinity, for the duration. When you conjure this ball, and as a bonus action on each of your turns while it remains, choose a direction that is not up or down. The sphere swings in that direction.

On the turn you conjure this pendulum, the sphere swings 10 feet in your chosen direction, and 20 feet back in the opposite direction, forming a 5-foot-wide, 20-foot-long line. Each creature in that line must make a Strength saving throw. On a failure, a creature takes 5d10 bludgeoning damage and is pushed 5 feet beyond the line's area in the direction of the swing. On a success, a creature takes half as much damage and is not pushed. Objects and structures take double damage from this spell.

Each turn you concentrate on this spell, the the sphere swings an additional 10 feet in either direction. For example, to form a 40-foot-long line on your second turn, and a 60-foot-long line on your third turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and subsequent force damage increase by 1d10 for each slot level above 3rd.

Placebo

3rd-level Enchantment

Casting Time: 1 hour
Range: Touch
Components: V, S, M (a fabulous rock
Duration: 8 hours
Classes: Bard, Druid, Warlock, Wizard

You create a glyph on a willing creature’s skin and instruct them to hold a rock for the duration of the casting of the spell. The creature can see magical energies swirling around them funneled through the glyph and into their body. Their skin glows faintly with swirling eddies of light, and they feel extraordinarily powerful. The target has advantage on attack rolls, ability checks, and saving throws. 

This lasts until the spell ends or they fail an attack roll, ability check, or saving throw. 

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

Polybrachia

3rd-level Conjuration

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a pair of armbands) 
Duration: Concentration, up to 10 minutes 
Classes: Paladin, Sorcerer, Wizard

Two muscular arms consisting of brilliant arcane energy appear on a willing creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant the target additional actions. For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. Also, if the arms are used to carry weapons, the target can use a bonus action to make an additional melee weapon attack using the arms. 

Prayer

3rd-level Enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Paladin

Creatures of your choice within 30 feet of a point you can see within range have disadvantage on saving throws while this spell is in effect. 

Pressurized Air-Blast

3rd-level Evocation

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

You compress the air around you into a tiny sphere. Every creature of your choice within 10 feet of you must make a Strength saving throw, taking 2d12 thunder damage on a failure of half as much damage on a success. The sphere of compressed air floats in the air and orbits you for the spell’s duration. As an action, you can send the sphere streaking toward a point you choose within 60 feet of you. Once the sphere reaches its destination or impacts against a solid surface, it explodes. Each creature within 15 feet of the point where the sphere explodes must make a Dexterity saving throw. On a failure, a creature takes 3d12 thunder damage and is knocked prone. On a success, it takes only half as much damage and isn’t knocked prone. Structures and non-magical objects in the area of the explosion are also damaged by this spell, taking maximum damage. After the sphere explodes, the spell ends. 

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

Pyramidal Shield

3rd-level Abjuration

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

A translucent triangular pyramidal barrier of magical force appears and protects you. Until the start of your next turn or you're unconscious, you have a +8 bonus to AC, including against the triggering attack, and you take no damage from the magic missile spell. If the attack misses, and it's a ranged attack, you can redirect the attack to another target within 30 feet of you, using the same attack roll.

You also gain resistance to any damage that require you to make a Strength, Dexterity, or Constitution saving throw, other effects from the save apply normally.

Reinforced

3rd-level Abjuration

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (an armored scale)  
Duration: 1 minute
Classes: Paladin

Touch a target. The target’s AC and bonus to all saving throws increases by 1 immediately and at the end of their turns for the next minute. Their armor also counts as magical for the duration.

Once the spell ends, the target’s armor and saving spell bonuses revert to their original state. 

Rose Gate

3rd-level Abjuration

Casting Time: 1 bonus action
Range: Self (60-foot radius)
Components: V, M (a rose)
Duration: Up to 1 round
Classes: Bard, Druid, Paladin, Sorcerer

You protect yourself and up to 6 allies you can see within 60 feet of you with the rose gate, a calming and beautiful force of nature and arcane. Each creature protected has resistance to all damage until the end of your next turn.

Sand Armor

3rd-level Transmutation

Casting Time: 1 action or 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard

Your body is protected by sand for the duration. Until the spell ends, each time you take damage, the damage is reduced by 1d6. If you use your reaction when you take damage, the damage is reduced by 2d6 instead. 

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage is reduced by an additional 1d6 for every two slot levels above 3rd.

Saving Hand

3rd-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S (clasping hands with the target)
Duration: Instantaneous
Classes: Cleric, Druid, Paladin

You leap to the air, flying towards a creature within range, taking their hand and rejuvenating them. They regain a number of hitpoints equal to 3d10 + your spellcasting ability modifier, can immediately stand if they are prone, and lose one disease or condition afflicting them, which could be blinded, deafened, or poisoned.

Additionally, after you heal the target, each creature of your choice within 30 feet of you must succeed on a Strength saving throw or be pushed back 15 feet by a blast of divine light emitted from your hands. 

Seeking Strike

3rd-level Transmutation

Casting Time: 1 action
Range: Special
Components: V, S, M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous
Classes: Ranger

You throw a weapon or fire a piece of ammunition and verbally declare a creature that you can see or have seen in the past minute. If the target is within the missile's range and there is a path wide enough for it to travel to the target, it flies toward the target, moving around corners. The target must make a Dexterity saving throw. On a failed save, it takes the missile's normal damage plus an extra 6d8 damage of the same type and you learn the target's location. On a successful save, the target takes half as much damage, you don't learn its location, and the missile stops and falls.

Sentry Sphere

3rd-level Abjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small stone with a rune carved into it)  
Duration: 1 hour
Classes: Artificer, Wizard

You call into existence a floating stone sphere which crackles with electricity. The sphere casts a bright blue light in a 20 feet radius around it. 

When a small size or larger creature comes within 20 feet of the stone for the first time on a turn or starts its turn there, a bolt of energy strikes out towards the creature from the sphere and it must make a Dexterity saving throw. It takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.The Sphere can launch up to 1 + your spellcasting ability modifier (min 1) bolts each round. Any creature within 20 feet of the sphere when it is created is ignored by the sphere. Once a creature has been attacked by the sphere, that creature is ignored by the sphere for the remaining duration of the spell. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. 

Snakestaff

3rd-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a quarterstaff)  
Duration: Concentration, up to 1 hour  
Classes: Druid, Warlock, Wizard

You cast a staff to the ground, which writhes and grows into a giant constrictor snake under your control, which acts on its own initiative count. The snake is friendly to you and your companions. The snake will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. If the snake is reduced to 0 hit points, it dies and reverts to a broken staff. The GM has the creature’s statistics. 

Snake Tongue

3rd-level Transmutation

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a snake head)
Duration: Concentration, up to 1 hour 
Classes: Druid, Warlock

With a hissing incantation, you target one creature in range that you can see, transforming its tongue into a vicious snake that protrudes from its mouth. Te snake makes two bite attacks against the creature. Its melee attack modifier is the same as your spell attack modifier, and it deals 3d6 poison damage on a hit. Te creature then makes a Constitution saving throw, ending the transformation on a success. On a failed save, the creature’s tongue remains a snake for the spell’s duration, which makes one bite attack against the creature at the start of each of its turns. The creature can repeat the Constitution saving throw at the end of each of its turns, ending the spell on itself on a success. 

With a snake tongue, the creature cannot speak coherently. If it attempts to cast a spell with a verbal component, it rolls 1d20. On an 11 or higher, the creature must use an additional action on its next turn to complete the spellcasting. If it does not, the spell is wasted. For all purposes, the snake is the target creature, not a separate creature. 

Creatures that do not have tongues are unaffected by snake tongue

Sonic Wave

3rd-level Conjuration

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

You forcefully clasp your hands together and shockwave of booming force shoots forth from you, emitting a boom audible out to 500 feet. All creatures in a 30-foot cone must succeed on a Constitution saving throw or take 4d8 thunder damage, fall prone, and be deafened for 1 minute. On a success, they take half as much damage and are not knocked prone or deafened. A creature can repeat the Constitution saving throw at the end of each of its turns, and on a success it is no longer deafened. 

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the initial thunder damage dealt by the spell increases by 1d8, and the size of the cone grows by 5 feet for each slot level above 3rd.

Soulblade

3rd-level Conjuration

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

You open your palm, and from it, a ghostly sword comes out. Its color and effects reflect the nature of your soul at its current state. This is a +3 weapon that you are proficient with and you add your spellcasting ability as a modifier for attacks you make with it. It causes 2d6 psychic damage as well as an extra effect when you hit a creature, choosing from one of the following. 

Spyworm

3rd-level Conjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
Classes: Druid, Warlock, Wizard

A small worm grows beneath the skin of a creature you touch if it fails a Constitution saving throw against disease. While the worm is under the target’s skin, you can hear any sounds the target hears as though the worm was one of your ears, as long as you and the target are on the same plane of existence. A spyworm can be removed by any effect that cures disease. It shrivels into nothingness when the spell ends. 

Substitution

3rd-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous  
Classes: Artificer, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Choose a Large or smaller willing creature within range. You swap places. If the creature was suffering from any conditions, those conditions are transferred to you instead. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of this spell increases by 30 feet for each slot level above 3rd. The maximum size of creature you can target increases to Huge when cast at 6th level or higher, and to Gargantuan when cast at 9th level.

Targeting Foreknowledge

3rd-level Divination

Casting Time:  1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Ranger, Wizard

Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.

Throes of Ecstasy

3rd-level Enchantment

Casting Time:  1 action
Range: 60 feet
Components: V, S, M (a hazel or oak wand)
Duration: Concentration, up to 1 minute
Classes: Bard, Warlock, Wizard

Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target, and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.

Thunderclap

3rd-level Evocation

Casting Time:  1 action or 1 bonus action
Range: Self (20-foot radius)
Components: S
Duration: Instantaneous
Classes: Bard, Paladin, Wizard

You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn’t deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round. 

This spell doesn’t function in an area affected by a silence spell. Very brittle material such as crystal might be shattered if it’s within range, at the GM’s discretion; a character holding such an object can protect it from harm by making a successful Dexterity saving throw.

Touch of Idiocy

3rd-level Enchantment

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

Make a melee spell attack against a creature you can reach. On a hit, the target’s Intelligence is dropped to 1 and the target cannot cast spells or use innate spellcasting abilities for the duration of the spell. The target may attempt a Wisdom saving throw at the end of each of its turns, ending the spell on a success. 

Transcendence

3rd-level Transmutation

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

Light shines behind your eyes and a radiant blue halo appears above your head. Until the spell ends, when you cast a spell with a duration of instantaneous that requires a saving throw, the spell save DC for that spell increases by 1. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell save DC increases by 1 for every 2 levels above 3rd. (+2 at 5th, +3 at 7th, +4 at 9th).

Transmute to Malicious Metal

3rd-level Evocation

Casting Time:  1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Paladin, Ranger, Wizard

With a grinding sound of tortured metal, the caster can temporarily turn the metal of a non-magical metal weapon or quiver of ammunition into another to better slay creatures. The caster may select metals such as silver for were-creatures, cold iron for fey, or alchemical steel for demons. Whatever the metal, attacks by this enchanted weapon overcome resistances, treat enemy AC as 3 lower than usual, and deal an additional 2d8 damage of whatever type the weapon normally inflicts.

Triplicate

3rd-level Illusion

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

Three illusory duplicates of yourself, which you can use as the origin point for your spells, appear at unoccupied points of your choice that you can see within range. Neither you nor a duplicate can occupy the same space. The duplicates last for the duration of the spell or until you cast this spell again, cast another spell such as mirror image that creates duplicates of yourself, or use an action to dismiss the illusory duplicates. 

The duplicates imitate your actions but remain stationary. As a bonus action on your turn, you can move one of your duplicates up to 20 feet. A duplicate more than 60 feet away from you is immediately destroyed. 

Creatures that see you when you cast this spell can track your position unless you conceal your exact location afterward. Otherwise, a creature who examines a duplicate can determine it is a duplicate with a successful Intelligence (Investigation) check against your spell save DC. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. 

When you cast a spell, you can designate one of your duplicates as the spell’s point of origin, treating it as if it were yourself when determining range, available targets, and its spell attack roll. Weapon attack rolls made by a duplicate automatically miss. You must be able to see the duplicate as well as any targets and areas the other spell affects. If you cannot do so, the other spell fails and is lost. 

Twine Double

3rd-level Illusion

Casting Time: 10 minutes
Range: Self
Components: V, S, M (cloth and twine)
Duration: 1 hour
Classes: Wizard

You shape an illusory duplicate of yourself. The duplicate is a creature, partially real and formed from cloth and twine, and it can take actions and otherwise be affected as a normal creature. The double looks exactly like you except its eyes are balls of twine (DC 10 Intelligence [Investigation] check to recognize the double’s strange eyes). 

It wears clothing and gear that appears exactly like what you are wearing at the time of casting. Its copies of your magic items are non-functional but radiate magic and have the same auras as your items. Its aura is identical to yours. It is an animated object, a creature of the construct type, that has half your hit point maximum, cannot attack, has no special abilities, and has a +0 bonus on all saves and checks. 

The twine double is friendly to you and the creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. You know what the double is experiencing, and when controlling it telepathically you can see and hear everything it sees and hears, though events at your location may drown out the sensory inputs from the double. 

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. 

Veiled Dagger

3rd-level Illusion

Casting Time: 1 action
Range: 90 feet
Components: S
Duration: Instantaneous
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard

You weave magic into the shape of an invisible knife and throw it at one target you can see within range. Make a ranged spell attack against the target, with advantage on the attack roll if the creature does not have blindsight or truesight and cannot see invisible objects. On a hit, the target takes 10d4 piercing damage. On a miss, it takes half as much damage, but the type is slashing damage. 

The attack also counts as a ranged weapon attack made using a finesse weapon, and you can choose to use your Dexterity modifier instead of your spellcasting modifier for the attack roll If you are hidden from any creatures when you cast this spelL neither the spell nor the attack reveal your position.

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

Wall of Honey

3rd-level Conjuration

Casting Time: 1 action
Range: 180 feet
Components: V, S, M (a drop of honey)
Duration: Concentration, up to 10 minutes
Classes: Druid, Wizard

This spell causes a wall of delicious golden honey to appear. The wall is opaque and is up to 60' long, 20' high, and 5' thick. If the wall is created in an area too small to contain it, it will squeeze itself down to whatever size the surrounding space permits while not exceeding its original dimensions in any particular. 

A creature that attempts to force its way through the wall must make a DC 20 Strength check. If it succeeds, it can move through the honey, but every foot of movement costs 4'. If a creature ends its turn inside the wall, it must make another Strength check to continue on its next turn. A creature inside the wall is blinded and can neither speak nor breathe. Once it emerges, it can use an action to clear the honey from its eyes and another action to clear its breathing apparatus. 

Honey taken from the wall vanishes at the spell's expiration, but while the spell is in effect, it is edible, delicious and nutritious.

Weave Vegetation

3rd-level Conjuration

Casting Time: 1 action
Range: 120 feet
Components: S, M (a leaf clipping)
Duration: Until dispelled  
Classes: Druid

Vines and saplings grow at a point you can see within range, twining and weaving into the shape of your choice. When you cast this spell, you can designate the shape the plants take. 

As a bonus action, you can dispel the structure, causing it to crumble into ash. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can double the length, width, or thickness of any of the above structures for each slot level above 3rd. Doubling the thickness of the bridge or trellis triples its weight limit. 

White Mirror Dome 

3rd-level Abjuration 

Casting Time: 1 action
Range: Self
Components: V, S, M (a mirror frame)
Duration: Concentration, up to 1 minute
Classes: Artificer, Bard, Sorcerer, Wizard 

You leap to the air, flying towards a creature within range, taking their hand and rejuvenating them. They regain a number of hitpoints equal to 3d10 + your spellcasting ability modifier, can immediately stand if they are prone, and lose one disease or condition afflicting them, which could be blinded, deafened, or poisoned.

Additionally, after you heal the target, each creature of your choice within 30 feet of you must succeed on a Strength saving throw or be pushed back 15 feet by a blast of divine light emitted from your hands. 

Wizard Sight

3rd-level Divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Wizard 

Your eyes glow blue and you can see magical auras within 120 feet of you. Unlike detect magic, you need not spend an action to see these auras, and you automatically learn both the school of magic, if any, of the aura and the level of the spell creating the effect, if any. 

In addition, you can see a distinctive aura surrounding spellcasters, and can tell whether a creature casts spells or has the innate spellcasting trait, whether its spells are arcane or divine, and what the highest level spell slot available to it is, if any.

Zehro's Mark of Fate

3rd-level Necromancy

Casting Time: 1 reaction, which you take when you fail a saving throw
Range: Self
Components: V, S, M (a small iron shield)  
Duration: Instantaneous
Classes: Cleric, Sorcerer, Wizard 

You succeed on the triggering saving throw and redirect the effect to a creature you can see within 15 feet of you. The target must make a saving throw with disadvantage against the same effect that triggered this spell, suffering its effects as normal. Regardless whether the target succeeds or fails, you still suffer the effects of a successful saving throw, if any. 

Zippit!

3rd-level Transmutation 

Casting Time: 1 reaction, which you take when a creature within range vocalises
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard

In response to a creature vocalizing, you make a sharp sound and hold a finger up in an attempt to interrupt them. The target must succeed on a Constitution saving throw or become silenced as its mouth is fused shut for the duration. If you silence a target that is casting a spell with verbal components, the target’s spell slot isn’t expended, but its action is wasted. 

At the end of each of its turns, the target can make a Strength saving throw as it tries to tear open its mouth. On a success, the target takes 1d8 slashing damage and is no longer silenced. Alternatively, as an action, the target can use a bladed implement to cut open its mouth, taking 1d8 slashing damage and ending the silence. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Absorb Material

4th-level Transmutation (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 days
Classes: Bard, Wizard

You touch an unattended object and absorb it into your body. You can carry up to 5 items in your body in this way. Each item you absorb into your body must be at least one size smaller than you. For example, if you are Medium, you can absorb Small or smaller objects. As a bonus action, you can transmute the item you absorbed back to your hand, or vice versa. Absorbed items do not count as equipped. When the spell ends, any absorbed item falls on the ground. This is a painful experience, and you take 2d6 necrotic damage that cannot be lowered by any means. 

The absorbed items count against your carrying capacity. Also, if you are immune to divination spells or other magical effects that can track you, the absorbed items are immune to them as well.

Absorb Vitality

4th-level Necromancy

Casting Time: 1 bonus action
Range: 100 feet
Components: V, S
Duration: 1 minute
Classes: Cleric, Sorcerer,  Warlock, Wizard

You shoot a ray of dirty grey energy that coruscates between you and one creature in range that isn't a construct or undead. Make a ranged spell attack; if you hit, the ray drains some of the target's health and transfers it to you. 

The ray lasts only an instant, but its effects persist for the duration of the spell. While it lasts, at the start of each of the target's turns, it suffers 3d10 necrotic damage, the target has disadvantage on all Consitution checks and saves, and you gain advantage on all Constitution checks and saves. At the end of each of its turns, the target can make a Constitution saving throw to end the effect. 

Aero Barrage

4th-level Transmutation

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

You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. 

Air Dome

4th-level Abjuration

Casting Time: 1 bonus action
Range: Self (20-foot radius)
Components: V, S
Duration: Concentration, up to 1 hour  
Classes: Druid, Ranger, Sorcerer, Wizard

You summon a protective dome of swirling air around you. For the duration, the dome moves with you, enveloping you and everything within a 20-foot radius. Inside the dome, creatures gain +2 AC against ranged weapon attacks due to the deflective winds. The dome also filters out smoke, poisonous gas, and other harmful vapors, ensuring a breathable atmosphere. 

Additionally, the empowering currents of air grant enhanced mobility to those within. Creatures inside the dome benefit from a 10-foot increase in movement speed, and they gain advantage on saving throws against being grappled, restrained, or otherwise impeded by effects that would reduce their movement. 

Furthermore, any creature not chosen by you that attempts to enter the dome must succeed on a Strength saving throw or be pushed up to 10 feet away from the dome and knocked prone. 

Arcane Plate

4th-level Abjuration

Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour 
Classes: Artificer, Sorcerer, Warlock, Wizard

You summon a magical suit of armor around your body to shield you from harm. You are considered proficient with this armor. This spell fails if you are already wearing armor and ends immediately if you doff the arcane plate or dismiss the spell as an action. You determine the appearance of the armor. While you are wearing the arcane plate, your base AC becomes 14 + your spellcasting ability modifier and you have disadvantage on Dexterity (Stealth) checks. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the arcane plate gets a +1 bonus to its AC. If you cast this spell using a slot of 7th level or higher, the bonus increases to +2. If you cast this spell using a spell slot of 9th level, the bonus increases to +4. 

Artifice Storm

4th-level Conjuration

Casting Time: 1 action or 1 bonus action
Range: 120 feet
Components: V, S, M (see below)
Duration: 1 minute 
Classes: Artificer

You throw an object into the air, which suddenly explodes into a shower of identical copies. When you cast this spell you must provide an item from the table below which is consumed. Thousands of copies rain down in a 10 ft radius 20 ft high column centered at a point within range which has an effect based on the consumed item as explained below. If a conjured object would force a creature to make a saving throw or ability check, use your spell save DC. 

The copies are magical and any remaining objects or residue vanish at the end of the duration.


Item - Effect on Creatures Within the Column
Acid (vial) - Targets must make a Dexterity saving throw. On a failed save a creature takes 4d8 acid damage or half as much on a successful save.

Alchemist Fire (flask) - Targets are ignited. Until a burning creature or an adjacent creature takes an action to make a Dexterity check against your spell save DC to extinguish the flames, the target takes 1d10 fire damage at the start of each of its turns.

Ball Bearings (bag of 1000) - Targets are pelted by ball bearings and take 2d6 bludgeoning damage. Afterwards, the ground under the column is covered in ball bearings. A creature moving across the covered area must succeed on a Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.

Caltrops (bag of 20) - Targets are stabbed by falling spikes and take 2d6 piercing damage. Afterwards, the ground under the column is covered in caltrops. Any creature that enters the area must succeed on a Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

Holy Water, Flask - Holy rain falls in the column for the duration. Whenever a fiend or undead creature enters the column for the first time on its turn, or begins its turn there, it takes 2d6 radiant damage.

Oil, Flask - Targets become coated in oil and must make a Dexterity saving throw. On a failed save, an affected creature falls prone. If a creature covered in oil takes any fire damage before the oil dries (after 1 minute), the creature takes an additional 5 fire damage as the oil burns away. A creature covered in wet oil has advantage on checks made to escape from or avoid being grappled.

Potion of Healing - Targets regain hit points as if they drank the consumed potion.

Almighty Weapon

4th-level Evocation

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a piece of metal and a vial of holy water)
Duration: 1 minute
Classes: Paladin

When you cast this spell, you conjure a divine weapon in your free hand. This weapon can be in the shape of any melee weapon of your choice, and it remains for the duration. You can use your action to make a melee attack with the divine weapon. On a hit, the target takes the normal damage of the chosen weapon as well as an extra 4d4 radiant damage. 

If you let go of the weapon, it disappears, but you can summon it again as another bonus action. 

You can also throw the divine weapon into the air, choosing a point within 30 feet of you on which the weapon shall strike. All creatures within 15 feet of the point must make a Dexterity saving throw, taking 4d4 radiant damage on a failed save, or half as much damage on a successful one. You can resummon the divine weapon to your hand as a bonus action. When you do so, the divine weapon disappears from its current location and reappears in your hand. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the additional radiant damage of the divine weapon and damage of the ground strike increases by 1d4 for every two slot levels above 4th.

Battle Mastery

4th-level Abjuration 

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

You imbue a creature you touch with masterful combat expertise for the duration. Until the spell ends, the target can make one attack as a bonus action on each of its turns.

Black Hand

4th-level Necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard

You gather the powers of darkness into your fist and fling dark, paralyzing flame. Make a ranged spell attack against a target you can see within 30 feet of you. On a successful hit, you have advantage on attack rolls against the target and the target has disadvantage on attack rolls, Constitution-based ability checks, and Constitution saving throws for the duration of the spell. At the end of each of its turns, an affected target can make another Constitution saving throw. On a success, the spell ends on the target. 

Bloodthorn

4th-level Necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a thorn)
Duration: Instantaneous  
Classes: Druid, Ranger, Warlock

You imbue a single thorn with a deadly enchantment, hurling it out towards a creature that you can see within range. Make a ranged spell attack roll. If you hit, the target takes 5d10 piercing damage. If you hit, you can choose an additional target for the bloodthorn to seek, repeating the attack against a different target within 60 feet of the previous one and using the thorn’s new position to determine if a target would gain the benefits of cover. You can repeat this process up to three times or until the attack misses. A creature cannot be targeted more than once. 

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

Bloody Empowerment

4th-level Evocation

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard 

Speaking words of terrible malice, you infuse a willing creature within range with an unnatural upwelling of might. The target immediately takes 3d8 necrotic damage which cannot be prevented or reduced in any way. The next time the target deals damage to a single creature, it deals an additional 8d8 necrotic damage, and the spell ends. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase both instances of necrotic damage by 1d8 per slot level above 4th. When you cast this spell using a spell slot of 9th Level, the spell lasts for a full minute (with no concentration required), and each time the target deals damage to a single target, it deals the additional 13d8 damage and also takes another instance of the unpreventable and irreducible 8d8 damage. 

Borrow Concentration 

4th-level Divination 

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a brass wind-up key)  
Duration: 10 minutes
Classes: Artificer, Wizard 

By forming a momentary telepathic connection with an ally, you pass off the mental burden of persistent magic. You target a friendly Humanoid you can see within range. As part of casting this spell, you also cast a prepared spell of 3rd level or lower that requires concentration. The target maintains concentration on the spell instead of you. This spell ends if you cast it again, if the target is ever more than 30 feet from you, or if the spell the target is concentrating on ends. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cast a prepared spell of one level lower than the slot you use for borrow concentration

Cage of Briars

4th-level Conjuration

Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a small woven basket)
Duration: 8 hours
Classes: Druid, Ranger

As you cast this spell, you create a cage of thorned briars that surrounds a 10-foot cube within range. The briars are thick and only allow a small amount of light and air to pass through, providing three-quarters cover to creatures within and total cover to creatures outside. You, and any others you designate, can pass through the cage at will. The briar cage has AC 10, 200 hit points, and vulnerability to fire. A creature that hits the cage with an unarmed strike or natural weapon, such as a bite or claw, takes 1d4 piercing damage. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cage’s hit point total increases by 40 per spell slot level above 4th. 

Claudio's Crushing Claw

4th-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: S, M (a crab shell)
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard

You transform one of your arms into a giant crab claw for the duration of the spell. While you have this claw you gain a +1 bonus to your AC, and can use your action on your turn to make a melee spell attack against a creature you can see within 10 feet. On a hit, they take 2d10 slashing damage. 

If you score a critical hit with this attack, the target must also succeed on a Strength saving throw or become grappled. While you have a creature grappled in this way, you are only able to use the claw to attack that creature. The grappled creature can use its action on its turns to make another Strength saving throw, escaping on a successful save. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the slashing damage increases by 1d10, and the AC bonus increases by 1 for every two slot levels above 4th. 

Column of Ice

4th-level Conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a rod of ice)
Duration: Instantaneous
Classes: Druid, Ranger, Wizard

Choose a point you can see within range. With a wave of your hand, a 10-foot-radius, 40-foot-tall column of ice rises from the ground, lifting any object or creature in the area into the air. Creatures can make a Dexterity saving throw to avoid the column. Moving at all atop the ice column requires a Dexterity saving throw. A creature that fails falls prone and must immediately succeed on another Dexterity saving throw or slip off the column, taking 4d6 falling damage. Creatures atop the column, as it rises, may be smashed against the ceiling or other overhead obstructions, which deals 4d6 bludgeoning damage. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the column rises an additional 10 feet for each slot level above 4th. Subsequently,  the target takes an extra 1d6 bludgeoning and/or falling damage for each slot level above 4th.

Conjure Manabane Swarm

4th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a square of red cloth)
Duration: 1 minute
Classes: Druid, Warlock, Wizard

You summon a swarm of manabane scarabs (see Tome of Beasts) that has just 40 hit points. The swarm appears at a spot you choose within 60 feet and attacks the closest enemy. You can conjure the swarm to appear in an enemy's space. The swarm goes immediatly after you in initiative and you do not have control of the swarm as the swarm will be rabid against sources of magic.

Crown of Thorns

4th-level Enchantment

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a piece of thorned vine)
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Ranger, Warlock, Wizard

You create a psychic binding on the mind of a creature within range. Until this spell ends, the creature must make a Charisma saving throw each time it casts a spell. On a failed save, it takes 2d6 psychic damage, and it fails to cast the spell. It doesn’t expend a spell slot if it fails to cast the spell.

Dancing Chains

4th-level Transmutation

Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (a link of chain from a kyton)
Duration: Concentration, up to 1 minute  
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard 

The link of chain in your hand stretches and grows barbed spikes to attack a target within range. Make a melee spell attack. If you hit the target takes 3d6 plus your spellcasting ability modifier as piercing damage. 

If you successfully hit your target, you can use your bonus action to release the chain which wraps around your opponent. You target must make a Strength saving throw. If they fail they are grappled by the chain. A grappled target may make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC to escape. If the grappled character escapes the spell ends. 

If you do not release the chain then you may use your action on your next turn to attack another target. 

Divine Dash

4th-level Transmutation

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

You radiate with light and take a leap forward. You can move up to 60 feet in any direction, without triggering attacks of opportunity, leaving a trail of light behind you. That trail of light solidifies into a wall, which lasts until the start of your next turn. 

The wall appears from your initial location, up to where you ended your movement, it is 10 feet high, and 1 foot thick. The wall blocks line of sight and nothing can physically pass through it. It emits bright light out to 60 feet and dim light for an additional 60 feet. In addition, creatures other than you that start their turn within 5 feet of the wall must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Divine Might

4th-level Conjuration

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

You summon the unparallelled strength of the divine. Your Strength score becomes 21. 

At Higher Levels. Your Strength score increases even more when you cast this spell using a spell slot of 5th level or higher (to 23 at 5th, to 25 at 6th, to 27 at 7th, and to 29 at 9th).

Doombringer

4th-level Transmutation

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

You cite an incantation that lets a force of destruction gift you a portion of its power. Each time you cast this spell, you choose whether to assume the form of the emissary or the form of the envoy for the duration. 

Emissary. The blood in your veins shines through your skin, extra eyes open in your flesh, and you gain the following benefits: 

Envoy. Your skin becomes stonelike, bony growths erupt across your body, and you gain the following benefits: 

Dramphine's Embrace

4th-level Transmutation

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

You touch a willing creature and mark them with a tattoo made from pure moonlight. When you cast this spell, choose one of the following phases of the moon to draw. The power of the tattoo is determined by the phase you choose. 

Dreamwine

4th-level Divination (ritual)

Casting Time: 1 minute
Range:  30 feet
Components: V, S, M (a bottle of premium wine worth at least 25 gp, which the spell consumes)
Duration:  1 hour
Classes: Bard, Ranger, Warlock

You imbue a bottle of wine with fey magic. While casting this spell, you and up to seven other creatures can drink the imbued wine. At the completion of the casting, each creature that drank the wine can see invisible creatures and objects as if they were visible, can see into the Ethereal plane, and has advantage on Charisma checks and saving throws for the duration. Ethereal creatures and objects appear ghostly and translucent.

Droplets of Invigoration

4th-level Evocation 

Casting Time: 1 bonus action
Range:  50 feet
Components: V, S
Duration:  Instantaneous
Classes: Bard, Cleric, Druid

You create two beads of positive energy that speed toward two creatures within range. Each creature regains a number of hit points equal to 3d6 + 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 1d6 for each slot level above 4th. 

Earthskimmer

4th-level Transmutation

Casting Time: 1 action
Range:  Self
Components: V, S, M (a piece of shale or slate)
Duration:  Concentration, up to 1 minute
Classes: Bard, Druid, Ranger, Wizard

You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you. 

Until the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or it takes half as much damage and isn’t knocked prone on a successful one.

Elemental Immunity

4th-level Abjuration

Casting Time: 1 action
Range:  Touch
Components: V, S, M (a small doll)
Duration:  Concentration, up to 1 minute
Classes: Cleric, Paladin, Sorcerer

Choose either acid, cold, fire, lightning, poison, or thunder damage. You grant one creature you can touch immunity to the chosen damage type for the duration of this spell. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or highter you may target an additional creature for every slot level above 4th.

Eremir's Might

4th-level Transmutation

Casting Time: 1 action
Range:  Touch
Components: V, S, M (a pinch of jade dust)
Duration:  1 minute
Classes: Cleric, Paladin

You inscribe a magic circle on a weapon. For the duration, attack rolls made with that weapon score a critical hit on a d20 roll of 19 or 20. 

Escalation of Privilege

4th-level Enchantment

Casting Time: 1 action
Range:  60 feet
Components: V, S, M (2 gold coins)
Duration:  Concentration, up to 1 minute
Classes: Warlock, Wizard

You reinforce the enchantment magic influencing a humanoid that was charmed by you at the beginning of this turn. The creature must make a Wisdom saving throw. On a failed save, the creature is now under the effects of the dominate person spell.

At Higher Levels. If you cast this spell using a 7th level spell slot or higher, you may target a creature of any type that was charmed by you. 

Flame Whips

4th-level Transmutation

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

You transform your arms into ten-foot long, yellow-red, glowing lines of solidified elemental fire which you can use as whips. Make melee spell attacks, one for each whip. On a hit, the whip deals 6d6 fire damage. For the duration, you can’t cast spells with somatic or material components, nor can you carry items with your forelimbs. 

Fling 

4th-level Evocation

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

You flick your finger against a creature. The target is impacted by a devastating gravitational force and must make a Strength saving throw. On a failed save, it takes 6d10 bludgeoning damage and is pushed 120 feet away from you. The push stops early if the creature hits a solid surface or is pushed into a creature of its size or larger. On a successful save, a creature takes half as much damage and isn't pushed.

If the target is pushed into or through the space of a creature, that creature must make a Dexterity saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This damage is increased by 1d10 per size smaller the creature is than the target. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the target takes an extra 1d10 bludgeoning damage and is pushed 30 additional feet for each slot level above 4th.


Note: For example, if a commoner (size Medium) is pushed into a frog (size Tiny), the frog must succeed on a Dexterity saving throw. Because the frog is 2 sizes smaller than the commoner, on a failed save, it would take 3d10 damage (the original 1d10 damage, which is increased by 2d10), probably exploding on impact, whilst the commoner would continue its destructive flight unhindered—questioning the laws of physics.

Fool Me Once 

4th-level Illusion

Casting Time: 1 reaction, which you take after succeeding on a saving throw
Range: Self
Components: S
Duration: Concentration, up to 1 hour
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

As you succeed on a saving throw, you become invisible and an illusory duplicate of you appears to fail the saving throw and undergo the effects. The double suffers a horrific fate of your own devising, the result of which leaves it dead or incapacitated. The illusion may include minor environmental changes as a result of the duplicate's presumed actions, such as a broken window the duplicate appears to have fallen through.

The illusion lasts for the duration. You remain invisible for the duration or until you attack or cast a spell.

Forge Witch Prosthetic

4th-level Transmutation (ritual)

Casting Time: 4 hour
Range: Touch
Components: V, S, M (1, 000 gp worth of rare bronze metals, 1, 000 gp worth of jade, a medium water elemental, a covenant forge to make the prosthetic in)
Duration: Instantaneous
Classes: Artificer

You assemble a limb, such as a hand, arm, or leg out of the spell's material components and create a witch prosthetic, a replacement limb for a creature. Once finished casting, a creature can attach the prosthetic and instantly attune to it.

If the limb is damaged by any means, it can be repaired by an artificer casting a greater restoration spell on the prosthetic's attuned user.

Witch Prosthetic (Arm/Hand/Leg)

Wondrous item, rare, requires attunement
This articulating, bronze-cast prosthetic is filled with a covenant-forged enhanced water elemental that operates the pistons in the joints. Belts and buckles strap it to the body, and a needle pricks the wearer to mix a drop of their blood into the water as the final step of attunement. 
While wearing this prosthetic, it moves and functions the same as a body part, though you cannot feel with it. As a bonus action, you can activate it. While active, you add your Charisma bonus to melee weapon damage rolls and Strength checks. This effect lasts 1 minute, or until you end it as a bonus action. The arm can’t be used this way again until the next dawn. 

At Higher Levels. If you cast this spell using an Artificer spell slot of 5th level, you can infuse a magical item that requires attunement into the prosthetic, transferring all transferrable magical properties into the prosthetic. If you do so, an additional material component of 10, 000 gold pieces is added to the casting of the spell. You can only have one magical item infused to a witch prosthetic.

Gale Blast Strike

4th-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp)
Duration: 1 round
Classes: Ranger

You touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. The first time you attack with the empowered item, unleashes a blasting galeforce, greatly empowering the shot. On a hit, the target takes an additional 4d8 damage from the attack, and is knocked backwards 30 feet. Any creature the target is knocked into by this movement takes 2d8 bludgeoning damage. On a miss, the target takes half as much damage and is not knocked back. 

Once an attack has been made with the piece of ammunition or weapon, the spell ends. 

At Higher Levels. When you cast this spell using a spell slot of 5th level, the shot deals an additional 4d8 damage and the target is knocked backwards an additional 20 feet. 

Ghost Wolf 

4th-level Illusion (ritual)

Casting Time: 1 action
Range: Self
Components: S, M (dire wolf tooth)
Duration: 1 hour
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

This spell conjures a Large, quasi-real, wolflike creature made of roiling black smoke. The wolf is the size of a horse and maybe used as a mount or for combat (use a dire wolf as the base creature). The ghost wolf gains the following additional traits: 

Greater Arcane Lock

4th-level Abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (ruby dust worth at least 50 gp, which the spell consumes) 
Duration: Until dispelled  
Classes: Wizard

This spell is the same as arcane lock except for the following: A greater arcane lock is unaffected by the knock spell. Greater arcane lock can be cast using any spell slot of the 4th level or higher and affects the difficulty a creature would have to successfully remove it with dispel magic

Gutsnake

4th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a fang from any reptile)
Duration: 1 minute 
Classes: Druid, Warlock, Wizard

You sprout a 15-foot-long tentacle from your stomach that can attack enemies. The tentacle has no eyes but ends in a pair of snapping reptilian jaws. The tentacle is equivalent to a giant constrictor snake except that it is completely obedient to you and moves as you command it. Attacks against the tentacle cause you no discomfort and don’t disrupt your spellcasting. If “killed,” the tentacle disappears without causing harm to you. The tentacle doesn’t interfere with spellcasting. 

With no action required, on your turn, you can have the tentacle attack (as a giant constrictor snake), and on a hit it can constrict. Each round the gutsnake is constricting a target, your speed becomes 0, unless you succeed on an opposed Strength (Athletics) check. 

Halo of Blood and Tears

4th-level Necromancy

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

A halo of glowing, bloody tears appears over your head, around your waist, or around one of your arms. Droplets constantly fall from the halo, striking the ground, where they vanish in a misty explosion. 

Until this spell ends, you can transfer damage you take into healing or spell energy. Whenever you take damage, you can use your reaction to store half that damage as magical energy. This effect doesn’t reduce the damage you take, and you can’t use this reaction if you already have energy stored from a previous instance of damage you took. The energy remains stored until expended or until this spell ends. You can expend the energy as a bonus action to cause one of the following effects: 

Hand of the Sorcerer

4th-level Transmutation

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

With a surge of power, you enhance your ability to modify your spells. At the start of each of your turns you gain 1 temporary Sorcery point which can only be spent to use Metamagic abilities. The temporary Sorcery points created by this spell do not stack with each other and disappear when the spell ends. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of temporary Sorcery points you gain each turn increases by 1 for each spell slot level above 4th.

Heart Link

4th-level Necromancy

Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a silver chain)
Duration: 8 hours
Classes: Cleric, Paladin, Wizard

You touch two willing creatures and link their life forces together. The spell fails if either of these creatures is already under the effects of heart link, or they were summoned into service by magical means. Until the spell ends, the linked creatures share a pooled amount of hit points equal to the total number of hit points both creatures currently have. Any damage either creature sustains draws from this hit point pool. They now also share the higher Constitution saving throw modfier between the two. 

If the linked creatures and themselves too far away from each other, they feel pain as if their bodies are being pulled apart. A linked creature takes 1d6 necrotic damage if they end their turn 30 feet or more away from the other linked creature. 

Should the linked creatures be reduced to 0 hit points, they must make their own death saving throws as normal. However, successes and failures are shared, meaning the creatures will stabilize if they collect three successes between the two of them, or they die if they collect three failures. 

Inevitable Undercut

4th-level Evocation

Casting Time: 1 action
Range: 200 feet
Components: V, S
Duration: Instantaneous  
Classes: Warlock, Wizard

Gathering chaos energy and hurling it towards a target within range, you make a ranged spell attack. On a hit, the target takes 6d8 psychic damage. If the target has fewer than half its total hit points remaining, it takes an additional 6d8 psychic damage. 

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, increase the psychic damage by 1d8 and the additional damage dealt to targets with fewer than half of their total hit points remaining by 1d8 for each slot level above 4th. 

Inexorable Summons

4th-level Conjuration

Casting Time: 1 bonus action
Range: 300 feet
Components: V, S
Duration: Instantaneous 
Classes: Paladin

You shout a command towards a hostile creature you can see within range, attempting to summon them to you. The target must succeed on a Charisma saving throw or be teleported to an unoccupied space within 5 feet of you that they can safely occupy (not within a cage, standing in lava, etc.). 

Invisibility Purge

4th-level Abjuration

Casting Time: 1 action
Range: Self (120-foot radius)
Components: V, S, M (powdered ruby worth at least 100 gp)
Duration: Instantaneous 
Classes: Warlock, Wizard

You purge magical invisibility effects within 120 feet of you. Any creature, object, location, or effect within 120 feet of you that is hidden by magical invisibility is revealed and the invisibility is dispelled. 

This spell applies to innate abilities that are magical in nature, such as an imp’s Invisibility, but it doesn’t affect creatures on other planes of existence, such as the Ethereal Plane. It also doesn’t reveal creatures that are naturally invisible. Items that grant magical invisibility (such as a ring of invisibility) have their effects suppressed for 1 minute. 

Knife of Fate

4th-level Necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a silver knife)
Duration: Until dispelled
Classes: Cleric, Warlock

You speak a word of binding fate and point your dagger. A creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the target’s fate is bound to one random ally of the target. Any damage or condition the target suffers is instead inflicted on the individual to whom they are bound, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gain a level or are targeted by a heal spell or partake of a heroes’ feast spell, lifting the binding.

Last Remembrance

4th-level Divination

Casting Time: 1 action
Range: Touch
Components: V, S, M (1,000 gp in coinage which the spell consumes)
Duration: 1 minute
Classes: Paladin, Ranger

With the coins in one hand, you place your other hand over the eyes of a corpse that has been dead no longer than 24 hours, and immediately become blinded for the duration. While blinded by this spell you watch the last moments of the corpse's life in reverse from the perspective of the target, beginning from the moment they died.

This spell has no effect on a corpse lacking eyes (including if the eyes have been removed post-mortem), or on a creature with no visual senses.

Light Arrows

4th-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a quiver)
Duration: 1 minute
Classes: Ranger

You call upon radiant magic, and imbue it into your quiver. For the duration, your quiver produces an endless supply of radiant arrows or crossbow bolts that you can use for any weapon you wield that requires those ammunitions. 

When you attack with this ammunition, your attacks deal 1d6 additional radiant damage on a hit, have triple their normal range, and their damage type becomes radiant. Also, once per turn when you hit a creature with this ammunition, you can force it to make a Constitution saving throw. On a failed save, it is blinded until the start of your next turn, and its speed is halved for the same duration If the quiver leaves your possession, the spell ends. 

At Higher Levels. When you cast this spell using a 5th level spell slot, the bonus radiant damage becomes 1d10.

Macy's Marvelous Dress

4th-level Conjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a glass slipper worth at least 100 gp)
Duration: Concentration, special
Classes: Bard, Wizard

A willing creature you touch is instantly clothed in a fabulous ball gown, perfectly tailored and complete with a set of glittering jewelry. You can choose for the dress to sit atop the creature’s clothing or armor, or for it to magically replace its outfit. The creature can’t remove the dress until the spell ends; similarly, the jewelry vanishes if it is removed from the dress. Until the spell ends, when the wearer makes a Charisma check, it can replace the number it rolls with a 10. 

Additionally, if the wearer of the dress is attacked by a creature that can see it, the attacker must succeed on a Wisdom saving throw or miss the attack. On a success, the attacker is immune to this effect until this spell ends. 

This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the dress vanishes in a puff of sparkles, and the creature becomes clothed in its original outfit. 

Magic Bullet

4th-level Conjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Artificer, Sorcerer, Wizard

You aim and fire a small, compressed pellet of magical energy at your target. Roll 1d100 to determine the success and damage of the attack. This spell does no damage if rebuked by a shield spell.

d100 - Effect
<25 - The spell misses
26-50 - 1d8+1 force damage
51-75 - 5d8+5 force damage
76-99 - 7d8+7 force damage
100 - 100 force damage

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

Maiden of Bones

4th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a virgin's carpal bone)
Duration: 1 minute
Classes: Warlock, Wizard

A creature within range must succeed on a Strength saving throw or be trapped inside an iron maiden formed of bone that appears in its space. The creature is considered restrained, incapacitated, behind total cover, can’t be damaged by attacks or effects originating from outside, and takes 3d6 piercing damage at the start of each of its turns as spikes of bone pierce its body. At the end of each of its turns, a trapped creature can repeat the saving throw, escaping and ending the spell on a success. The bone maiden has AC 14, 80 hit points, immunity to psychic and poison damage, and vulnerability to bludgeoning damage. If the maiden is destroyed, the creature trapped inside is freed and the spell ends. 

Marvellous Crystal Bridge

4th-level Conjuration

Casting Time: 1 action
Range: 500 feet
Components: V, S
Duration: 1 hour
Classes: Bard

The caster designates two points on a solid surface, between which a bridge of translucent and dazzling multi-hued crystal grows forth to form a bridge. The caster may opt, at the time of casting, to give the bridge stairs if it is at an angle, or keep it smooth. The bridge turns into a fine dust and vanishes into nothing when the spell expires.

Overpowering Weapon

4th-level Evocation

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

You fill your melee weapon with the overwhelming might of your magics. Until the spell ends, whenever you make a successful attack with this weapon, you deal extra force damage equal to twice your spellcasting ability modifier and the target must make a Strength saving throw or be knocked 10 to 20 feet away (your choice) from you and fall prone. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage is equal to three times your spellcasting ability modifier. 

Pebble to Boulder

4th-level Transmutation

Casting Time: 1 action
Range: 50 feet
Components: V, S, M (a pebble)
Duration: Concentration, up to 1 minute
Classes: Druid, Wizard

You hurl the pebble at an enemy within range. An instant before the pebble strikes it turns into a massive boulder (a cube 10 feet on a side, or a sphere 12 feet in diameter). Make a ranged spell attack as you throw the pebbel as part of the spell, transforming it in flight. If you hit, your opponent takes 5d10 bludgeoning damage and is knocked backward 5 feet. The boulder shatters after hitting its target. You may use an action to hurl a pebble on your turn for the duration. 

If you target an object or structure, it takes double the damage.

At Higher Levels. You can cast this spell using a 5th level or higher spell slot. It inflicts 1d10 extra damage and knocked 5 feet further for every spell level above 4th.

Piercing Chains

4th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (an iron chain)
Duration: Instantaneous
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard 

Chains with pointed tips burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes 5d8 piercing damage, or half the damage with a successful Dexterity saving throw. Creatures damaged by this spell that aren’t undead or constructs begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by applying any amount of magical healing. 

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

Piercing Gale

4th-level Evocation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Druid, Paladin, Ranger, Sorcerer, Warlock

You hurl a giant lance of powerful wind in a line 120 feet long and 15 feet wide and tall. Each creature in the line must make a Dexterity saving throw. A creature takes 6d4 piercing damage on a failed save, or half as much damage on a successful one. The lance disperses areas of fog, smoke, and other gases it passes through. After reaching the end of the line, the lance disperses and the wind comes back to you along the same path it traveled. Each creature in this line must make another Dexterity saving throw or take 6d4 slashing damage and be pulled 10 feet toward you. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the piercing and the slashing damages increase by 1d4 each for each slot level above 4th. 

Psychic Overload

4th-level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an azalea flower)
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard 

Sending forth a wave of psychic energy, you overwhelm a creature's mental faculties. When you cast this spell, choose a creature within range. This creature must make a Charisma, Intelligence, and Wisdom saving throw. For each failed save, the creature takes 3d8 psychic damage. If the creature fails all three saving throws, they are stunned until the start of your next turn. 

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

Quick Smoke

4th-level Evocation

Casting Time: 1 bonus action
Range: 120 feet
Components: V, S, M (a pinch of black powder)
Duration: 1 minute
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard 

You point your finger at a spot you can see within range and a pellet flies to that spot and strikes the ground. Thick opaque smoke pours out and covers a 20-foot radius from that spot. 

The area is heavily obscured. A creature that ends its turn within the cloud must make a Constitution saving throw. A creature that fails takes 5d4 + 5 poison damage and is blinded while a creature that succeeds takes half as much damage and is not blinded. A blinded creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. The cloud always forms on the ground and is 15 feet high. 

Reposition

4th-level Conjuration

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

You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th. 

Ruby Red Resistance

4th-level Abjuration

Casting Time: 1 action
Range: Self
Components: S, M (a ruby worth at least 500 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
Classes: Artificer, Ranger

You can't be affected or detected by spells of 3rd level or lower unless you wish to be. You have advantage on saving throws against all other spells and magical effects. 

At Higher Levels. When you cast this spell using a spell slot of 5th level, you can't be affected or detected by spells of 5th level or lower.

Sacrifice

4th-level Abjuration

Casting Time: 1 reaction, which you take in response to a creature you can see within 30 feet of you taking damage
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Cleric, Paladin, Wizard

You point your finger at the target. The target takes no damage from the attack. The damage that would have been dealt to the target is dealt to you instead. You must cast this spell before the damage is rolled. If you take radiant damage from this spell, the damage dealt to you is reduced by your Charisma modifier (minimum of 1). 

Sever Attunement

4th-level Abjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pair of scissors)
Duration: Instantaneous
Classes: Artificer

You attempt to sever the magical connection between a creature in range that you can see and a magic item of your choice. The target must succeed on a Charisma saving throw. On a failure, the target’s attunement to the magic item instantly ends, and it loses any benefits that the attunement granted them by the attunement, though this process fails to remove curses. 

If the creature is not attuned to the item or if the item is cursed in a way that prevents attunement ending, the spell fails and nothing happens.

Sha's Scapegoat

4th-level Abjuration

Casting Time: 1 minute
Range: Self (Special)
Components: V, S, M (black chalk, paint, or oil) 
Duration: 8 hours
Classes: Warlock, Wizard

You trace a complex arcane symbol into the flesh of a willing creature within 5 feet of you, marking them for sacrifice. During the spell’s duration, when you are hit with an attack and the marked creature is within 60 feet of you, you can use your reaction to switch positions with the creature, causing it to be hit by the attack instead of you. The spell then ends. 

Shadow Chains

4th-level Illusion

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a link from a spiked chain)
Duration: 10 minutes
Classes: Cleric, Sorcerer, Warlock, Wizard 

When you cast this spell, you create a shadowy spiked chain that shimmers and pulses with darkness. The chain exists as long as you carry it; if you ever drop the chain, give it to another, or are disarmed, it immediately vanishes and the spell’s duration ends. You can use your action to make a melee spell attack with the shadowy chain. On a hit, the target takes 1d8 piercing damage and 6d6 necrotic damage. The chain magically casts dim light in a 10-foot radius. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the necrotic damage increases by 1d6 for every two slot levels above 4th. 

Silver Wings

4th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a silver needle)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard

You grow a pair of metallic, feathered wings. These wings grant you a flying speed of 60 feet for the duration. When the spell ends, you fall if you are still aloft, unless you can stop the fall. While the spell is active, you can use a bonus action to make a melee spell attack with the wings against a target within 10 feet of you. On a hit, the target takes 2d6 slashing damage. The wings are magical weapons. 

