Pryxis's Pages of Pure Magic
A Forenote This guide to magic is a conglomeration of various preexisting sources created by multiple other homebrewers and creators - as well as a few particular additions from myself. The following links provide the original sources of spells included in this Tome: Compendium Arcana Compendium of Spells I Compendium of Spells II A Solar Supplement - Epic Level Spells Epic Characters Heroes of the Orient SwordMeow's Spells: SwordMeow Additionally, it is important to note that this Tome of Spells is meant (in universe) to include all spells available in the original game of D&D - hence, the following site should be visited to overview the spells already available: D&D 5e Spells This is mostly meant to reflect the sheer enormity of magical studies conducted by the Archmage Eternal: Pryxis. Many of the spells listed here are meant to add more flair or ability to those who have the capability of spellcasting. This tome of spells can be seen as a means to expand the current spell list - with everything from cantrips to high level magic; indeed, even including access to magic otherwise chained behind Mystra's Ban: True Dweomer (or high magic). These spells (especially High Magic) may be applied to your D&D world with discretion by your DM - as many of these spells may alter the flow of the game. Table of Contents Part 1 Master Spell List Part 2 Group Spellcasting Part 3 Spells 3.1 Cantrips 3.2 1st Level Spells 3.3 2nd Level Spells 3.4 3rd Level Spells 3.5 4th Level Spells 3.6 5th Level Spells 3.7 6th Level Spells 3.8 7th Level Spells 3.9 8th Level Spells 3.10 9th Level Spells Part 4 High Magic 4.1 10th Level Spells 4.2 11th Level Spells 4.3 12th Level Spells Enjoy my Work? If you enjoy my work and wish to support me, feel free to buy me a coffee! My Patreon: patreon.com/Vassal127
Master Spell List Base Magic Cantrips (0 Level) Action Image Bellowing Mantle Boomerang Shot Concealment Conjure Wealth Daze Dress/Undress Fiery Eyes Flare Hail of Stone Hairstyle Marvelous Letter Poison Needles Razor Tome Renewal Spectral Shield Unbind 1st Level Attraction Bleed Create Spring Create Window Crimson Bolt Copy Eronin's Erasure Fool's Gold Guardian Eye Induce Headache Kiss of the Spider Minor Chronomancy Power Word: Rise Shadow Evocation Smoke Ladder Starsee Violent Reflection Weight Wild Guess 2nd Level Arcane Alacrity Arcane Skill Ancestral Vengeance Blood Curse Cataracts Choke Crimson Flame Earth Bolt Fire Wings Ghost Light Glass Wings Hesitation Impart Thought Impossible Riddle Insatiable Thirst Know the Shadows Lighten Load Opposing Force Pictograph Power Word: Preserve Rot Shadow Conjuration Transcribe Memory Void Hands Zone of Lies 3rd Level Baneful Fate Chameleon Cobra's Breath Conjure Azer Conjure Blights Death Mask Direct Weather Eronin's Mnemonic Enhancer Entomb Eye Ray Greater Mage Armor Ice Blast Inflame Emotions Lay to Rest Minor Telekinesis Power Word: Eviscerate Prehistoric Hail Spirit Lancer Sustain Thorn Skin Transfer Vitality Watery Double Zangle's Chatter 4th Level Alter Momentum Conjure Rust Monsters Dehydrate Duplicate Extraplanar Sense Greater Renewal Magic Ballista Magnetize Portend Luck Power Word: Slumber Rust Wall of Bones 5th Level Artificial Intelligence Bend Time Commune with City Create Chimera Creeping Darkness Crimson Theft Dream Sight Glitterdust Greater Entomb Inverseify Longevity Power Word: Fall Power Word: Fear Read the Stars Revoke Seal Starfall Superheroism True Absorb Elements True Shield Wall Against Evil and Good 6th Level Annihilation Disk Atlas Rises Blackmantle Blood of Fire Chromatic Wave Eclipse Gambler's Luck Lesser Disjunction One Final Blow Power Word: Mute Redirect Spell Scarlet Frenzy Sphere of Sound Substitution Walk with Spirits Wasting Sickness 7th Level Aura of Invisibility Behold Create Greater Chimera Fatigue Fruit of Legends Traveler’s Ward Maegis Plague Power Word: Hold Power Word: Ignite Power Word: Pacify Power Word: Pulverize Storm Spear Suffocate Wildfire 8th Level Airboat Bolt of Fate Dragonhide Permanency Power Word: Petrify Scarlet Haze Shadowform True Dragon's Breath 9th Level Conjurer's Arsenal Disjunction Draw Potential Form of Stone and Space Fusion Heart Ripper Karma Lord of the City Mass Disintegrate Nimbus Power Word: Birth Rain of Lotuses Reverse Time Sanctification Spellburn Spirit Bomb
High Magic 10th Level Absolute Death Anglin's Nova Archspire Auma's Axiomatic Command Bubble Ward Circle of Incursion Constellate Cosmic Javelin Dalaundo's Fatelessness Denak's Praesidium Mantle Fact or Fiction Gate Guardian Harken to Me Hope Kinetic Control Multiplication of Minds Nail to the Sky Proctiv's Move Mountain Raise Island Reality Cannon Rise from the Ashes Safiya's Metamorphosised Reality Serenity Soul Scry Thalantyr's High Summoning Transport Area Verdigris Tsunami Vengeful Gaze Vitrification Xzar's Soulblight Zahn's Illusion of Choice 11th Level Allmage Black Death Blade of the Heavenly Realms Blade of the Hellish Reaches Bloodmoon Create Mythallar Destiny Eternal Freedom Instant Kingdom Living Bomb Nightmare Lord Reality Slash Singularity Spears of Oblivion Take What is Others Time Travel True Manipulation Zetto's Corroding Burst Zetto's Earthen Gout Zetto's Fiery Pillar Zetto's Icy Deluge Zetto's Shocking Blast 12th Level Arcane Burst of Destruction Big Bang Crown of Vermin Genesis Heat Death Inevitable Entropy Illusionary World Power Word: Deify Rewrite History True Binding
C la s s S p e l l L i s t A rt i f i c e r Ca n t rip s A c t i o n I m a g e B i l l o w i n g M a n t l e C o n c e a l m e n t C o nj u r e We a l t h D a z e D r e s s / U n d r e s s F l a r e H a i r s t y l e M a r v e l o u s L e t t e r R a z o r To m e Re n e w a l S p e c t r a l S h i e l d U n b i n d 1 s t L e v e l At t r a c t i o n C o p y C r e a t e W i n d o w E r o n i n's E r a s u r e Fo o l's G o l d G u a r d i a n Ey e S m o ke L a d d e r S t a r s e e V i o l e n t Re fl e c t i o n We i g h t W i l d G u e s s 2 n d L e v e l A r c a n e A l a c r i t y A r c a n e S k i l l C a t a r a c t s G l a s s W i n g s I m p a r t T h o u g h t L i g h t e n L o a d O p p o s i n g Fo r c e P i c t o g r a p h Tr a n s c r i b e M e m o r y 3 r d L e v e l D e a t h M a s k D i r e c t We a t h e r Ey e R ay S u s t a i n Z a n g l e's C h a t t e r 4 t h L e v e l A l t e r M o m e n t u m D e hy d r a t e D u p l i c a t e G r e a t e r Re n e w a l M a g n e t i z e R u s t 5 t h L e v e l A r t i fi c i a l I n t e l l i g e n c e C o m m u n e w i t h C i t y G l i t t e r d u s t S e a l Tr u e A b s o r b E l e m e n t s 5
B a r d Ca n t rip s A c t i o n I m a g e B i l l o w i n g M a n t l e C o n c e a l m e n t C o nj u r e We a l t h D a z e D r e s s / U n d r e s s F l a r e H a i r s t y l e M a r v e l o u s L e t t e r R a z o r To m e Re n e w a l S p e c t r a l S h i e l d U n b i n d 1 s t L e v e l At t r a c t i o n C o p y C r e a t e W i n d o w E r o n i n's E r a s u r e Fo o l's G o l d G u a r d i a n Ey e I n d u c e H e a d a c h e M i n o r C h r o n o m a n cy P o w e r Wo r d: R i s e S m o ke L a d d e r S t a r s e e V i o l e n t Re fl e c t i o n W i l d G u e s s 2 n d L e v e l A r c a n e A l a c r i t y A r c a n e S k i l l C a t a r a c t s C h o ke F i r e W i n g s G l a s s W i n g s H e s i t a t i o n I m p a r t T h o u g h t I m p o s s i b l e R i d d l e I n s a t i a b l e T h i r s t K n o w t h e S h a d o w s L i g h t e n L o a d P i c t o g r a p h P o w e r Wo r d: P r e s e r v e S h a d o w C o nj u r a t i o n Tr a n s c r i b e M e m o r y Z o n e o f L i e s 3 r d L e v e l C h a m e l e o n D e a t h M a s k D i r e c t We a t h e r I n fl a m e E m o t i o n s Wa t e r y D o u b l e Z a n g l e's C h a t t e r 4 t h L e v e l A l t e r M o m e n t u m D e hy d r a t e D u p l i c a t e E x t r a p l a n a r S e n s e G r e a t e r Re n e w a l M a g n e t i z e P o r t e n d L u c k P o w e r Wo r d: S l u m b e r 5 t h L e v e l B e n d T i m e G l i t t e r d u s t I nv e r s i fy P o w e r Wo r d: Fa l l P o w e r Wo r d: Fe a r Re v o ke S e a l S u p e r h e r o i s m 6 t h L e v e l At l a s R i s e s E c l i p s e G a m b l e r's L u c k L e s s e r D i sj u n c t i o n O n e F i n a l B l o w P o w e r Wo r d: M u t e Re d i r e c t S p e l l 7 t h L e v e l A u r a o f I nv i s i b i l i t y P o w e r Wo r d: H o l d P o w e r Wo r d: P a c i fy P o w e r Wo r d: P u l v e r i z e S u ffo c a t e Tr av e l e r's Wa r d 8 t h L e v e l A i r b o a t B o l t o f Fa t e P e r m a n e n cy P o w e r Wo r d: P e t r i fy 9 t h L e v e l D i sj u n c t i o n K a r m a P o w e r Wo r d: B i r t h Re v e r s e T i m e 6
C l e r i c Ca n t rip s C o n c e a l m e n t D a z e F l a r e H a i r s t y l e M a r v e l o u s L e t t e r Re n e w a l S p e c t r a l S h i e l d 1 s t L e v e l B l e e d C o p y C r e a t e S p r i n g C r i m s o n B o l t G u a r d i a n Ey e P o w e r Wo r d: R i s e S t a r s e e V i o l e n t Re fl e c t i o n We i g h t W i l d G u e s s 2 n d L e v e l A n c e s t r a l Ve n g e a n c e B l o o d C u r s e C h o ke C r i m s o n F l a m e G h o s t L i g h t G l a s s W I n g s H e s i t a t i o n L i g h t e n L o a d P o w e r Wo r d: P r e s e r v e Ro t Tr a n s c r i b e M e m o r y 3 r d L e v e l B a n e fu l Fa t e D i r e c t We a t h e r E n t o m b E r o n i n's M n e m o n i c E n h a n c e r I n fl a m e E m o t i o n s L ay t o Re s t S p i r i t L a n c e r Tr a n s fe r V i t a l i t y Wa t e r y D o u b l e 4 t h L e v e l E x t r a p l a n a r S e n s e G r e a t e r Re n e w a l P o r t e n d L u c k R u s t Wa l l o f B o n e s 5 t h L e v e l C r i m s o n T h e ft D r e a m S i g h t G r e a t e r E n t o m b L o n g e v i t y P o w e r Wo r d: Fa l l P o w e r Wo r d: Fe a r Re a d t h e S t a r s Re v o ke S t a r fa l l Wa l l A g a i n s t Ev i l a n d G o o d 6 t h L e v e l B l a c k m a n t l e B l o o d o f F i r e E c l i p s e P o w e r Wo r d: M u t e Re d i r e c t S p e l l S c a r l e t Fr e n z y S u b s t i t u t i o n Wa l k w i t h S p i r i t s Wa s t i n g S i c k n e s s 7 t h L e v e l Fa t i g u e Fr u i t o f L e g e n d s P l a g u e P o w e r Wo r d: P a c i fy S u ffo c a t e Tr av e l e r's Wa r d 8 t h L e v e l A i r b o a t B o l t o f Fa t e S c a r l e t H a z e 9 t h L e v e l D r aw P o t e n t i a l Fu s i o n K a r m a R a i n o f L o t u s e s Re v e r s e T i m e S a n c t i fi c a t i o n S p e l l b u r n S p i r i t B o m b 7
D rui d Ca n t rip s C o n c e a l m e n t D a z e F l a r e H a i l o f S t o n e P o i s o n N e e d l e s R a z o r To m e Re n e w a l S p e c t r a l S h i e l d 1 s t L e v e l B l e e d C r e a t e S p r i n g C r i m s o n B o l t E r o n i n's E r a s u r e G u a r d i a n Ey e K i s s o f t h e S p i d e r S m o ke L a d d e r S t a r s e e W i l d G u e s s 2 n d L e v e l C a t a r a c t s C r i m s o n F l a m e E a r t h B o l t H e s i t a t i o n I n s a t i a b l e T h i r s t K n o w t h e S h a d o w s L i g h t e n L o a d P o w e r Wo r d: P r e s e r v e Ro t Vo i d H a n d s 3 r d L e v e l C h a m e l e o n C o b r a's B r e a t h C o nj u r e A z e r C o nj u r e B l i g h t s D i r e c t We a t h e r E n t o m b E r o n i n's M n e m o n i c E n h a n c e r P r e h i s t o r i c H a i l S u s t a i n T h o r n S k i n Wa t e r y D o u b l e 4 t h L e v e l C o nj u r e R u s t M o n s t e r s D e hy d r a t e E x t r a p l a n a r S e n s e G r e a t e r Re n e w a l R u s t Wa l l o f B o n e s 5 t h L e v e l C r e a t e C h i m e r a C o m m u n e w i t h C i t y C r i m s o n T h e ft G r e a t e r E n t o m b L o n g e v i t y Re a d t h e S t a r s Re v o ke S t a r fa l l Tr u e A b s o r b E l e m e n t s 6 t h L e v e l At l a s R i s e s B l o o d o f F i r e E c l i p s e L e s s e r D i sj u n c t i o n Re d i r e c t S p e l l S c a r l e t Fr e n z y Wa l k w i t h S p i r i t s Wa s t i n g S i c k n e s s 7 t h L e v e l C r e a t e G r e a t e r C h i m e r a Fa t i g u e Fr u i t o f L e g e n d s P l a g u e P o w e r Wo r d: I g n i t e P o w e r Wo r d: P a c i fy S u ffo c a t e Tr av e l e r's Wa r d W i l d fi r e 8 t h L e v e l A i r b o a t D r a g o n h i d e S c a r l e t H a z e 9 t h L e v e l D i sj u n c t i o n Fo r m o f S p a c e a n d S t o n e Fu s i o n L o r d o f t h e C i t y N i m b u s P o w e r Wo r d: B i r t h R a i n o f L o t u s e s S a n c t i fi c a t i o n S p i r i t B o m b
P a la d i n 1 s t L e v e l B l e e d G u a r d i a n Ey e S t a r s e e V i o l e n t Re fl e c t i o n We i g h t 2 n d L e v e l A n c e s t r a l Ve n g e a n c e G h o s t L i g h t H e s i t a t i o n L i g h t e n L o a d P o w e r Wo r d: P r e s e r v e 3 r d L e v e l B a n e fu l Fa t e C o nj u r e A z e r E n t o m b L ay t o Re s t S p i r i t L a n c e r Tr a n s fe r V i t a l i t y 4 t h L e v e l E x t r a p l a n a r S e n s e P o r t e n d L u c k 5 t h L e v e l G r e a t e r E n t o m b Re a d t h e S t a r s Re v o ke S u p e r h e r o i s m Wa l l A g a i n s t Ev i l a n d G o o d R a n g e r 1 s t L e v e l B l e e d C r e a t e S p r i n g G u a r d i a n Ey e K i s s o f t h e S p i d e r P o w e r Wo r d: R i s e S t a r s e e We i g h t W i l d G u e s s 2 n d L e v e l C a t a r a c t s E a r t h B o l t K n o w t h e S h a d o w s L i g h t e n L o a d O p p o s i n g Fo r c e 3 r d L e v e l C h a m e l e o n C o b r a's B r e a t h C o nj u r e B l i g h t s D i r e c t We a t h e r E n t o m b P o w e r Wo r d: Ev i s c e r a t e P r e h i s t o r i c H a i l S u s t a i n T h o r n S k i n Wa t e r y D o u b l e 4 t h L e v e l E x t r a p l a n a r S e n s e G r e a t e r Re n e w a l R u s t 5 t h L e v e l C o m m u n e w i t h C i t y G r e a t e r E n t o m b 9
S o r c e r e r Ca n t rip s A c t i o n I m a g e B i l l o w i n g M a n t l e C o n c e a l m e n t C o nj u r e We a l t h D a z e D r e s s / U n d r e s s F i e r y Ey e s F l a r e H a i l o f S t o n e H a i r s t y l e M a r v e l o u s L e t t e r P o i s o n N e e d l e s S p e c t r a l S h i e l d U n b i n d 1 s t L e v e l B l e e d C r e a t e W i n d o w C r i m s o n B o l t E r o n i n's E r a s u r e Fo o l's G o l d G u a r d i a n Ey e I n d u c e H e a d a c h e K i s s o f t h e S p i d e r M i n o r C h r o n o m a n cy P o w e r Wo r d: R i s e S h a d o w Ev o c a t i o n S t a r s e e V i o l e n t Re fl e c t i o n We i g h t W i l d G u e s s 2 n d L e v e l A n c e s t r a l Ve n g e a n c e A r c a n e A l a c r i t y A r c a n e S k i l l B l o o d C u r s e C a t a r a c t s C h o ke C r i m s o n F l a m e E a r t h B o l t F i r e W i n g s I m p a r t T h o u g h t I n s a t i a b l e T h i r s t K n o w t h e S h a d o w s O p p o s i n g Fo r c e P i c t o g r a p h S h a d o w C o nj u r a t i o n Vo i d H a n d s Z o n e o f L i e s 3 r d L e v e l D i r e c t We a t h e r Ey e R ay G r e a t e r M a g e A r m o r I c e B l a s t M i n o r Te l e k i n e s i s S p i r i t L a n c e r Z a n g l e's C h a t t e r 4 t h L e v e l A l t e r M o m e n t u m D e hy d r a t e D u p l i c a t e E x t r a p l a n a r S e n s e M a g i c B a l l i s t a M a g n e t i z e P o w e r Wo r d: S l u m b e r 5 t h L e v e l B e n d T i m e C o m m u n e w i t h C i t y C r e a t e C h i m e r a C r e e p i n g D a r k n e s s C r i m s o n T h e ft G l i t t e r d u s t I nv e r s i fy P o w e r Wo r d: Fa l l P o w e r Wo r d: Fe a r Re a d t h e S t a r s S e a l S t a r fa l l Tr u e A b s o r b E l e m e n t s Tr u e S h i e l d 6 t h L e v e l A n n i h i l a t i o n D i s k At l a s R i s e s B l a c k m a n t l e B l o o d o f F i r e C h r o m a t i c Wav e E c l i p s e O n e F i n a l B l o w P o w e r Wo r d: M u t e Re d i r e c t S p e l l S c a r l e t Fr e n z y Wa s t i n g S i c k n e s s 1 0
7 t h L e v e l A u r a o f I nv i s i b i l i t y B e h o l d C r e a t e G r e a t e r C h i m e r a Fa t i g u e M a e g i s P l a g u e P o w e r Wo r d: H o l d P o w e r Wo r d: I g n i t e P o w e r Wo r d: P a c i fy P o w e r Wo r d: P u l v e r i z e S t o r m S p e a r S u ffo c a t e W i l d fi r e 8 t h L e v e l A i r b o a t D r a g o n h i d e P e r m a n e n cy P o w e r Wo r d: P e t r i fy S c a r l e t H a z e S h a d o w fo r m Tr u e D r a g o n's B r e a t h 9 t h L e v e l C o nj u r e r's A r s e n a l D r aw P o t e n t i a l Fu s i o n H e a r t R i p p e r L o r d o f t h e C i t y M a s s D i s i n t e g r a t e N i m b u s Re v e r s e T i m e S p e l l b u r n S p i r i t B o m b 1 1
Wa r l o c k Ca n t rip s C o n c e a l m e n t D a z e D r e s s / U n d r e s s F i e r y Ey e s F l a r e H a i r s t y l e S p e c t r a l S h i e l d 1 s t L e v e l B l e e d C r i m s o n B o l t E r o n i n's E r a s u r e G u a r d i a n Ey e I n d u c e H e a d a c h e K i s s o f t h e S p i d e r S h a d o w Ev o c a t i o n S m o ke L a d d e r S t a r s e e V i o l e n t Re fl e c t i o n W i l d G u e s s 2 n d L e v e l A r c a n e A l a c r i t y A r c a n e S k i l l B l o o d C u r s e C a t a r a c t s C h o ke C r i m s o n F l a m e G h o s t l i g h t I m p o s s i b l e R i d d l e I n s a t i a b l e T h i r s t K n o w t h e S h a d o w s O p p o s i n g Fo r c e Ro t S h a d o w C o nj u r a t i o n Vo i d H a n d s Z o n e o f L i e s 3 r d L e v e l B a n e fu l Fa t e C h a m e l e o n C o nj u r e B l i g h t s D e a t h M a s k E n t o m b Ey e R ay P o w e r Wo r d: Ev i s c e r a t e P r e h i s t o r i c H a i l S p i r i t L a n c e r 4 t h L e v e l D e hy d r a t e D u p l i c a t e P o r t e n d L u c k Wa l l o f B o n e s 5 t h L e v e l B e n d T i m e C r e a t e C h i m e r a C r e e p i n g D a r k n e s s C r i m s o n T h e ft D r e a m S i g h t G r e a t e r E n t o m b I nv e r s i fy P o w e r Wo r d: Fa l l P o w e r Wo r d: Fe a r Re a d t h e S t a r s Re v o ke S t a r fa l l 6 t h L e v e l At l a s R i s e s B l a c k m a n t l e B l o o d o f F i r e E c l i p s e Re d i r e c t S p e l l S c a r l e t Fr e n z y S u b s t i t u t i o n Wa l k w i t h S p i r i t s Wa s t i n g S i c k n e s s 7 t h L e v e l A u r a o f I nv i s i b i l i t y B e h o l d C r e a t e G r e a t e r C h i m e r a Fa t i g u e M a e g i s P l a g u e P o w e r Wo r d: I g n i t e S u ffo c a t e 8 t h L e v e l D r a g o n h i d e P o w e r Wo r d: P e t r i fy S c a r l e t H a z e S h a d o w fo r m 9 t h L e v e l D i sj u n c t i o n Fo r m o f S p a c e a n d S t o n e Fu s i o n S a n c t i fi c a t i o n 1 2
W i z a r d Ca n t rip s A c t i o n I m a g e B i l l o w i n g M a n t l e C o n c e a l m e n t C o nj u r e We a l t h D a z e D r e s s / U n d r e s s F i e r y Ey e s F l a r e H a i l o f S t o n e H a i r s t y l e M a r v e l o u s L e t t e r P o i s o n N e e d l e s R a z o r To m e S p e c t r a l S h i e l d U n b i n d 1 s t L e v e l At t r a c t i o n B l e e d C o p y C r e a t e W i n d o w C r i m s o n B o l t E r o n i n's E r a s u r e Fo o l's G o l d G u a r d i a n Ey e I n d u c e H e a d a c h e K i s s o f t h e S p i d e r M i n o r C h r o n o m a n cy P o w e r Wo r d: R i s e S h a d o w Ev o c a t i o n S m o ke L a d d e r S t a r s e e We i g h t W i l d G u e s s 2 n d L e v e l A r c a n e A l a c r i t y A r c a n e S k i l l B l o o d C u r s e C a t a r a c t s C h o ke C r i m s o n F l a m e E a r t h B o l t F i r e W i n g s G l a s s W i n g s H e s i t a t i o n I m p a r t T h o u g h t I m p o s s i b l e R i d d l e O p p o s i n g Fo r c e P i c t o g r a p h P o w e r Wo r d: P r e s e r v e Ro t S h a d o w C o nj u r a t i o n Tr a n s c r i b e M e m o r y Vo i d H a n d s Z o n e o f L i e s 3 r d L e v e l B a n e fu l Fa t e C o b r a's b r e a t h C o nj u r e A z e r D e a t h M a s k D i r e c t We a t h e r E r o n i n's M n e m o n i c E n h a n c e r Ey e R ay G r e a t e r M a g e A r m o r I c e B l a s t I n fl a m e E m o t i o n s M i n o r Te l e k i n e s i s P o w e r Wo r d: Ev i s c e r a t e Wa t e r y D o u b l e Z a n g l e's C h a t t e r 4 t h L e v e l A l t e r M o m e n t u m C o nj u r e R u s t M o n s t e r s D e hy d r a t e D u p l i c a t e E x t r a p l a n a r S e n s e M a g i c B a l l i s t a M a g n e t i z e P o r t e n d L u c k P o w e r Wo r d: S l u m b e r Wa l l o f B o n e s 5 t h L e v e l A r t i fi c i a l I n t e l l i g e n c e B e n d T i m e C o m m u n e w i t h C i t y C r e a t e C h i m e r a C r e e p i n g D a r k n e s s C r i m s o n T h e ft D r e a m S i g h t G l i t t e r d u s t I nv e r s i fy P o w e r Wo r d: Fa l l P o w e r Wo r d: Fe a r Re a d t h e S t a r s Re v o ke S e a l S t a r fa l l Tr u e A b s o r b E l e m e n t s Tr u e S h i e l d 1 3
6 t h L e v e l A n n i h i l a t i o n D i s k At l a s R i s e s B l a c k m a n t l e B l o o d o f F i r e C h r o m a t i c Wav e E c l i p s e G a m b l e r's L u c k L e s s e r D i sj u n c t i o n O n e F i n a l B l o w P o w e r Wo r d: M u t e Re d i r e c t S p e l l S c a r l e t Fr e n z y Wa s t i n g S i c k n e s s 7 t h L e v e l A u r a o f I nv i s i b i l i t y B e h o l d C r e a t e G r e a t e r C h i m e r a Fa t i g u e M a e g i s P l a g u e P o w e r Wo r d: H o l d P o w e r Wo r d: I g n i t e P o w e r Wo r d: P a c i fy P o w e r Wo r d: P u l v e r i z e S t o r m S p e a r S u ffo c a t e W i l d fi r e 8 t h L e v e l A i r b o a t B o l t o f Fa t e D r a g o n h i d e P e r m a n e n cy P o w e r Wo r d: P e t r i fy S c a r l e t H a z e S h a d o w fo r m Tr u e D r a g o n's B r e a t h 9 t h L e v e l C o nj u r e r's A r s e n a l D i sj u n c t i o n Fo r m o f S p a c e a n d S t o n e Fu s i o n H e a r t R i p p e r K a r m a L o r d o f t h e C i t y M a s s D i s i n t e g r a t e N i m b u s P o w e r Wo r d: B i r t h Re v e r s e T i m e S a n c t i fi c a t i o n S p e l l b u r n S p i r i t B o m b
High Magic Class List Bard 10th Level Auma's Axiomatic Command Archspire Constellate Dalaundo's Fatelessness Fact or Fiction Hope Multiplication of Minds Nail to the Sky Reality Cannon Safiya's Metamorphosised Reality Soul Scry Thalantyr's High Summoning Transport Area Zahn's Illusion of Choice 11th Level Destiny Eternal Freedom Instant Kingdom Take What is Others Time Travel True Manipulation 12th Level Genesis Illusionary World Power Word: Deify Rewrite History Cleric 10th Level Absolute Death Anglin's Nova Auma's Axiomatic Command Bubble Ward Constellate Cosmic Javelin Denak's Praesidium Mantle Gate Guardian Kinetic Control Rise from the Ashes Serenity Soul Scry Vengeful Gaze 11th Level Blade of the Heavenly Realms Blade of the Hellish Reaches Create Mythallar Destiny Eternal Freedom True Manipulation 12th Level Big Bang Genesis Power Word: Deify True Binding 15
Druid 10th Level Absolute Death Archspire Constellate Gate Guardian Kinetic Control Nail to the Sky Proctiv's Move Mountain Raise Island Serenity Soul Scry Thalantyr's High Summoning Verdigris Tsunami 11th Level Black Death Bloodmoon Create Mythallar Eternal Freedom Time Travel Zetto's Corroding Burst Zetto's Earthen Gout Zetto's Fiery Pillar Zetto's Icy Deluge Zetto's Shocking Blast 12th Level Arcane Burst of Destruction Crown of Vermin Genesis Power Word: Deify True Binding Sorcerer 10th Level Absolute Death Anglin's Nova Archspire Auma's Axiomatic Command Bubble Ward Circle of Incursion Denak's Praesidium Mantle Fact or Fiction Harken to Me Hope Kinetic Control Multiplication of Minds Nail to the Sky Proctiv's Move Mountain Raise Island Reality cannon Safiya's Metamorphosised Reality Thalantyr's High Summoning Transport Area Vengeful Gaze Vitrification Zhan's Illusion of Choice 11th Level Allmage Black Death Bloodmoon Create Mythallar Destiny Eternal Freedom Instant Kingdom Living Bomb Singularity Spears of Oblivion Time Travel True Manipulation Zetto's Corroding Burst Zetto's Earthen Gout Zetto's Fiery Pillar Zetto's Icy Deluge Zetto's Shocking Blast 12th Level Arcane Burst of Destruction Big Bang Illusionary World Genesis Power Word: Deify True Binding 16
Wa r l o c k 1 0t h L e v e l A b s o l u t e D e a t h A n g l i n's N o v a A u m a's Ax i o m a t i c C o m m a n d C i r c l e o f I n c u r s i o n D a l a u n d o's Fa t e l e s s n e s s Fa c t o r F i c t i o n H a r ke n t o M e N a i l t o t h e S ky R i s e fr o m t h e A s h e s Tr a n s p o r t A r e a X z a r's S o u l b l i g h t Z h a n's I l l u s i o n o f C h o i c e 1 1 t h L e v e l B l a c k D e a t h B l a d e o f t h e H e av e n l y Re a l m s B l a d e o f t h e H e l l i s h Re a c h e s B l o o d m o o n L i v i n g B o m b N i g h t m a r e L o r d S i n g u l a r i t y S p e a r s o f O b l i v i o n Tr u e M a n i p u l a t i o n 1 2 t h L e v e l A r c a n e B u r s t o f D e s t u r c t i o n C r o w n o f Ve r m i n G e n e s i s I n e v i t a b l e E n t r o p y W i z a r d 1 0t h L e v e l A b s o l u t e D e a t h A n g l i n's N o v a A r c h s p i r e A u m a's Ax i m o m a t i c C o m m a n d B u b b l e Wa r d C i r c l e o f I n c u r s i o n C o n s t e l l a t e C o s m i c J av e l i n D a l a u n d o's Fa t e l e s s n e s s D e n a k's P r a e s i d i u m M a n t l e Fa c t o r F i c t i o n H a r ke n t o m e H o p e K i n e t i c C o n t r o l M u l t i p l i c a t i o n o f M i n d s N a i l t o t h e S ky P r o c t i v's M o v e M o u n t a i n R a i s e I s l a n d Re a l i t y C a n n o n S a fiy a's M e t a m o r p h o s i s e d Re a l i t y S o u l S c r y T h a l a n t y r's H i g h S u m m o n i n g Tr a n s p o r t A r e a V i t r i fi c a t i o n X z a r's S o u l b l i g h t Z a h n's I l l u s i o n o f C h o i c e 1 1 t h L e v e l A l l m a g e B l a c k D e a t h B l a d e o f t h e H e av e n l y Re a l m s B l a d e o f t h e H e l l i s h Re a c h e s B l o o d m o o n C r e a t e My t h a l l a r I n s t a n t K i n g d o m L i v i n g B o m b Re a l i t y S l a s h S i n g u l a r i t y S p e a r s o f O b l i v i o n Ta ke W h a t i s O t h e r s T i m e Tr av e l Tr u e M a n i p u l a t i o n Z e t t o's C o r r o d i n g B u r s t Z e t t o's E a r t h e n G o u t Z e t t o's F i e r y P i l l a r Z e t t o's I cy D e l u g e Z e t t o's S h o c k i n g B l a s t 1 2 t h L e v e l A r c a n e B u r s t o f D e s t r u c t i o n B i g B a n g G e n e s i s H e a t D e a t h I n e v i t a b l e E n t r o p y P o w e r Wo r d: D e i fy Re w r i t e H i s t o r y Tr u e B i n d i n g
Group Spellcasting An individual mage has the power to conjure a fiery inferno, a deafening storm, or a frigid blizzard with little more than the wave of a wand, but many know that the true path to shaping the universe is through cooperation with others - such examples can be seen in the Elven High Magics performed by ancient elves in times long past. When a group of spellcasters work together to channel energy into a spell, they can bolster its power beyond original limits, or even gain additional effects. To qualify for group spellcasting, every spellcaster in the group must know the spell in question or have it prepared - this can be done through naturally knowing the spell through class features, items, or scrolls, so long as it can be cast. Each member of the group expends a spell slot (or utilizes the scroll or item). The spell always gains three benefits: If the spell requires concentration, it continues as long as at least one member maintains that concentration, as long as no other members are concentrating on other spells, and all members remain within 60 feet of each other. Additionally, if a member loses concentration on the spell during its duration but the spell does not end, that member can regain concentration on the spell as a bonus action. The Spell's casting time is divided evenly between each member of the group. As an example - three clerics casting prayer of healing would result in the spell only taking 3 minutes and 20 seconds, instead of 10 minutes. The Spell's save DC or spell attack modifier (if it has any) used for the spell is increased by 2 for each additional member of the group past one spellcaster. The base spell save DC or spell attack modifier is based on the spellcaster in the group with the highest of either. Additionally, the group can then decide to gain one of the following benefits: The Spell is cast one level higher than its base level for each member of the group beyond the first. For example, if three clerics each use a 2nd-level spell slot to cast prayer of healing, the spell is cast at 4th level (two levels higher) when the spell is completed. If the spell works over a certain range or creates an area of effect, one of these distances can be doubled for each member of the group beyond the first. For example, if seven wizards are casting locate object, the object can be sensed if it is within 64,000 feet (roughly 12 miles), instead of the normal 1,000-foot range. If the spell can affect a specific number of targets when cast, for each additional spellcaster the number of targets is doubled. Therefore, if 3 wizards cast finger of death together, not only is the spell cast at 10th level, but it also targets 4 creatures, instead of 1. If the spell can be made permanent after being cast a certain number of times, as with the teleportation circle spell, each member of the group contributes one casting of the spell to the total. Thus, a group of five wizards could create a permanent teleportation circle in 73 days, instead of 365. The spell's duration is doubled for each member of the group beyond the first. For example, a group of four druids could increase the duration of a polymorph spell to 8 hours, instead of one. The spell's damage is doubled for each number of the group beyond the first. For example, a group of 3 sorcerers casting the spell firestorm has it's damage increased to 21d10 fire damage, instead of 7d10. If the spell has a value cost in gold pieces (gp), as with the wish spell, for each additional spellcaster the value is doubled. Thus, if 5 wizards cast wish simultaneously, the gold value of the spell is increased to 400,000gp, instead of 25,000gp. Members of a group can also focus their energies on multiple of these benefits, allowing for even more versatility. For example, a group of 10 wizards who all know and have prepared the conjure elementals spell could have 5 members focus on increasing the spell's level (to 8th), while the other 5 focus on increasing its duration (to 16 hours). The spell would be cast in 6 seconds (1 round), and concentration would be maintained as long as at least one member always held concentration, and no members concentrated on other spells.
