SPELLS
Finger of Death 7th-level Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Classes: Sorcerer, Warlock, Wizard You send negative energy coursing through a creature that you can see within range, causing it to suffer the wrath of the grave. The target must make a Constitution saving throw. On a failed save, it takes 7d8 + 30 necrotic damage. If this damage reduces the target to 0 hit points, it dies instantly as its life force is snuffed out. If the target succeeds on its saving throw, it takes half as much damage. A humanoid killed by this spell rises at the start of your next turn as a zombie under your control, permanently following your commands until destroyed. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the damage increases by 3d8 for each slot level above 7th. Note: This scroll contains a single use of the "Finger of Death" spell. Once the spell is cast, the scroll disintegrates.
9th-level Conjuration Casting Time: 1 action Range: 60 feet A wave of radiant energy emanates from you, bringing forth healing and restoration to multiple creatures within range. Choose up to six creatures of your choice within 60 feet of you. Each target regains hit points equal to 700 + their spellcasting ability modifier. This spell also ends any disease, blindness, deafness, and any effect that would reduce the target's hit point maximum. Additionally, this spell can restore severed body parts or cure conditions that would otherwise require spells like "Regenerate" or "Greater Restoration." The spell has no effect on undead or constructs. Note: This scroll contains a single use of the "Mass Heal" spell. Once the spell is cast, the scroll disintegrates. Mass Heal Components: V, S Duration: Instantaneous Classes: Cleric, Druid
You emit a brilliant beam of radiant energy from your outstretched hand. For the duration, a beam of light, 5 feet wide, extends up to 60 feet in a direction you choose. Each creature in the beam must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. You can use an action on each of your turns to move the beam up to 60 feet in any direction. The beam can pass through objects, but it is blocked by total cover. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in radiant energy and must make a Constitution saving throw. On a failed save, it takes 6d8 radiant damage. On a successful save, it takes half as much damage. Note: This scroll contains a single use of the "Sunbeam" spell. Once the spell is cast, the scroll disintegrates. Sunbeam 6th-level Evocation Casting Time: 1 action Range: Self Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute Classes: Druid, Sorcerer, Wizard
You step into the border regions of the Ethereal Plane, becoming ethereal and intangible to the material world. For the duration, you can move in any direction, passing through solid objects and creatures as if they were difficult terrain. You ignore difficult terrain and other impediments while moving in this way. You remain on the Ethereal Plane for the spell's duration until you use your action to end the spell early. You can't affect or be affected by anything on the material plane while in this form, but you can see and hear the plane you originated from up to a distance of 60 feet. Creatures that are also ethereal or on the Ethereal Plane can perceive you. You can only affect and be affected by other creatures or objects on the Ethereal Plane. When the spell ends, you return to the material plane in the unoccupied space closest to where you vanished or in the nearest unoccupied space if that space is occupied. Note: This scroll contains a one-time use of the "Etherealness" spell. Once the spell is cast, the scroll retains its magical properties and can be used to cast the spell again, provided there is sufficient magic remaining within it. Etherealness 7th-level Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 8 hours Classes: Bard, Warlock, Wizard
You briefly stop the flow of time for everyone except yourself. You take an extra turn immediately after this one, during which you have full control over your actions and movement. The duration of this extra turn is 1d4 + 1 rounds, and it ends if you use a spell or other effect that affects another creature, directly or indirectly. You can't target or affect anything that is in a state of suspended animation, such as a creature under the effect of the "Time Stop" spell or trapped in a "Temporal Stasis" spell. During your extra turn, you can move and act freely, unaffected by the passage of time. You can use this time to take actions, cast spells, move, or perform any other activities available to you. However, the effects of any spells or other actions taken during the extra turn only manifest once the time stop effect ends. While time is stopped, you are immune to damage and any other harmful effects. Additionally, you have advantage on all attack rolls, ability checks, and saving throws. Note: This scroll contains a single use of the "Time Stop" spell. Once the spell is cast, the scroll disintegrates. Time Stop 9th-level Transmutation Casting Time: 1 action Range: Self Components: V Duration: Instantaneous Classes: Sorcerer, Wizard
You create a bolt of lightning that arcs toward a target of your choice within range. Make a ranged spell attack against that target. On a hit, the target takes 10d8 lightning damage. The lightning then leaps from the target to up to three other creatures or objects of your choice within 30 feet of the target. Make a separate attack roll for each target, which can be the same or different from the first. A target takes 10d8 lightning damage on a hit. You can't target the same creature or object more than once. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Note: This scroll contains a single use of the "Chain Lightning" spell. Once the spell is cast, the scroll disintegrates. Chain Lightning 6th-level Evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass) Duration: Instantaneous Classes: Sorcerer, Wizard
9th-level Evocation Casting Time: 1 action Range: 1 mile You unleash a barrage of fiery meteors from the heavens, targeting a point you can see within range. Each creature within a 40-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The meteors explode in a cascading shower of flames and destruction. The spell's damage ignores cover. If you choose a point on the ground, the spell creates a fiery explosion that originates from that point. The ground in that area becomes difficult terrain until cleared. Each creature in the area must make the Dexterity saving throw. A creature takes the same damage when it enters the spell's area for the first time on a turn or starts its turn there. Note: This scroll contains a single use of the "Meteor Swarm" spell. Once the spell is cast, the scroll disintegrates. Meteor Swarm Components: V, S Duration: Instantaneous Classes: Sorcerer, Wizard
8th-level enchantment Casting Time: 1 action Range: 60 feet Description: You speak a word of power that resonates through the air, causing one creature of your choice that you can see within range to be banished to another plane of existence. The target must make a Charisma saving throw. If the creature's hit points are equal to or lower than the remaining hit points of the caster, it is banished. On a successful save, the creature takes 10d6 psychic damage. On a failed save, the creature is banished, and there is no limit to the distance it can be sent. At the end of each of its turns, the banished creature reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the concentration of the caster is broken before the end of the spell's duration, the banished creature returns to the space it left. At Higher Levels: When you cast this spell using a spell slot of 9th level, the damage increases to 15d6. Please note that this is just an example, and you can customize the power word spell according to your preferences and the requirements of your game. Power Word: Banishment Components: V Duration: Instantaneous
Power Word: Stun 8th-level enchantment Casting Time: 1 action Range: Self Components: V Duration: Instantaneous You utter a word of power that reverberates through the air, causing a wave of magical energy to radiate from you. Each creature of your choice that you can see within 60 feet of you must make a Constitution saving throw. A creature with total hit points equal to or less than the remaining hit points of the caster is stunned until the end of its next turn. On a successful save, the creature takes 10d6 psychic damage. On a failed save, the creature is stunned as described above. A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws, and attack rolls against the creature have advantage. At Higher Levels: When you cast this spell using a spell slot of 9th level, the damage increases to 15d6. Remember that this is just an example, and you can modify the Power Word Stun spell to suit your needs and fit the context of your game.
You instantly teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creatures traveling with you take 4d6 force damage, and the spell fails to teleport you. 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. Please note that this is just an example, and you can adjust the Dimension Door spell to match your preferences and the needs of your game. Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous