Mortality surrounded by—if you aim to meet nobles and other aristocrats, you'll need to support an expensive lifestyle. The Lifestyle Conditions table shows the lifestyle cost for an adventurer in gold pieces per week, and the condition it leaves you in at the end of the week. Lifestyle Qualities Lifestyle Cost Per Week Maximum Hitpoints Starting Hit Dice Hunger Thirst Fatigue Wretched — 50% — Starving Dehydrated Exhausted Squalid 5 sp 50% 25% Ravenous Dry Very Sleepy Poor 2 gp 75% 50% Hungry Thirsty Sleepy Modest 8 gp 100% 75% Peckish Parched Tired Comfortable 15 gp 100% 100% Ok Ok Ok Wealthy 30 gp 110% 100% Well-Fed Refreshed Well Rested Aristocratic 70 gp or more 120% 100% Stuffed Quenched Energised Renting vs Owned Property: The lifestyle costs above assume that you are renting your living quarters—inns and taverns, while convenient for travellers, are not cheap. But sometimes a character comes to own property that offers a particular lifestyle—a poor farmhouse, a modest hut, an aristocratic mansion—either by buying one, building one, inheriting one, or being rewarded with one. If you own the property you're staying in, the cost for that lifestyle quality is halved—however, you still pay the full expense for any other lifestyle. Maximum Hit Points and Hit Dice: Your lifestyle has a major impact on your health. Once you complete a long rest, update your maximum hit points and starting hit dice to match your lifestyle. 3) Choose Primary Activity During your long rest, you'll have time to pursue a primary interest. This is the main focus of your week and something you spend roughly half of each day on, leaving a quarter-day for sleep and a quarter for miscellaneous activity—shopping, eating, basic socialising, etc. You only have time to perform one primary activity per week—this is your primary focus for the days ahead. Discuss with your DM what you would like to do during your Extended Rest. At the DM’s discretion, there may be a necessary check. Look in Xanathar’s Guide to Everything for suggestions as to what to do during your rest. Pg 251 Part 13: Resting
Mortality Activity Complications Your activity has a small chance of generating a complication that may make life more difficult - hurting yourself working, offending a lord while carousing, damaging a priceless book while researching. At the end of each week, roll a d10 - on a 1, something unfortunate happens as a result of your activities. 4) Hear Rumours During a long rest, the party picks up three interesting rumours as they go about their business—adventure hooks, plot developments, or even misinformation. This is a good opportunity to flesh out the world a little, advance the agendas of some NPCs and factions, and show some reactions to the party's past adventures. 5) Perform Secondary Activities A secondary activity is something that only takes a short amount of time to do, from a few hours to a whole day. During a week of long rest, you have enough spare time to do two secondary activities. Choose them from the suggestions below, or discuss one with your GM: Investigate Rumour: Spend some time investigating a rumour to see if it's actually true. Meet Someone: Arrange or attend a meeting with a person, group, or faction in town. Trade Gear: Buy and sell some mundane gear and equipment from merchants around town. Update Financial Commitments: If you have any financial commitments - investments, properties, business, etc - you can spend some time making basic changes to them. 6) Settle Up At the end of your week, settle up your debts and reap any rewards from your primary activity. Check to see if any of your long-term wounds or injuries have healed, and start preparing for your next adventure. When you finish an extended rest, you may make your Constitution (Medicine) checks to heal your lingering wounds with advantage. Additionally, you reduce your stress to 0. Pg 252 Part 13: Resting
Mortality Part 13: Life & Death Health & Injuries Chopping off limbs and breaking bones should mean something. In Mortality, there’s only so much a character can take to a limb before they start to suffer ill effects. Each hit location listed has its own pool of hit points that is tracked separately to a creature’s overall hit points. When a creature takes damage, it takes damage to one of its hit locations. Missing hit points from hit locations are also deducted from a creature’s hit points. For example, a creature that takes 5 slashing damage to its chest would deduct 5 hit points from its current hit points as well as the hit points of its chest. Head Arms Torso Neck A creature that has a cut or puncture on its neck takes twice as much bleed damage from that wound. Vital. If a creature’s neck is destroyed and it does not have multiple heads (like an ettin or a hydra) that are attached to its body, the creature dies. Chest Back Internal Organs. Heart Vital. If a creature’s heart is destroyed, the creature dies. Kidneys Liver Lungs Stomach Legs Wings If a creature’s wings are reduced to below half their hit point maximum, their flying speed is halved. If one, or both, of a creature’s wings are reduced to 0 hit points, the creature immediately loses its flying speed and if it was flying and there is nothing else holding the creature aloft, the creature falls. Tail Temporary Hit Points When a creature with temporary hit points takes damage, the damage is subtracted from the temporary hit Pg 253 Part 14: Life & Death