Spells Cantrips Action Image Illusion cantrip Casting Time: Varies (see below) Range: 60 feet Components: V, S Duration: Up to 1 round When you cast this spell, you can either capture an image as a reaction to seeing something in range, or display an image as an action. If you capture one, the magic mentally saves a snippet of what you see, such as a building, a street lamp, or a face. You can have up to 2 images captured at one time, losing the oldest if you capture another. If you wish, you can record the capture for up to 6 seconds. The capture lacks audio when played back, but words appear to detail any sounds that take place. If you display an image, you choose to show one of your captured images within 5 feet of you, which can be seen by any creature looking. It lasts until the end of your next turn or when you dismiss it as a free action. You can capture up to 4 images when you reach 5th level, 6 when you reach 11th, and 8 when you reach 17th. Billowing Mantle Transmutation cantrip Casting Time: 1 bonus action Range: Self Components: V, S, M (see description) Duration: Instantaneous A cape, cloak, mantle, scarf or similar apparel begins to billow, seeming to expand in size and roll with wind dramatically - if there is no wind, the article of clothing seems to blow on its own. While your clothing billows in the wind, you gain an additional bonus to persuasion and intimidation checks equal to your Charisma Modifier until the end of your turn. Concealment Illusion cantrip Casting Time: 1 action Range: touch Components: V, S Duration: 1 hour An object you touch, smaller than 1 cubic foot, blurs into insignificance. For the duration of this spell, any creature that searches someone concealing that item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it. On a success, the creature is immune to the effect of this cantrip on that item for 1 hour, and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on the saving throw. You can only effect one target using this spell. Conjure Wealth Conjuration cantrip Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous You speak an arcane phrase, causing coins worth a combined total of 2d6 gp to appear in an unoccupied space you can see within range. The coins can take the form of any combination of copper, silver, gold, or platinum pieces. Once you conjure coins in this way, you cannot do so again for 7 days (168 hours) The value of the coins created increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6) Daze Enchantment cantrip Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of wool) Duration: Instantaneous Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be incapacitated until the start of your next turn. An incapacitated creature's speed is 0. If a target has 50 or more hit points, they are unaffected. Dress/Undress Transmutation cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a safety pin) Duration: Instantaneous A willing creature you touch instantly dons up to 10 unworn and uncarried articles of clothing you can see within 30 feet of you, or doffs as many articles it is wearing. If you doff clothing from it, it appears folded at your feet. Any donned clothing is worn in the order you wish, with any twists, ties, bows or specific spacing and detail you desire. The clothing can't be behind glass or any other obstruction. When you reach 5th level, you can don or doff light armor when you cast this spell. At 11th, you can don or doff medium armor, and heavy armor at 17th. 19
Fiery Eyes Evocation cantrip Casting Time: 1 action Range: self Components: V, S Duration: Concentration, up to 1 minute Your eyes begin to glow with an unnatural fire. You can determine the color of the light, from a reddish glow, brilliant yellow, or eerie bright blue. For the duration, your eyes project a 10-feet line of bright light clearly illuminating the area. While the light shines, you use your action to make a ranged spell attack against a creature or an object, increasing the light’s intensity to fiery levels. On a hit, the target takes 1d12 fire damage. A flammable object hit by your beam ignites if it isn’t being worn or carried. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Flare Evocation cantrip Casting Time: 1 reaction Range: 5 feet Components: V, S, M (a piece of coal) Duration: Instantaneous When a creature targets you with a melee weapon attack, you throw up your hand in a distracting manner and create a small flash of light to briefly blind the creature. The attacking creature must make a Constitution saving throw or have disadvantage on the triggering attack. An attacker is immune to this effect if it does not rely on sight, as with blindsight, or can see through illusions, as with truesight. Hail of Stone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You create a rain of stones, causing damage to creatures and objects within a 10-foot-radius of a point within range must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Hairstyle Transmutation cantrip Casting Time: 1 minute Range: Touch Components: S, M (a comb) Duration: Up to 7 days You run your hands along a willing creature's hair that you touch and change its color, shape, form, and even length, up to 2 feet shorter or longer. If you cast this spell multiple times, you can have up to three creatures styled at a time, and you can dismiss its effects on the creature as an action. Marvelous Letter Conjuration cantrip Casting Time: 1 minute Range: touch Components: S, M (a wax seal) Duration: 24 hours You conjure a letter containing a message of up to 100 words in front of you. It flies to a target that you designate at a speed of 6 mph. If it does not reach the target in 24 hours, it disappears. This letter cannot be dampened or torn, but when a creature presses the seal it opens. If the designated target touches it in any way, it opens. When the letter opens, the spell ends. Poison Needles Transmutation cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a needle and a drop of poison) Duration: Instantaneous You extend your hand toward a creature you can see within range and poisoned needles burst forth. Make a ranged spell attack. On a hit, the target takes 1 piercing damage and 1d4 poison damage. This spell’s piercing and poison damage increases by 1 and 1d4 when you reach 5th level (2 and 2d4), 11th level (3 and 3d4), and 17th level (4 and 4d4). 20
Razor Tome Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a book or several sheets or parchment) Duration: Instantaneous You momentarily transmute several pieces of parchment to have razor sharp edges as they fly out to slice a creature in range, before safely returning to your book or hand. Choose one creature within range, or two creatures within range that are within 5 feet of each other. A single target must succeed on a Dexterity saving throw or take 2d4 slashing damage. If you selected two targets, each one must succeed on a Dexterity saving throw or take 1d4 slashing damage. This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). You can target a number of creatures in range up to the number of damage dice you roll for this spell, and can split up the damage dice however you like. Renewal Transmutation cantrip Casting Time: 1 minute Range: touch Components: V, S, M (clean water and dressings) Duration: Instantaneous You gently apply vital magic onto an injured creature you can touch, expediting it's natural healing processes. The target can expend a hit die and regains hit points as if it had done so during a short rest. The minimum number of hit points the target regains from the hit die expended this way is 2. This spell's limit of hit dice expended per long rest increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level. Additionally, The minimum number of hit points regained increases to 4 at 5th level, 6 at 11th level, and 8 at 17th level. Spectral Shield Abjuration cantrip Casting Time: 1 bonus action Range: self Components: V, S, M (a piece of glass) Duration: 1 minute You invoke a minor protective force to ward away harm. You gain a +1 bonus to AC for the duration, and reduce damage dealt to you by your proficiency bonus. You can only have one variation of this spell active at any time. Unbind Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (one object) Duration: Instantaneous A singular, nonmagical object you touch is unbound, magically torn apart into thousands of microscopic pieces. This spell can only affect materials that are neither indestructible or harder than iron/steel or other base materials and metals, as per the DMG (pg 247 - "Object Rules"). You can unbind a tiny sized object. If the object is being held, carried, occupied, or otherwise touched by an unwilling creature, they must succeed on a Dexterity saving throw with advantage to negate the effect. This spell can unbind a small sized object at 5th level, a medium sized object at 11th level, and a large sized object at 17th level. 21
1st Level Spells Attraction 1st-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a sharp piece of metallic shrapnel) Duration: Concentration, up to 1 minute A mystical aura surrounds the target creature, weakening its resolve. The target creature must succeed a Wisdom saving throw, or take 2 extra damage whenever it suffers bludgeoning, slashing, and piercing damage for the duration. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1 for each spell level above 2nd. Bleed 1st-level necromancy Casting Time: 1 action Range: 5 feet Components: V, S, M (a crimson gem worth at least 10gp) Duration: Instantaneous You make a melee weapon attack as part of casting this spell. On a hit, the strike deals an additional 2d8 necrotic damage. Additionally, the target begins to bleed profusely. If you choose to maintain concentration, the target takes 1d4 necrotic damage, and their speed is halved for the rest of that turn. This effect ends if you lose concentration, or if the creature is healed in any way. Create Spring 1st-level transmutation Casting Time: 10 minutes Range: Touch Components: V, S Duration: Up to 8 hours A spring of water bubbles forth from the natural rock or earth you touch. The spring cannot arise from creatures, plants, or artificial constructions such as buildings. The spring puts forth six gallons of water per hour. The water is fresh, clear, and cool. Create Window 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of glass) Duration: 1 hour You cause a relatively flat surface you can see within range to become ghostly and transparent to yourself and any creatures you choose, allowing them to see through it. This can affect an area of up to 5 square feet. The surface still appears opaque to other creatures, but those with truesight can see through it as you can. You can end the spell early as an action. This spell can make most barriers transparent, but it only penetrates up to 3 feet deep if the surface is wood or dirt, 1 foot if the surface is stone, 1 inch if it is a common metal, and is unable to see through lead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the area of a surface you can effect increases by 5 feet for every spell slot level above 1st. Crimson Bolt 1st-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (blood from the caster) Duration: Instantaneous You transform your blood into vile, necrotic energy to strike at your enemies. Roll 2d6 and take that much necrotic damage, then lower your maximum hit points by half of that amount. This reduction lasts until you finish a short rest. You then make a ranged spell attack roll against a target you can see within range. On a hit, the target takes 2d6 necrotic damage, and you regain hit points equal to half the damage dealt. If you would heal from this spell above your hit point maximum, you instead gain that excess healing as temporary hit points. These temporary hit points replace any temporary hit points you may have, unless your existing temporary hit points are higher. Copy 1st-level transmutation (ritual) Casting Time: 10 minutes Range: Touch Components: V, M (blank sheet of paper or blank book) Duration: Instantaneous When cast, this spell copies down writing and markings from one location onto a blank sheet. These markings can be on paper, leather, rock, metal, or any other form of discernible material. The copy will be just as legible, or not, as the original. This spell copies up to 20 pages of nonmagical text, or a single spell. If used to copy a spell, that spell can be copied into your wizard's spellbook, but only if you have the rare inks required to copy that spell normally. At Higher Levels. For each level above 1st, a single casting of this spell copies 20 more pages or one additional spell. 22