As a bonus action, you can choose to end the spell and launch the metallic feathers in a 60-foot cone of razor-sharp blades. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. 

Staff of Violet Fire

4th-level Evocation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, but see description
Classes: Druid, Warlock, Wizard

You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell. 

This staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of three effects: 

The staff disappears and the spell ends when all the staff ’s charges have been expended or if you stop concentrating on the spell. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the melee damage increases by 1d10 for every two slot levels above 4th, or you add one additional ranged bolt for every two slot levels above 4th.

Steel Butterflies

4th-level Conjuration

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Classes: Bard, Wizard

You conjure numerous steel butterflies, which you release in a 30- foot cone. Each creature in the cone takes 10d4 slashing damage, or half damage with a successful Dexterity saving throw. Fey creatures have disadvantage on the saving throw, and they are also stunned until the end of your next turn if the saving throw fails. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 10 slashing damage.

Stone Fetch

4th-level Conjuration

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

You create a stony duplicate of yourself, which rises out of the ground and appears next to you. The duplicate looks like a stone carving of you, including the clothing you’re wearing and equipment you’re carrying at the time of the casting. It uses the statistics of an earth elemental

For the duration, you have a telepathic link with the duplicate. You can use this telepathic link to issue commands to the duplicate while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Run over there” or “Fetch that object.” If the duplicate completes the order and doesn’t receive further direction from you, it takes the Dodge or Hide action (your choice) on its turn. The duplicate can’t attack, but it can speak in a gravelly version of your voice and mimic your mannerisms with exact detail. 

As a bonus action, you can see through the duplicate’s eyes and hear what it hears as if you were in the duplicate’s space, gaining the benefits of the earth elemental’s darkvision and tremorsense until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. As an action while sharing the duplicate’s senses, you can make the duplicate explode in a shower of jagged chunks of rock, destroying the duplicate and ending the spell. Each creature within 10 feet of the duplicate must make a Dexterity saving throw. A creature takes 4d10 slashing damage on a failed save, or half as much damage on a successful one. 

The duplicate explodes at the end of the duration, if you didn’t cause it to explode before then. If the duplicate is killed before it explodes, you suffer one level of exhaustion. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the explosion damage increases by 1d10 for each slot level above 4th. In addition, when you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 8th level or higher, the duration is 8 hours. Using a spell slot of 6th level or higher grants a duration that doesn’t require concentration.

Storm Door

4th-level Conjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (a piece of fulgurite)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard 

Crackling with lightning, you teleport up to 120 feet to an unoccupied space that you can see. Each creature within 5 feet of both the space you left and your new space must make a Dexterity saving throw. A creature takes 1d12 lightning damage on a failed save or half as much damage on a successful one. 

On each of your turns for the duration, you can use your bonus action to call up the lightning and open such a storm door again, targeting a different space with the door each time. If you are outdoors when you cast this spell, a storm develops within 1 minute and follows you, and under such conditions, the spell’s damage increases to 2d12, and you can teleport up to 240 feet. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a creature of your choice within 5 feet of you can teleport through the storm door with you. Accompanying creatures do not suffer the lightning damage.

Suffocate 

4th-level Transmutation

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

You create a whirling sphere of air around a creature that causes them to struggle to breathe. The target must make a Constitution saving throw. On a failure, the target loses 5d8 hit points due to lack of air, has disadvantage on all ability checks, and cannot speak. On a success, the target takes half as much damage and suffers no other effects. For the duration, as an action, you can force the creation to make a saving throw against the ability again. 

If a target fails their saving throw against this spell 3 times in a row, they become incapacitated until they succeed on a save or the spell ends. If you don’t use your action to force the target to make a save, it counts as a success. 

A creature that does not need to breathe is unaffected by this spell.

System Shock

4th-level Necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Instantaneous  
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard 

You channel disrupting energy into the nervous system of a target you can see within range. The target must succeed on a Constitution saving throw or take 10d6 necrotic damage and be stunned until the end of its next turn. 

Thunderbolt

4th-level Evocation

Casting Time: 1 action
Range: 200 feet
Components: V, S
Duration: Instantaneous 
Classes: Druid, Sorcerer, Wizard 

A crackling bolt of lightning appears in your hand, allowing you to throw it at one target within range. Make a ranged spell attack. On a hit, the creature takes 7d6 lightning damage and must make a Constitution saving throw. The creature is deafened for 1 minute and stunned for 1 round on a failed saving throw or just deafened on a successful one. 

If the target is wearing metal armor or is mostly composed of metal, this spell ignores resistance to lightning damage, and the target has disadvantage on its saving throw.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you deal an additional 1d6 lightning for each slot above 4th. 

To Grasp the Sun

4th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a stone carved with a prayer by someone who loves you)
Duration: Concentration, special
Classes: Druid, Sorcerer, Wizard 

Upon casting this spell, select one other spell to cast. Time comes to a halt except for you alone while you cast the selected spell. You also expend a spell slot for the selected spell. The only actions or movements you are able to make during this time are those required to cast the selected spell. Time resumes upon completing the casting of the selected spell, or if you end the spell’s casting before it is finished. 

If you cast a spell with concentration, you use this spell's concentration.

You experience the passage of time as normal, and face the same risks of exhaustion if you take longer than 24 hours to cast your chosen spell. Additionally, once time resumes you must make a Constitution saving throw against your spell DC. If you fail this save, you gain one level of exhaustion. 

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, one additional creature is pulled into the spell’s effect for each spellslot above the 4th, and may assist you in casting your selected spell. Anyone assisting this casting must make the same saving throw against one level of exhaustion as well.

Trickster's Monte

4th-level Illusion

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute
Classes: Bard, Warlock, Wizard 

When you cast this spell, choose two other willing creatures you can see within range. Until the start of your next turn, you and those 2 creatures turn invisible. If any of you attack or cast a spell, the invisibility ends early for all targets. At the start of your next turn, each creature reappears, bu they appear as you rather than themselves. If a creature hits either of the creatures you targeted with an attack, the attacker takes 4d10 psychic damage. If the creature hits you with an attack, you take an additional 1d10 psychic damage. When a creature affected by this spell is hit with an attack, the spell ends.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for every 2 slot levels above 4th.

Turn to Pumpkin

4th-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pumpkin seed)
Duration: Concentration, up to 10 minutes
Classes: Bard, Druid, Sorcerer, Wizard 

This spell transforms a creature that you can see within range into a pumpkin. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The creature along with everything it is wearing or carrying are transformed into a form of a pumpkin for the duration. The target's statistics, except for its Wisdom score, are replaced by those of the pumpkin, which is a Tiny object with AC 14, 10 hp, and immunity to poison and psychic damage. At the end of each of its turns, the creature repeats the Wisdom saving throw, ending the spell on a success. The transformation ends early if the pumpkin is reduced to 0 hit points.

When it returns to its normal form, the creature returns to the number of hit points it had before it transformed, and has no memory of time spent as a pumpkin.

Unlock Weapon Potential

4th-level Transmutation (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S, M (an enchanted set of smith's tools worth at least 10, 000 gp)
Duration: 8 hours
Classes: Artificer 

You modify a weapon with your enchanted smith's tools. Choose two willing creatures that you know. For the duration, the weapon treats each chosen creature as if the creature is attuned to it, though it occupies no attunement slots, it can't be detected or analyzed by divination magic, and the weapon teleports into the hand of an attuned creature at the start of each of its turns.

Verbal Assault

4th-level Evocation

Casting Time: 1 action
Range: Self (30-foot cone)
Components: V
Duration: Instantaneous
Classes: Bard 

You utter words of power laced with deadly psychic energy. Each creature in a 30-foot cone must make an Intelligence saving throw. On a failed save, a creature takes 8d6 psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half the damage and isn’t stunned. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Vicarious View

4th-level Divination

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a platinum coin, or a platinum sphere with sapphire inlays worth 5000 gp)
Duration: See below
Classes: Warlock, Wizard

This spells duration depends on what material component you use for the casting of this spell. The caster imbues a platinum coin with their psychic energy, extending their senses into it. After the spell is cast, the caster can, as a bonus action, see up to a 10 feet radius sphere around the coin for 1 hour. Supernatural sight, such as truesight, are not transferred through the spell. The caster can see everything within the radius of the sphere as if they are walking around the area, so the coin being hidden away does not obscure its sight.

If the caster instead uses a platinum sphere with sapphire inlays as the material component, the spell duration is permanent until dispelled. The caster may have a number of permanent vicarious views up to their intelligence modifier. 

At Higher Levels. The radius of vision increases by 15 feet for every level above 4th.

Vital Exploit

4th-level Necromancy

Casting Time: 1 reaction, which you take when a creature within 60 feet is hit by a critical hit
Range: 60 feet
Components: S
Duration: Instantaneous
Classes: Cleric, Sorcerer, Warlock, Wizard

You exploit the moment a creature takes a grievous wound. The target must make an Intelligence saving throw or take 4d12 psychic damage and on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.

Walk the Ground

4th-level Conjuration

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Special
Classes: Druid, Ranger, Sorcerer, Wizard

You conjure a relentless seeking energy on a creature you can see within range. A magical line on the ground appears between you and it, which follows that creature wherever it goes. At the start of each of its turns, it takes 10 force damage from the line. The spell doesn't end until the creature is dead or the creature spent the time between the end of one of its turns and the start of its next turn not touching the ground, however it accomplishes that feat. The spell can end early if it deals 60 total damage or if a creature successfully casts dispel magic on the target ot the spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell can deal an additional 10 damage before it ends early for each slot level above 4th.

Water Serpents

4th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a scale from a fish)
Duration: Concentration, up to 1 minute  
Classes: Druid, Ranger, Sorcerer, Wizard

You conjure two large serpents made of water in spaces you can see within range. The serpents are under your control and can attack your enemies. Use the statistics for a giant constrictor snake. The serpents are also resistant to bludgeoning, piercing, and slashing non magical damage and can move through a space as narrow as 1 inch wide without squeezing. The serpents act on their own initiative and follow your commands to the best of their ability, vanishing when they reach 0 hit points or when the spell ends. 

Watery Tentacles

4th-level Conjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (an octopus tentacle)
Duration: Concentration, up to 10 minutes
Classes: Druid, Sorcerer, Wizard

When you cast this spell, three tentacles made of water appear around your body for the duration. You gain a +2 bonus to your AC, fire resistance, and vulnerability to lightning damage. As part of the action used to cast the spell, and as a bonus action on subsequent turns until the spell ends, you can command one of these tentacles to grapple a Large or smaller creature that you can see within 30 feet of you. The target must make a Strength saving throw or be grappled and restrained by the tentacle. At the end of each of its turns, a restrained target can repeat the saving throw. 

You can grapple as many creatures as you have tentacles. You can use an action or bonus action on your turn to release a grappled creature, or to drag it up to 20 feet in a direction you choose. A watery tentacle can lift a creature up to 10 feet into the air as part of this move, but the creature must begin and end its move on solid ground. If it does not, the grapple automatically ends. 

You can also use the tentacles to manipulate nonliving objects as an action or a bonus action. Each tentacle can lift up to 100 lb., and you can command multiple tentacles to work together to lift the same object as part of the same action or bonus action. Watery tentacles are not capable of detailed control―for example, they cannot open a chest or uncork a bottle. Burning objects are extinguished when the tentacle grabs them. 

At Higher Levels. When you cast this spell using spell slot of 5th level or higher, you gain an additional tentacle for every slot level above 4th. 

Wings of the Guardian

4th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a wing feather)
Duration: Concentration, up to 10 minutes
Classes: Cleric

Resplendent feathered wings sprout from your back. If you wish, they glow with silver light, providing bright light in a 50-foot radius and dim light for an additional 50 feet. 

You also gain a flying speed of 60 feet for the duration. When the spell ends, you are safely deposited in the nearest empty solid space. 

As your reaction, you can use your wings defensively, adding 2 + half the spell’s level to your AC against one melee attack. 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can extend the duration by 10 minutes (and parry more effectively) for each slot level above 4th level.

Withercrown

4th-level Necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Warlock, Wizard

When you cast this spell, your eyes glow a violet color and an ethereal violet crown appears around your head for the duration. You force a creature you can see within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. While cursed, a similar ethereal crown appears around the target's head.

While the creature is cursed, it has disadvantage on attack rolls, Strength-based ability checks, and Strength and Constitution saving throws. At the start of each of its turns, it must succeed on a Wisdom saving throw or take 1d10 necrotic damage. If this damage reduces the creature to 0 hit points, its spirit is claimed by Veronette.

At Higher Levels. If you cast this spell using a spell slot of 5th level, the duration is concentration, up to 10 minutes. If you use a spell slot of 6th-level, the duration is 8 hours. If you use a spell slot of 7th-level, the duration is 24 hours. If you use a spell slot of 8th-level, the duration is 10 days. If you use a 9th-level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Adrenaline Oversurge

5th-level Transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of horseradish)
Duration: 2 rounds  
Classes: Artificer, Ranger, Paladin, Sorcerer

You choose a creature you can see within range drive wild. The creature must make a Constitution saving throw. It can choose to fail. If the creature is hostile, it makes the saving throw with advantage and a +5 bonus. On a failed saving throw, A creature has the following benefits for the duration: 

When the spell ends, the creature falls unconscious for one minute, and is considered paralyzed while unconscious in this way. The creature regains consciousness at the start of its next turn after it has taken damage, ending the effect early. 

Aegis

5th-level Abjuration

Casting Time: 1 bonus action
Range: Self (30-foot-radius)
Components: V, S
Duration: 1 minute
Classes: Paladin

You create a protective tether to your allies, strengthing your durability as you endure their pain for 1 minute. Select up to 6 willing creatures within range. For each creature you select, you gain damage resistance to a damage type of your choice. You can choose acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder. For the duration, any damage to one of creatures selected when casting the spell is transferred to you instead. The spell ends early if you die.

Air Crush

5th-level Evocation

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

You manipulate the air pressure to crush a creature you can see within range. Make a ranged spell attack against that creature. On a hit, it takes 6d12 thunder damage and it must succeed on a Strength saving throw or be knocked prone. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. 

Al-Jarrah's Concealed Memory

5th-level Enchantment

Casting Time: 1 minute
Range: Touch
Components: V,S,M (a small trinket that fits your palm)
Duration: Instantaneous  
Classes: Wizard

You touch a willing creature’s forehead while holding a small trinket, like a gemstone or pocket knife, in your hand. The target should focus on a memory. After one minute, the target loses all memory of one particular day. That memory can’t be older than 10 years. 24 hours' worth of crystal clear memory fills the trinket with magic. The target’s consciousness fills the gaps in personal memory in a way that there should be no reason to suspect something has changed. If the magical trinket is broken, the memory comes back to its owner as long as the owner is in the same plane of existence as the trinket. 

Angelic Rebuke

5th-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V
Duration: Instantaneous 
Classes: Cleric, Paladin

With a word, you invoke the searing radiance of the higher powers to strike down your attacker. The creature must make a Charisma saving throw. If they fail, they are blinded until the start of your next turn and take 5d10 radiant damage. If they succeed, they take half as much damage and are not blinded. 

Arcane Armament Amplification

5th-level Divination

Casting Time: 1 action
Range: Touch
Components: V,S,M (a jade ring worth 50 gp, which the spell consumes)
Duration: Concentration, up to 1 minute
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You touch one creature and or the duration, the creature has advantage on all spell attack rolls. 

Arcane Fusion

5th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, see text
Duration: Instantaneous
Classes: Sorcerer

Effectively, when you use arcane fusion you cast two other spells using arcane fusion's 5th-level spell slot. When you cast arcane fusion, choose any 1st-level spell you know and any 4th-level or lower spell you know. Neither spell can have a casting time longer than 1 action. Both spells take effect in the order you choose, as though you had cast each of them in that order. You don't expend any spell slots to cast those spells. Each of the chosen spells has its normal effect, including range, target, area, duration, concentration, saving throw, etc. If either spell requires a material component or other special cost, these must be used or paid as part of casting arcane fusion

At Higher Levels. If you cast this spell using an 8th level spell slot, you can choose any 4th-level or lower spell you know and any 7th-level spell you know to cast together. 

Arrow of Ash

5th-level Evocation

Casting Time: 1 bonus action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Artificer, Druid, Sorcerer, Wizard

You create and launch a missile of hardened ash which travels toward one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 3d6 force damage and 3d6 fire damage. When it reaches the target, the ash arrow bursts into a 30-foot-radius sphere of ash centered on the target, regardless if the attack hits the target. The cloud of ash spreads around corners, its area is heavily obscured, and it lasts for 1 minute. 

When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or become poisoned until the start of its next turn. 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. 

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

Artifice Overcharge

5th-level Evocation

Casting Time: 1 action
Range: 120 feet
Components: S, M (a battery of some sort)
Duration: Instantaneous
Classes: Artificer

You overcharge the magic within an item, causing a large explosion of magical power. Select one magic item that you can see within range. All creatures within 30 feet of the magic item must make a Dexterity saving throw or take 10d8 force damage and be pushed 10 feet away from it. On a successful save, a creature takes half as much damage and isn’t pushed. If the item is being worn or carried by a creature, that creature has disadvantage on the saving throw. If it is holding the item, it drops it on a failure; if it is wearing it, they are not pushed, but fall prone on a failure. 

Additionally, you can make an Intelligence check to temporarily drain the item of its magic. The DC is related to its rarity, shown in the following table. If you succeed on the check, it briefly loses its magical properties, becoming a mundane version of itself until the start of your next turn.

Rarity - DC
Common - 8
Uncommon - 12
Rare - 16
Very Rare - 19
Legendary - 22

Assassinating Arrow

5th-level Necromancy (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S, M (an arrow and a drop of blood, strand of hair, or small personal item)
Duration: 24 hours
Classes: Artificer, Ranger, Paladin

By casting this spell, you imbue a piece of ammunition to have greater effect on a specific target. To this end, you need something directly associated with the creature for which the arrow is intended—a drop of its blood, a strand of its hair, an item of clothing it recently wore, or something similar—which is consumed in the casting of the spell. For the next 24 hours, if the ammunition is used to make a ranged attack against the specific target and it hits, it deals an extra 6d12 necrotic damage to the target and stuns it for 1 round. If the target makes a successful Constitution saving throw, it takes half as much necrotic damage and is not stunned. If the attack is a critical hit, the creature has disadvantage on its saving throw.

Asterion Blade

5th-level Evocation

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

Choose a creature you can see within range, a giant sword made of pure light falls from the sky on that creature. The target must make a dexterity saving throw, taking 10d12 radiant damage on a fail, or half as much on a success. 

Fiends and Undeads make this saving throw with disadvantage.

Aubade's Sunbath

5th-level Transmutation

Casting Time: 1 action
Range: Self
Components: : V, S, M (sand from the Sun Bull Dunes)
Duration: Concentration, up to 1 minute  
Classes: Cleric, Druid, Ranger, Sorcerer, Paladin

You take a moment to bask in the power of the Aubade's divine sun, turning your skin a burnished gold. You gain the following effects until the spell ends. 

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

Auric Lance

5th-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a golden needle)
Duration: Instantaneous
Classes: Cleric, Druid, Paladin, Sorcerer, Wizard

You fling a golden needle at a target within range, which expands into a deadly spear. Make a ranged spell attack. On a hit, the target suffers 10d8 piercing damage and gleams with a golden aura, granting advantage on all attacks against them until the start of your next turn.

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

Barrier of Gold

5th-level Ab juration

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a gold coin)
Duration: 1 minute
Classes: Bard

You create a golden barrier from point you choose within range that extends in a 15-foot radius sphere centered on that point. A number of creatures equal to your spellcasting ability modifier can use their reaction when they take damage to reduce said damage by 4d8 while within the barrier. If the barrier absorbs a total of 150 damage, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage reduction increases by 1d8 and the maximum absorbed damage increases by 50 for each level above 5th.

Battle Mind

5th-level Divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of spiderweb or a small crystal orb)
Duration: Concentration, up to 10 minutes
Classes: Ranger

You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit): 

Berzatto's Blessing

5th-level Enchantment

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a jade ring worth 500 gp, which the spell consumes)
Duration: 24 hours
Classes: Wizard

You touch a willing creature, and a magic circle appears behind its head, floating and following. When you cast this spell, choose one spell you have prepared of 3rd level or lower to assign to the circle. For the duration, the target can cast the assigned spell a number of times equal to your spellcasting ability modifier, using its Intelligence as the spellcasting ability. When all uses are expended, the spell ends and the circle disappears. 

Bite of the Naga Queen

5th-level Transmutation

Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Wizard

You transform one of your arms into a serpent, allowing you to make a melee spell attack against a creature within 10ft of you. On a hit, the target takes piercing damage equal to 1d8 + your spellcasting ability modifier and must make a Constitution saving throw. On a failure, the creature is poisoned, taking 10d8 poison damage and staying in the poisoned condition. On a successful, the creature takes half the poison damage and is not poisoned. Alternatively, you can spit the poison in a 10-foot cone, starting up to 10ft from you, and all creatures in the area must make a Constitution save. On a failed save, they take 6d8 poison damage and are poisoned, taking 1d6 poison damage at the start of their turns. They can repeat the saving throw at the end of each turn, ending the condition on a success. Creatures poisoned by this spell cannot be affected by it again until they complete a long rest.

Black Fireball

5th-level Evocation

Casting Time: 1 action
Range: 180 feet
Components: V, S, M (sulfur and ash)
Duration: Concentration, up to 1 round
Classes: Sorcerer, Warlock, Wizard

A maelstrom of swirling black fire appears near your hands. On your next turn, you choose a spot within range as an action, provided this spell hasn't ended. The maelstrom disappears from your hands and reappears centered on that point, grown exponentially. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 fire and 7d6 necrotic damage on a failed save, or half as much damage on a successful one.

The maelstrom spreads around corners. It ignites flammable objects in the area that aren't being worn or carried, and it withers nonmagical plants.

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

Blazing Thunderbolt Strike

5th-level Evocation

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

When you hit a creature with a melee weapon attack during this spell’s duration, a bolt of flaming lightning streaks down from the sky and strikes the target at the same moment. The attack deals an extra 2d8 lightning damage and 3d6 fire damage to the target, and the target must make a Constitution saving throw. It has disadvantage on the saving throw if it is wearing armor made of metal.

On a failed saving throw, the target is knocked prone, can't take reactions until the start of your next turn, and is lit ablaze. Until someone takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns. This fire continues even after the spell ends.

If you are outdoors in stormy conditions when you hit with the attack, the lightning damage increases by 1d8. If the target is already ablaze when you hit with the attack, the fire damage increases by 2d6.

You can decrease your current hit points by half your hit point maximum do remove this spell's concentration and increase the lightning damage dealt by 2d8 (or 3d8 in stormy conditions) and the fire damage dealt increases by 2d6 (or 3d6 if the target is already ablaze).

Bolts of Balthakk

5th-level Evocation

Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S
Duration: Concentration, up to 5 rounds
Classes: Druid, Sorcerer, Wizard

You expel thousands of lightning tendrils in a 60 feet long and 10 feet wide in front of you. Each creature in the area must make a Constitution saving throw. On a failure, they take 6d8 lightning damage, or half as much damage on a success. 

Creatures that fail the saving throw have unstable electrical tendrils that crackle in them for the duration. At the start of their turns, they must succeed in another saving throw or become paralyzed. Creatures with this effect can roll another saving throw at the start of their turns, ending the effect on a success. 

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.

Bottled Arcana

5th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (an empty glass container)
Duration: See below
Classes: Artificer, Wizard

By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting bottled arcana and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly. 

As an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell’s description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). Dispel magic cast on the container targets bottled arcana, not the spell inside. If bottled arcana is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.

Until the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.

Break Limb

5th-level Necromancy

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a broken animal bone)
Duration: Special, until healed
Classes: Paladin, Ranger

Make a melee spell attack against a living creature. On a hit, one of the creature’s bones breaks. Choose an arm or a leg: 

A limb takes 1d6 months to heal naturally. A lesser restoration spell or any healing spell of 4th level or higher heals it immediately. 

Bryn's Bullying Brogue

5th-level Transmutation 

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a nonmagical, leather shoe)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard

You toss a nonmagical shoe toward a creature you can see within range. The shoe grows to tremendous size before falling onto the target. The target must make a Dexterity saving throw. On a failed save, the target takes 5d10 bludgeoning damage and is knocked prone and restrained. On a successful save, the target takes half the damage and isn’t knocked prone or restrained, and the spell ends. 

Until the spell ends, you can use a bonus action on each of your subsequent turns to deal 2d10 bludgeoning damage to the target as the shoe grinds the target into the ground. 

At the end of each of its turns, the target can make a Strength saving throw, breaking free on a success. When the target breaks free or when the spell ends, the shoe shrinks to its normal size, becoming a nonmagical shoe once again.

Capsaicin Blast

5th-level Evocation 

Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a spicy pepper, which the spell consumes)  
Duration: Instantaneous  
Classes: Artificer, Druid, Ranger

You crush the pepper used to cast this spell and unleash an excruciating spray of caustic fluid. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 6d10 acid damage on a failed save and is blinded and incapacitated until the end of its next turn. On a success, a target takes half as much damage and is not blinded or incapacitated. A creature with resistance or immunity to fire damage is not blinded or incapacitated, even if it fails its saving throw. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every slot level above 3rd. 

Cloak of Nevermore

5th-level Illusion

Casting Time: 1 action
Range: Touch
Components: V, S, M (a raven feather)
Duration: Concentration, up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard

You touch a willing creature, who becomes cloaked in powerful illusion magic capable of deceiving senses as well as magical means of detection. For the spell’s duration, the target and anything it is wearing or carrying becomes invisible. The target leaves behind no footprints or fngerprints, and it cannot be detected by any other sense—hearing, smell, tremorsense, blindsight, and the like, though a creature with truesight can perceive the target. Furthermore, the target cannot be targeted nor detected by divination magic unless that magic comes from a spell of a higher spell level than cloak of nevermore. If the target takes a hostile action or casts a spell, cloak of nevermore ends at the end of the target’s next turn. 

Conjure Hound of the Night

5th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a wooden or metal whistle)
Duration: Concentration, up to 1 hour
Classes: Bard, Druid, Warlock, Wizard

You summon a fey hound to fight by your side. A hound of the night (see Tome of Beasts) appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends. 

The summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.