Mortality points first regardless of where the attack targeted. Unless an attack’s damage has remaining damage after the target’s temporary hit points are reduced to 0, the target gains no wounds from an attack that deals damage to their temporary hit points. Wounds Types of Wounds Different sources of damage can result in different wounds. These wounds cause a character to suffer ill effects making it harder for them to survive. Below you’ll find the different types of injuries as well as what damage would cause it. Breaks Burns Cuts Phantom Pains Punctures Soul Tear Treating Wounds During a short rest, a creature may attempt a DC10 Intelligence or Wisdom (Medicine) check to treat a wound provided they have the necessary item (detailed later in this section). On a success, the item is used and the wound is treated. Infection Sometimes a creature does not have time to treat a wound and the wound goes untreated. Whilst a wound is untreated, the wound is more susceptible to infection and the creature rolls any Constitution saves to avoid infection with disadvantage. If a creature leaves a burn, cut, or puncture wound untreated and exposes the wound to a dirty environment such as sewers, dirty waters, mud or any other environment as determined by the DM the character must make a DC15 Constitution saving throw or gain an infection in the location of the wound. Treating Infection A creature’s body will passively fight an infection however this still poses a risk that the infection spreads or becomes fatal to the creature. Each day that the creature is infected, roll a Constitution saving throw against the Infection DC. On a success, the Infection DC is reduced by 1, and on a failure, the Infection DC is increased by 1. If the creature passes the saving throw by 5 or more, the Infection DC is lowered by 2 instead. If the creature fails the saving throw by 5 or more, the Infection DC increases by 2 and the infection risks spreading. When the Infection DC reaches 0, the creature is no longer infected. Pg 254 Part 14: Life & Death
Mortality Infection Spread If an infection develops long enough it can spread across the body. If a creature fails their Constitution saving throw against an infection by 5 or more, the infection spreads to an adjacent limb with an Infection DC of 10. Amputation As grim of a solution as it is, if a limb’s infection becomes too severe and risks spreading, the most simple and effective way to remove an infection is to remove the infected limb. The amputation process can be performed as part of a short rest and the doctor must make a DC15 Intelligence or Wisdom (Medicine) check. On a successful check the creature takes 3d10 slashing damage or twice as much on a failure. Either way, the limb is amputated and the creature suffers the drawbacks of lacking a limb. The head and torso of a creature cannot be amputated. Lingering Wounds Some wounds are worse than others and as such take longer to heal. In these cases, a character suffers from a lingering wound. Gaining a Lingering Injury When a creature is reduced to 0 vitality, they gain a lingering wound in the same location as the attack that reduced them to 0 vitality hit. For an area of effect attack, choose where the creature gains a lingering wound or roll on the table below rerolling results that don’t make sense. Lingering Wound Location D10/D12 Location 1 Head 2 Neck 3 Chest 4 Back 5 Shoulder 6 Arm 7 Hand 8 Hip 9 Leg 10 Foot 11 Wing 12 Tail Removing a Lingering Injury At the end of each week, a creature may roll a DC15 Constitution (Medicine) check for each treated lingering wound they have, healing the wound on a success. Certain activities may provide advantage or disadvantage on this check such as resting or doing strenuous activity. Critical Hits Critical hits have a chance to reopen treated wounds. When this happens, roll a d20 for each treated lingering Pg 255 Part 14: Life & Death
Mortality wound the creature has, consulting the table below to see its effects. Disease Gaining a Disease Removing a Disease Sample Diseases Bubonic Plague Influenza Mummy Rot Rockjoint Slime-Lung Weeping Death Dying Death Saving Throws A creature that is at 0 hit points and that is not stabilised must make a death saving throw at the start of each of their turns. Stabilising a Creature As an action, a creature can attempt to stabilise a dying creature by making a DC 15 Intelligence or Wisdom (Medicine) check. A stabilised creature that does not receive healing regains 1 hit point after 1d4 hours. Death All stories eventually end and the reaper has cut many a story short. When a character dies, it should be handled maturely and gently. Funerals When a character dies, the player should write a last will for the character. This is to divide the character’s possessions between the party and say anything that needs to be said. It should also be used to introduce the player’s new character into the story. A funeral is also to claim any unspent xp that a character had. Per gold piece spent on the funeral, players can claim back 10 unspent experience points from the dead player. These experience points are split evenly among the living characters including the player’s new character. Resurrection When a resurrection spell that has a casting time longer than 1 action is used to attempt to resurrect a dead creature, a resurrection challenge occurs. Up to 3 creatures may attempt to contribute/impact the resurrection ritual in some way and must make skill checks relating to the contribution. A successful contribution decreases the DC by 3 whilst an unsuccessful contribution raises the DC by 1. At the end of the skill checks, the player (unless the creature is an NPC) rolls a d20 without any modifiers, if the Pg 256 Part 14: Life & Death
Mortality result is higher than the DC, the creature's soul returns to its body (assuming it's willing to). On a failure, the creature's soul does not come back and the character is lost forever. The DC for this check is 10 + 1 for each time the character has been resurrected. Variants Coming Back is Painful Coming back from the dead is no small task. It drains the body’s vitality and tears at the soul after a while. Each time a character is resurrected, they must roll a hit die and remove the result from their maximum hit points. Death is the End If you want to make death a bigger and more powerful thing in your campaigns, consider removing resurrection magic. This constrains the players to one shot to do it right and helps to further the sense of danger and mortality that the rest of this conversion attempts to make. Resurrection is Difficult Resurrection is surprisingly available to lower tiers of play with spells such as revivify. If you want only the greatest clerics to be capable of resurrection, consider increasing the spell level of resurrection magic by 2 levels. This means that the spell True Resurrection would be unobtainable. Pg 257 Part 14: Life & Death