Eronin's Erasure 1st-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S Duration: Instantaneous You remove writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces less than 2 feet in any dimension. If you target a piece of nonmagical writing you can see within range, the writing is automatically erased if no one else is holding it. If the writing is being held by a creature, there's a 10 percent chance for the writing to remain. If you try to erase magical writing with this spell, you must make a spellcasting ability check with a DC equal to 10 + the spell's level. Fool's Gold 1st-level conjuration Casting Time: 1 bonus action Range: Self Components: S, M (a pouch bound with copper, worth 5 gp) Duration: 10 minutes You smoothly snap your fingers, and cause 6d4 gold pieces to appear in the purse you use to cast this spell. The pieces take the form of the most common type of gold piece found within 1 mile of you. The coins vanish when the spell ends, or when you choose to end the spell as an action. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of gold pieces created increases by 4d4 for every spell slot level above 1st. Guardian Eye 1st-level divination (ritual) Casting Time: 1 minute Range: Touch Components: V, S Duration: 24 hours This spell immediately alerts the caster with a mental image when the target is in danger. If the caster targets themselves, they cannot be surprised while conscious. Otherwise, the caster automatically knows whenever the target is in danger, and is woken if the caster is sleeping. This spell continues to function as long as the caster and target are on the same plane of existence. The spell ends after the full time has elapsed, or after you dismiss the ward as an action. Induce Headache 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Targeting a creature with 6 or more intelligence, you inflict an instant headache on them. The target takes 1 psychic damage at the start of each of their turns, and has disadvantage on Constitution saving throws made to maintain Concentration on spells and rolls for Intelligence-based ability checks. Kiss of the Spider 1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a poisonous spider - alive or dead) Duration: 1 minute You touch a willing creature, whos unarmed strikes become poisonous. For the duration, the target deals an additional 1d4 poison damage with all unarmed strikes. If the target scores a critical hit on a creature, the creature becomes poisoned until the end of its next turn Minor Chronomancy 1st-level transmutation Casting Time: 1 action Range: Self Components: V, S M (fine sand) Duration: Instantaneous You warp time in a basic fashion to double one of your weakest magical effects. As a part of casting this spell, choose one cantrip that you know with a casting time of 1 action which does not allow you to make a weapon attack as part of the spell. You cast that cantrip twice during the casting of this spell. You may choose to target different creatures within range, or the same one. If the cantrip instead causes effects, you may choose to manifest two effects instead of one, or you may cause the same effect in different areas Power Word: Rise 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature you can see within 60 feet of you is knocked prone Range: 60 feet Components: V Duration: 1 round You speak a word of power that instantaneously lifts a prone creature back to its feet. In addition, until the start of the target's next turn, it can't be knocked prone by any source. 23
Shadow Evocation 1st-level illusion Casting Time: 1 action Range: Special Components: V, S Duration: Special You twist shadow magic to mimic more destructive magics. When you cast this spell, choose an evocation spell of 3rd level or lower. This spell must deal damage, cannot have a duration longer than 1 minute, and must require the target to make a Dexterity saving throw. When you cast this spell, the range and duration mimics the evocation spell you chose. However, the spell deals only 1d6 psychic damage, rather than the normal damage dealt by the evocation spell. If the spell you chose deals damage to targets in an area, you split the number rolled equally among all targets. If a target succeeds on their Dexterity saving throw, they take no damage from this spell. Furthermore, if the damage from this spell must be split among too many targets, then any leftover targets take no damage even if they failed the Dexterity save. Any creature that takes no damage from this spell may immediately make an Investigation or Perception check contested by your spell save DC. On a success, the creature perceives the spell as having been illusory, and is immune to any shadow evocation spell you cast for the next 24 hours. If you cast another shadow evocation spell, that creature sees it as a shadowy copy of the intended spell. Smoke Ladder 1st-level transmutation Casting Time: 1 action Range: 10 feet Components: V, S Duration: 1 hour You mold and shape ordinary smoke into a misty ladder. Reaching into the smoke given off by a fire or other smoke source, you cast the spell while shaping the ladder. The ladder weighs nothing, and you can easily handle a smoke ladder of any length. The ladder is always steady and rigid; it need not be supported or leaned against an object. The ladder can be up to 40 feet long. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the ladder exists for up to 8 hours and can be up to 80 feet long. When you use a spell slot of 5th level or higher, the ladder exists for up to 24 hours and can be up to 160 feet long. Starsee 1st-level divination Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 minute You can only cast this spell at dusk, night, or dawn. A stellar map appears above your head, revealing stars and constellations, named as they are in this land (or else unnamed). Until the spell ends, you add +5 to your passive perception and any ability check made with the Search action. Additionally, you and creatures within 5 feet of you can see in dim light and darkness as if it were bright light. Violent Reflection 1st-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 round You cause an opponent's attacks to turn against them. One target you can see within range makes a Wisdom saving throw. On a success, the spell ends. On a failure, the target's next strikes turn against them. Until the end of their next turn, any melee or ranged attack the creature makes, save with a spell, has its damage reflected back on them. The creature makes attack rolls as normal, and if the creature misses, then nothing further occurs. If the attack hits, the attacking creature rolls damage as normal, then takes that damage themselves, rather than dealing it to their intended target. Once this occurs, the target must make another Wisdom saving throw or lose any further attacks they may have gotten that turn At Higher Levels. When you cast this spell with a 3rd level or higher spell slot, the effect lasts for 2 rounds, rather than one. Cast as a 5th level or higher spell, the effect lasts 3 rounds, and no longer requires concentration. 24
Weight 1st-level transmutation (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a small ball of lead) Duration: 8 hours This spell guards against theft by increasing the weight of a container when any creature besides the caster attempts to pick it up. This spell affects a single container, such as a chest or pouch, that is no larger than a 5ft cube. When any creature besides the caster attempts to pick up the container, the weight increases to 1d4+1 times the creature's own weight. The caster may also specify a number of creatures equal to their spellcasting ability modifier, who may also pick up the container. Picking up a creature who has picked up the pouch does not cause this effect. Wild Guess 1st-level divination (ritual) Casting Time: 1 action Range: 300 feet Components: S, M (a flower with all its petals) Duration: Instantaneous When this spell is cast, the caster makes an approximate guess at the number of individuals in a certain group. This can be a group of creatures or a pile of items, but the entire group must be within the range of the spell, and the caster must be able to see individual members of the group for them to be counted. This spell rounds to the largest factor of ten when estimating; thus a pile of 1,780 gold coins would result in a count of 2,000, while a group of 63 swordsmen would result in a count of 60. At Higher Levels. When you cast this spell at higher levels, you may count with greater accuracy. Casting the spell with a 3rd level slot counts accurate to the second largest factor of ten, casting it with a 5th level slot counts to the third largest factor of ten, casting with a 7th level slot counts to the fourth largest factor of ten, and casting the spell with a 9th level slot counts to the fifth largest factor of ten 25
2nd Level Spells Arcane Alacrity 2nd-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (an amount of silver or gold worth 5 gp, which the spell consumes) Duration: Instantaneous You imbue yourself with incredible speed for a brief moment, enabling you to cast a spell with a longer casting time as part of the same action of casting Arcane Alacrity. When you cast Arcane Alacrity, choose one other spell that you are currently able to cast (normally or as a ritual) and that has a casting time of 1 minute or longer. That spell is cast instantly, taking effect immediately after you cast this one. You must still expend a spell slot of the appropriate level for that spell, if applicable. You must still follow all components and rules of that spell. After doing so, you are paralyzed until the end of your next turn as the surge of magical power leaves you reeling. Ancestral Vengeance 2nd-level necromancy Casting Time: 1 action Range: 300 feet Components: V, S Duration: Instantaneous You call out to an ancestral spirit, listing the crimes of your target and urging your ancestor to punish the miscreant. The ancestral spirit imposes this punishment in the form of a sharp blow to the target. The target creature must make a Constitution saving throw. A target takes 2d8 aetherion 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 3rd level or higher, the damage increases by 1d8 for each spell level above 2nd. Blood Curse 2nd-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (blood from the caster) Duration: Concentration, up to 1 minute As an action, you cut yourself and smear the blood on a target you can see within range. Roll 2d8 and take that much necrotic damage, reducing your maximum hit points by half of that amount. This reduction lasts until you finish a short rest. The creature you touch must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls made against you. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell or similar magic ends this effect. The effect also ends if you lose concentration At Higher Levels. If you cast this spell as a 3rd level or higher, the blood cost increases to 3d8 and the duration becomes concentration, 10 minutes. If you use a spell slot of 4th level or higher, the blood cost increases to 4d8 and the duration becomes 8 hours. If you use a spell slot of 6th level or higher, the blood cost increases to 6d8 and the duration becomes 24 hours. Casting this spell with a 4th level or higher spell slot grants a duration that does not require concentration. Cataracts 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: S, M (course sand) Duration: Instantaneous You raise your arms, hurling grains of sand into the air. You target a creature within range. The target creature must succeed a Constitution saving throw or have its vision reduced to 10 feet for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. Creatures with blindsight, tremorsense, or truesight are unaffected by the spell 26
Choke 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: S Duration: Concentration, up to 1 minute Using magical energy, you attempt to choke the life out of a creature. As an action, you choose a single target you can see within range. That creature makes a Constitution saving throw. On a failure, the creature begins to choke, taking 4d4 necrotic damage per turn. They may repeat the saving throw at the end of each of their turns, ending the effect on a success. While choking, all attacks against the creature have advantage, and the creature's own attacks have disadvantage. Furthermore, the creature's speed is halved. If the creature is still affected by the spell after one minute has passed, they fall unconscious. Creatures that do not need to breathe are unaffected by this spell. Crimson Flame 2nd-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (blood from the caster) Duration: Until dispelled A flame, equivalent in brightness to a torch and stained a blood red, springs from from an object that you touch. Roll 4d6 for you or a willing or restrained creature to take, and reduce the target's maximum hit points by half that amount. This reduction lasts until the target completes a short rest. The effect looks like a normal flame, save for the deep scarlet color, but it creates no heat and doesn't use oxygen. A crimson flame can be covered or hidden but not smothered or quenched. The flame burns for 8 hours, then fades to a dull, reddish glow. The flame can then be reignited at any time by dripping blood equal to 1d4 necrotic damage onto the flame. At that point, the flame surges back to its former size and luminescence. Earth Bolt 2nd-level evocation Casting Time: 1 action Range: Self (20-feet line) Components: V, S Duration: Instantaneous With a shout, you touch the ground at your feet and create a bolt of geomantic force that travels 20 feet long and 5 feet wide through the earth, causing the earth, rock, or sand to fly into the air, striking creatures along its path. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is thrown 10 feet backward. If the creature is Large or smaller it lands prone when thrown. On a successful save it takes half as much damage and isn’t thrown. Fire Wings 2nd-level transmutation (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (a feather from an exotic bird worth at least 1gp, which the spell consumes in flames) Duration: Concentration, up to 20 minutes You transform your arms into wings of brilliant fire, resembling those of a phoenix. The flame does not damage you or any items you carry. Since your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components while using the fire wings, but any items you wear on your arms functions normally - and items in your hands are absorbed into the wings. The wings allow you to fly at a speed of 90 feet, with perfect maneuverability. You can make attack actions with the wings, which deal 2d8 fire damage on hit. When the spell ends, you fall if it you are still aloft. 27