Conjure Hounds of the Ancients

5th-level Conjuration

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

You summon two fey spirits, which take on the form of a winter wolf & a hell hound and they appear in unoccupied spaces that you can see within range. Each creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Conjure Nightmare

5th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (brimstone and a torch)
Duration: Concentration, up to 1 hour
Classes: Paladin, Warlock, Wizard

You call forth a nightmare to serve you. The creature appears in an unoccupied space you choose within range. The nightmare will serve you as a mount, in combat and out. The nightmare is friendly to you and your companions for the duration and follows any commands you issue to it. If your concentration is broken, the nightmare is no longer bound by the spell. It might leave immediately, especially if it has been wounded or threatened, but it is just as likely to attack you or an ally, or otherwise gain retribution for being summoned and bound to your service. If you provide the nightmare with a sacrifice it can devour when it is first summoned, it will be appeased enough to simply return home once the spell ends, without causing harm to you or your companions. 

You can’t have more than one mount bonded by this spell, find steed, or find greater steed at the same time. As an action, you can release your nightmare from its bond, causing it to disappear permanently. Whenever the nightmare disappears, it leaves behind any objects it was wearing or carrying.

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

Divine Order: Reveal

5th-level Divination

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Warlock

You attempt to gaze upon the soul of a creature within range. It must make a Charisma saving throw. On a failure, its origins are revealed to you, and you learn all of the creature’s ability scores, skill proficiencies, damage vulnerabilities, damage resistances, damage immunities, condition immunities, saving throw proficiencies, weapon and armor proficiencies, alignment, and traits.

If a creature succeeds on this saving throw, it is immune to this spell for the next 24 hours.

Echoes of You

5th-level Conjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a mirror)
Duration: Concentration, up to 1 round
Classes: Bard, Sorcerer, Wizard

A creature you touch becomes duplicated in a line leading from you and it, with three duplicates. Each matches the target creature's statistics, features, and abilities, but with a complementary color scheme. Additionally, the three share the original's current resources such as rest uses and limitations for abilities. If the target can cast, no more than one of the four creatures can cast a spell of 1st level or higher per turn.

The duplicates share the target's initiative. At the end of the target's next turn, the duplicates vanish, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th-level, one additional duplicate is created. When you cast it using a spell slot of 8th or 9th-level, two additional duplicates are created.

Eclipse: Lunar Sight

5th-level Divination

Casting Time: 1 bonus action
Range: Self
Components: M (an empty eye socket)
Duration: 1 minute
Classes: Cleric, Paladin

You can only cast this spell if you have an empty eye socket.

Your remaining eye is able to perceive the subtle shifts in combat around you and adjust accordingly. At the start of your turn you may select one of the following options; 

You may change your selection at the start of each turn.

Excruciating Polymorph

5th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Sorcerer, Warlock, Wizard

You make a creature you touch polymorph into a monstrosity. The statistics of the creature changes as if it were affected by the polymorph spell. If the target is unwilling, it must succeed on a Constitution saving throw to resist the transformation. 

However, the transformation occurs much more painful than it does with the polymorph spell. To transform the creature into a monstrosity, you rupture its flesh and break its bones, changing its body completely. 

The transformation occurs fast but not in an instant: The change is complete at the end of the creature’s next turn, and until then, the creature is stunned because of the pain and its changing flesh. While the transformation is taking place, its hit point maximum is also reduced by 2d6 at the start of its next turn. 

When the spell ends because of any reason, the creature turns back to its true form in a similar, painful manner. 

Faith Armor

5th-level Abjuration

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

You bring into being a shadowy, translucent “armor” around yourself. Your AC increases to 20, regardless of encumbrance, Dexterity, and whatever real armor or garb you wear. 

In addition, when you cast the spell choose a school of magic. For the duration, you are immune to spells of that school. 

Field of Chains

5th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (two interlocked chain links)
Duration: Instantaneous
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard

You choose a number of targets you can see within range up to twice your spellcasting modifier. Arcane chains leap from the ground or nearby objects and structures to grasp and hold the targets, each of which must make a Strength or Dexterity saving throw to avoid the effect (target's choice). On a failure, each target is restrained and is moved up to 15 feet in any direction you choose, bound by the chains from multiple angles. Additionally, a creature who failed the save takes 4d8 bludgeoning damage.

A creature can attempt to break or slip free as an action, and repeats the save. On a success, its chains fade away. On a failure, it takes another 4d8 bludgeoning damage and remain chained.

A creature killed by this spell is permanently chained to the ground, structure, or object it was chained to. If removed, the chains shatter into tiny flakes of iron.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th-level, the chains transform into an arcane gold and iron alloy, a fey creature takes an additional 2d8 cold damage, and an undead creature has disadvantage on its first saving throw against this spell. When you cast this spell using a spell slot of 8th or 9th-level, creatures killed by this spell have the chains wholly wrap around their body. The chains cannot be removed or dispelled by anything less than 7th level magic, and the creature can't be resurrected while bound by them.

Flexuous Will

5th-level Illusion

Casting Time: 1 action
Range: Self (Varies)
Components: V, S
Duration: Instantaneous
Classes: Bard, Sorcerer

You have mastered the manipulation of your will as a devastating force. When you cast this spell, you can shape the cognitive explosion as a 20-foot-radius sphere centered on you, a line 60 feet long and 5 feet wide originating from you, or a 30-foot cone originating from you. Each creature within the area must make a Wisdom saving throw. A creature takes 6d10 psychic damage on a failed save, or half as much on a successful one. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. 

Gastraphetes Accelerare

5th-level Conjuration

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

A crossbow made of magic and stardust materializes in your hand. This magic crossbow lasts until the spell ends. It counts as a martial ranged weapon with which you are proficient. It has a range of 175/700, deals 2d10 radiant damage on a hit, deals extra damage on a hit equal to your spellcasting ability modifier, and has the range and twohanded properties. The crossbow normally fires stardust particles at immense speed and does not require ammunition, but you can also choose to fire a crossbow bolt with it. If you do, the damage dealt on a hit becomes 1d8 magical piercing damage. 

Until the spell ends, you can briefly charge the crossbow as a bonus action, increasing the speed of its projectile. The next attack you make before the end of your turn with the crossbow adds +5 to the attack roll. 

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the crossbow to reappear in your hand. 

Glorious Smite

5th-level Enchantment

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute
Classes: Paladin

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 10d8 psychic damage. Additionally, if the target is a creature, it must make a Charisma saving throw. On a failure, at the start of its next turn, it falls prone and then ends its turn, groveling in the face of your glory. The spell then ends. The spell ends early if you cast another smite spell.

Hammer of Xevioso

5th-level Conjuration

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

You compress air and magic into the form of an arcane warhammer. This magic hammer lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals 3d10 thunder damage on a hit, deals extra damage on a hit equal to your spellcasting ability modifier, and has the versatile [3d12], reach, and thrown properties (range 30/90). 

In addition, when you score a critical hit with the hammer, a clap of thunder rings in a 15-foot radius around you. Creatures of your choice in the radius must make a Constitution saving throw. On a failed save, a creature takes 3d12 thunder damage and is deafened. On a successful save, a creature takes half as much damage and is not deafened. A deafened creature can repeat the save at the end of each of its turns, ending the effect on a success. 

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the hammer to reappear in your hand. 

Hypermind

5th-level Transmutation (ritual)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Artificer, Druid, Ranger, Wizard

When you cast this spell, you can recall any piece of information you’ve ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.

Ice Tomb

5th-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an ice cube)
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Sorcerer

You attempt to freeze one Huge or smaller creature that you can see within range and encase it in ice. The creature must succeed on a Strength saving throw or be petrified as ice freezes it solid. A creature that has resistance to cold damage has advantage on this saving throw, and a creature that is immune to cold damage is unaffected by this spell. 

A creature petrified by this spell can repeat the Strength saving throw at the end of each of its turns, ending the spell on itself on a success. The spell also ends on the creature if it takes fire damage.

In Shining Armor

5th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 hour
Classes: Paladin

You are transformed into a glorious celestial. You assume the form of a Deva and gain a number of temporary hitpoints equal to its hitpoints. You revert to your normal form when you have no more temporary hitpoints or you die. If the spell ends before then, you lose all your temporary hitpoints and revert to your normal form.

Your game statistics are replaced by the statistics of the Deva, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the Deva. You can't use the Deva's Change Shape action.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, truesight) unless the Deva also has that sense.

When you transform, you choose whether your equipment falls to the ground, merges into the Deva, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the Deva to wear a piece of equipment, based on its shape and size. Your equipment doesn't change shape or size to match the Deva, except your weapons, which transform to match its size. Any equipment that the Deva can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

Legendary Ballad

5th-level Enchantment

Casting Time: 1 action
Range: Self (50 feet)
Components: V, M (a musical instrument that you are proficient with)
Duration: Concentration, up to 1 minute
Classes: Bard

You perform a ballad that inspires those who can hear it to legendary feats of heroism. A number of creatures of your choice equal to your spellcasting ability modifier (minimum of 1) that can hear you can instantly make a single weapon attack or cast a spell of 1st-level or lower. 

As a bonus action on each subsequent turn, you can use an instrument to continue this ballad and grant allow a creature that can hear you within range to immediately make a single weapon attack or cast a spell of 1st-level or lower.

Lifejade

5th-level Abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a jade piece worth 500gp)
Duration: 8 hours
Classes: Artificer, Bard, Cleric, Ranger, Wizard

You imbue a piece of jade with some of your life force. You may store 1 Hit Die in the jade, reducing your total Hit Dice for the duration of the spell. The first time you would die as a result of a failed death save, you immediately spend the stored Hit Die, regaining hit points equal to the result of the rolled Hit Die. 

This spell stacks with death ward

The jade must remain on your person for the duration of the spell. The spell ends early if the jade is lost, destroyed, stolen, or otherwise is separated from you.

Lightning Crash

5th-level Evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Druid, Ranger, Sorcerer, Wizard

You arch upwards in a flash of lightning and come crashing down onto a point within range. Each creature other than you within a 30 foot radius must make a Dexterity saving throw or take 8d8 lightning damage and is stunned until the end of your next turn. On a successful save, the creature takes half as much damage and isn't stunned.

You can then teleport to an unoccupied space you can see within 5 feet of a target that failed their saving throw, and make one melee weapon attack against it. On hit, you deal an en extra 2d8 lightning damage.

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

Lignify

5th-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a twig)
Duration: Concentration, up to 1 hour
Classes: Druid

You attempt to transform a creature into a tree. Target one creature you can see within range that is standing on the ground. Elementals and incorporeal creatures are immune. The target makes a Constitution saving throw. On a successful save, the target begins at stage 1 of the lignification process, and on a failed save, it begins at stage 2. The target repeats the saving throw at the end of each of its turns, lowering a stage on a successful save, and increasing to the next higher stage on a failed save. If it reaches stage 4, it no longer repeats the saving throw at the end of its turns. 

If you maintain your concentration on this spell for the entire possible duration and the target is a tree, it remains so permanently. Greater restoration can restore the target to its original form. If the target was on earthen ground when it became a tree, its roots extend into the ground, and it lives out its lifespan as a tree. If the target was on hard ground, in water, or other such surface, its roots are unable to extend into the earth, and it dies in 4d6 days. 

Magma Flow

5th-level Transmutation

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of dried lava)
Duration: 1 minute
Classes: Druid, Sorcerer

You transform a 60-foot-long, 20-foot-wide strip of land into a flowing stream of molten lava starting from a point you choose within range. The area becomes difficult terrain and is filled with intense heat. Any creature that enters the area for the first time on a turn or starts its turn there must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage and is engulfed in flames, suffering an additional 1d6 fire damage at the start of each of its turns until it takes an action to douse the flames or the spell ends. On a successful save, a creature takes half as much damage and doesn’t suffer ongoing fire damage. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage and the additional fire damage both increase by 1d6 for each slot level above 4th, and you may choose the length of the area affected to be increased by 10 feet for each slot level above 5th. 

Marine Benison

5th-level Transmutation

Casting Time: 1 action
Range: 10 feet
Components: V, S, M (an aquamarine worth at least 500 gp)
Duration: 1 hour
Classes: Druid, Ranger, Wizard

You send a cloud of droplets to envelop a willing creature within range. For the duration, the creature can breathe underwater, gains a swimming speed of 40 feet, and can comprehend and telepathically communicate with aquatic animals they can see. In addition, while fully submerged, the creature has echolocation, which grants them blindsight out to a range of 60 feet. This blindsight can only detect things in the same body of water as the creature, and the creature can’t benefit from the blindsight while deafened. 

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.

Martyr's Spear

5th-level Necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a vial of blood from a martyr)
Duration: Instantaneous
Classes: Paladin

You channel your life force into a destructive magical attack. You lose a number of hit points (of your choice) with which you make a ranged spell attack against the target, thus infusing the attack with strength from your own vitality. On a hit, the target takes necrotic damage equal to 4d6 + the number of hit points you used for this spell. The number of hit points you use for this spell cannot exceed your current hit points. 

If you fall unconscious as a result of using your hit points in this way, you automatically succeed on the attack before falling unconscious.

Mirror Mind

5th-level Enchantment

Casting Time: 1 bonus action
Range: Special
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard

Through innate talent or rigorous study, you have mastered the art of splitting your mind to focus on several tasks at once. When you cast this spell, choose a spell of 1st or 2nd level that you can cast and requires concentration. You immediately cast that spell without expending a spell slot. It does not require concentration, but instead lasts for its duration, or until you cast this spell again.

Nature's Strike

5th-level Transmutation

Casting Time: 1 reaction, which you take when an allied creature makes a successful attack
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Druid

When an allied creature makes a successful attack, you can imbue the attack with nature's power. As a result, the attack becomes a critical hit. 

Overwhelming Emotion

5th-level Enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute  
Classes: Bard, Sorcerer, Wizard

You beguile the mind of up to three creatures that you can see, assailing them with an all-consuming emotion. Each creature must make a Wisdom saving throw. Choose one of the effects below when you cast the spell. A creature that fails their saving throw is subject to the effects for the duration. A creature that is immune to the charmed condition is immune to the effects of this spell. 

Prying Eyes

5th-level Divination

Casting Time: 1 action
Range: 1 mile
Components: V, S, M (an handful of marbles)
Duration: Concentration, up to 8 hours
Classes: Bard, Wizard

You create 10 visible, semitangible magical orbs that resemble eyes. They move out, scout around and report back as you mentally direct them when casting the spell. You can give the eyes a set of commands up to 25 words in length, and they know what you know, so they can recognize your allies or specific creatures. Each eye can see 120' with normal vision only but can see in all directions. 

The individual eyes are fragile but small and difficult to spot. Each eye has 1 hit point, but because of their maneuverability, they are AC 18. The eyes have a +10 bonus to Stealth checks and a Perception bonus equal to your Wisdom bonus plus twice your proficiency bonus. 

To report their findings, the eyes must return to you. When you touch one of the eyes, you see a mental replay of everything the eye has seen in the last hour. After it relays its findings, the eye vanishes, as it does if it ever gets out of range or is destroyed. You can sense it when an eye vanishes, but cannot tell why.

Seven Suns of Cinnibus

5th-level Evocation

Casting Time: 1 action
Range: Self (90-foot line)
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Wizard

You manifest raw, primal magics, unleashing a leaping flare that emanates from you. It advances towards areas you can see within range, covering 90 feet of length and 5 feet of width. You can make the flare cover a straight line or you can make it turn in any direction as it progresses the full-length distance. If the flare comes in contact with magical darkness, it is dissipated instantly.

Each creature in the flare’s area must make a Dexterity saving throw, taking 7d8 radiant damage on a failure or half damage on a success. A creature that fails the saving throw takes 3d8 radiant damage as a bonus the next time it takes fire, radiant, or lightning damage. This effect lasts for a minute and can only happen once.

You can expend spell slots equal to a 5th-level spell slot during the casting of this spell (for example, one 1st-level spell slot and two 2nd-level spell slots), to have a beneficial effect for your allies. If the appropriate spell slots are expended, friendly creatures in the area gain 4d8 temporary hit points. When a creature is exposed to necrotic damage while still having at least 1 temporary hit point from this spell, you can make a DC 15 spellcasting ability check. On a success, that instance of necrotic damage is negated.

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

Shadow World

5th-level Conjuration

Casting Time: 1 action
Range: Self (60 feet)
Components: V, S
Duration: Concentration, up to 1 minute  
Classes: Sorcerer, Warlock

You call forth a portal to a shadowy plane that influences the world within range, crafting the umbral power into a new landscape of your choosing. The terrain you create can be opaque, but is only half-formed and thus only creates difficult terrain rather than true walls or surfaces. At the start of each of your turns while you maintain concentration on this spell, you can use an action to create one of the following effects: 

Snap of Revelation

5th-level Divination

Casting Time: 1 action
Range: 120 feet
Components: S
Duration: 1 round
Classes: Cleric, Druid, Wizard

You snap your fingers and every creature within range perceives things as they actually are. Each creature within 120 feet of you has truesight in the spell’s area until the start of your next turn. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 round for each slot level above 4th.

Sonic Boom

5th-level Evocation

Casting Time: 1 action
Range: 150 feet (20-foot-radius sphere)
Components: V, S
Duration: Instantaneous
Classes: Bard, Druid, Sorcerer, Wizard

A bead of thunderous force rockets from your fingertips toward a point you can see within range, where it explodes into a wave of sound that expands to a 20-foot radius sphere centered on that point. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 5d10 thunder damage, is deafened until the end of your next turn, is knocked prone, and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half damage and is not knocked prone, pushed, or deafened.

Unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from the center of the area by the spell’s effect.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d10 and the distance a creature is pushed increases by 5 feet for each slot level above 5th.

Spear of Zis

5th-level Conjuration

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

You compress air and magic into the form of an arcane spear. This magic spear lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals 3d10 lightning damage on a hit, and has the versatile [3d12], finesse, and thrown properties (range 100/300). 

In addition, immediately after you make a ranged attack the weapon flies back to your hand. 

The spear dissipates into static if you end your turn and it is not in your hand. Thereafter, while the spell persists, you can use a bonus action to cause the spear to reappear in your hand. 

Storm Shot

5th-level Evocation

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (an arrow or bolt which the spell consumes)
Duration: 1 round
Classes: Ranger

You shoot an arrow or a bolt with a ranged weapon that is charged with elemental lightning. Make a ranged weapon attack. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.

Additionally, If the arrow or bolt hits the creature they become a lightning rod, and at the end of their next turn after being hit with this spell a bolt of lightning comes crashing down on them spreading out like a web. Creatures of your choice within a 20 foot radius centered on the creature hit by the arrow or bolt must make a Dexterity saving throw or take 5d10 lighting damage, or half as much on a success.

Summon Arcane Serpent

5th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a snake fang)
Duration: Concentration, up to 1 minute  
Classes: Sorcerer, Warlock, Wizard

You conjure a shimmering amber or green serpent, coiled and ready to strike. The serpent appears on the ground in a space you choose within range. The translucent serpent is about 10 feet high but does not block line of sight. Creatures can enter or move through the serpent’s space, although they sense a tingling of arcane energy when they do so. When you cast the spell, and as a bonus action on each of your turns for the duration, you can move the serpent up to 30 feet or produce one of the following effects. You can’t use the same effect on consecutive rounds. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you move the serpent an additional 30 feet or produce an additional effect on each of your turns for every two spell levels above 5th. For example, if you cast this spell using a 7th-level spell slot, you could cause the serpent to move 30 feet and use its Tail effect, or use its Bite and Poison Spray effect. You still can’t produce the same effect on the same or consecutive rounds. 

Sundering Stroke

5th-level Evocation

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

The next time you hit a creature that has at least one head with a weapon attack before this spell ends, your weapon shimmers with silver radiance, and the attack deals an extra 6d12 radiant damage to the target. When you attack, you choose whether to inflict this instance of extra damage or not. If this damage reduces the target to 30 hit points or fewer, the target must succeed on a Constitution saving throw or have one of its heads cut off. The target dies if it can't survive without the lost head. A creature is immune to this effect if it doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with the weapon used to make the attack.

Tidal Bolts

5th-level Evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (vial of spring water)
Duration: Concentration, up to 1 minute  
Classes: Druid, Wizard

You manipulate the water around you into a large bolt of pure water. Make a ranged spell attack against the target. If the attack hits, the creature takes 4d10 bludgeoning damage. The target must also make a Strength saving throw or be pushed back up to 15 feet. As an action on each of your turns until the spell ends, you can hurl another bolt of water at the target.

At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, the spell's casting time becomes a bonus action and on each of your turns, as a bonus action, you can hurl a bolt of water until the spell's duration ends. When you cast this spell using a spell slot of 8th-level or higher, the spell does not need concentration.

Transcendent Eye

5th-level Divination

Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a piece of fulgurite)
Duration: Concentration, up to 1 minute  
Classes: Cleric, Druid, Sorcerer, Wizard

When you cast this spell, your mind clears and opens to the world around you. You gain complete awareness of all objects, creatures, and magical effects within range. You can clearly hear all sounds made, and can shift your awareness to any point within range as a bonus action. While your awareness is shifted, you are rendered deaf and blind to your normal senses. You can return to your normal senses as a bonus action. While you maintain concentration on this spell, whenever you perform an action that would force a creature to make a Dexterity saving throw, you can use your reaction to focus your attention on responding to that creature’s movements, causing it to have disadvantage on the saving throw. 

True Light Palm

5th-level Evocation

Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin

You channel the purest light through your hand to punish or save your targets. If you use it against a hostile creature, make a melee spell attack against the target creature. On a hit, the creature takes 8d6 radiant damage, the flames spread and consume the creature’s essence imposing disadvantage on all its saves made in the next minute. If you cast it on an allied creature, it heals 8d6 hit points, the flames ignite its essence and it has advantage on all saves it makes for the next minute. 

Vivify

5th-level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard

You target a creature you can see within range. The creature must succeed on a Constitution saving throw or have a body part of your choice awakened. The targeted body part gains an Intelligence score of 10, grows a mouth and ears if it does not already have them, and can speak one language you know.

While the spell is active, you can use a bonus action on each of your turns to command the awakened body part to perform one of the following actions, which uses the creature's reaction to execute:

Von Clausewitz's Oric Roulette

5th-level Enchantment

Casting Time: 1 action
Range: Special
Components: V, S, M (a gilded deck of cards worth at least 77 gp)
Duration: Instantaneous
Classes: Wizard

You hold out your spell book as a spinning golden wheel materializes above it. Choose six different 6th-level or lower spells with a casting time of 1 action and a duration of instantaneous from your spell book, then assign each a different number from 1 to 6. After each spell and its number have been declared, roll a d6. You cast the spell that has been assigned to the number rolled. 

At Higher Levels. When you cast this spell using a spell slot of 7th or higher, you can choose spells from slot level 8th and lower. 

Wall of Shadows

5th-level Illusion

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of ink)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard

You create an opaque wall of shadows along a straight line of your choice in range that is up to 60 feet long, 30 feet high and 1 foot thick. The wall provides total cover and is impenetrable by any form of sight. Creatures passing through the wall's space must make a Wisdom saving throw. On a failed save, the creature takes 8d6 psychic damage and is frightened until the start of its next turn. On a successful save, the creature takes half as much damage and isn’t frightened. 

Ward of Neutrality

5th-level Abjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a ruby worth at least 1000 gp, which the spell consumes)
Duration: 1 hour
Classes: Cleric, Druid, Wizard

You bless up to three willing creatures of your choice you can see within range. For the duration, whenever a blessed creature takes damage that isn’t slashing, piercing, or bludgeoning, that damage is reduced by 2d4. A creature cannot be under the effect of more than one Ward of neutrality spell. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose an additional target for each slot level above 5th. 

White Water Wall

5th-level Conjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a perfectly round pebble)
Duration: Instantaneous
Classes: Druid, Ranger, Sorcerer, Wizard

You create a wall of raging, turbulent water filled with debris. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall is opaque and ranged attacks can’t pass through the wall. 

If the wall cuts through a creature’s space when it appears, the creature must succeed on a Strength saving throw or be entrained in the water. A Huge or larger creature automatically succeeds on this saving throw. A Large or smaller creature that willingly enters the water’s space is also entrained by it. An entrained creature can’t breathe and has a speed of 0 feet

The first time a creature enters the wall and at the start of an entrained creature’s turn, it takes 3d10 bludgeoning damage as it is battered by the turbulent flow and debris. An entrained creature that uses its action to make a Strength check against your spell save DC and succeeds exits the wall prone within 5 feet of its current location.

White Water Whip. As a bonus action on your turn, you can cause a tendril of white water to grab at a creature within 10 feet of the wall. That creature must succeed on a Strength saving throw or take 3d10 slashing damage and be pulled into the wall where it becomes entrained by it.

At Higher Levels. When you use a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher to cast this spell, the wall’s maximum length also increases by 30 feet, its thickness increases by 5 feet, and the size of creature that automatically succeeds on the Strength saving throw increases by one for each two slot levels above 5th (to Huge at 7th level and Gargantuan at 9th level).

Adamantinize

6th-level Transmutation 

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (an adamantine coin)
Duration: Special, up to 1 hour per caster level
Classes: Druid, Wizard

You target a Medium or smaller object within range. It becomes unbreakable for the duration. 

All-Seeing Crystal Ball

6th-level Divination 

Casting Time: 10 minutes
Range: Self
Components: V, S, M (a ball of snow and ice)
Duration: 10 days
Classes: Wizard

Your chanted words cause the ball of snow and ice to coalesce and harden into a crystal sphere about 6 inches in diameter. The sphere has all the powers of a crystal ball

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you add a property from the as follows: 

Annihilation Disk

6th-level Evocation 

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute
Classes: Sorcerer, Wizard

You hurl a swirling disk of destructive force at one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 8d6 + 15 force damage, and the spell ends. This spell ignores resistance, and targets with vulnerability to slashing damage have vulnerability to the spell's damage.

On a miss, the disk flies past the target and begins flying through the air on its own, seeking out another target. Note the location of your target when you cast the spell. At the start of your next turn, you must repeat the spell attack (no action) against the creature that is now closest to that space, up to a maximum range of 90 feet, possibly attacking even yourself. If this attack misses or has no target, repeat this process using the location of the last target when the spell attacked it, repeating the attack each round until the spell ends.