Mortality Part 14: The Rules of Magic Casting Spells Casting Time Range Components Duration Rituals Spellcasting Foci Casting Without a Focus If a caster is attempting to cast without a spellcasting focus, they must make their burnout roll (detailed later in this section) with disadvantage. A caster cannot cast a spell that requires material components without either the components or a spellcasting focus. Burnout Casting magic is a dangerous activity. Harnessing arcane energy and forming it into a shape has a lot of moving parts that can go wrong even with proper practice. When spellcasting goes wrong, it is called burnout. Triggering Burnout Every time that a character casts a spell, they must roll their burnout dice. On the result of a 1 or a 2, the following things happen: Your Burnout Die Gets Smaller Your burnout die decreases by one die size following the progression below: d12 → d10 → d8 → d6 → d4 You suffer a consequence Magical burnout represents the dangers of magic when it lashes out towards a caster. When you burnout, roll a d100 and consult the table below according to the level of the spell to see what happens. Pg 258 Part 15: The Rules of Magic
Mortality Burnout Consequences D100 Minor (Spell Levels 0-2) D100 Moderate (Spell Levels 3-4) 1-7 Stressed: Gain a minor amount of stress 1-6 Stressed: Gain a moderate amount of stress 8-15 Backlash: An item gains 1 notch 7-12 Backlash: An item gains 2 notches 16-23 Starved: Gain 1 Hunger 13-17 Starved: Gain 2 Hunger 24-30 Dehydrated: Gain 1 Thirst 18-22 Dehydrated: Gain 2 Thirst 31-37 Exhausted: Gain 1 Fatigue 23-27 Exhausted: Gain 2 Fatigue 38-42 Drained: Lose (spell level) in hit dice 28-37 Drained: Lose (spell level) in hit dice 43-62 Reduced: Lose (spell level / 2) in hit dice 38-52 Reduced: Lose (spell level / 2) in hit dice 63-68 Shocked: Lose (spell level x 4) hit points 53-67 Shocked: Lose (spell level x 4) hit points 69-88 Hurt: Lose (spell level x 2) hit points 68-82 Hurt: Lose (spell level x 2) hit points 89-93 Blackout: You have disadvantage on spellcasting for (spell level) rounds 83-92 Blackout: You have disadvantage on spellcasting for (spell level rounds) 94 Immolated: Your burnout die shrinks to a d4 93-94 Immolated: Your burnout die shrinks to a d4 95 Restored: Your burnout die grows to a d12 95 Restored: Your burnout die grows to a d12 96 Energised: You have advantage on spellcasting for (spell level) rounds 96 Energised: You have advantage on spellcasting for (spell level) rounds 97 Renewed: Regain (spell level) hit die 97 Renewed: Regain (spell level) hit die 98 Healed: Gain (spell level x 4) hit points 98 Healed: Gain (spell level x 4) hit points 99 Protected: Gain (spell level x 4) temporary hit points 99 Protected: Gain (spell level x 4) temporary hit points 100 Gifted: You regain this spell slot 100 Gifted: You regain this spell slot D100 Major (Spell Levels 5-6) D100 Monstrous (Spell Levels 7-9) 1-7 Stressed: Gain a major amount of stress 1-4 Stressed: Gain a monstrous amount of stress 8-15 Backlash: An item gains 4 notches 5-8 Backlash: An item gains 8 notches 16-23 Starved: Gain 4 Hunger 9-12 Starved: Gain 6 Hunger 24-31 Dehydrated: Gain 4 Thirst 13-16 Dehydrated: Gain 6 Thirst 32-39 Exhausted: Gain 4 Fatigue 17-20 Exhausted: Gain 6 Fatigue Pg 259 Part 15: The Rules of Magic
Mortality 40-49 Drained: Lose (spell level) in hit dice 21-40 Drained: Lose (spell level) in hit dice 50-59 Reduced: Lose (spell level / 2) in hit dice 41-45 Reduced: Lose (spell level / 2) in hit dice 60-69 Shocked: Lose (spell level x 4) hit points 46-65 Shocked: Lose (spell level x 4) hit points 69-78 Hurt: Lose (spell level x 2) hit points 66-70 Hurt: Lose (spell level x 2) hit points 79-93 Blackout: You have disadvantage on spellcasting for (spell level rounds) 71-90 Blackout: You have disadvantage on spellcasting for (spell level rounds) 92-94 Immolated: Your burnout die shrinks to a d4 91-94 Immolated: Your burnout die shrinks to a d4 95 Restored: Your burnout die grows to a d12 95 Restored: Your burnout die grows to a d12 96 Energised: You have advantage on spellcasting for (spell level) rounds 96 Energised: You have advantage on spellcasting for (spell level) rounds 97 Renewed: Regain (spell level) hit die 97 Renewed: Regain (spell level) hit die 98 Healed: Gain (spell level x 4) hit points 98 Healed: Gain (spell level x 4) hit points 99 Protected: Gain (spell level x 4) temporary hit points 99 Protected: Gain (spell level x 4) temporary hit points 100 Gifted: You regain this spell slot 100 Gifted: You regain this spell slot Safe Magic Why Did I Burn Out? Recovering From Burnout Variants Cantrips Are Easy! When casting a cantrip, any resulting burnout roll is made with advantage. Safe Cantrips Casting cantrips does not provoke a burnout roll. Regional Magic Reserve Casting Magic drains a user’s vitality. Through study and practice, a user can prevent the brunt of these effects however, even the best wizards have their limits. Not that they can’t be overcome, just that it’s often safer to stay within them. When a creature casts a spell, they may choose not to use a spell slot and instead spend a number of unspent hit dice equal to the spell’s level (up to 5th level). Doing so is a dangerous practice and as such, you roll any burnout die with disadvantage. Pg 260 Part 15: The Rules of Magic
Mortality A creature can cast in this way even when they are out of unspent hit dice. If they cast spells in this way, they must roll the hit die that they would spend and subtract the total from their hit points. You roll any burnout die with disadvantage. Pg 261 Part 15: The Rules of Magic
Mortality Part 15: Spell Lists Spells By Class Artificer Spells Cantrips (0 Level) ● Acid Splash ● Fire Bolt ● Mending ● Ray of Frost ● Thorn Whip 1st Level ● Catapult ● Caustic Brew ● Cure Wounds 2nd Level 3rd Level 4th Level 5th Level Pg 262 Part 16: Spell Lists