Ghost Light 2nd-level necromancy Casting Time: 1 action Range: 300 feet Components: V, S, M (a bit of phosphorus) Duration: Concentration, up to 1 minute You create a green, torch-sized pulsing radiance within range. The radiance sheds dim light in a 30-foot radius. As a bonus action on your turn, you can move the light up to 60 feet to a new spot within range. The light winks out if it exceeds the spell’s range. Creatures that start their turn within the light must succeed a Wisdom saving throw or become frightened until the end of their next turn. Glass Wings 2nd-level conjuration Casting Time: 1 action Range: Self Components: S Duration: Instantaneous Wings of stained glass swiftly cut through the air as they unfold from your back. You gain a flying speed of 30 feet. Additionally, if a creature is within 10 feet of you as these wings manifest, you may sacrifice some or all of your flying speed to strike them with your glass cut wings. Make a melee spell attack against the creature. On a hit, it takes 1d6 slashing or piercing damage (your choice) for every 5 feet of movement you sacrifice to a maximum of your fly speed. Additionally an attacked creature's speed is reduced by 15 until the end of its next turn. The spell ends at the end of your next turn, with the wings shattering in a brilliant display of stained glass fragments and dust - which fade away. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you gain an additional 10 feet of flying speed for each spell slot above 2nd, Additionally, the duration increases by 1 round for each spell slot above 2nd. Hesitation 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: S, M (a small brass bell and ball bearings) Duration: Instantaneous This spell causes creatures to hesitate when acting in combat. Roll 10d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell has their initiative reduced by 4. This does not affect the current round of combat, and takes effect at the highest initiative of the next round. A creature whose initiative drops to zero due to this spell instead has an initiative of 1, but is stunned until the end of their next turn. This effect lasts until a creature rolls initiative again. Undead are affected normally by this spell. Constructs and creatures who are immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 2d8 for each slot above 2nd level. Impart Thought 2nd-level divination Casting Time: 1 action Range: Touch Components: S Duration: Instantaneous You quickly and silent impart an idea of your choice to a willing creature you touch. This spell allows you to communicate one thought, which can be as complex as you like, (such as maps, diagrams, explanatory images – which may move in a sequence to show a procedure – and the like) silently to the recipient. Uses for this spell include showing the target a creature's likeness to aid in recognition or a clear route to an unfamiliar place. 28
Impossible Riddles 2nd-level enchantment (ritual) Casting Time: 10 minutes Range: Touch Components: S, M (ink, and a thin silver wire worth 15gp which the spell consumes) Duration: 24 hours This spell mimics the illusory script spell, but hides an insidious secret. Any creature reading the text must make a Wisdom saving throw, or be caught in the confusing riddle. A creature who is immune to being charmed is not affected by this spell, as is one actively engaged in combat or another hostile situation While caught in the riddle, the creature desires to solve the question posed by the text. Most creatures will stand and look at the text, perhaps moving about slightly, pacing, or otherwise fidgeting while considering the query. The creature has disadvantage on any Wisdom (Perception) checks to perceive anything besides the words of the riddle. This enchantment breaks if the creature is in any way put in danger, or if another creature who has passed their save against the spell takes an action to explain the answer to them. The spell is also broken if the creature is forced to move further than 15 feet from the text. A creature will not become hostile to others who force it from its study. Insatiable Thirst 2nd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a vial of glassed sand) Duration: 1 minute A creature affected by this spell is afflicted with a terrible, unquenchable thirst. A target you can see within range makes a Constitution saving throw. On a failure, the target feels as though it is dying of thirst. It immediately consumes any liquids on its person, and spends the next minute seeking out liquid. This includes potions, but does not include any fluid the creature knows to be poisonous, acidic, or otherwise harmful. Liquids which dehydrate, such as alcohol, will be drunk by the creature, but only up to the point at which they realize that the drink is not sating their thirst. Any normally hydrating drink will seem to be helping, even though the creature remains horribly thirsty. A creature may or may not become hostile to those who withhold liquid from them, depending on their temperament. Know the Shadows 2nd-level illusion Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 minute You bend surrounding shadows and blend them to yourself and those near you, making you all one with the darkness. As long as you remain within 10 feet of dim light or darkness, your ability to hide is greatly enhanced. Creatures of your choice within 10 feet who are also within 10 feet of dim light or darkness become invisible and gain advantage on Dexterity (stealth) checks. A creature becomes visible if it moves more than 10 feet away from you, more than 10 feet away from dim light or darkness, or if it uses the Dash action Lighten Load 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a down feather) Duration: 8 hours Heavy objects are rendered lighter by this spell, for easier transportation. When cast, the caster touches a collection of objects not exceeding a 5ft cube. The weight of each of these items decreases by 50%. At the time when the spell ends, if a creature would be carrying more weight than they are normally able to, they must make a Strength saving throw, or fall prone from the sudden weight. Opposing Force 2nd-level abjuration Casting Time: 1 reaction, which you take when you take bludgeoning, piercing, or slashing damage from a melee attack. Range: Self Components: S Duration: Instantaneous You revert some or all of the force of an attack against you back against the foe. Roll 1d10 + your spellcasting ability modifier (minimum of 1). You reduce the oncoming damage by the result, and the attacker takes the amount reduced in damage of the same type it dealt. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you increase the damage blocked by 1d10 for each spell slot above 2nd. 29
Pictograph 2nd-level transmutation (ritual) Casting Time: 1 action Range: Self Components: S, M (a sheet of parchment and 5gp worth of cut gems, which the spell consumes) Duration: Until dispelled You transmute a sheet of parchment you hold to flawlessly portray a flat depiction of what you see when you cast the spell. Even if the sheet is larger, the depiction you produce can be no more than 1 foot by 1 foot, and captures only what you see. The sheet is not dyed or an illusion. Rather, the sheet is physically transmuted, and remains that way until dispelled. The transmuted sheet appears indistinguishable from a very true-to-life painting Power Word: Preserve 2nd-level abjuration Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you is reduced to 0 hit points Range: 60 feet Components: V Duration: 1 round You speak a word of power that protects one creature you can see within range, warding it against death. The target immediately becomes stable. Until the end of the target's next turn, it does not stop being stable if it takes damage. A target under the effects of this spell can still be killed if it takes an amount of damage that exceeds its hit point maximum. The effects of this spell end early if the target regains any hit points. Rot 2nd-level transmutation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous When you cast this spell, all food and other organic material within 30ft of a point you can see within range begins to rot away. This spell affects only non-living organic material, such as food, timber, and cloth. This spell has no effect on living plants, creatures, or the organic materials found on either. This spell automatically causes all food within the area of effect to spoil, and become inedible. Water is unaffected. The cloth of clothing and other fabrics also begins to rot, unless the cloth is inorganic. Timber, wood used for building, does not rot unless the entire wooden object can fit within a 10ft cube. At Higher Levels. When cast as a 4th level spell, organic materials worn by creatures are also damaged by this spell. Clothing will become worn and gain holes in the cloth, and leather armor will be destroyed as with metal armor in the rust spell. If cast as a 6th level spell, the area of wood this spell can rot away increases to a 30ft cube, rather than a 10ft cube, as long as at least half of that structure is within the area of effect of the spell. Shadow Conjuration 2st-level illusion Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes As an action, you pull material from the Shadowfell and shape it into the form of a summoned creature to mimic a conjuration spell. When you cast this spell, choose a 4th level or lower conjuration spell that summons at least one creature. This spell then summons a creature as though you had cast that spell. However, the creature you summon is a quasi-real illusion composed of shadow magic, not a true conjured creature. You may use your bonus action each turn to control this illusory creature, making it attack nearby creatures, though these attacks do only 1d4 psychic damage. Any time another creature attacks this illusory creature and would hit it, the illusion takes no damage, and the attacking creature may make an Investigation or Perception check versus your spell save DC to realize the illusion. Once a creature succeeds on such a check, they then perceive the illusory creature as a thin profile of shadows. If the attacking creature rolls a 20 on their attack roll, they have advantage on the following skill check. At Higher Levels. If you cast this spell as a 3rd level spell, you may mimic a conjuration spell of up to 5th level, and the damage dealt by the illusory creature increases to 1d6. 30
Transcribe Memory 2nd-level divination (ritual) Casting Time: 1 hour Range: Touch Components: V, M (30gp of rare inks, which is consumed by the spell) Duration: Instantaneous For those wishing to create unerring accounts of events, no spell is better. By spending 1 hour meditating over a blank piece of paper or a blank notebook, you can record accurately your memories of a single event. This event must last no longer than 24 hours, and must have happened within the past week. This record must be written in a language you know. Any creature who reads your account will automatically understand exactly what you saw, though they are free to believe that you were mistaken in your perception, just not in your transcription. The writing created by this spell is nonmagical, and is written in a language you choose when casting the spell. At Higher Levels. When you cast this spell with a 3rd level spell slot, the event may come from any time in the past month. If cast with a 4th level slot, the event may be from any time in the past year. And if cast with a 5th level spell slot, this event may be from any time in your life Void Hands 2nd-level conjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch the hands of a creature and infuse them with the power of the void. Unarmed attacks the target makes deal an additional 2d4 force damage for the duration of the spell, count as magical, and deal double damage to objects, structures, and creations of magical force. At Higher levels. When you cast this spell using a spell slot of 4th level or higher, the additional force damage increases by 2d4 for every two slots above 2nd. Zone of Lies 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: M (a silvered tongue) Duration: 10 minutes You create a magical zone that fosters deceit in a 15-footradius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for first time or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't discern lies from truth while in the radius, as with making a Wisdom (Insight) check or another way. A creature that fails the save and that can automatically discern lies, such as one with the Divine Awareness trait, can't automatically discern them, but can still make Wisdom (Insight) checks to determine truth as normal. You know whether each creature succeeds or fails on its saving throw. However, creatures affected by this spell don't know if they are or not. Any Wisdom (Insight) checks they make to determine truth are inconclusive. If this spell affects another player character, the DM makes their saving throws in secret. 31