The disk uses blindsight to find its targets, not vision, and it weaves around obstacles to reach its target, so subsequent attacks after the first ignore half cover and three-quarters cover and do not suffer disadvantage if you cannot see the target. If multiple creatures are tied for being the closest to the disk when you repeat the attack, you choose which one the disk attacks.

The disk damages objects in its path that aren't being worn or carried. When this spell destroys an object or kills a creature, it is sliced in twain.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage dealt increases by 2d6 for each slot level above 6th.

Backfire

6th-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: V, S
Duration: Instantaenous
Classes: Bard, Sorcerer, Warlock, Wizard

You attempt to redirect the magical energy of a spell back at its caster. If the creature is casting a spell of 4th level or below, the creature is treated as the target of the spell. If the spell affects an area, the creature becomes the center of the area of effect. If the caster was already the target of the spell, nothing happens. If the creature is casting a spell of 5th level or higher, the casting is not affected. 

At Higher Levels. The level of spell that can be affected increases by 1 spell slot level for every spell slot used to cast Backfire of 7th level or higher. 

Ball of Nothing

6th-level Evocation 

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a bag of holding)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard

A two-foot-diameter sphere of annihilation appears in an unoccupied space of your choice within range and lasts for the duration. You can use an action to control the sphere. You can move it in one direction of your choice, up to a number of feet equal to 5 x your spellcasting modifier. If you fall unconscious before the spell ends, the sphere acts as an uncontrolled sphere of annihilation until the spell ends, at which point it disappears. 

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage. 

A creature whose space the sphere enters must succeed on a Dexterity saving throw or be touched by it, taking 4d10 force damage. 

If the sphere comes into contact with a planar portal such as that created by the gate spell or an extradimensional space such as that within a portable hole, the GM determines randomly what happens, using the following table.

Ball of Nothing Effects
1d100 - Result
01-50 - The sphere is destroyed.51-85 - The sphere moves through the portal or into the extradimensional space. 86-00 - A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.

Bead of Iron

6th-level Abjuration 

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (an iron bead)
Duration: 1 hour
Classes: Wizard

You imbue a small iron bead with a protective aura. For the duration of the spell, while a creature has the bead on its person, the creature has resistance to bludgeoning, piercing, and slashing damage from non-adamantine weapons, and the creature's AC increases by 2. Keep track of how much damage is prevented by this spell’s resistance; the spell ends once it has prevented 100 points of damage.

Become Nightwing

6th-level Illusion

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

You call forth large wings of mist, smoke, and shadow that attach to your back and heed your commands. For the duration of the spell, you gain a flying speed of 90 feet, you become lightly obscured, and you gain a new attack action: Nightwing Burst. 

Nightwing Burst. As an action, while you have these wings, you can choose to unleash the power trapped within them, ending the spell and releasing a wave of nightmarish energy. Creatures within 60 feet of you must make a Charisma saving throw. If they fail, they take 6d10 psychic damage and become frightened of you until the end of your next turn. If they succeed, they take half as much damage and are not frightened. 

Behemoth Form

6th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a chunk of meat, consumed)
Duration: Concentration, up to 1 hour
Classes: Druid, Sorcerer, Warlock

The cells of a willing creature you touch begin to rapidly replicate, tripling its size and multiplying its weight by 64 until the spell ends. This growth increases its size by 2 categories, and everything the creature is carrying or wearing increases in size with it. If it drops an object, that object’s size returns to normal. If there is not enough space available for this growth, the target instead grows to the maximum size the space affords. 

Due to the growth, the creature gains the following additional effects until the spell ends: 

If this spell is cast or takes effect on a creature under the enlarge/reduce spell, both spells end.

Blood Cartography

6th-level Necromancy (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S, M (a corpse or vial of blood and a parchment)
Duration: Instantaneous  
Classes: Cleric, Druid, Warlock, Wizard

You draw blood from the vial or corpse and cast it upon the parchment. The blood flows together, forming a clear map of every location that the former owner of the blood has traveled within the past month. The path the creature took is highlighted, and the time spent in each location is indicated by the thickness of the blood-markings. The blood-map dries within one minute, and becomes permanent and impossible to dispel. 

Blood Puppeteering

6th-level Necromancy

Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard

You attempt to wrench control of the body of a creature you can see within range by manipulating its blood. The creature must succeed on a Constitution saving throw or have its movement and attacks controlled by you for the next minute. 

At the beginning of each of the creature's turns, the creature takes 2d10 necrotic damage, then, you can make the creature move up to its speed and make it take the attack action against a target of your choice, or use its multiattack action if it has one. The affected creature controls its own Bonus Action and Reaction, and repeats the saving throw at the end of each of its turns, ending the effect on a success. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th.

Blood to Vitriol

6th-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (flesh scarred by acid)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard

You attempt to turn a creature's blood into acid. One creature you can see within 60 feet must succeed on a Constitution saving throw or be stunned for 1 minute. A Stunned creature repeats this saving throw at the end of each of its turns, taking 5d8 acid damage on a failure, or ending the effect on a success. The acid damage done by this spell bypasses immunity and resistance to acid damage.

Creatures without blood, such as constructs and plants, are not affected by this spell. If blood to vitriol is cast on a creature composed mainly of blood, such as a blood elemental, the creature is slain by the spell if its saving throw fails.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the damage increases to 10d12. 

Bolstering Hymn

6th-level Enchantment

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

You let out a hymn of beauty and valor towards a creature that can see or hear you. The target gains 60 temporary hit points, and while the target has these temporary hit points they are immune to being charmed, and have advantage on Strength and Dexterity skill checks.

Bombard

6th-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a shard of cooled magma)
Duration: Concentration, up to 1 minute  
Classes: Sorcerer, Wizard

A barrage of fiery projectiles begins falling in the shape of a cylinder that is 30 feet tall with a 15-foot-radius centered on a point within range. A creature that starts its turn there must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. 

As a bonus action on your turn, you can move the sphere up to 20 feet. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. 

Bouncing Fireball

6th-level Evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (three iron pins and a tiny ball of bat guano and sulfur)
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard

A bolt of flame streaks from your finger toward a point you choose within range then explodes into an inferno. Each creature within 20 feet of the explosion takes 7d6 fire damage, or half damage with a successful Dexterity saving throw. 

Immediately afterward, a second bolt of flame streaks from that explosion to a second target point you can see exactly 40 feet from the first explosion. It explodes again at the second target point, causing another 7d6 fire damage (halved by a successful Dexterity saving throw). Then the flame jumps instantly again to a third target point, also within your line of sight and exactly 40 feet from the second explosion, where it detonates for the final time with identical results. 

Note that for the second and third bursts, the flame jumps exactly 40 feet—never more, never less—and if any part of a burst area overlaps the area of a previous burst, the burst fails to happen and the spell ends immediately. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. 

Call the Heart

6th-level Necromancy

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

One living creature that you point at takes 6d10 + 20 necrotic damage, or half damage with a successful Constitution saving throw. If the creature is reduced to 0 hit points by this attack, it must make another Constitution saving throw immediately. If this saving throw fails, the creature’s heart is ripped out of its chest and flies to your hand; the creature dies instantly.

Chainfire

6th-level Evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (three matchsticks)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard

You create a bolt of fire that arcs toward a target of your choice you can see within range. Three additional bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. 

A target must make a Dexterity saving throw. The target takes 10d8 fire damage on a failed save, or half as much on a successful one. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Chronostep

6th-level Transmutation

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

When you cast this spell, you move up to half your speed and regain any hit points you lost since the end of your previous turn. You don't provoke attacks of opportunity when you move. 

If you cast this spell after casting it your previous turn, roll percentile dice. On a roll of 40 or lower, the health that would be regained by this casting is instead lost, and your hit point maximum is reduced by an equal amount.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the percentile dice roll that would cause you to lose hit points decreases by 10 for each slot level above 6th.

Commander Crown

6th-level Enchantment

Casting Time: 1 bonus action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute  
Classes: Bard

A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa. 

Create Undead

6th-level Necromancy

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with unholy water, and a vial of liquid jade worth 2500 gp which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard

You can cast this spell only at night. You animate piles of bones or corpses, creating up to 3 CR worth of undead creatures appropriate to the bones or corpses, which are under your control. 

As a free action, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete or until you give it a different order. 

The creature is under your control for 24 hours, after which it stops obeying any command you gave it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you animated with this spell, rather than animating new ones. 

At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over 4 CR worth of creatures. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over 6 challenge ratings worth of creatures. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over 9 challenge ratings worth of creatures. (If you have the Undead Thralls feature or the like, a 9th-level spell slot allows the animation or control of 13 challenge ratings worth of creatures.) 

Deadline

6th-level Necromancy

Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (amber dust and fossil bonemeal worth 100 gp)
Duration: 1 hour
Classes: Druid, Sorcerer, Warlock, Wizard

You fire a 1-inch-wide, 60-foot-long beam of senescent energy that pierces through creatures, objects, and structures alike at untraceable speed. An object or structure pierced by the beam has its AC permanently reduced by 4 if it is inorganic. If it is organic, the point pierced by the beam and the object or structure's material within 1 foot of the beam decays and ages until it is brittle enough to break by a light touch.

A creature pierced by the beam must make a Constitution saving throw. It takes 10d8 necrotic damage and instantly ages 2d4 x 10 years on a failed save; if this damage would reduce a creature to 0 hit points, it falls unconscious and is stable instead of dying, and it ages an additional year for each point of damage it took in excess of its current hit points. On a successful save, a creature takes half as much damage and isn't aged.

The aging can be reversed with the greater restoration spell or more powerful magic, but only if it is cast within 24 hours of failing the saving throw. After that time, only a wish spell can reverse the effect.

Dehydrate-Rehydrate

6th-level Necromancy

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

You reach out and touch a creature, draining the water out of its body. The creature must make a Constitution saving throw. On a failed save the creature takes 10d10 necrotic damage. On a successful save the creature takes half as much damage. All the damage done to the target heals the caster.

Delilah's Second Mouth

6th-level Transmutation 

Casting Time: 10 minutes
Range: Self
Components: V, S, M (an opal worth 3000 gp, a bowl of burning incense, three drops of blood, and the tongue, jawbone and teeth of a humanoid or beast, which are consumed)
Duration: Instantaneous
Classes: Druid, Warlock, Wizard

By way of this ritual, you permanently transform a part of your body, such as the palm of your hand, your stomach, or neck, to grow a fully functioning mouth. This mouth has teeth, lips, and a long tongue. This mouth also possesses its own distinct voice and personality, and when you speak you can choose to speak through this mouth or cause both you and this mouth's voice to speak simultaneously. The mouth can speak every language that you know. 

You can consume food and drink via this mouth, and though the mouth does not require air you can choose to breathe out of the mouth (no action required). 

While you possess this mouth on your body, you have advantage on Charisma (Intimidation) checks, provided a creature can see this mouth. 

You can also use the mouth to make one bite attack against a Small or smaller target that you are grappling. If you are under the Enlarge effect of an enlarge/reduce spell, you can instead use this bite against a Medium or smaller target. If the attack hits, the target takes 2d6 piercing damage and the target is also swallowed into an extra-dimensional space, and the grapple ends. 

While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 4d6 acid damage at the start of each of your turns. You can have only one creature swallowed at a time. 

A creature inside the mouth can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the mouth, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the mouth. On a failure, the creature can't exit the mouth and wastes the use of the spell or effect. 

If a swallowed creature dies, its body and all nonmagical objects it is wearing and carrying instantly dissolve. Any remaining objects are immediately regurgitated from the mouth into a space within 5 feet of you. The creature's voice is also absorbed by the mouth, and when the mouth speaks, you can choose for the mouth to speak in the voice or utter the sounds of any creature that died while swallowed by it. 

You can only possess one of these mouths at a time. When you cast this spell while you already possess a mouth created by this spell, the current mouth closes and a new one appears on a part of your body of your choice.

Dust to Dust

6th-level Necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of dust or ash)
Duration: Instantaneous
Classes: Cleric

With a mighty incantation, you bring the ruin of ages. Choose any creatures or objects you can see within range, up to a maximum number of targets equal to your level. Celestials, incorporeal creatures, magic items, and objects larger than Medium size are not affected by dust to dust. Each target must make a Constitution saving throw. On a failed save, apply the following effects based on the creature’s CR. Use level instead if the creature does not have a CR. Objects are treated as CR 0. Unattended objects automatically fail the save, while an object that is worn, carried, or otherwise under a creature’s direct control uses the creature’s saving throw. 

At Higher Levels. When you cast this spell using a higher level spell slot, the effects increase. At a 7th-level slot, a CR 2 or lower is reduced to dust, and a CR 3 or higher suffers a maximum hit point reduction of 30. At an 8th-level slot, a CR 3 or lower is reduced to dust, and a CR 4 or higher suffers a maximum hit point reduction of 40. At a 9th-level slot, a CR 4 or lower is reduced to dust, and a CR 5 or higher suffers a maximum hit point reduction of 40. 

Eclipse: Moonsilver

6th-level Transmutation

Casting Time: 1 hour
Range: Touch
Components: V, S, M (a nonmagical silvered melee weapon worth at least 50 gp, and a jade piece worth at least 2,500 gp)
Duration: 7 days
Classes: Cleric

After spending the casting time inscribing magical runes into the nonmagical silvered melee weapon, you touch the jade to its hilt. The jade piece is absorbed into the weapon, transforming it into a magic weapon with a +1 bonus to attack rolls and damage rolls for the spell’s duration. 

The weapon also becomes especially effective against creatures whose resistance to bludgeoning, piercing, and slashing damage is counteracted by silvered weapons. Against such a creature, the weapon deals an additional 1d8 radiant damage on a hit. 

Additionally, the weapon has 16 charges, which can be expended in the following ways by the weapon’s wielder:

There is no restriction on combining the above options during a single turn or for a single attack. 

The weapon’s charges are automatically depleted after 24 hours, and can be restored by casting this spell upon the weapon again. Any creature that knows this spell can do so. Casting the spell in this way is special: the casting doesn’t require material components, has a reduced casting time of 1 minute, and restores the weapon to 16 charges for the next 24 hours. 

When the spell ends, the jade used as this spell’s material component is magically ejected from the weapon, allowing it to be reused (if the caster so desires).

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the weapon’s maximum number of charges is increased by 8 for each slot level above 6th. Using a slot of 7th level or higher for the special casting increases the number of charges restored by an equivalent amount. If you use an 7th level slot for the initial casting, the duration is 30 days. If you use an 8th level slot, the duration is 1 year. If you use a 9th level slot, the spell lasts until it is dispelled. The bonus to attack and damage rolls is increased to +2 if the slot is of 8th level or higher.

Exclusion

6th-level Abjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (a rotten egg)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard

For the duration of the spell, you do not take damage from spells and other magical effects that target an area. If a spell or magical effect causes an effect in an area without dealing damage, you are still affected by it.

Explosive Afterimage

6th-level Illusion

Casting Time: 1 action
Range: Self (30-foot radius)
Components: S
Duration: Concentration, up to 1 hour
Classes: Bard, Sorcerer, Wizard

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. As a bonus action, immediately after you cast this spell, you can teleport up to 30 feet away to an unoccupied space you can see and take the Hide action.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

When you cast this spell, choose one of the following options: acid, cold, fire, lightning, or thunder. The first time that your illusory double is struck by a melee attack, it explodes. Every creature in a 20-foot-radius must make a Dexterity saving throw, taking 8d6 damage of the chosen damage type on a failed save, or half as much on a successful one. The illusory double then disappears.

Flickerbolt

6th-level Conjuration

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

You dip in and out of reality, channeling the energy of your passage into bolts of cosmic force. Make three ranged spell attack rolls against targets in range. On a hit, the target takes 3d6 lightning plus 2d10 force damage.

Before or after making each of these attacks, you may teleport up to 30 feet to an unoccupied space you can see.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you make one additional attack for each slot level above 6th.

Fire Seeds

6th-level Conjuration

Casting Time: 1 action
Range: Special
Components: V, S, M (acorns or holly berries)
Duration: 1 hour
Classes: Druid

When you cast this spell, choose one of the following options. Depending on the option you choose, you turn acorns into weapons that you or another creature can throw, or you turn holly berries into bombs that you can detonate on command. 

Firewalk

6th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Sorcerer, Wizard

The creature you cast firewalk on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.

Hammer Slice

6th-level Transmutation

Casting Time: 1 reaction, which you take whenever a willing creature you can see hits with a melee attack
Range: 120 feet
Components: V
Duration: Instantaneous
Classes: Bard, Wizard

Whenever a willing creature you can see hits with a melee attack, you can cause that attack to become a critical hit. If it already was a critical hit, it deals an additional 10d10 slashing damage after damage has been calculated. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the damage by 1d10 per slot level above 6th. 

Hemorrhage

6th-level Necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (your blood)
Duration: 1 minute
Classes: Sorcerer, Warlock, Wizard

You suffer 1d8 necrotic damage. Your blood turns into a sharp bullet that aims for one of the main arteries of a creature. You must have encountered a creature of the same species before to know where its main arteries may be unless they are humanoid. Make a ranged spell attack. On a hit, the creature suffers from Hemorrhage for the duration. If they try to move, or if they are forced to move, they suffer necrotic damage equal to the number of feet they travel.

History Taking

6th-level Divination

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a gold coin soaked for 24 hours in brain matter and jade powder worth 5000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Wizard

Choose one creature you can see within range. If the creature has an Intelligence of 5 or higher, you learn all its memories for the past hour and maintain them as if they were your own. These memories include only what the creature currently would remember; it does not give you access to a real-time movie of the creature’s activities. 

At Higher Levels. When you cast this spell with a 7th-level slot or higher, you increase the span of time over which you gain your target’s memories. With a 7th-level slot, you gain the past 24 hours’ memories; with an 8th-level slot, you gain the prior week’s memories; and with a 9th-level slot, you gain the past year’s memories. 

House of Mirrors

6th-level Illusion

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

Choose three spaces that you can see within 30 feet of you. An illusory double of yourself appears in each of those spaces, indistinguishable from you in every way. The doubles have an AC of 10 + your Dexterity modifier, and any attack that hits one passes harmlessly through the illusion without dispelling it. An illusion that was hit by an attack becomes see-through, revealing it to be false.

Spells that you cast on yourself that the copies can benefit from, such as mage armor or mirror image, affect them as well. The doubles can't take any actions or reactions, and they can't move from their spaces, but they mimic gestures and the motions of your body. When you speak, you can choose to have your voice come from one of the doubles instead, or all of them at once.

A creature that uses an action to examine the area can determine that your doubles are an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the copies become see-through and the creature can tell which of you is the real one.

As a bonus action on each of your turns, you can teleport to one of your doubles' spaces, swapping places with it. The swap is instantaneous and undetectable, and when you do it, the illusion reasserts itself, and all see-through copies that were previously revealed as fake become opaque and indistinguishable from you once more.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of copies you can create increases by one for each slot level above 6th.

Howling Chain

6th-level Evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a length of silver chain)
Duration: Concentration, up to 1 minute  
Classes: Cleric, Sorcerer, Warlock, Wizard

A red chain of force wraps itself around a target you choose within range. The target must make a Dexterity saving throw to avoid being grappled by the chain. On a failed save, the target is grappled by the chain as it twists and writhes around it, causing the creature to have disadvantage on attack rolls and ability checks while it is grappled. In addition, on each of your turns, you can use an action to make a melee spell attack against the grappled target. On a hit, the target takes 3d6 piercing damage. The victim can attempt a Dexterity saving throw at the end of each of its turns to avoid being grappled by the chain. On a success, the target breaks free. 

If a target escapes before the spell ends, you may use an action to choose a new target within 30 feet of the previous one. The chains move to that target, who must make the Dexterity saving throw to avoid being grappled. The spell then continues as normal. 

Illusory Illusion

6th-level Illusion

Casting Time: 1 action
Range: 400 feet
Components: V, S
Duration: Until dispelled
Classes: Bard, Warlock, Wizard

You create a devious illusion that makes real objects seem like illusions. You target one creature or object that you can see. Creatures interacting with the object will assume it is an illusion and that any effects it causes, such as heat or damage, are likewise not real. The GM can track the real effects, if necessary. Creatures that carefully examine the target or that are damaged by it can make an Intelligence saving throw. 

On a successful save, they realize the object’s real nature. Like any illusion, this spell requires careful adjudication by the GM, especially if it is used against player characters. 

Imbue Undead with Spell Ability

6th-level Necromancy (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S, M (a blank scroll, on which you write with ink mixed with blood during the casting)  
Duration: Instantaneous  
Classes: Warlock, Wizard

You grant an undead servant the ability to cast a spell you know one time. Choose a spell you could cast using a spell slot. You sacrifice the spell slot you would use to cast it, and the undead creature you touch gains the ability to cast that spell once before the next time you finish a long rest. You can’t force the undead to cast the spell unless you have some other means of controlling it. 

Inception of Elements

6th-level Transmutation

Casting Time: 1 hour
Range: Touch
Components: V, S
Duration: 12 hours 
Classes: Druid

Focusing on the elements, you imbue one willing creature with one of these primordial elements for the following 12 hours. 

Jadejump

6th-level Conjuration (ritual)

Casting Time: 10 minutes
Range: Special (see below)
Components: V, S, M (two jade pieces of any size worth at least 5000 gp each)  
Duration: Until dispelled  
Classes: Druid, Sorcerer, Wizard

This spell links two specially prepared jade gemstones of any size. One of the jades is usually kept at a safe location, and the other one is carried until it is needed. Once you cast this spell, you can be transported to the location of one of the gems by holding the other one in your hand and speaking its command word as a bonus action. 

In addition to yourself, you can transport up to six willing Medium-sized or smaller creatures with you. Each creature can bring as many items as it can carry. 

Once you transport yourself with this effect, the spell ends. 

Leafstorm

6th-level Transmutation

Casting Time: 1 action
Range: Self (90-foot cone)
Components: V, S, M (a handful of leaves)
Duration: Instantaneous
Classes: Druid

You throw a handful of leaves in the air, and they swiftly fly in a 90-foot cone, slashing into everything that stands in their way. Each creature in the cone must make a Dexterity saving throw. A creature takes 12d6 slashing 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 7th level or higher, the damage increases by 1d6 for each slot level above 7th.

Luck of the Dead

6th-level Evocation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (9 gold pieces)
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard

You can only cast this spell if you have died at least once.

When you cast this spell, you make the nine coins vanish into your hand and choose a creature you can see within range. The target must make a Wisdom saving throw or regurgitate the coins. Call heads or tails and flip the coins. The side you call is worth 2, and the side you didn't is worth 1. Multiply the value of all coins together. The target takes the result in necrotic damage.

On a success, the coins reappear in your other hand, and the target feels a sudden weight lifted from its chest.

Lungburst

6th-level Evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard

You cause rapid and unpredictable changes in the internal air pressure of a creature you can see, rupturing its breathing apparatus. The creature must make a Constitution saving throw. A creature that is holding its breath makes this saving throw with disadvantage. On a failure, a creature takes 7d6 thunder damage, 7d6 necrotic damage, and immediately begins suffocating. On a success, a creature takes half as much damage and does not begin suffocating. 

A creature suffocating in this way can repeat the saving throw at the end of each of its turns, ending its suffocation on a success. A creature that does not need to breathe is immune to the effects of this spell. A greater restoration, heal, or wish spell can restore a creature’s ability to breathe, and end its suffocation. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the thunder and necrotic damage both increase by 1d6 for each slot level above 6th.

Mass Dispel Magic

6th-level Abjuration

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

A wave of nullifying energy bursts from you in a 60-foot-radius sphere. Any magical effect or spell of 6th level or lower on a creature or object in the area ends. For each spell of 7th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. If you succeed on the check, the spell ends. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you automatically end the effects of a spell in the area if the spell’s level is equal to or less than the level of the spell slot you used. 

Neocatapult

6th-level Transmutation

Casting Time: 1 action
Range: 400 feet
Components: V, S, M (a small platinum lever and fulcrum worth 400 gp)
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Wizard

You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.

Pierce Ego

6th-level Enchantment

Casting Time: 1 action
Range: Touch
Components: S
Duration: 1 round
Classes: Bard, Sorcerer, Warlock, Wizard

You forcefully make eye contact with your foe and create a path for your enchantments. Make a melee spell attack roll, on a hit the target's mind becomes temporarily vulnerable. Until the end of your next turn, if the target can see you, it automatically fails any saving throws it makes versus all enchantment spells, or non-spell effects which cause the frightened or charmed conditions.

Ravenform

6th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (the preserved heart of a Humanoid slain in battle, worth 1gp)
Duration: Concentration, up to 1 minute
Classes: Druid, Wizard

You invoke a curse on one creature that you can see within range. The creature must succeed on a Wisdom saving throw or be magically transformed into a raven for the duration. The spell has no effect on a shapechanger or a creature with 0 hit points.

The target's game statistics are replaced by the statistics of the new form, but it retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

If you concentrate on this spell for the full possible duration, the transformation lasts until it is dispelled. A dispel magic cast on the affected creature, if successful, dispels the transformation.

Rubyskin

6th-level Transmutation

Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a ruby worth at least 500 gp, which the spell consumes)
Duration: 24 hours
Classes: Cleric, Druid, Wizard

You touch a willing creature. Until the spell ends, the target’s skin is covered in ruby crystals. For the duration, the creature has advantage on saving throws against spells and other magical effects, and its AC increases by 2. 

Scarlet Cloak of Sevastika

6th-level Abjuration

Casting Time: 1 reaction, which you take when you are hit with an attack or effect that would reduce you to 0 hit points
Range: Self
Components: V, S, M (a ruby worth at least 100 gp, which the spell consumes)
Duration: 1 minute
Classes: Sorcerer, Warlock, Wizard

You break a ruby within your hand and a blood red cloak surrounds your body, steeling you for combat. You drop to 1 hit point instead and gain temporary hit points equal to 4d12 + your spellcasting ability modifier for the duration. Until the spell ends, you have advantage on attack rolls you make, and when you roll for damage, you can roll one additional damage die and add it to the result. The spell ends early if you ever have more than 1 hit point.

Sevendyeight

6th-level Illusion

Casting Time: 1 action
Range: 78 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Wizard

Choose one creature within range. The target must make a Wisdom saving throw, taking 7d8 psychic damage on a success, or 78 psychic damage on a failure. A creature with an Intelligence Score lower than 3 is unaffected by this spell.

Shadowmail

6th-level Illusion

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

You weave together threads of shadow to create a suit of armor made of solidified gloom around yourself, wearing it above any other clothing or armor you’re wearing. This magic armor lasts until the spell ends. It counts as a suit of heavy armor with which you are proficient, though it doesn’t have a Strength requirement or impose disadvantage on your Dexterity (Stealth) checks. While you wear the armor, your AC is 19 unless it was already higher, and while you’re in dim light or darkness, you make Dexterity (Stealth) checks with advantage. 

As a bonus action on your turn while you wear the armor, you can have the armor create a burst of terror in a 20-foot radius sphere around you. Each of your enemies within the sphere must succeed on a Wisdom saving throw or become frightened of you until the start of your next turn. If a creature succeeded on a Wisdom saving throw against this spell within the last 24 hours, it has advantage on the saving throw. 

At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, for each slot level above 6th, the AC granted by the armor increases by 2 and the radius of its burst of terror increases by 10 feet. 

Six Eyes of Sevastika

6th-level Divination

Casting Time: 1 action
Range: Sight
Components: V
Duration: 10 minutes
Classes: Sorcerer, Warlock, Wizard

You look into the spirit of six creatures you can see. One glowing eye per target manifests near you, trained on its quarry. A target of this spell is always visible to you and appears as an outline behind walls and other obstacles. The first time the target would damage you, it is foreseen and absorbed by the target's eye, causing you to take no damage. The eye then winks out of existence and the spell ends on its target. As a reaction, you can reflect the damage an eye absorbs back onto its target. The creature must make a Dexterity saving throw or take the damage dice in psychic damage it would have dealt you, or it takes half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature per slot level above 6th.

Soul Sword

6th-level Necromancy

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

You create a glowing blade of magical force in your free hand, made from a small piece of your soul. The sword is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the sword, it disappears, but you can summon the sword again as a bonus action.

You can use your action to make a melee spell attack with the soul sword. On a hit, the target takes 6d6 force damage plus 3d10 radiant or necrotic damage (your choice), which ignores resistance. If the target is an incorporeal undead, such as a ghost, or a soul removed from its body, the attack deals maximum damage and ignores immunity.

The attack also counts as a melee weapon attack made using a magic weapon, and you can choose to use your Strength modifier or your Dexterity modifier instead of your spellcasting modifier for the attack roll.

The sword sheds bright light in a 15-foot radius and dim light for an additional 15 feet. A creature killed by this spell has its soul injured, and cannot be restored to life except by a true resurrection or wish spell.

You add your spellcasting ability modifier as a bonus to saving throws to maintain concentration on this spell. You can use a bonus action to end the spell early. If the spell ends for any other reason than using your bonus action to end the spell early, you lose the fragment of your soul that was left in the blade, causing you to take 6d6 necrotic damage and gain one level of exhaustion. This damage cannot be prevented or reduced and it ignores resistance and immunity.

Steelskin

6th-level Abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of steel shavings)
Duration: 1 hour
Classes: Sorcerer, Wizard

You touch a creature and transmute their skin into a fine layer of worked steel. Until the spell ends, the target's armor class can't be lower than 19, and they have resistance to bludgeoning, piercing, and slashing damage. At the start of each of the target's turns, they gain 20 temporary hit points.

Stygian Eye

6th-level Necromancy

Casting Time: 1 action
Range: Self
Components: V, S, M (a black spherical bead)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard

You create a spherical eyeball from magical shadow that floats just behind and above your head. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can cause the eye to emit one of the following effects: 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 1d6 and the poison damage increases by 1d8 for each slot above 6th. When you cast this spell using a spell slot of 7th level or higher, the eye’s Shadow Sentry effect can interrupt a spell if its level is less than or equal to the level of the spell slot you used. 

Summon Battle Beetle

6th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 24 hours
Classes: Druid, Sorcerer, Wizard

You a summon fey spirit, which takes the form of a huge beetle that appears in unoccupied space that you can see within range. The beast is considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands, it will defend itself from hostile creatures, but otherwise take no actions. The DM has the creatures' game statistics (stats as a Mammoth but gains 30 ft. flying speed). 

Up to 5 creatures of medium size or smaller can mount the beetle at a time, but it only responds to commands given by you.

Summon Giant Mushroom

6th-level Conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a vial filled with mycelium)
Duration: Concentration, up to 1 hour
Classes: Druid, Wizard

You call forth a giant mushroom to aid you, conjuring it from the depths of an enchanted forest. It will fight to protect you and your allies and follow your verbal commands for the duration or until your concentration breaks, which causes it to return to its distant home.

The giant mushroom uses the statistics of an Awakened Tree, but it is immune to poison damage, has an additional 30 hit points, and can use the following action:

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the giant mushroom gains and additional 20 hit points and a +3 to hit and damage rolls for each level above 6th.

Sunrise: Brazen Bull

6th-level Evocation

Casting Time: 1 action
Range: 10 feet
Components: V, S, M (optional: one of your limbs, which the spell consumes)
Duration: Instantaneous
Classes: Cleric

You choose a creature within range that you can see and fill its body with sunlight. The target must succeed on a Charisma saving throw or take 90 radiant damage and radiate sunlight for three turns. This light escapes the target’s body from all of its orifices, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. 

You could also forsake one of your limbs completely while casting the spell. If you do so, your limb that was consumed by this spell can’t regrow by any means, but the target of the spell no longer makes a saving throw and is automatically affected by the spell. Additionally, when you cast the spell this way, the damage done by this spell ignores resistance or immunity to radiant damage.

The Crowngold's Rune of Reflection

6th-level Abjuration

Casting Time: 1 action
Range: Self
Components: S, M (a glove you are wearing)
Duration: 8 hours
Classes: Warlock, Wizard

You trace a powerful protective rune on the back of your glove, leaving a ward in the form of a glowing symbol that can reflect a spell back at its caster. For the duration, whenever a creature you can see hits you with a spell attack, or whenever you fail a saving throw against a spell cast by a creature you can see, you can use a reaction to raise your gloved hand that bears the rune, forcing the caster to make an Intelligence saving throw. On a successful save, you can cause the caster to reroll the spell attack that hit, or you can reroll the failed saving throw. The second roll must be used. On a failed save, the caster suffers all of the effects of that spell attack or failed saving throw, and you suffer none, just as if you had never been targeted with the spell attack or forced to make the saving throw at all. 

Whenever a spellcaster fails its Intelligence saving throw against this spell, roll a d8. If the result on the die is higher than the level of the triggering spell (or the level of the spell slot used to cast the triggering spell, if it was cast at a higher level than normal), the ward on your glove remains active and this spell continues for the duration. If not, this spell ends at the end of the turn. 

At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, you roll a d12 instead of a d8 to determine if the spell ends early when a creature fails its saving throw against it. 

True Light Palm Alpha

5th-level Evocation

Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous
Classes: Cleric, Paladin, Sorcerer

You channel the purest light through your whole arm as you make a melee spell attack targeting a creature within range. On a hit, the target takes 3d6+12 bludgeoning damage, 3d6+12 radiant damage, and must make a Strength saving throw. On a failed save, it is knocked prone and thrown 60 feet away from you in a straight line. If the creature impacts a solid object during this movement, it takes 1d6 bludgeoning damage for every 10 feet it traveled. On a successful save, it is not knocked prone or thrown. 

At Higher Levels. When you cast this spell using a spell slot of 7th or higher, the bludgeoning damage from the initial hit increases by 1d6 for every slot level above 6th. 

Twin of Light

6th-level Conjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (a mirror)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Sorcerer, Warlock

You look in a mirror and create a twin of yourself, completely made out of light. The twin is under your control and its initiative is equal to yours minus 10. It has the following properties: 

Unbound Chamber

6th-level Transmutation (ritual) 

Casting Time: 10 minutes
Range: 500 feet
Components: V, S
Duration: 8 hours
Classes: Druid, Sorcerer, Wizard

Using a ritual of ancient magic, you distort the gravitational balance of an enclosed space of your choice for the duration. The chamber can be of any shape up to 200 feet wide, 200 feet tall, and 200 feet long. While in the chamber, a creature doesn’t take falling damage, has its jump distance tripled, has a flying speed equal to its walking speed, and can hover.

Casting this spell on the same spot every day for a year makes this effect permanent.

Adamantine Wings

7th-level Transmutation

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

You feel an instant of searing pain from your back, which swiftly fades into a sensation of ultimate freedom. You sprout a pair of dull gleaming wings made of overlapping feathers of dark metal. You grow a pair of adamantine wings.

The wings grant you a flying speed of 120 feet (or 80 feet if you wear medium or heavy armor). If you are not flying, as part of the Attack action, you can replace one of your attacks to make one wing attack (as if they were simple weapons, with which you are proficient, that use your spellcasting modifier). Each wing deals 4d6 of slashing damage (plus your spellcasting modifier). The wings are considered both magic and adamantine for the purpose of overcoming damage resistance and immunity to nonmagical adamantine attacks and damage.

Additionally, as a bonus action, you can choose to launch the adamantine feathers as a burst of razor-sharp blades. This attack takes the form of a 90-foot cone-shaped burst. All creatures in the cone must make a Dexterity saving throw, a target takes 12d6 slashing damage on a failed save, or half as much damage on a successful one. This action immediately ends the spell's duration.

Ahmed's Sword of Stars

7th-level Evocation

Casting Time: 1 bonus action or 1 action
Range: 120 feet
Components: V, S, M (any bladed weapon, consumed in casting)
Duration: 1 minute
Classes: Wizard

As the cheap dagger crumbles to dust, your magic coalesces into a shimmering, translucent, greatsword-sized blade of force that appears to be made of twinkling stars. 

Choose a creature you can see within range. Your sword of stars moves toward that creature and when it comes within 5 feet of it attacks it. The sword has a flying speed of 60 feet and has the following action: 

Multiattack. The sword of stars makes two greatsword attacks.
Greatsword. Melee Weapon Attack: + 11 to hit, reach 5 ft., one target. Hit: 4d4 slashing damage. 

Your sword of stars has AC 22 and 22 hit points. It is immune to damage from anything other than physical attacks, except a successful dispel magic

Ahmed's Warding Tablets

7th-level Evocation

Casting Time: 1 action
Range: Self
Components: V, S, M (a golden staff worth at least 2000 gp, consumed in casting)
Duration: Concentration, up to 1 hour  
Classes: Wizard

You create five sandstone tablets carved with hieroglyphs in your space. They float in the air and orbit you for the spell’s duration. When you are hit by an attack, you can use your reaction to expend one of the tablets, causing the attack to instead miss you and destroy the tablet. 

When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one of the tablets, launching it at a target of your choice within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 4d12 bludgeoning damage and is knocked prone. 

When all the tablets are expended, the spell ends. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of tablets created increases by one for each slot level above 7th. 

Amplify Gravity

7th-level Transmutation

Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a piece of lead)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard

This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.

Amber Sarcophagus

7th-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an amber sphere worth at least 500 gp)
Duration: 10 days
Classes: Sorcerer, Wizard

You infuse a perfect sphere of pure, translucent amber with crackling magical power and hurl it. 

Make a ranged spell attack against a target within range you can see. On a hit, the amber explodes on impact and envelops the target in a brilliant flash of golden energy which immediately hardens into an immobile shell, trapping the target therein. 

While in the amber, the target is perfectly preserved, held in a magical stasis in which it is immune to anything outside the amber. 

The trapped creature is unaware of happenings outside the amber and is unable to do anything at all. 

The amber sarcophagus has AC 25 and 150 hp. If it is reduced to 0 hp, it shatters and crumbles to worthless dust, at which point the target is released from stasis, although it is stunned until the end of its next turn. 

Unless destroyed or dispelled, the amber sarcophagus traps the target for the duration of the spell, then disappears before releasing the target from captive stasis. 

Amputate

7th-level Evocation

Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Druid, Warlock, Wizard

You coat your hand with powerful evocation magics, make a melee spell attack roll against a creature, on a hit you deal 10d8 slashing damage. In addition, you rip off one of the creature's limbs (leg, arm, or other similar appendage). 

A creature is immune to this effect if it is immune to slashing damage, has legendary actions, or the GM decides that the creature is too big for its limb to be cut off with this spell. Such a creature takes an additional 5d8 slashing damage instead. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 4d8, and the alternative damage by 2d8, for each slot level above 7th.

Aqua Stomp

7th-level Conjuration

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a conch shell)
Duration: Instantaneous
Classes: Druid, Sorcerer

Invoking the primal power of water, you conjure a colossal surge of water directly above a target area within range, causing it to crash down in a devastating impact. The deluge affects a 40-footradius, 100-foot-high cylinder centered on a point you choose within range. 

Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 8d10 bludgeoning damage, is knocked prone, and is submerged 20 feet under water. On a successful save, a creature takes half as much damage and is not knocked prone or submerged. 

The sheer force of the water modifies the terrain and creates a temporary pool that is 20 feet deep and remains until it naturally drains or evaporates. 

Armor of Dark Turmoil

7th-level Conjuration

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock

Smokey wisps of black energy cover the caster, solidifying into a suit of plate mail (AC 18). This armour is stolen from some distant demon and comes with all the benefits and penalties for being in contact with mortal flesh. Every hour the armour is on, it gains an additional +1 AC but lowers the caster's maximum HP by 2d10. The armour makes no noise, has no weight and does not require proficiency to wear it. Removing the armour requires an Intelligence (Medicine) check against the caster’s spell save DC, otherwise, the armour rips the skin off the caster as it is removed, dealing 2d20 damage per hour it was worn beyond the first.

Avasculate

7th-level Necromancy

Casting Time: 1 bonus action
Range: 90 feet
Components: V, S
Duration: 1 round
Classes: Warlock, Wizard

You fire a blood red ray from your hand that strikes a target that you can see within range. The target begins to violently erupt blood from its pores, nose, mouth and eyes. The creature must make Constitution save. If they fail, their hit points are reduced to half their current total and they are poisoned until the start of your next turn. This spell has no effect on undead and constructs. 

Blizzard

7th-level Transmutation

Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Concentration, up to 1 minute  
Classes: Druid, Warlock

A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws until the start of its next turn. 

Bone Armor of Bellissimo

7th-level Necromancy

Casting Time: 1 reaction, which you take when you are going to take damage
Range: Self
Components: V, M (a shard of bone)
Duration: 1 minute  
Classes: Warlock, Wizard

For the duration, an exoskeleton of bone encases your body and provides 50 temporary hit points, including against the triggering attack. In addition, your Strength score increases by 8, your Dexterity score decreases by 4, and your size becomes Large. While the temporary hit points remain, you gain a bonus fist attack. As a bonus action, you may make a melee attack with which you are proficient against a target within 10 feet of you. On a hit, the target takes 2d12 + your Strength modifier bludgeoning damage. The temporary hit points of this spell increase by 10 for each corpse of small or larger creatures within 60 feet of you as your rip the bones from their bodies to augment your armor. Once a corpse has been used in this way, it provides no benefit to future castings of this spell.

This spell lasts until the duration expires or you run out of temporary hit points. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the temporary hit points by 10 hit points per spell slot and increase the strength gain by 2 per spell slot. 

Brittle Bones

7th-level Necromancy

Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a broken bone)
Duration: 1 minute
Classes: Cleric, Druid, Warlock

Weaving necrotic energies into a creature, you cause their body to weaken, making them susceptible to physical damage. When you cast this spell, choose one creature you can see within range. This creature must make a Constitution saving throw. On a failure, the creature takes an additional 5d4 damage for the spell's duration whenever it takes bludgeoning, piercing, and slashing damage. A creature suffers no effect on a success. 

Call Stronghold

7th-level Conjuration (ritual)

Casting Time: 1 hour
Range: 100 feet
Components: V, S, M (a fully cleared area the size of the structure and a small, perfect model of the structure worth at least 7,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Druid, Warlock, Wizard

You summon your structure from one area to another, and it instantly appears within range upon the completion of this spell. If any substantial objects, debris, or similar exist in the area that the structure would materialize in, the spell fails and all components and spell slots used in casting are lost. 

This spell is not limited to the plane the structure currently resides in, and may summon structures across planar boundries.

Conjure Shadow Titan

7th-level Conjuration

Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour  
Classes: Warlock, Wizard

You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan disappears when it drops to 0 hit points or when the spell ends. 

The shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (no action required by you). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions. 

The GM has the shadow titan’s statistics, using a stone giant, except its Stone Camouflage works in dim light and darkness rather than rocky terrain, and the rocks it throws are composed of shadow stuff and cause cold damage instead of bludgeoning damage. 

Control Lycanthrope

7th-level Enchantment

Casting Time: 1 action
Range: Self (60-foot radius sphere)  
Components: V, S, M (a shard of polished moonstone)
Duration: Special  
Classes: Cleric, Druid, Warlock, Wizard

When you finish casting the spell, lycanthropes and were-creatures of less than CR 4 instantly fall under your control, as though you cast charm monster on it. Lycanthropes of CR 4 or higher — and lycanthropes with class levels — can make a Charisma saving throw to avoid the spell. 

A lycanthrope is under your control for a number of days equal to your spellcasting ability modifier (minimum 1). At moonset each day, an affected creature can repeat the saving throw; on a success, the effect ends. 

Create Thunderstaff

7th-level Transmutation

Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a quarterstaff)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard

After you cast create thunderstaff on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound. 

After 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a thunderstaff, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a thunderwave spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged. 

If the final charge is not expended within 60 days, the staff becomes nonmagical again.

Cruel Wind

7th-level Evocation

Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 minute  
Classes: Cleric, Druid, Warlock

You wave your hands and call forth an unspeakable wind. All creatures within range other than you must make Constitution saving throws at the start of each of their turns. If they fail, they take 6d6 cold damage. If a creature dies while within range, they let loose a terrible scream. Each creature within 30 feet of the dying creature must make a Charisma saving throw. If they fail, they take 4d6 psychic damage. 

Death Avoidance

7th-level Divination

Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Classes: Bard, Cleric, Druid

You touch a willing creature and give it a deep insight into the void. With this great understanding, the target automatically succeeds on its next three death saves. 

Decapitating Scarf

7th-level Transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a silk scarf )
Duration: Instantaneous
Classes: Bard, Wizard

You flick a silk scarf at a target of Large size or smaller you can see within range. The scarf magically assumes an ironlike hardness on the way. Make a ranged spell attack. On a hit, the scarf wraps around the target’s neck, and the target must make a Constitution saving throw. 

On a failure, the target is decapitated, and it dies if it can’t survive without a head. On a success, the target takes 8d6 slashing damage and is restrained. If the creature has no head to sever, you deal the slashing damage and lop off a portion of its body instead (the DM determines which portion). A creature restrained by your decapitating scarf can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Divine Chains

7th-level Evocation

Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a tiny silver chain enscribed with the symbol of your deity, worth at least 1500 gp)
Duration: Concentration, up to 10 minutes
Classes: Cleric

Choose a creature you can see within range. Chains of pure light appear all around that target to catch each of its limbs before pulling them in opposite directions. The target must succeed a Dexterity saving throw, or be paralyzed 5 feet above the ground for the duration. While paralyzed this way, the target takes 4d8 radiant damage at the start of each of its turn, and it can make a Charisma saving throw at the end of each of its turn, ending the spell on a success.

Divine Order: Transcend

7th-level Divination

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

You call upon the power of the divine, seeking their guidance. Until the spell ends, you gain the ability to cast any spell from the warlock spell list of 5th level or lower without expending a spell slot or needing to prepare the spell. As part of casting this spell, you can cast a spell with a casting time of an action from your newfound spell list. However, the cost of using this power is steep. At the end of each of your turns, you must succeed on a DC 18 Intelligence saving throw or take 2d10 psychic damage. If you fail this saving throw two times, the spell ends early and you gain a short-term madness. 

At Higher Levels. When you cast this spell using a spell slot of 9th level, it no longer requires concentration, though you can choose to end the spell whenever.

Eclipse: Maul of the Moon

7th-level Conjuration

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a reliquary containing a sacred object or a holy relic worth at least 1,000 gp)
Duration: Concentration, up to 1 minute
Classes: Cleric

You conjure a divine maul of the moon in your hand, which lasts until the spell ends. It counts as a magical, martial melee weapon with which you are proficient. It deals 6d6 bludgeoning damage on a hit, has the heavy and two-handed properties. Once per turn when you hit a creature with this maul, you can force it to make a Constitution saving throw, becoming stunned until the end of your next turn on a failed save.

If you drop the weapon, it dissipates immediately. Thereafter, while the spell persists, you can use a bonus action to cause the maul to reappear in your hand.

Fate of One

7th-level Divination

Casting Time: 1 reaction, which you take in response to yourself or an ally that you can see within 60' missing an attack, failing an ability check or failing a saving throw
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Wizard

Your powers of divination give you a momentary burst of near-omniscience, allowing the target to reroll the failed attack, ability check or save with a +3 bonus. 

At Higher Levels. When you cast this spell using an 8th or higher level slot, you allow the target to roll one extra d20 per slot level above 7th and take the better result.

Forbidden Death Touch

7th-level Necromancy

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

This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 4d10 for each slot level above 7th. 

Glorious Master of the Elements

7th-level Evocation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Druid, Sorcerer

A surge of arcane energy explodes from your fingertips, sending white, red, and yellow jolts lancing outward. You channel the awesome energy of the primal elements. 

For the duration, as an action you can make a ranged spell attack against a target you can see within 60 feet of you. Choose a type of elemental energy from the following list: acid, cold, fire, or lightning. On a hit, the target takes 8d6 damage of the type you chose. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th. 

Glyph of Lordly Might

7th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of divine blood worth at least 3000 gp, which the spell consumes)
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Wizard

You draw a glyph on the forehead of a willing creature, unleashing strength untold from their form. The affected creature gains the following benefits: 

This effect cannot be targeted by dispel magic of any level lower than 8th. When this spell ends for any reason, the affected creature immediately suffers four levels of exhaustion. 

Gravity Crush

7th-level Transmutation

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

This spell concentrates all gravity in a large radius and channels it into a tiny radius, very briefly removing all gravity in the area and slamming it down on a creature. Choose a target you can see within 90 feet of you; the creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d8 + 40 force damage and is knocked prone. On a successful save, the creature takes half that damage and is not knocked prone. If the target rolls a 1 on its save, it is stunned for the next two rounds.

Heaven's Spear

7th-level Evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny replica spear fashioned out of solid gold worth at least 250 gp)
Duration: Instantaneous
Classes: Cleric

You hurl a spear of radiant light toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 piercing damage. 

When the spear reaches the target, regardless if it hits, it explodes in a wave of holy light. Each creature within 30 feet of the target, including the target, must make a Dexterity saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. Undead and creatures with the Sunlight Sensitivity trait have disadvantage on the saving throw. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radiant damage increases by 1d6 for each slot level above 7th.

Ice Soldiers

7th-level Conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, M (vial of water)
Duration: 1 minute
Classes: Sorcerer, Warlock, Wizard

You pour water from the vial and cause two ice soldiers to appear within range. The ice soldiers cannot form if there is no space available for them. The soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you wish. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts. Ice soldiers have the statistics shown below. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier. 

Images of Ikonn

7th-level Illusion

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

You summon multiple duplicates of yourself in a masterful display of illusory magics. They appear around you to a distance of 40 feet in all directions for the duration but remain in the place where you cast this spell. The area of illusion mimics visuals and sounds made from your actions or spells perfectly, as the duplicates do as you do, shifting position so it’s impossible to track which image is real.

Creatures of your choice inside the area have disadvantage on Strength, Dexterity, and Wisdom saving throws against your spells, and cannot hide from you. You gain advantage on attack rolls against them and further add a +3 to your attack rolls.

Attacks against you have disadvantage while inside the area and you are considered under three-quarters cover, the benefits of which also apply to your Strength and Wisdom saving throws.

Friendly creatures in the area are considered under half cover and have advantage on melee attacks against other creatures inside the area, as they are flanking with one of your illusions. 

A creature is unaffected by this spell if it can perceive illusions as false, as with truesight.

Inevitable Boulder

7th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an almost spherical stone)
Duration: Concentration, up to 1 minute 
Classes: Druid, Wizard

At a point you choose within range, you conjure into existence a Large 8-foot diameter boulder which rolls in pursuit of one creature that you can see of your choice. The boulder has 18 AC, 75 HP, immunity to poison and psychic damage, and resistance to nonmagical bludgeoning, piercing, and slashing damage. If the boulder is reduced to 0 hit points, it vanishes and the spell ends. 

At the beginning of each of your turns, the boulder moves 60 feet in the direction of its target. If the boulder enters a creature's space, the creature must make a Dexterity saving throw. On a failed save, it takes 6d10 bludgeoning damage and, if it is Large size or smaller, is knocked prone. On a success, the creature takes as much damage and is not knocked prone. The boulder also crushes nonmagical objects smaller than itself in its path. If the boulder reaches its target, it rolls over it and continues on, completing its 60-foot movement. The boulder continues to pursue its target for the duration, rolling over it more than once, if possible. 

After the spell ends, the boulder continues to pursue its target for up to 24 hours. Once the boulder strikes its target after the spell ends, it immediately vanishes. 

Jade Forces

7th-level Conjuration (ritual)

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (500 gp worth of jade, which the spell consumes)
Duration: 10 minutes
Classes: Druid, Sorcerer, Wizard

Three Medium jade statues of soldiers appear within range in spots of your choosing. The statues must be within at least 30 feet of one another. Each statue has an AC of 17 and 25 hit points and is immune to psychic damage. 

You and up to 12 of your allies make all attack rolls and saving throws with advantage when within 10 feet of a statue. In addition, when you are within 10 feet of a statue, you can divert up to 25 points of damage you would take from an attack to the statue. When a statue is reduced to 0 hit points, it crumbles into rubble and offers no more protection. When all the statues are destroyed, the spell ends. If this spell is cast as a ritual, the statues remain for up to 24 hours. 

At Higher Levels. When you cast this spell using a 9th-level spell slot, the number of soldier statues increases to five. 

Maegis

7th-level Abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (an ornate shield worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
Classes: Sorcerer, Wizard

You shatter a valuable shield, moving its thousand tiny pieces over the skin of a creature, a protective magic filling in the gaps between each piece, forming its aegis. Until the spell ends, the target has resistance to all damage except force damage.

As an action, you can dismiss this spell and cause the aegis to explode. Each creature of your choice that you can see within 30 feet of the aegis wearer must have a Dexterity saving throw. On a failure, they take 6d12 force damage, or half as much on a success. 