Mortality Bard Spells Cantrips (0 Level) ● Blade Ward ● Dancing Lights ● Friends ● Light ● Mage Hand ● Mending ● Message ● Minor Illusion ● Prestidigitation ● Thunderclap ● True Strike ● Vicious Mockery 1st Level ● Animal Friendship ● Bane ● Charm Person ● Color Spray ● Command ● Comprehend Languages ● Cure Wounds ● Detect Magic ● Healing Word ● Twist Fate 2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level ● Antipathy/Sympathy ● Dominate Monster ● Feeblemind ● Glibness ● Mind Blank ● Power Word Stun 9th Level ● Foresight ● Mass Polymorph ● Power Word Heal ● Power Word Kill ● Prismatic Wall ● Psychic Scream ● True Polymorph Pg 263 Part 16: Spell Lists
Mortality Cleric Spells Cantrips (0 Level) ● Benediction ● Guidance ● Resistance ● Sacred Flame ● Star Strike ● Spare the Dying ● Word of Radiance 1st Level ● Bane ● Bless ● Ceremony ● Commands ● Consecrated Armour ● Cure Wounds ● Detect Evil and Good ● Detect Magic ● Divine Favour ● Healing Word ● Sanctuary ● Shield of Faith 2nd Level ● Aid ● Augury ● Blindness/Deafness ● Borrowed Knowledge ● Calm Emotions ● Continual Flame ● Zone of Truth 3rd Level ● Animate Dead ● Aura of Vitality ● Beacon of Hope ● Bestow Curse ● Clairvoyance ● Daylight ● Revivify 4th Level ● Aura of Life ● Aura of Purity ● Banishment ● Control Water ● Death Ward 5th Level ● Commune ● Contagion ● Dawn ● Raise Dead 6th Level ● Blade Barrier ● Create Undead 7th Level ● Conjure Celestial ● Resurrection 8th Level ● Antimagic Field ● Control Weather 9th Level ● Astral Projection ● True Resurrection Pg 264 Part 16: Spell Lists
Mortality Druid Spells Cantrips (0 Level) ● Acid Splash ● Control Flames ● Create Bonfire ● Druidcraft ● Guidance ● Gust ● Mould Earth ● Primal Savagery ● Produce Flame ● Resistance ● Shape Water ● Thorn Whip 1st Level ● Absorb Elements ● Cure Wounds ● Entangle ● Water Whip 2nd Level ● Alter Self ● Barkskin ● Protection from Elements 3rd Level 4th Level ● Grasping Vine 5th Level ● Awaken ● Commune with Nature 6th Level 7th Level 8th Level ● Control Weather 9th Level ● Storm of Vengeance Pg 265 Part 16: Spell Lists
Mortality Investigator Spells 1st Level ● Alarm ● Blood Print ● Clue ● Comprehend Languages ● Conjure Cover ● Consecrated Armour ● Detect Evil and Good * ● Detect Magic ● Detect Poison and Disease ● Disguise Self * ● Find Familiar ● Floating Disk ● Heroism * ● Identify ● Illusory Script ● Memorise ● Purify Food and Drink ● Rumour ● Speak with Animals ● Transient Bulwark ● Unseen Servant ● Whispering Wind * 2nd Level ● Animal Messenger ● Arcane Lock * ● Augury ● Curse Ward * ● Gentle Repose ● Knock * ● Locate Animals or Plants ● Locate Object * ● Magic Mouth ● Nondescript * ● Protect Threshold ● Recall * ● See Invisibility * ● Silence ● Spider Climb * ● Zone of Truth * 3rd Level ● After Image * ● Clairvoyance * ● Fly * ● Magic Circle * ● Meld into Stone ● Phantom Steed ● Remove Curse * ● Seánce * ● Sending * ● Speak with Plants * ● Water Breathing ● Water Walk 4th Level 5th Level ● Commune ● Commune with Nature ● Dream * ● Legend Lore * ● Scrutinise Foe * ● Telepathic Bond 6th Level ● Find the Path * ● Forbiddance ● Instant Summons Pg 266 Part 16: Spell Lists
Mortality Sorcerer Spells Cantrips (0 Level) ● Chaos Burst ● Fire bolt ● Friends ● Shocking Grasp 1st Level ● Chaos Bolt ● Magic Missile ● Shield 2nd Level 3rd Level ● Fireball ● Lightning Bolt 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level Pg 267 Part 16: Spell Lists
Mortality Warlock Spells Cantrips (0 Level) ● Create Bonfire ● Eldritch Blast ● Eldritch Orb ● Eldritch Strike ● Toll the Dead 1st Level 2nd Level 3rd Level 4th Level 5th Level ● Dream 6th Level 7th Level 8th Level 9th Level Pg 268 Part 16: Spell Lists
Mortality Wizard Spells Cantrips (0 Level) ● Acid Splash ● Arc Blade ● Blade Ward ● Blinding Bite ● Booming Blade ● Burning Blade ● Chaos Burst ● Chill Touch ● Control Flames ● Create Bonfire ● Dancing Lights ● Douse Light ● Firebolt ● Friends ● Frostbite ● Frost Blade ● Gust ● Infestation ● Light ● Lightning Lure ● Mage Hand ● Mending ● Message ● Mind Sliver ● Minor Illusion ● Mould Earth ● Poison Spray ● Prestidigitation ● Ray of Frost ● Rotting Blade ● Shape Water ● Shocking Grasp ● Silhouette ● Star Strike ● Sword Burst ● Thunderclap ● Toll the Dead ● True Strike 1st Level ● Absorb Elements ● Catapult ● Caustic Brew ● Detect Magic ● Hideous Laughter ● Identify ● Mage Armour ● Magic Missile ● Shield 2nd Level ● Flaming Sphere ● Mind Whip 3rd Level ● Fireball ● Intellect Fortress ● Lightning Bolt 4th Level ● Control Water ● Freethrow 5th Level 6th Level 7th Level 8th Level ● Control Weather 9th Level ● Gate ● Meteor Storm ● Psychic Scream ● Weird Pg 269 Part 16: Spell Lists
Mortality Spells By Level Cantrips ● Acid Splash ● Arc Blade ● Benediction ● Blade Ward ● Blinding Bite ● Booming Blade ● Burning Blade ● Chill Touch ● Control Flames ● Create Bonfire ● Corrosive Blade ● Dancing Lights ● Douse Light ● Druidcraft ● Eldritch Blast ● Eldritch Orb ● Eldritch Strike ● Encode Thoughts ● Firebolt ● Friends ● Frost Blade ● Frostbite ● Guidance ● Gust ● Infestation ● Light ● Lightning Lure ● Mage Hand ● Magic Stone ● Mending ● Message ● Mind Sliver ● Minor Illusion ● Mould Earth ● Poison Spray ● Prestidigitation ● Primal Savagery ● Produce Flame ● Ray of Frost ● Resistance ● Rotting Blade ● Sacred Flame ● Shape Water ● Shillelagh ● Shocking Grasp ● Silhouette ● Spare the Dying ● Star Strike ● Sword Burst ● Thaumaturgy ● Thorn Whip ● Thunderclap ● Toll the Dead ● True Strike ● Vicious Mockery ● Word of Radiance 1st Level Spells ● Absorb Elements ● Armour of Agathys ● Alarm ● Bane ● Bless ● Burning Hands ● Catapult ● Caustic Brew ● Charm Person ● Command ● Conjure Cover ● Consecrated Armour ● Cure Wounds ● Detect Good & Evil ● Detect Magic ● Detect Poison & Disease ● Frost Fingers ● Healing Word ● Hideous Laughter ● Identify ● Jump ● Longstrider Pg 270 Part 16: Spell Lists
Mortality ● Mage Armour ● Magic Missile ● Shield ● Snare ● Thunderwave ● Witchbolt 2nd Level Spells ● Barkskin ● Blur ● Darkness ● Find Steed ● Flame Blade ● Flaming Sphere ● Gust of Wind ● Invisibility ● Levitate ● Mind Whip ● Misty Step ● Scorching Ray ● Shadow Blade ● Suggestion 3rd Level Spells ● Animate Dead ● Blink ● Daylight ● Fireball ● Fly ● Haste ● Intellect Fortress ● Lightning Bolt ● Revivify ● Water Breathing ● Water Walk 4th Level Spells ● Aura of Life ● Aura of Purity ● Banishment ● Find Greater Steed ● Grasping Vine ● Greater Invisibility 5th Level Spells ● Banishing Smite ● Dawn ● Legend Lore ● Raise Dead ● Scrying ● Steel Wind Strike 6th Level Spells ● Bones of the Earth 7th Level Spells ● Resurrection 8th Level Spells ● Animal Shapes ● Clone ● Delayed Blast Fireball 9th Level Spells ● Astral Projection ● Gate ● True Resurrection ● Weird Pg 271 Part 16: Spell Lists
Mortality Spells By School Abjuration Spells Cantrips (0 Level) ● Benediction ● Blade Ward ● Resistance 1st Level ● Absorb Elements ● Armour of Agathys ● Consecrated Armour ● Mage Armour ● Sanctuary ● Shield ● Shield of Faith 2nd Level ● Arcane Lock 3rd Level ● Counterspell ● Dispel Magic ● Intellect Fortress ● Magic Circle 4th Level ● Aura of Life ● Aura of Purity ● Banishment 5th Level ● Banishing Smite 6th Level 7th Level 8th Level 9th Level Pg 272 Part 16: Spell Lists
Mortality Conjuration Spells Cantrips (0 Level) ● Acid Splash ● Create Bonfire ● Mage Hand ● Sword Burst 1st Level ● Conjure Cover ● Grease 2nd Level ● Cloud of Daggers ● Misty Step 3rd Level 4th Level ● Dimension Door 5th Level ● Teleportation Circle 6th Level 7th Level 8th Level 9th Level ● Blade of Disaster ● Gate Pg 273 Part 16: Spell Lists
Mortality Divination Spells Cantrips (0 Level) ● Guidance ● True Strike 1st Level ● Detect Good and Evil ● Detect Magic ● Detect Poison and Disease ● Seer’s Reaction 2nd Level ● Anticipate Ambush ● Augury ● Detect Thoughts ● Twist Fate 3rd Level 4th Level ● Divination 5th Level ● Commune ● Commune with Nature ● Scrying ● Legend Lore 6th Level 7th Level 8th Level 9th Level Pg 274 Part 16: Spell Lists
Mortality Enchantment Spells Cantrips (0 Level) ● Encode Thoughts ● Friends ● Mind Sliver 1st Level ● Bane ● Charm Person ● Command ● Hex ● Hideous Laughter 2nd Level ● Hold Person ● Suggestion 3rd Level 4th Level 5th Level ● Modify Memory 6th Level 7th Level 8th Level 9th Level ● Psychic Scream Pg 275 Part 16: Spell Lists
Mortality Evocation Spells Cantrips (0 Level) ● Arc Blade ● Booming Blade ● Burning Blade ● Corrosive Blade ● Eldritch Blast ● Eldritch Orb ● Eldritch Strike ● Fire bolt ● Frost Blade ● Frostbite ● Light ● Lightning Lure ● Poison Spray ● Produce Flame ● Rotting Blade ● Sacred Flame ● Star Strike ● Toxic Blade 1st Level ● Burning Hands ● Caustic Brew ● Cure Wounds ● Healing Word 2nd Level ● Acid Arrow ● Scorching Ray 3rd Level ● Fireball ● Lightning Bolt 4th Level 5th Level ● Destructive Wave 6th Level 7th Level 8th Level 9th Level Pg 276 Part 16: Spell Lists
Mortality Illusion Spells Cantrips (0 Level) ● Blinding Bite ● Douse Light ● Minor Illusion ● Silhouette 1st Level ● Disguise Self 2nd Level ● Blur 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level Pg 277 Part 16: Spell Lists
Mortality Necromancy Spells Cantrips (0 Level) ● Chill Touch ● Spare the Dying ● Toll the Dead 1st Level ● Cause Fear ● Inflict Wounds ● Ray of Sickness 2nd Level ● Ray of Enfeeblement 3rd Level ● Animate Dead ● Revivify ● Vampiric Touch 4th Level 5th Level ● Raise Dead 6th Level 7th Level ● Resurrection 8th Level ● Horrid Wilting 9th Level ● Astral Projection ● True Resurrection Pg 278 Part 16: Spell Lists
Mortality Transmutation Spells Cantrips (0 Level) ● Control Flames ● Douse Light ● Druidcraft ● Gust ● Mould Earth ● Shape Water ● Thorn Whip 1st Level ● Catapult ● Water Whip 2nd Level ● Alter Self ● Barkskin ● Dragon’s Breath ● Levitate 3rd Level ● Blink ● Fly ● Haste 4th Level ● Control Water 5th Level ● Animate Objects ● Awaken 6th Level ● Bones of the Earth ● Otherworldly Guise 7th Level 8th Level ● Animal Shapes ● Control Weather 9th Level Pg 279 Part 16: Spell Lists
Mortality Spell Descriptions The spells are presented in alphabetical order. A Absorb Elements 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, thunder damage Range: Self Components: V Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn, the value of this resistance is equal to your spellcasting ability modifier + your proficiency rank bonus with spellcasting. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Acid Arrow 2nd-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (powdered rhubarb leaf and an adder's stomach) Duration: Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. Acid Splash Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Aganazzar’s Scorcher 2nd-level evocation Casting Time: Range: Components: Duration: Pg 280 Part 16: Spell Lists
Mortality Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. Alarm 1st-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. Alter Self 2nd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different Pg 281 Part 16: Spell Lists
Mortality natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. Animal Friendship 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. Animal Messenger 2nd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into Pg 282 Part 16: Spell Lists
Mortality the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment. Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: 24 hours This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 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. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures Pg 283 Part 16: Spell Lists
Mortality for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects 5th-level transmutation Casting Time: Range: Components: Duration: Anticipate Ambush 2nd-level divination Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours You touch a willing creature and grant them faint premonitions. The creature cannot be surprised for the duration. Anticipate Attack 2nd-level divination Casting Time: 1 reaction, when a creature targets you with an attack Range: Self Components: V, S Duration: Instantaneous With a flash of foresight, you spot an incoming attack with enough time to avoid it. When you cast this spell, you may move up to half your speed without provoking opportunity attacks. If you are no longer within the attack’s range or you could not be targeted by the attack in your new position, the attack automatically misses. If you would gain the benefits of cover from the attack, you apply those benefits against the attack. Antilife Shell 5th-level abjuration Casting Time: Range: Components: Duration: Antimagic Field 8th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: Duration: Antipathy/Sympathy 8th-level enchantment Casting Time: Range: Components: Duration: Arc Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, M (a weapon worth at least 1sp) Duration: 1 round 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 the weapon attack's normal effects and is shocked (see the condition) until the start of your next turn. Arcane Eye 4th-level divination Casting Time: Range: Pg 284 Part 16: Spell Lists
Mortality Components: Duration: Arcane Gate 6th-level conjuration Casting Time: Range: Components: Duration: Arcane Lock 2nd-level abjuration Casting Time: Range: Components: Duration: Armour of Agathys 1st-level abjuration Casting Time: 1 action Range: Components:V, S, M (a small cup of water) Duration: Arms of Hadar 1st-level conjuration Casting Time: 1 action Range: Components: Duration: Scorching Stride 3rd-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Astral Projection 9th-level necromancy Casting Time: Range: Components: Duration: Augury 2nd-level divination Casting Time: Range: Components: Duration: Aura of Life 4th-level abjuration Casting Time: Range: Components: Duration: Aura of Purity 4th-level abjuration Casting Time: Range: Components: Duration: Pg 285 Part 16: Spell Lists
Mortality Aura of Vitality 3rd-level evocation Casting Time: Range: Components: Duration: Awaken 5th-level transmutation Casting Time: Range: Components: Duration: B Bane 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration up to 1 minute Banishing Smite 5th-level abjuration Casting Time: Range: Components: Duration: Banishment 4th-level abjuration Casting Time: Range: Components: Duration: Barkskin 2nd-level transmutation Casting Time: Range: Components: Duration: Beacon of Hope 3rd-level abjuration Casting Time: Range: Components: Duration: Beast Bond 1st-level divination Casting Time: Range: Components: Duration: Beast Sense 2nd-level divination Casting Time: Range: Components: Duration: Benediction Abjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it can roll 1d4 and reduce the damage by the result. The spell then ends. Bestow Curse 3rd-level necromancy Casting Time: 1 action Pg 286 Part 16: Spell Lists
Mortality Range: Components: Duration: Bigby’s Hand 5th-level evocation Casting Time: Range: Components: Duration: Blade Barrier 6th-level evocation Casting Time: Range: Components: Duration: Blade of Disaster 9th-level conjuration Casting Time: Range: Components: Duration: Blade Ward Abjuration cantrip Casting Time: 1 action Range: Self Components: Duration: 1 round Bless 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration up to 1 minute Blight 4th-level necromancy Casting Time: Range: Components: Duration: Blinding Bite Illusion cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, M (A weapon worth at least 1sp) Duration: 1 round 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 the weapon attack's normal effects and is then blasted by a flash of light, causing it to be blinded (see the condition) until the start of your next turn. Blinding Smite 3rd-level evocation Casting Time: Range: Components: Duration: Blindness/Deafness 2nd-level necromancy Casting Time: Range: Components: Duration: Blink 3rd-level transmutation Casting Time: Range: Components: Duration: Pg 287 Part 16: Spell Lists
Mortality Blur 2nd-level illusion Casting Time: Range: Components: Duration: Bones of the Earth 6th-level transmutation Casting Time: Range: Components: Duration: Booming Blade Evocation cantrip Casting Time: 1 action Range: Components: Duration: 1 round Borrowed Knowledge 2nd-level divination Casting Time: Range: Components: Duration: Branding Smite 2nd-level evocation Casting Time: Range: Components: Duration: Burning Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, M (a weapon worth at least 1sp) Duration: 1 round 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 the weapon attack's normal effects and is set ablaze (see the condition) until the start of your next turn. Burning Hands 1st-level evocation Casting Time: 1 action Range: Components: Duration: Instantaneous C Call Lightning 3rd-level conjuration Casting Time: Range: Components: Duration: Calm Emotions 2nd-level enchantment Casting Time: 1 action Range: Components: Duration: Catapult 1st-level transmutation Casting Time: 1 action Range: Components: Duration: Catnap 3rd-level enchantment Pg 288 Part 16: Spell Lists
Mortality Casting Time: Range: Components: Duration: Cause Fear 1st-level necromancy Casting Time: Range: Components: Duration: Caustic Brew 1st-level evocation Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a bit of rotten food) Duration: Concentration, up to 1 minute A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in acid takes 2d4 acid damage at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Ceremony 1st-level abjuration Casting Time: Range: Components: Duration: Chain Lightning 6th-level evocation Casting Time: 1 action Range: Components: Duration: Chaos Bolt 1st-level evocation Casting Time: 1 action Range: Components: Duration: Chaos Burst Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, S Duration: Instantaneous You release a blast of discordant energy from your hand. Make a melee spell attack against the target. On a hit, roll a d8 and consult the table below. The target takes 1d10 of the resulting damage type and suffers an additional effect based on the result. The spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10) Chaos Burst Damage d8 Damage Additional Effect 1 Acid The target takes 1d4 acid damage at the start of its next turn. 2 Cold The target has its speed reduced by 10 feet until the start of your next turn. 3 Fire The target takes an additional 1d6 damage Pg 289 Part 16: Spell Lists