Mana Drain

7th-level Necromancy

Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaenous
Classes: Sorcerer, Warlock, Wizard

You inhibit a creature's ability to cast spells, blocking their mana, and stealing their voice. Make a melee spell attack against a creature within range. On a hit, the creature takes 8d10 force damage and must succeed on a Charisma saving throw. On a failure, they are rendered mute, and cannot cast spells for 7 days.

A greater restoration spell cast on the target using a 7th-level spell slot or higher ends this spell's effect.

Many Eyes of Ulmar

7th-level Transmutation

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

Numerous sockets of eyelids pry open all across your skin, granting you the ability to see in all directions. For the duration, you cannot be surprised. In addition, you can either use your bonus action to shoot one of the following magical eye rays at random (roll a d10), or your action to shoot up to three rays (roll a d10 three times, rerolling duplicates) against up to three targets you can see within 120 feet of you. 

Metal to Wood

7th-level Transmutation

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

You cause a magical shock and transmute manufactured objects and metal equipment, in a 20 cubic feet area, into wood. Creatures within the area must make a Charisma save. If they fail, all equipped and carried equipment made of metal is turned to wood. Objects and equipment that are not being equipped or carried are automatically turned to wood. Transformation into non-magical objects and equipment is permanent, while magical objects and equipment are transformed for 24 hours. Weapons transformed into wood are considered improvised weapons and have a -2 penalty to their roll and damage and transformed armors have a -3 penalty to their AC. 

Motes of Disruption

7th-level Abjuration

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

Anticipating interference with your spellcasting, you surround yourself with an arcane ward in the form of three flaring motes. For the duration, whenever you are targeted by any magical effect or spell, the motes of disruption will consume the effects instead. Once all three flares are consumed, the spell ends. The motes do not protect against spells that target multiple people, only spells that target you. 

Obsidian Lightning

7th-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of blackened amber)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard

Black, obsidian lightning streaks from your fingers towards a 150-foot line (5 feet wide) as you cast this spell. Each creature in the line must make a Dexterity saving throw. If the saving throw fails, the creature takes 8d8 lightning damage and loses (expends) its highest-level spell slot. On a successful save, the creature takes half damage and doesn’t lose a spell slot. Creatures with innate spellcasting lose one use of their highest-level spell instead. 

At Higher Levels. When you cast this spell using an 8th-level spell slot or higher, the damage increases by 1d8 for each spell slot used higher than 7th level,

Oculus Blossoms

7th-level Divination

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a carved seed)
Duration: 24 hours
Classes: Druid, Warlock, Wizard

A Tiny, magical flower grows in a space you can see within range. The space must be capable of supporting a flower, such as a patch of open ground, a pot of dirt, or similar. The blossom is always of a type natural to the region and is indistinguishable from a normal flower. When you cast this spell, you can create a number of these flowers equal to your spellcasting ability modifier. Each flower must be at least 5 feet away from another such flower. This spell ends if you cast it again before the duration ends. 

Until the spell ends, you can use an action to see and hear through one of the flowers as if you were in its space, provided you are on the same plane of existence as the flower. While perceiving through a flower, you can use a bonus action to switch your senses to another of the flowers or to end the effect. A creature that can see invisible things (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible eye in place of the flower’s blossom. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is 7 days. If you cast this spell using a spell slot of 9th level or higher, the duration is 30 days.

Party of One

7th-level Illusion

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes  
Classes: Bard, Warlock, Wizard

Two spectral copies of you appear in unoccupied spaces of your choice within range. The copies last for the spell’s duration. You can use a bonus action to move both copies to unoccupied spaces of your choice or swap places with a copy of your choice via teleportation. 

If you start your turn and a copy is more than 120 feet from you, it vanishes. If both copies vanish, the spell ends. The copies behave like physical creatures when moving, and thus cannot move through other creatures or solid objects. 

When you cast a spell, you can choose to cast it through a copy, allowing you to briefly see through its senses and treating the spell as if you cast it from the copy’s space. 

At Higher Levels. When you cast this spell using a spell slot of 8th or higher, you conjure an additional copy for each slot level above 7th. 

Phantasmal Phalanx

7th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a tiny statue of a warrior made from gold and precious stones, worth at least 250 gp)
Duration: Concentration, up to 1 minute
Classes: Cleric, Wizard

You summon six golden, phantasmal soldiers in unoccupied spaces you can see within range. Each soldier is considered Celestial, and it disappears when it drops to 0 hit points or when the spell ends. 

The soldiers are friendly to you and your companions. Roll initiative for the soldiers as a group, which has its own turns. You can communicate telepathically with the soldiers as long as you are on the same plane of existence, and the soldiers obey any commands that you issue to them (no action required by you). If you don’t issue any commands to the soldiers, they defend themselves from hostile creatures or position themselves protectively next to you and your allies, each soldier moving to within 5 feet of at least one of you. While positioned protectively, a soldier can use its reaction to impose disadvantage on a melee attack roll against the target it is protecting, provided the target remains within 5 feet of the soldier. 

The GM has the soldiers’ statistics, using a veteran that has a shield and is immune to nonmagical bludgeoning, piercing, and slashing damage.

Replicative Duplicate

7th-level Illusion

Casting Time: 1 action
Range: 5 feet
Components: V, S, M (mirror made from pressed jade, worth at least 5000 gp, which the spell consumes )
Duration: Concentration, up to 1 minute
Classes: Wizard

You call an ethereal copy of yourself into being in an unoccupied space within range. It has all of your statistics, except its hit points are equal to your level multiplied by your Constitution modifier. It has copies of all your worn and carried items, as well as any you are attuned to. For the duration, it moves exactly as you do and casts the exact same spells that you do at the exact same targets, essentially doubling the effects of most spells. Any spells it casts draw from your spell slots. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the hit points of the duplicate by your level per slot level above 7th. 

Seven Eyes of Sevastika

7th-level Conjuration

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

This spell conjures into existence seven magical orbs that float above the caster’s head in a ring about 5 feet in diameter. The eyes remain for 1 minute, or until the caster chooses to either expend the orb by using it in attack or defense. In addition, as long as at least one eye is still in existence, the caster gains 360° vision and see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent, with a 60-foot range. The powers of each eye are described below.

Although any number of eyes can defend the wizard in the course of a single round, only one eye may be used to attack per round. When the caster uses an eye to attack, he may not cast a spell or employ another magical item in the same round; willing the eye to discharge its energies requires his complete concentration.

Shield of the Seraphim

7th-level Abjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (a drop of blood, which the spell consumes)
Duration: Concentration, up to 1 minute
Classes: Cleric, Sorcerer, Wizard

You conjure a mystical barrier made of potent arcane traces and sigils to protect all creatures inside of it. The barrier takes the shape of a 20-foot radius sphere that moves with you in the center. 

For the duration, your speed is halved but you and all creatures of your choosing inside the area gain resistance to all damage, cannot be shoved, moved, or pushed against their will, and are immune to the prone, exhausted, incapacitated, stunned, paralyzed and charmed conditions. 

Creatures that enter the area and already have one or more of these conditions are rendered free of their effects. If they remain inside the area for 30 seconds, these conditions end.

Stoneheart

7th-level Necromancy

Casting Time: 1 hour
Range: Self
Components: V, S, M (a humanoid heart carved from a gemstone of exceptional quality worth at least 1,000 gp)
Duration: 1 year
Classes: Druid, Warlock, Wizard

You exchange your own living heart for the finely crafted heart of stone you used for the spell’s material component. Your living heart can then be stored or hidden anywhere you like, but must remain within the same plane of existence as you to keep the spell active, where it continues to beat for the duration. While your heart is removed in this manner, you automatically succeed on all death saving throws. If you die, but your original heart remains intact, you gain a new body with a new stone heart in 1d10 days and return to life with all your hit points. Your new body appears within 5 feet of your original heart. 

While you possess a stoneheart, you lose the ability to heal naturally during a short or long rest, and can only restore hit points through magical healing. If your living heart is damaged or destroyed, you are instantly slain. 

In addition, your stoneheart grants you resistance to non-magical bludgeoning, piercing, and slashing damage from weapons. The stoneheart can be dispelled, which transfers your living heart back to your body, and sends your stone heart to your living heart's previous hiding place. If you enter an anti-magic field, your stoneheart and living heart temporarily switch places, and then switch back again after you leave the affected area. 

You can choose to end the spell as a bonus action. The spell ends automatically if you travel to a different plane of existence from your living heart. When the spell ends, your own living heart instantly returns to its proper place, and the stone heart is destroyed.

Storm's Haste

7th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a coil of copper)
Duration: 1 minute
Classes: Druid, Sorcerer, Wizard

You touch a willing creature and invest it with the crackling power of lightning speed. Until the spell ends, all of the target’s speeds are tripled, it gains a +3 bonus to AC, it has advantage on Dexterity saving throws, and it gains two additional actions on each of its turns. These actions can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

For the duration, the target also has resistance to lightning damage, has advantage on weapon attack rolls, and deals 1d6 bonus lightning damage when it hits with a weapon attack. In addition, it can use a bonus action on its turn to teleport in a flash of lightning up to 15 feet to an unoccupied space that it can see.

When the spell ends, the target falls prone and is both stunned and paralyzed until the end of its next turn, as a wave of lethargy and electric pain sweeps over it. A creature affected by this spell gains no benefit from the haste spell.

Summon Wraiths

7th-level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Sorcerer, Warlock, Wizard 

You summon up two wraiths that appear in unoccupied spaces you can see within range. The conjured creatures are bound to your will and obey your verbal commands (no action required by you) to the best of their ability. The wraiths have hit points equal to half your maximum hit points and gain a bonus to their attack roll equal to your proficiency bonus. The wraiths act on your initiative count and remain for the duration or until they drop to 0 hit points. 

Sunrise: Ignite Sunblood

7th-level Transmutation

Casting Time: 1 reaction, which you take when you are reduced to 0 hit points or are killed
Range: Self (30-foot radius)
Components: V, S, M (optional: one of your limbs, which the spell consumes)
Duration: Instantaneous
Classes: Cleric

You ignite your sunblood into reality, which blossoms into a divine explosion of flame. Each creature within 30 feet of you, other than you, must make a Dexterity saving throw. A target takes 16d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

You could also forsake one of your limbs completely while casting the spell. If you do so, your limb that was consumed by this spell can’t regrow by any means, but the creatures affected by this spell no longer make a saving throw and are automatically affected by the spell. Additionally, when you cast the spell this way, the damage done by this spell ignores resistance or immunity to fire damage.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher,  the damage increases by 2d6 for each slot level above 7th.

Transmogrification

7th-level Transmutation

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a bit of flesh from a fiend, or a feather from a celestial, either worth at least 50 gp)
Duration: Concentration, up to 10 minutes
Classes: Warlock, Wizard

You elevate your body to a higher form. When you cast the spell, choose three of the forms described below and indicate which one’s effects will occur first. While the spell lasts, you can use a bonus action to exchange one of your choices for an unused one, or to make a new choice when the current one ends. The spell ends when its duration expires or when you expend all available uses of the third form you adopt. 

Wings. You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered. 

Breath Weapon. You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes 8d6 damage of the chosen type, or half as much damage with a successful Dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use. 

Limbs. Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage; you can use an action to make two melee weapon attacks with your new limbs, and each attack deals 2d12 damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties. 

Radiating Light. You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes 2d10 damage of the chosen type, or half as much damage with a successful Constitution saving throw. A creature takes this damage only once per turn. 

Regeneration. You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use. 

Overwhelming Might. When you hit a target with a weapon attack, the target takes an extra 2d8 force damage and must succeed on a Strength saving throw or be knocked prone. 

Frightening Presence. As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use.

Wall of Wonder 

7th-level Illusion 

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a stringed instrument)
Duration: Concentration, up to 1 minute 
Classes: Bard, Wizard

A wall of shimmering, mystifying energy springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 20 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick. It is translucent and intangible and lasts for the duration. 

When the wall appears, each creature within its area must make a Wisdom saving throw. On a failed save, the creature is stunned until the start of its next turn or until it takes damage. A creature that starts its turn in the wall’s area or that enters it for the first time during a turn must also succeed on a Wisdom saving throw or become stunned until the start of its next turn or until it takes damage. 

Arcane Sight

8th-level Divination 

Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of clear quartz)
Duration: 1 hour
Classes: Bard, Druid, Sorcerer, Wizard

The recipient of this spell gains the benefits of both true seeing and detect magic until the spell ends, and they also know the name and effect of every spell they witness during the spell’s duration.

Cataclysmic Failure 

8th-level Divination 

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you succeeds on a saving throw or uses its Legendary Resistance trait
Range: 60 feet
Components: V, S, M (ebony scissors)
Duration: Instantaneous 
Classes: Bard, Sorcerer

You conspire with the forces of destiny to create the worst case scenario for the triggering creature. You change the creature’s successful saving throw to a failure. If the effect that required the saving throw would deal damage to the creature, the creature takes double damage from the effect this turn. 

Caustic Torrent 

8th-level Conjuration 

Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a chip of bone pitted by acid)
Duration: Instantaneous 
Classes: Druid, Sorcerer, Warlock, Wizard

A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 15d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Child of Light and Darkness

8th-level Transmutation 

Casting Time: 1 action
Range: Self
Components: V, S, M (a pebble from the another plane that has been left in the sun)
Duration: 1 minute
Classes: Cleric, Druid, Sorcerer, Warlock

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1–10, you take the form of a humanoid made of pure, searing light. On a roll of 11–20, you take the form of a humanoid made of bonechilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in either form. 

Coldsnap/Heatwave

8th-level Transmutation

Casting Time: 1 action
Range: 500 feet
Components: V, S, M (an enclosed glass cylinder filled with liquid mercury)
Duration: Concentration, up to 1 minute  
Classes: Sorcerer, Wizard

You create a wild temperature fluctuation at a point you can see within range. For the duration, you create a cylinder that is 300 feet tall with a 100-foot radius centered on the chosen point. Within this cylinder, the temperature becomes freezing cold or unbearably hot. When you cast this spell, choose whether you will create a coldsnap or a heatwave in the area. 

Electric Interdiction

8th-level Evocation

Casting Time: : 1 reaction, taken when a creature within range moves, uses an action, bonus action, reaction, or legendary action, or interacts with an object
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard

Just before the event can occur, you blast the triggering creature with lightning, forcing it to make a Dexterity saving throw. On a failed saving throw, the target takes 1 0d8 lightning damage and must make a Constitution saving throw. On a successful Dexterity saving throw, the target takes half damage and no other effects. 

If the target fails the Constitution saving throw, the action or effect that triggered this spell is foiled Any spell slots or abilities that the target would have expended are still expended Its speed is reduced to 0 feet for the rest of the turn, and if it is the target's turn, the turn ends immediately 

At Higher Levels. When you cast this spell using a spell slot of 9th level the damage dealt increases by 10d8. 

Expedient Exploding Pustule

8th-level Necromancy

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

The caster inflicts a rapid curse upon a creature, causing a pustule to rapidly grow to the size of a man’s head upon their body before exploding, showering a 30-foot radius area and everyone inside it in an eldritch pus. Every creature must make a Constitution saving throw or their AC is lowered by 2d4 and take 8d8 poison damage (or half on a successful save for both damage and AC). Creatures that move across the area also must make a Dexterity saving throw or be knocked prone as they slip in the filth. This spell does not affect a creature without flesh. 

At Higher Levels. When you cast this spell using a spell slot of 9th level it removes an additional 1d4 AC.

Eyes of the Divine Warriors

8th-level Divination

Casting Time: 1 action
Range: Touch
Components: V, S, M (the weapon of a veteran)
Duration: Concentration, up to 1 minute
Classes: Wizard

Your mind is filled with the knowledge of all martial arts and battle techniques, which you can bestow upon a willing creature. When you cast this spell, the target shuts its eyes, revealing a sigil on each eyelid that allows it to see everything clearly. The creature has a +2 bonus to AC, rolls initiative with a +3 bonus, and cannot have disadvantage on attack rolls (as they are guided by the knowledge of a thousand warriors) for the duration. When the spell ends, the target’s mind can’t bear the weight of the knowledge it received, the sigils on its eyelids disappear and the creature forgets all it learned with the spell.

At Higher Levels. When you cast this spell using a 9th level spell slot, the first attack the target makes on each of its turns is a critical hit.

Freeze the Blood

8th-level Evocation

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

You bombard a creature you can see in range with lethal, blood-freezing cold which wears away at the very core of it. The creature must succeed on a Constitution saving throw or take 2d4 points of exhaustion, or half as many on a success.

Judgment

8th-level Evocation

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

You call upon the divine to bring holy judgment upon a creature you can see within range. Choose one of the following effects to invoke:

Nemean Melody

8th-level Evocation

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

You play a haunting melody. Each creature other than you within range that can hear the tune must make a Constitution saving throw. On a failed save, a creature loses half of its current hit points, rounded down. 

Our Powers Combined

8th-level Transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 10 minutes
Classes: Druid

You magically combine yourself and any number of willing creatures within 30 feet, creating a horrifying monstrosity to destroy your enemies. Select any monstrosity with a CR equal or lower than one-half of your combined levels. You are all transmuted into that creature. 

The transformation lasts for the duration, or until the monstrosity drops to 0 hit points or dies. When the transformation ends, every creature included appears in a space adjacent to the monstrosity's last location; if the transformation ends as a result of dropping to 0 hit points or dying, every creature is incapacitated until the end of its next round.

While you are transformed, all decisions are made by the caster of the spell. Every creatures equipment melds into the new form, which can't activate, use, wield, or otherwise benefit from any of the equipment.

Permanency

8th-level Enchantment

Casting Time: 1 hour
Range: Self
Components: V, S, M (the highest-quality components available for a particular spell costing 1,000 gp per level of the permanent spell: 1,000 gp for a 1st-level spell, 2,000 gp for a 2nd-level spell, etc.)
Duration: Until dispelled
Classes: Wizard

This spell makes certain other spells you cast on yourself permanent. Choose a spell of 5th level or lower that you can cast, has a duration of 1 minute or longer, a casting time of 1 hour or shorter, and can target you. 

You cast that spell as part of casting permanency, expending spell slots for both. 

The spell cast with permanency takes effect immediately and lasts until dispelled. Spells made permanent in this way no longer require concentration to maintain and do not require the use of a spell slot beyond the initial casting. If the spell you cast with the permanency spell is dispelled (such as by the dispel magic spell), then both that spell and permanency are dispelled and vice versa. You can only be affected by one permanency spell at a time.

Polar Ray

8th-level Evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard

A white ray of pure cold jumps from your hand to the target. If you hit with a ranged spell attack, the target takes 25d6 cold damage. 

Puncture

8th-level Transmutation

Casting Time: 1 action
Range: 400 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard

This powerful spell punches a small hole, about 2” in diameter, completely through one creature or object to a maximum depth of 400 feet. The power of this puncture is such that the rest of the target is often shattered asunder. A creature targeted must make a Constitution saving throw or suffer 10d12 force damage; an object receives no save. A creature that makes its saving throw takes half damage. 

In addition, if a creature fails its saving throw by 5 or more, it must roll on the following chart:

d100 - Result01-15 - Random appendage blown off16-55 - Random limb blown off56-65 - Headshot: knocked unconscious, 50% chance to lose an eye66-75 - Neck shot: head blown off, killed76-90 - Torso shot: stunned 1d10 rounds91-100 - Torso shot: extensive internal damage; maximum hit points reduced by half until attended with a greater restoration, heal, or similar effect

Raise Death Ship

8th-level Necromancy

Casting Time: 1 hours
Range: 1 mile
Components: V, S, M (the corpse of a sea captain, one sunken ship within range, and 22,222 gp in coinage, which the spell consumes)
Duration: Instantaneous
Classes: Warlock, Wizard

You raise a sunken ship from the sea floor, complete with its undead crew, to be brought to the surface under your total control. This is the death ship, the stuff of legend, kept afloat through powerful magic, despite the great holes in its hull, through which it flows freely. Animated skeletons patrol the deck, performing all the tasks they did in life as its crew but they cannot attack or take any action that would directly harm another creature (for example, manning the weapon stations and ballistics of the ship). 

A sunken ship must be in range for this spell to have any effect. Raise death ship will cause the ship to rise to the surface of the sea, where it will be magically seaworthy and under your full control. The death ship will do its best to sail towards your location after you cast this spell. A destroyed death ship cannot be raised from the sea again. Regardless of the amount of times this spell is cast, only a single death ship may be controlled at any one time by you. The ship cannot be dispelled by spells, warps, or effects such as dispel magic, or antimagic field.

Any type of ship may be raised this way and it will have a full complement of crew, usually skeletons. It is fully equipped with the armament and supplies. The ship is operated and maintained by the crew. The crew follows your commands as captain. The crew can operate the ship's weapons and perform the usual tasks needed to sail a ship. The crew is bound to the ship and cannot be commanded or forced to leave the ship. The DM is the final arbitrator of the ship type and the nature of its crew.

Raise Land

8th-level Abjuration (ritual)

Casting Time: 24 hours
Range: Touch
Components: V, S, M (an exotic feather and jade pieces worth at least 20,500 gp, which the spell consumes)
Duration: Until dispelled 
Classes: Druid, Sorcerer, Wizard

Upon the completion of this spell, the land beneath you and whatever else may be on that land slowly rises skyward, reaching 100 feet into the air after 10 minutes. The area affected by this spell can have a radius up to 1,250 feet, and the spell fails if the radius includes an area already under the effects of a different casting of this spell. 

While standing on a piece of land affected by a raise land spell that you have cast, you may use your action to cause the landmass to move up to 50 feet in a direction you choose. The landmass ceases to move if it impacts any object. 

If this spell is dispelled, the mass of land formerly affected descends slowly at a rate of 10 feet per minute. A dispelled landmass may float or sink in water, at your DM's discretion, and impacting the ground even at a slow speed may cause damage to structures or creatures on the landmass. 

At Higher Levels. When you cast this spell using a 9th level spell slot, the radius affected by this spell increases to 5,000 feet.

Reflective Defense

8th-level Abjuration

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

When you cast this spell, an invisible barrier permeates your flesh until the end of your next turn. If you would take damage during that time, the damage is reduced to 0, and if the source of the damage was another creature, that creature takes the full amount of the damage as force damage instead. 

Rune of Arma Ultima

8th-level Abjuration

Casting Time: 1 action
Range: Touch
Components: S, M (a weapon)
Duration: 8 hours
Classes: Wizard

You draw a symbol upon a weapon you touch, which glows a color of your choice. Any weapon affected by this rune cannot be unwillingly disarmed, critically hits -1 (i.e., on a 19-20) and enemies struck by the weapon treat the wielder’s AC and saving throws as +3 until the start of the wielder’s next turn.

Seed of Destruction

8th-level Conjuration (ritual)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (five teeth from a still-living humanoid and a vial of the caster’s blood)
Duration: 1 hour
Classes: Warlock, Wizard

This spell impregnates a living creature with a rapidly gestating hydra that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five‑headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds it takes the embryo to mature. 

During the rounds when the embryo is gestating, the affected creature takes 5d4 slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw. 

When the gestation period has elapsed, a tiny hydra erupts from the target’s abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard hydra, but with the ability to cast bane as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t give it a command or it can’t follow your command, the hydra attacks the nearest living creature. 

At the end of each of the hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability. 

The hydra disappears at the end of the spell’s duration, or its existence can be cut short with a wish spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a dispel magic spell under the normal rules for dispelling high-level magic.

Share Contingency 

8th-level Evocation 

Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a statuette of the target carved from ivory and decorated with gems worth at least 1,500 gp)
Duration: 10 days
Classes: Wizard

Target a willing creature within range and give them the material component of this spell.. Choose a spell of 5th-level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting share contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect on the targeted creature when a certain circumstance occurs. You describe that circumstance when you cast the two spells. 

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then share contingency ends. 

You can use only one share contingency spell at a time. If you cast this spell again, the effect of another share contingency spell on the target creature ends. Also, share contingency ends if its material component is ever not on the target creature’s person.

At Higher Levels. When you cast this spell using a 9th-level spell slot, its duration becomes “until dispelled” (the other conditions for ending the spell still apply). 

Shatmet's Spinal Sundering

8th-level Evocation 

Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard

You launch a death blast and kinetic force at one target you can see within range as the spell attempts to blast the bones out of the target's body. Make a ranged spell attack against it. On a hit, the target takes 4d8 + 20 necrotic damage and 4d8 + 20 bludgeoning damage. It must also succeed on a Constitution saving throw or become stunned until the start of your next turn, and if you choose so, it must succeed on a Strength saving throw or be pushed 50 feet away from you and knocked prone.

On a miss, the target takes half damage and it isn't stunned, pushed, or knocked prone.

This spell ignores resistance to necrotic damage, and undead creatures have disadvantage on the Strength saving throw for this spell.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the necrotic and bludgeoning damage dealt both increase by 2d8.

Storm of Jade Hornets

8th-level Conjuration 

Casting Time: 1 action
Range: Self (120-foot cone)
Components: S, M (jade hornet statue worth 7000 gp, which the spell consumes)
Duration: Concentration, up to 1 minute
Classes: Druid, Warlock

You crush the jade hornet in your hand, taking 8d4 Slashing damage, which if resisted, reduced, or prevented causes the spell to fail, then extend your hand as though to cast the shards out. A storm of razor sharp jade hornets spring into being, swarming through a 120-foot cone originating from you. Each creature in this area must make a Dexterity saving throw, and if a creature has a feature or trait that allows it to take no damage on a successful saving throw, that feature or trait does not apply to this saving throw. On a failed saving throw, a creature takes 20d4 slashing damage, or half damage on a successful one. The hornets then coalesce into a single space at the “back end” of the cone in an unoccupied space of its choice. The swarm acts immediately after your turn, but is not under your control, attacking the closest creature with the most hit points missing on its turn. It uses the statistics of a Swarm of Wasps (Manual Pg. 338) with the following exceptions: 

Any hornets remaining at the end of the duration turn to dust 

At Higher Levels. When you cast this spell using a spell slot of 9th Level increase the initial damage by 20d4.

Time Slippage

8th-level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (the heart of a chaotic creature of challenge rating 5 or higher, worth 500 gp)
Duration: Concentration, up to 1 minute
Classes: Wizard

You ensnare a creature within range in an insidious trap, causing different parts of its body to function at different speeds. The creature must make an Intelligence saving throw. On a failed save, it is stunned until the end of its next turn. On a success, the creature’s speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. The creature repeats the saving throw at the end of each of its turns, with the same effects for success and failure. In addition, the creature has disadvantage on Strength or Dexterity saving throws but advantage on Constitution or Charisma saving throws for the spell’s duration (a side effect of the chronal anomaly suffusing its body). The spell ends if the creature makes three successful saves in a row.

True Dragon's Breath

8th-level Transmutation

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a ghost pepper)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard

You teach one willing creature and imbue it with the immense power to breathe out a magical frenzy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 30-foot cone or 30 foot long, 5 foot wide line (the creature chooses each time it takes the action). Each creature in that area must make a Dexterity saving throw, taking 12d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

Ultimate Invisibility

8th-level Illusion

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

The creature you touch turns invisible, and its scent and sound are masked for the spell’s duration. Like greater invisibility, the subject can attack and cast spells without ending the spell. This spell also hides the subject from blindsight, tremorsense, and any other sense that would normally reveal a hidden creature. 

In addition, the subject of the spell is immune to see invisibility, faerie fire, and similar spells for the spell’s duration. 

Undulating Baleful Blue Lightning

8th-level Evocation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of Opal)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard

The caster wrestles desperately with this spell, trying to catch the energy as it fights to slip free. The caster may make as many ranged spell attacks against a creature within range as they like, which deals 5d12 lightning damage on each hit. However, if they miss all the damage is lost and the spell has no effect. The damage is only rolled and dealt when the caster declares they’ve done enough spell attack rolls.

Volt Cannon

8th-level Evocation

Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Instantaenous
Classes: Druid, Sorcerer, Wizard

Sometimes your foes just need to be electrocuted. Make a ranged spell attack against a creature you can see within range. On a hit, it takes 20d8 Lightning damage. 

At Higher Levels. When you cast this spell using a spell slot of 9th Level, increase the damage by 10d8. 

Winter's Fury

8th-level Evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a feather from a white raven)
Duration: Instantaenous
Classes: Druid, Sorcerer, Wizard

Upon casting, you create a massive storm of icy wind and snow in a 60-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Each creature in the area must make a Constitution saving throw. A creature takes 12d8 cold damage on a failed save, or half as much damage on a successful one. Additionally, the storm obscures vision within its area, creating heavily obscured conditions until the start of your next turn. 

The intense cold freezes surfaces, making the area difficult terrain for 1 hour after the spell ends. Nonmagical flames in the area are extinguished, and exposed waters are frozen. 

At Higher Levels. When you cast this spell using a 9th-level spell slot, the damage increases to 14d8, and the radius of the storm increases to 80 feet. 

Wrath of the Sun

8th-level Transmutation

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

You call upon a fragment of your deity’s power to turn rays of sunlight into flaming spears to impale your enemies with, and encourage your allies to fight in the name of all that is good and holy. 

You choose a point within range. Each hostile creature in a 100-foot-radius sphere centered on the chosen point must make a Constitution saving throw. A hostile creature takes 6d6 fire damage and 6d6 radiant damage on a failed save, or half as much damage on a successful one. 

Your allies, on the other hand, are encouraged by the sunlight that hits them in the shape of blazing spears, owing to the power of faith. Their weapon attacks deal extra 1d6 fire and 1d6 radiant damage on a hit for 1 minute.

Wyndsor's Cloak

8th-level Transmutation

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

You touch a creature, giving it some of the power of the mythical hero, Wyndsor. The target gains the following benefits for the duration: 

At Higher Levels. When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.

Absolute Displacement

9th-level Conjuration

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

Now you realize – space, distance, magnitude – none of it matters. The caster can freely position themselves anywhere within a 300-foot-sphere centered on where they cast the spell as part of their movement. The caster simply disappears and instantly appears elsewhere without passing through the intervening space. If the caster appears in mid-air, the spell simply keeps them in mid-air unless they wish to fall.

Absolute Zero

9th-level Transmutation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard

Choose a point you can see within range. All energy within in a 30-foot-radius sphere centered on the point is leeched away, including light. Any spells creating light or causing a target within the sphere to increase its speed or number of actions, such as a haste spell is immediately dispelled. Nonmagical liquids freeze within the area freeze for 2d12 hours and gases are made solid until the start until the end of your turn.

Each creature within the area must make a Constitution saving throw. On a failure, a target takes 20d8 + 30 cold damage and has its speed becomes 0 for 1 minute. On a success, a creature takes half as much damage and has its speed becomes 0 until the end of your next turn. A creature killed by this spell becomes a frozen statue that can't be thawed by anything short of a wish spell.

Aspect of Death

9th-level Conjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (the skull of a fallen hero, embedded with jewels worth at least 4,000 gp)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock

You focus threads of magical energy around you which coalesce into the aspect of death, an avatar made of bones, which surrounds you and fights on your behalf. The avatar is Large, is centered on you, and moves with you. While it is summoned, it protects you from foes; you are considered behind three-quarters cover at all times, have resistance to all damage, are immune to being grappled, and no other creature can enter the space of the avatar.

In addition, while active, you gain a +1 bonus to spell attack rolls and saving throws, you gain advantage on Strength checks & saving throws, and when you cast a spell that deals bludgeoning, piercing or slashing damage, it is cast with a spell slot 2 levels higher than the one expended (to a maximum of 9th level).

Chain Contingency

9th-level Evocation

Casting Time: 10 minutes
Range: Self
Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 5,000 gp)
Duration: 10 days
Classes: Wizard

As the contingency spell, except you can choose up to 4 spells of 5th level or lower. 

Create Envoy

9th-level Necromancy

Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (a fragment of your soul, permanently sacrifice 1 maximum hit point when you cast this spell, sapphire dust worth 66666 gp)
Duration: Instantaneous  
Classes: Wizard

You attempts to tap into creation magic through the mystery of the soul and high necromancy. You perform a ritual where you take a piece of your own soul and place it on a frozen shell that resembles your shape. As your chants intensify, a clone of yourself from any age of adulthood of your choice emerges from the shell. While it might resemble a creature of flesh and blood, it is cold to the touch. The creature is a perfect recreation of yourself, using the same stats, known spells, knowledge, and even memories, with one exception: It cannot learn or cast the spell create envoy. The creature has only 1 hit point (the very piece of your soul that you sacrificed to create it) and a will of its own. It will attempt to work alongside you and even follow commands. The creature also shares the very same sense of self.

Crystal Confinement

9th-level Abjuration

Casting Time: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 minute; Special
Classes: Druid, Sorcerer, Wizard

You attempt to preserve a number of creatures in a shell of ice. When you first cast this spell, you can choose up to 20 creatures that you can see: Medium targets count as two creatures, Large targets count as four creatures, Huge targets count as eight creatures, and Gargantuan targets count as 20 creatures. 

Each target must make a Constitution saving throw or choose to automatically fail the save. On a successful save, nothing happens to the target this round, but it must repeat the save at the start of your next turn—provided you maintain concentration on the spell. On a failed save, a creature is coated in a creeping rime of ice and is restrained. If the saving throw fails by 5 or more, the target is instantly petrified as it becomes encased in ice. A restrained creature can repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the restrained effect on a success. 

A creature petrified by this spell remains petrified until you either die or choose to end the effect. No other magic can free it. When a creature becomes petrified, you can choose for it to remain aware of its surroundings, though its senses are limited to what it could perceive while motionless and through a thick coating of clear ice. While coated in ice, the creature is immune to all damage and to the effects of aging.

Devour Essence

9th-level Transmutation

Casting Time: 8 hours
Range: Self
Components: V, S, M (25,000 gp worth of gold dust, which is consumed by the spell)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard

As part of casting this spell, you inscribe a 15-foot diameter golden thaumaturgy circle into the ground over the course of 1 minute, trapping a creature of CR 5 or higher in the circle. If the creature is an aberration, celestial, fey,  end, or undead, it cannot leave the circle by any means except those described below. 

At the end of every hour for the entire casting time, the creature can attempt to break free from the circle and end the spell by making a contested Charisma check against you. If you know the true name of this creature, you have advantage on this Charisma check. If the creature succeeds at three of these contests, the spell ends and the creature is free. If the creature does not succeed at three of these contests and remains in the circle until the end of the casting time, the creature is converted into magic energy and consumed by you, granting you a measure of abilities permanently, depending on the type of creature consumed.  The types and abilities are as follows:

You can gain multiple benefits from multiple castings of this spell, but you cannot gain the same benefit twice.

Energy Drain

9th-level Necromancy

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

You fire necrotic energy at a target in range. Make a ranged spell attack. If you hit, the target suffers 20d8 necrotic damage and it must make a Constitution saving throw. If it fails, it gains two levels of exhaustion and its maximum hit points are reduced by a number equal to the damage dealt until it completes a long rest.

Enthrall Permanens

9th-level Enchantment 

Casting Time: 10 minutes
Range: 10 feet
Components: V, S
Duration: Until dispelled
Classes: Bard, Sorcerer, Wizard

You attempt to permanently beguile the mind of a target Humanoid you can see within range. It must succeed on a Wisdom saving throw or be charmed by you. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. 

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. 

This spell can only be dispelled by means of a wish spell or divine intervention. It ends when you cast it again, or dismiss it as an action. 

Final Flash

9th-level Evocation

Casting Time: 1 action
Range: Self (500-foot line)
Components: V, S
Duration: 1 round
Classes: Cleric, Sorcerer, Wizard

You emit a massive beam of bright, powerful energy in a line 500 feet long and 25 feet wide that blasts away all in its destructive path (if it hits an anti-magic field, the spell vanishes while inside and appears on the other side). Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 11d10 radiant damage and 11d10 force damage, it is pushed up to 50 feet away from you, and it is knocked prone. On a success, a creature takes half as much damage and is not pushed or knocked prone.

Until the end of your next turn, the area emits bright light for 500 feet and dim light for an additional 500 feet.

The spell damages and pushes objects in the area.

Forbidden Maze

9th-level Conjuration

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

This spell functions as maze, but the target must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success. 

Escaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check. 

Forest Sanctuary

9th-level Abjuration

Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a bowl of fresh rainwater and a tree branch)
Duration: 24 hours
Classes: Druid

While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as control weather, control water, or meteor swarm. Such spells can’t be cast while the spellcaster is in the cube. 

You can create a permanently protected area by casting this spell at the same location every day for one year.

Form of the Divine

9th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 hour
Classes: Cleric

By drawing on the energy of the gods, you can temporarily assume the form of your patron’s avatar. Form of the divine transforms you into an entirely new shape and brings about the following changes (summarized below and in the avatar form stat block):

You remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form.

Gift of Veronette

9th-level Abjuration

Casting Time: 1 hour
Range: 120 feet
Components: V, S, M (a target that is intelligent, non-evil-aligned sacrifice)
Duration: Until dispelled
Classes: Cleric

You channel the ancient necromancy of Veronette and her presence in to those targeted by the spell. The targets must be either willing or helpless. The host body cracks and ruptures, sprouting forth monstrous insectoid appendages, vicious mandibles, and pustuland growths of brackish green slime over their body. The transformation is excruciating, and the host must succeed on a Constitution saving throw equal to 30 minus the spell DC of the caster or suffer 10d6 necrotic damage, halved on a success. The host gains the following effects after the casting is complete.


Incubation. A target affected by incubation is at risk of succumbing to the gift themselves. At the end of each day for the next three days, the target must make a Constitution saving throw equal to the original spellcaster's. On a success, the disease is purged however if each check fails, the target suffers the above mentioned effects and rampages uncontrollably. Remove disease can be used to treat this condition.

A target that succumbs to the gift is not beyond salvation, they still live, trapped in agonizing pain within the shell of who they once were. Curing the gift is difficult, a wish spell or a miracle may return someone to their previous state instantly, or the subject may have greater restoration cast on them while bathin in holy water at a place sanctified by the Beast Mother.

Glacial Sanctuary

9th-level Abjuration

Casting Time: 1 action
Range: Self (30-foot radius) 
Components: V, S
Duration: 1 minute
Classes: Cleric, Druid

You create a dome of shimmering ice around yourself, providing sanctuary. The dome extends 30 feet from you in every direction and moves with you. All creatures of your choice within the dome when you cast the spell gain immunity to cold damage and resistance to all other damage types. 

Any enemy that tries to enter the dome must make a Constitution saving throw. On a failed save, they are repelled by the icy barrier and suffer 4d8 cold damage. On a successful save, they can enter but their speed is halved within the dome. 

The dome also acts as a barrier to magical effects. Spells of 3rd level or lower cast from outside the barrier can’t affect creatures or objects within it, nor can such spells pass through the barrier. 

Grand Finale

9th-level Evocation

Casting Time: 1 action
Range: Self (120-foot radius)
Components: V
Duration: Instantaneous 
Classes: Bard, Sorcerer, Warlock, Wizard 

An explosion of your final reserves of magic tears from your body in a climactic finishing stroke. Each creature within 120 feet of you must make a Dexterity saving throw. A target takes 20d10 force damage on a failed save, or half as much on a success. 

If you have no spell slots of 8th level or lower remaining (or abilities such as Mystic Arcanum that grant spell slots of the same level) and no abilities that remaining to restore them (such as the Arcane Recovery feature or sorcery points), then you deal 45d10 force damage instead. 

Greater Geas

9th-level Enchantment

Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 1 year 
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard 

You place a magical command on up to six creatures that you can see within range, forcing them to carry out some service or refrain from some action or course of activity as you decide. Each creature that can understand you must succeed on a Wisdom saving throw or become charmed by you for the duration. While a creature is charmed by you, it pursues the suggested course of action to the best of its ability. A creature that can’t understand you is unaffected by the spell. 

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A creature that completes the assigned task is under no further compulsion from the spell. 

You can end the spell early by using an action to dismiss it. A (much incredibly rare) remove curse, greater restoration, or wish spell also ends it, although a creature subject to greater geas will not willingly allow itself to be released. 

Heart’s Home 

9th-level Abjuration

Casting Time: 10 minutes
Range: Touch (2,500 square feet)
Components: V, S, M (Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a platinum cylinder worth at least 1,000 gp)
Duration: 24 hours
Classes: Bard, Wizard

You cast a powerful ward that protects up to 40,000 square feet of floor space (an area 200 feet square, or 1,600 5-foot squares or 400 10-foot squares). The warded area can be up to 30 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. 

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. 

The ward creates all of the effects of the guards and wards spell, up to two of the guards and wards other spell effects, and up to two additional spell effects from the following choices: 

The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. 

You can create a permanently guarded and warded structure by casting this spell there every day for one year. If you create a permanent forbiddance effect as part of this structure, the material components are consumed on the last casting. 

Hollow Heart

9th-level Necromancy

Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a small container or vessel worth 10,000 gp)
Duration: Until dispelled
Classes: Druid, Wizard

While you cast this spell, you magically remove the heart of a creature you touch so as to not kill it. When you do so, the creature's hit point maximum is reduced by half, and the heart is placed in the container or vessel. 

For the spell's duration, the affected creature gains the following benefits: 

Additionally, as an action, the creature who is affected by this spell can choose a creature it can see within 30 feet of it. A willing creature immediately regains hit points equal to the heartless creature's current hit points. A hostile creature must make a Constitution saving throw, taking an amount of necrotic damage equal to the heartless creature's missing hit points on a failed save, or half as much damage on a successful one. If the creature performs this action, the spell then ends. 

If a creature manages to procure the container or vessel and attack the heart directly, the attack automatically hits. In such an event, the creature whose heart it belongs to is reduced to 0 hit points and is stunned for 1 minute. 

The heart can also be targeted with curses as if it were a separate creature. 

When the spell ends or the first time that the heart takes damage, a heart magically regrows inside of the creature's chest while the first heart wilts and withers into fine dust. 

Limitless

9th-level Transmutation

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

You emanate an infinite layer of gravity that pushes against everything. Creatures cannot come closer than 20 feet from you as the gravity repels them, in addition, all ranged attack rolls against you automatically fail, as the gravity deflects them. 

You can be permanently under this spell by casting this spell every day for one year.

Lorkhan's Last Resort

9th-level Evocation

Casting Time: 1 action
Range: Self (30-foot radius sphere)
Components: V, S, M (a staff of wood capped with the fingerbone of an archmagi, which has been packed in jade dust worth 5,000 gp for 1 week, which you break over your knee or another object)
Duration: Instantaneous  
Classes: Sorcerer, Wizard

You unleash deadly explosive power, like the effects of the retributive strike created by breaking a staff of power or staff of the magi. The spell converts any unexpended spell slots you have into a blast of magical energy, releasing your arcane power in an explosion that expands to fill a sphere with a 30-foot radius centered on you. 

When the staff explodes, you have a 50% chance to avoid the explosion by instantly transporting to a random plane of existence. However, if you are not transported, then you take force damage equal to 16 × the number of unexpended spell slots you had when you cast the spell. 

In addition, each creature in the sphere’s radius when the blast occurs must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far it is from the blast’s point of origin, as described below. On a successful saving throw, a creature takes half damage. 

All creatures within 10 feet of you when the blast occurs take force damage equal to 8 × the number of unexpended spell slots you had when you cast this spell. Likewise, creatures between 11 and 20 feet away from you take force damage equal to 6 × the number of unexpended spell slots you had when you cast this spell. Finally, creatures between 21 and 30 feet away from you take force damage equal to 4 × the number of unexpended spell slots you had when you cast this spell. 

Mannequin Mage 

9th-level Transmutation

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

You touch a target friendly creature. The target gains spell slots equal to a 7th-level wizard, which they can use to cast any spell you have prepared for the duration. Intelligence is the spellcasting ability for these spells. When the spell ends, the target loses all spell slots granted by it.  

Mercurius’s Curious Clone 

9th-level Illusion

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

By gathering threads of shadow material, you create an illusory duplicate of yourself in an unoccupied space you can see within range. The duplicate is tangible; it occupies its space as if it were a creature and it counts as a creature for the purpose of effects that can target creatures. In combat, the duplicate shares your initiative count, and takes its turns in combat immediately after yours. You control it as you would yourself, though to have the duplicate use a reaction, you must use yours, as well. It looks exactly the same as you do at the moment of its creation, and it appears with a copy of each nonmagical piece of equipment on your person, though a piece of this equipment disappears if it is ever further than 5 feet from the duplicate. 

The duplicate uses all of your statistics and traits, with the following changes: 

You can see through the duplicate’s eyes, hear through its ears, and speak through its mouth (no action required by you) for any duration of time. While you use your duplicate’s senses or speak through it, you are deaf and blind with regard to your own senses and are unable to speak from your own mouth. 

A creature is able to determine that the duplicate is an illusion only through the use of magic, such as the detect magic spell, or if it has truesight. In either case, the creature sees the illusion as translucent, and can see that it is hollow beneath the layer of imagery and shadow material from which it is constructed. 

If you or your duplicate casts this spell again while you already have a duplicate, the previous duplicate is destroyed. The duplicate is also destroyed if you are ever on a different plane than it, or if it drops to 0 hit points or would be instantly killed, such as through a disintegrate or power word kill spell. You can also have the duplicate destroy itself as an action on its turn. When the duplicate is destroyed, each piece of equipment it appeared with disappears. 

Sacred Summoning: Legati Sancti

9th-level Illusion

Casting Time: 1 minute
Range: 60 feet
Components: V, S, M (a piece of soft tissue or hair or fur of a deity bathed in jade oil worth 11, 242 gp which the spell consumes)
Duration: Concentration, up to 1 hour
Classes: Cleric

You summon two Celestials of challenge rating 5 or lower, which appear in a flash of golden lightning in unoccupied spaces you can see within range. Each Celestial disappears when it drops to 0 hit points or when the spell ends. 

The Celestials are friendly to you and your companions. Roll initiative for the Celestials as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), as long as the commands don’t violate the Celestials’ alignment. If you don’t issue any commands to them, the Celestials defend themselves from hostile creatures but otherwise take no actions. 

If your concentration is broken, the Celestials don’t disappear. Instead, you lose control of the Celestials, and they may become hostile to you or aid you on their own terms, depending on your alignment and observable actions while the Celestials were summoned. An uncontrolled Celestial can’t be dismissed by you, and it disappears 1 hour after you summoned it. 

Shadow Version

9th-level Illusion

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

You create an illusory duplicate of one beast or humanoid that is within range. The duplicate appears to be the same as the original, but it has twice the creature’s hit point maximum. If the creature is an arcane spellcaster, the duplicate has all its spells and spell slots available. The duplicate is entirely hostile toward the original beast or humanoid and attacks it relentlessly for the duration of this spell. It moves with the original even if the original uses magical means — the duplicate appears instantaneously in an unoccupied space next to the original. Otherwise, the illusion uses all the statistics of the creature it duplicates. The duplicate fights until it defeats the original or until the duplicate’s hit points reach zero, at which point the duplicate and all duplicate equipment vanishes. 

Attacks made against the duplicate have disadvantage. In addition, each time a creature other than the target of the spell attacks the duplicate, there is a 50% chance that it targets the original creature instead. 

Soul Sight

9th-level Divination

Casting Time: 1 action
Range: Self
Components: V, S, M (a piece of a soul, which the spell consumes)
Duration: Concentration, up to 8 hours
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You ascend your senses into transcendence, allowing you to transport your vision to others. For the duration, you can seamlessly switch between your own vision and looking through the eyes of any creature you are familiar with, regardless of where that creature is located (no action required), provided that creature is not a construct or undead. 

An unwilling creature can attempt a Wisdom saving throw to resist the spell. On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

You can reduce your hit point maximum by half for 24 hours and make the duration 24 hours without concentration needed.

Spell Storm

9th-level Evocation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous 
Classes: Bard, Cleric, Druid, Sorcerer, Wizard

You cast seven cantrips as a bonus action. They can be any combination of cantrips you know from the bard, cleric, druid, sorcerer, or wizard spell lists. 

Subjugate

9th-level Enhantment

Casting Time: 1 action
Range: Touch
Components: V, S, M (a jade piece with ruby and sapphire inlays worth 25000 gp, which the spell consumes)
Duration: Unstil dispelled
Classes: Sorcerer, Warlock, Wizard

The caster claims absolute dominion over a sentient creature touched with the jade piece. A creature with a CR equal to or less than half the caster's level gets no saving throw. Creatures with a CR higher than half, but less than the caster's level get an Intelligence saving throw. Creaetures with a CR equal to the caster's level make the saving throw with advantage. Creatures with CR higher than the caster's level cannot be affected.

On a failure, the creature is under the complete control of the caster. The caster is only restricted in that it cannot give commands for the target to take its own life or take actions that would certainly result in that. Orders can be given at any range telepathically, no action required, and the target can be left to their own devices until needed without rousing suspicion. 

The caster can only have a number of targets subjugated equal to their Intelligence modifier. This effect is only ended by greater restoration, an anti-magic field, or a carefully worded wish.

An insight check must surpass the DC of the caster in order to determine the target is not acting under their own volition, and this check must be made while the target is acting under direct orders.

Sunrise: Empty Star

9th-level Necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (optional: one of your limbs, which the spell consumes)
Duration: Instantaneous 
Classes: Cleric

You open a deep wound on your body, draining the life of your own blood as it leaves your body. As you cast the spell, you must spend a number of hit points. The creature must then make a Constitution saving throw. The creature takes 12d12 + double the number of hit points spent as necrotic, radiant, or fire (your choice) damage on a failed save, or half as much damage on a successful one.

You could also forsake one of your limbs completely while casting the spell. If you do so, your limb that was consumed by this spell can’t regrow by any means, but the creatures affected by this spell no longer make a saving throw and are automatically affected by the spell. Additionally, when you cast the spell this way, the damage done by this spell ignores resistance or immunity to your chosen damage.

Swarm

9th-level Illusion

Casting Time: 1 action
Range: Self (120-foot radius)  
Components: V, S
Duration: Concentration, up to 1 minute  
Classes: Bard, Sorcerer, Warlock, Wizard

You conjure a Gargantuan illusory swarm made of Medium or smaller creatures of your choice. The swarm circles around you and attacks everyone and everything except friendly creatures. 

At the start of each of your turns, each non-friendly creature within 120 feet of you takes 10 psychic damage and each unattended object and structure within range takes 10 force damage. The swarm also attacks illusions. All illusions within range are automatically dispelled. 

Symbiosis

9th-level Transmutation

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

You and one willing creature of the same type as you combine your physical bodies into one, stronger form. Your physical appearance can either be a blend of both of your physical characteristics, or a version of either person with visible differences based on their newly acquired statistics. For the duration of the spell, you gain the following benefits:

The spell ends early if you drop to 0 hit points at which point you separate and both creatures fall unconscious separately. When this spell ends early, divide the remaining hit points in half and each creature is split back to their original bodies with that amount of hit points remaining.

The Goal of All Life is Death

9th-level Transmutation

Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a jade piece worth at least 25,000 gp which the spell consumes)
Duration: 1 minute
Classes: Warlock, Wizard

This spell affects the area around you when cast it, but does not follow you. The area of the spell is immediately shrouded in twilight and drains of color and the tolling of a grandfather clock can be heard. For the duration of the spell, creatures within range automatically fail any saving throw they make against a necromancy spell and lose any resistance or immunity to necrotic damage they have.

Touch of Entropy

9th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a sigil or rune on one of the palms on the caster made with 10000 gp worth of jade and sapphire ink, which the spell consumes)
Duration: Instantaenous
Classes: Sorcerer, Wizard

Your hand shines with matter-splitting energy, eager to be released, eager to unmake. Make a melee spell attack against a creature or object within range. If the target is a creature, it must make a Constitution saving throw, taking 40d10 force damage on a failure, or half as much on a success. Objects take the damage automatically. 

If damage from this spell lowers a creature to 0 hitpoints, their form is fully unmade, killing them instantly and turning them into a slime-like, ill- smelling goo. As a part of this spell, you can rearrange the creature’s form into a nonmagical item of your choice of roughly the same mass.

White Hot

9th-level Evocation

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaenous
Classes: Sorcerer

Choose a creature you can see within range. If its Challenge Rating is below your level and it does not have resistance or immunity to fire damage, it immediately dies, incinerated in a blaze of white hot flame. Otherwise, if the creature has resistance, it takes fire damage equal to your level times your Proficiency plus your Spellcasting modifier, after Resistance.