Mortality the next time it takes fire damage within the next minute. 4 Lightning The target can’t take reactions until the start of its next turn. 5 Necrotic The target is unable to regain hit points until the start of your next turn. 6 Radiant The next attack roll against the target before the start of your next turn has advantage. 7 Thunder The target is pushed 5ft directly away from you. 8 Choose the damage type — Charm Monster 4th-level enchantment Casting Time: 1 action Range: Components: Duration: Charm Person 1st-level enchantment Casting Time: 1 action Range: Components: Duration: Chill Touch Necromancy cantrip Casting Time: 1 action Range: Components: Duration: Instantaneous Chromatic Orb 1st-level evocation Casting Time: 1 action Range: Components: Duration: Instantaneous Circle of Death 6th-level necromancy Casting Time: Range: Components: Duration: Circle of Power 5th-level abjuration Casting Time: Range: Components: Duration: Clairvoyance 3rd-level divination Casting Time: Range: Components: Duration: Clone 8th-level necromancy Casting Time: Range: Components: Duration: Cloud of Daggers 2nd-level conjuration Casting Time: 1 action Range: Components: Duration: Pg 290 Part 16: Spell Lists
Mortality Cloudkill 5th-level conjuration Casting Time: Range: Components: Duration: Colour Spray 1st-level illusion Casting Time: Range: Components: Duration: Command 1st-level enchantment Casting Time: Range: Components: Duration: Commune 5th-level divination Casting Time: Range: Components: Duration: Commune with Nature 5th-level divination Casting Time: Range: Components: Duration: Compelled Duel 1st-level enchantment Casting Time: 1 bonus action Range: Components: Duration: Comprehend Languages 1st-level divination Casting Time: Range: Components: Duration: Compulsion 4th-level enchantment Casting Time: Range: Components: Duration: Cone of Cold 5th-level evocation Casting Time: 1 action Range: Components: Duration: Confusion 4th-level enchantment Casting Time: Range: Components: Duration: Conjure Animals 3rd-level conjuration Casting Time: Range: Components: Duration: Conjure Barrage 3rd-level conjuration Casting Time: Range: Components: Duration: Pg 291 Part 16: Spell Lists
Mortality Conjure Celestial 7th-level conjuration Casting Time: Range: Components: Duration: Conjure Cover 1st-level conjuration Casting Time: Range: Components: Duration: Conjure Elemental 5th-level conjuration Casting Time: Range: Components: Duration: Conjure Fey 6th-level conjuration Casting Time: Range: Components: Duration: Conjure Minor Elementals 4th-level conjuration Casting Time: Range: Components: Duration: Conjure Volley 5th-level conjuration Casting Time: Range: Components: Duration: Conjure Woodland Beings 4th-level conjuration Casting Time: Range: Components: Duration: Contact Other Plane 5th-level divination Casting Time: Range: Components: Duration: Contagion 5th-level necromancy Casting Time: Range: Components: Duration: Contingency 6th-level evocation Casting Time: Range: Components: Duration: Continual Flame 2nd-level evocation Casting Time: Range: Components: Duration: Until dispelled Control Flames Transmutation cantrip Casting Time: 1 action Range: Components: Pg 292 Part 16: Spell Lists
Mortality Duration: Instantaneous or 1 hour (see below) Control Water 4th-level transmutation Casting Time: 1 action Range: Components: Duration: Control Weather 8th-level transmutation Casting Time: 10 minutes Range: Components: Duration: Control Winds 5th-level transmutation Casting Time: 1 action Range: Components: Duration: Cordon of Arrows 2nd-level transmutation Casting Time: Range: Components: Duration: Corrosive Blade Evocation cantrip Casting Time: 1 action Range: Components: V, S, M (a weapon worth at least 1sp) Duration: 1 round 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 the weapon attack's normal effects and is covered in acid until the start of your next turn. The creature takes 1d8 acid damage at the end of its turn unless it uses its action to wipe the acid off. Counterspell 3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: V Duration: Instantaneous Create Bonfire Conjuration cantrip Casting Time: 1 action Range: Components: Duration: Create Homunculus 6th-level transmutation Casting Time: Range: Components: Duration: Create Magen 7th-level transmutation Casting Time: Range: Components: Duration: Create Undead 6th-level necromancy Casting Time: Range: Components: Pg 293 Part 16: Spell Lists
Mortality Duration: Creation 5th-level illusion Casting Time: Range: Components: Duration: Crown of Madness 2nd-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Crown of Stars 7th-level evocation Casting Time: Range: Components: Duration: Crusader’s Mantle 3rd-level evocation Casting Time: Range: Components: Duration: Cure Wounds 1st-level evocation Casting Time: 1 action Range: Touch Components: Duration: Instantaneous D Dancing Lights Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration: Concentration, up to 1 minute Danse Macabre 5th-level necromancy Casting Time: Range: Components: Duration: Darkness 2nd-level evocation Casting Time: 1 action Range: Components: Duration: Darkvision 2nd-level transmutation Casting Time: Range: Components: Duration: Dawn 5th-level evocation Casting Time: Range: Components: Duration: Daylight 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour Pg 294 Part 16: Spell Lists
Mortality A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere increases the light level by 3 out to a range of 60 feet, by 2 for an additional 60 feet and by 1 for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. Death Ward 4th-level abjuration Casting Time: 1 action Range: Components: Duration: 8 hours Delayed Blast Fireball 8th-level evocation Casting Time: Range: Components: Duration: Demiplane 8th-level conjuration Casting Time: Range: Components: Duration: Destructive Wave 5th-level evocation Casting Time: Range: Components: Duration: Detect Evil and Good 1st-level divination Casting Time: Range: Components: Duration: Detect Magic 1st-level divination Casting Time: Range: Components: Duration: Detect Poison and Disease 1st-level divination Casting Time: Range: Components: Duration: Detect Thoughts 2nd-level divination Casting Time: Range: Components: Duration: Dimension Door 3rd-level conjuration Casting Time: 1 action Range: Components: Duration: Instantaneous Disguise Self 1st-level illusion Casting Time: Pg 295 Part 16: Spell Lists
Mortality Range: Components: Duration: Disintegrate 6th-level transmutation Casting Time: Range: Components: Duration: Dispel Evil and Good 5th-level abjuration Casting Time: Range: Components: Duration: Dispel Magic 3rd-level abjuration Casting Time: 1 action Range: Components: Duration: Instantaneous Dissonant Whispers 1st-level enchantment Casting Time: Range: Components: Duration: Distort Value 1st-level illusion Casting Time: Range: Components: Duration: Divination 4th-level divination Casting Time: Range: Components: Duration: Divine Favour 1st-level evocation Casting Time: Range: Components: Duration: Divine Word 7th-level evocation Casting Time: Range: Components: Duration: Dominate Beast 4th-level enchantment Casting Time: Range: Components: Duration: Dominate Monster 8th-level enchantment Casting Time: Range: Components: Duration: Dominate Person 5th-level enchantment Casting Time: Range: Components: Duration: Douse Light Transmutation cantrip Casting Time: 1 action Pg 296 Part 16: Spell Lists
Mortality Range: 30 feet Components: V, S Duration: Instantaneous With a hand gesture and an incantation, you are able to douse a single, small source of light within range. This spell extinguishes a torch, a candle, a lantern, or dispels a light or dancing lights cantrip. Draconic Transformation 7th-level transmutation Casting Time: Range: Components: Duration: Dragon’s Breath 2nd-level transmutation Casting Time: Range: Components: Duration: Drawmij’s Instant Summons 6th-level conjuration Casting Time: Range: Components: Duration: Dream 5th-level illusion Casting Time: Range: Components: Duration: Dream of the Blue Veil 7th-level conjuration Casting Time: Range: Components: Duration: Druid Grove 6th-level abjuration Casting Time: Range: Components: Duration: Druidcraft Transmutation cantrip Casting Time: 1 action Range: Components: Duration: Instantaneous Dust Devil 2nd-level conjuration Casting Time: Range: Components: Duration: E Earth Tremor 1st-level evocation Casting Time: 1 action Range: Components: Duration: Instantaneous Earthbind 2nd-level transmutation Casting Time: Range: Components: Duration: Earthquake 8th-level evocation Pg 297 Part 16: Spell Lists
Mortality Casting Time: Range: Components: Duration: Eldritch Blast Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more beams when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different targets. Make a separate attack roll for each beam. Eldritch Strike Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You channel crackling energy into the palm of your hand and strike a creature in range with it. Make a melee spell attack against the target. On a hit, the target takes 1d12 force damage. The spell allows you to make more strikes when you reach higher levels: two strikes at 5th level, three strikes at 11th level, and four strikes at 17th level. You can direct the strikes at the same target or at different targets. Make a separate attack roll for each strike. Eldritch Orb Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You launch an orb of energy toward a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage and each creature within 5 feet of the target takes half as much damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8) Elemental Bane 4th-level transmutation Casting Time: Range: Components: Duration: Elemental Weapon 3rd-level transmutation Casting Time: Range: Components: Duration: Encode Thoughts Enchantment cantrip Casting Time: 1 action Range: Components: Duration: Enemies Abound 3rd-level enchantment Pg 298 Part 16: Spell Lists
Mortality Casting Time: Range: Components: Duration: Enervation 5th-level necromancy Casting Time: Range: Components: Duration: Enhance Ability 2nd-level transmutation Casting Time: Range: Components: Duration: Enlarge / Reduce 2nd-level transmutation Casting Time: Range: Components: Duration: Ensnaring Strike 1st-level conjuration Casting Time: 1 bonus action Range: Components: Duration: Entangle 1st-level conjuration Casting Time: 1 action Range: Components: Duration: Enthral 2nd-level enchantment Casting Time: Range: Components: Duration: Erupting Earth 3rd-level transmutation Casting Time: Range: Components: Duration: Etherealness 7th-level transmutation Casting Time: Range: Components: Duration: Evard’s Black Tentacles 4th-level conjuration Casting Time: Range: Components: Duration: Expeditious Retreat 1st-level transmutation Casting Time: Range: Components: Duration: Eyebite 6th-level necromancy Casting Time: Range: Components: Duration: Fabricate 4th-level transmutation Pg 299 Part 16: Spell Lists
Mortality Casting Time: Range: Components: Duration: Faerie Fire 1st-level evocation Casting Time: 1 action Range: Components: Duration: False Life 1st-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (a small amount of alcohol or distilled spirits) Duration: 1 hour Far Step 5th-level conjuration Casting Time: Range: Components: Duration: Fear 3rd-level illusion Casting Time: Range: Components: Duration: Feather Fall 1st-level transmutation Casting Time: 1 reaction Range: Components: Duration: Feeblemind 8th-level enchantment Casting Time: Range: Components: Duration: Feign Death 3rd-level necromancy Casting Time: Range: Components: Duration: Find Familiar 1st-level conjuration Casting Time: Range: Components: Duration: Find Greater Steed 4th-level conjuration Casting Time: Range: Components: Duration: Find Steed 2nd-level conjuration Casting Time: Range: Components: Duration: Find the Path 6th-level divination Casting Time: Range: Components: Duration: Pg 300 Part 16: Spell Lists