3rd-Level Spells Baneful Fate 3rd-level divination Casting Time: 1 action Range: Touch Components: V, S, M (frozen ashes) Duration: 1 week You pronounce a fell portent, foretelling doom on a target you touch. The creature makes a Wisdom saving throw, and is unaffected by the spell on a success. On a failure, the target is placed under an impending cosmic fate. As a bonus action or reaction, you may call down the foretold fury, causing a single blazing star to descend and strike the target, dealing 2d6 radiant damage and 2d6 cold or fire damage, your choice each time you cast this spell. The target is also blinded until the end of your next turn. After you have called down this star, the spell immediately ends. The spell also ends if the duration elapses before the star is called down, and you may also end the spell as an action on your turn. At Higher Levels. When cast as a 5th level, the duration increases to one month, and you may call down the star twice before the spell ends. When cast as a 7th level, the duration is extended to one year, and you can call down the star three times. If cast as a 9th level spell, the spell lasts until dispelled, or until you have called down the star three times. Chameleon 3rd-level illusion Casting Time: 1 action Range: 30 feet Components: V, S, M (the shed skin of a small lizard) Duration: Up to 10 minutes You touch a willing target and alter the coloration and texture of its armor, clothing, and skin to continuously match its surroundings. The target gains advantage on Dexterity (stealth) checks and can hide even when not obscured, as long as it stands next to a surface of at least the same height as the creature. If the creature spends a whole turn standing still, they become invisible as they blend into the surface. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each spell level above 3rd. Cobra's Breath 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (the fang of a snake) Duration: Instantaneous As you stretch your arms behind your back and arch your torso forward, you open your mouth and a venomous liquid sprays forth. Each creature in a 10-feet cone must make a Constitution saving throw. On a failed save a creature takes 6d6 poison damage and becomes poisoned until the end of its next turn. On a successful save it takes half as much damage and doesn’t become poisoned. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell level above 3rd Conjure Azer 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a finely crafted iron puzzle box worth 50 gp, which the spell consumes) Duration: Concentration, up to 1 hour An azer from the Plane of Fire appears in a space you designate within 30 feet. This azer is friendly towards you, and will perform a single service before disappearing, in exchange for the iron puzzle box spell component. The azer can do one of the following things. As a master-smith, the azer can repair up to 10 weapons or sets of armor, or one third (rounded down) as many if the items are magical. If the weapons or armor are magical, and had lost their magical effects due to being broken, those magical effects can be restored by spending a long rest reattuning to the item. To work, the azer requires an open space at least 20ft by 20ft, into which it summons a planar forge and anvil to work with. The azer completes its work in one hour, unless interrupted, in which case it disappears before finishing. If this occurs, the azer fails to complete one weapon or set of armor per minute of interruption. Alternatively, you may have the azer hone or strengthen up to 10 weapons or sets of armor, which may not be magical. After the azer completes its work, the items are considered +1 magic items for 24 hours. The azer completes its work in one hour, unless interrupted, in which case it may disappear before finishing. If this occurs, the azer fails to complete one weapon or set of armor per five minutes of interruption. The azer will not participate in combat except to save itself. If it drops to less than half its health, it immediately takes a reaction and teleports back to the Plane of Fire. At Higher Levels. When cast as a 6th level spell, you may choose to summon either more azers, or a more skilled one. If you summon more, you summon three azers, who can do triple the work in one hour, or complete the normal amount of work in one third the time. If you summon a masterwork blacksmith azer, it may complete the same amount of repairs in half the time, or it may give weapons and armor a +2 magical enchantment, rather than a +1. The duration of this enchantment remains the same. 32
Conjure Blights 3rd-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (fresh blood from a sentient creature) Duration: Concentration, up to 1 hour You deal 2d4 necrotic damage to yourself or a willing or restrained creature, then summon blights that appear in an unoccupied space that you can see within range. You choose one of the following options for what appears: Two tree blights (found in the Curse of Strahd module) Four vine blights Eight needle blights Ten twig blights A blight summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are hostile to all creatures, save for undead or other blights. If you used your own blood in the spell, the blights will be friendly towards you, but not your companions. Roll initiative for the summoned creatures as a group, which has its own turns. You may order the blights to undertake certain courses of action, but cannot prevent them from attacking a certain creature; you can, however, order them to prioritize a certain target over others. If you don't issue them any commands, the blights will attack the nearest creatures to them, prioritizing the weakest target available. Death Mask 3rd-level illusion Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour This spell disguises the appearance of a corpse, as if the disguise self spell had been cast on it. The corpse can be made to look like any dead creature of the same size and body format as the original corpse. This illusion does not withstand physical inspection. This corpse may also be animated using an animate dead spell, though it still acts mindless and directionless. At Higher Levels. When cast as a 5th level or higher, this spell may disguise a corpse as a living creature, as well as a dead one. The illusion breathes shallowly and blinks, but not as much as an average living creature of its type; as though the creature was sleeping. A creature may discern this illusion with an Insight check against the caster's spell save DC. Direct Weather 3rd-level transmutation Casting Time: 1 minute Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 hour You gain the ability to change the course of weather in a 30- foot radius around you. When you cast this spell and as an action on each of your turns before the spell ends, you can choose one of the following effects, which last until the end of your next turn. This spell has no effect on magical weather. Direct Rain. If it is raining, you can cause it to cease or to increase in intensity. If you choose to increase the rain's intensity, the area becomes lightly obscured. Direct Wind. If it is windy or calm, you can change the wind's direction or cause wind to blow in a direction you choose, increase the wind's intensity, or cause it to become calm. If you increase the wind's intensity, it increases its speed by 10 mph. 33
Eronin's Mnemonic Enhancer 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous Casting this spell strengthens your mind and memory, allowing you to prepare additional spells. When you cast this spell just before you begin to prepare spells following a long rest, you can prepare up to 3 additional levels of spells in any combination. For instance, you could prepare an additional 2nd level spell and a 1st level spell, or three 1st level spells. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can prepare 1 additional level of spell for every spell slot level above 3rd. Entomb 3rd-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a handful of nails) Duration: Instantaneous You choose a creature within range to magically construct a coffin around, shutting them within with overlaying chains. The target must make a Constitution saving throw. On a failure, it is locked inside, stabbed with a hundred blades, and magically dealt 5d12 piercing damage. The coffin turns to ash at the start of the creature's next turn. The creature has total cover while it lasts and can't move or escape by any means other than teleporting. On a success, the creature takes half as much damage and the coffin immediately fades. An undead that has advantage on saving throws against or is immune to effects that turn undead has disadvantage on its saving throw against this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Eye Ray 3rd-level evocation Casting Time: 1 action Range: 90 feet Components: V, M (a burnt monocle) Duration: Instantaneous As an action, you release energy in a wide ray from your eyes. You must have a clear line of sight to use this spell. You target a single creature within range that you can see, or two creatures if they are within 5ft of each other. Each creature must make a Dexterity saving throw. On a failure, the creatures take 6d8 force damage, and are blinded until the end of their next turn. On a success, the creatures take half damage and are not blinded. You are also blinded until the end of your next turn. At Higher Levels. When cast at higher levels, the damage increases by 1d8 per level above 3rd. If cast with a 5th level slot or higher, you may target three creatures within 5 feet with one casting of this spell. If cast with a 7th level or higher spell slot, you are not blinded after casting. Greater Mage Armor 3rd-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a fragment of plate armor) Duration: 8 hours A protective magical force surrounds you until the spell ends. Your base AC becomes 15 + your Dexterity modifier. The spell fails if you are wearing armor when you cast it and the slot is wasted. The spell also ends if you don armor or if you dismiss the spell as an action Ice Blast 3rd-level evocation Casting Time: 1 action Range: Self (30-foot cone) Components: V, S Duration: Instantaneous The air around you begins to shimmer and ice spikes spray from you at extreme velocity. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 3d6 cold damage and 3d6 piercing 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 spell’s damage increases by 1d6 cold damage and 1d6 piercing damage for each spell level above 3rd. 34
Inflame Emotions 3rd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to strengthen strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails its saving throw, choose one of the two following effects. You can strengthen an existing worry, anxiety, or concern into actual fear. The creature becomes frightened of whatever it was originally anxious about; for instance, a merchant worried about his goods being damaged might become panicked, while a guard being intimidated by a warrior might flee in fear. When this spell ends, the creature returns to its previous emotion, remembering that it had briefly panicked, but not remembering why. Alternatively, you can make a target become hostile about creatures of your choice that it was previously indifferent or conflicted about. You may not make friends or companions hostile towards one another, unless they were already engaged in a dispute or disagreement. While this spell lasts, the target quarrels loudly with the creatures you specify, arguing with them over petty and trivial matters. A normally non-violent creature will not resort to violence unless responding to violence done against it. However, a normally easily angered or aggressive creature might attack the creatures you mentioned. Each creature's reaction is determined by your DM. Once this spell ends, the target's inflamed anger calms, but it may remain hostile if actions taken by the other creature would be sufficient to anger it. Lay to Rest 3rd-level necromancy Casting Time: 1 minute Range: Touch Components: V, S, M (a few drops of holy water) Duration: Instantaneous You touch a corpse or other remains and drip holy water on them. If the remains belong to a creature that is bound to undeath as a spirit, the spirit is forcefully propelled to the afterlife, destroying the undead creature. Minor Telekinesis 3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, uo to 1 minute You gain the ability to wield a portion of your mental power in the physical world. When you cast this spell, and as your action each round for the duration, you can exert your will on one creature or object you can see within range, causing the appropriate effect as below. You can affect the same target every round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can attempt to move a Large or smaller creature. Make an ability check with your spellcasting ability contested by the target's Strength check. If you win the contest, you may move the creature 15ft in any direction along the ground, but not outside the range of this spell. Object. You can try to move an object weighing up to 100 pounds. If the object isn't being worn or carried, you may move it up to 30ft, but not outside the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability, contested by the creature's Strength check. If you succeed, you pull the object away from the creature, and may move it up to 30ft in any direction, but not outside the range of this spell. You can exert fine control over objects within your telekinetic grip, such as manipulating a simple tool, opening a door or container, stowing or retrieving an object from an open container, or pouring the liquid from a vial. Power Word: Eviscerate 3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that causes a flurry of deep lacerations to cover the body of one creature you can see within range, as if slashed by invisible blades. The target immediately takes 3d8 slashing damage. In addition, the target must make a Constitution saving throw at the start of each of its turns. On a failure, it takes 1d8 slashing damage. The target or a creature within 5 feet of it can take an action to attempt to staunch the wounds by making a DC 13 Wisdom (Medicine) check. On a success, the effects of this spell end. These effects also end if the target receives magical healing. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 for each slot level above 3rd. 35
Prehistoric Hail 3rd-level conjuration Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a piece of fossilized bone) Duration: Instantaneous You call a hail of spears, arrows, and atlatl javelins from a time before civilization. Each creature other than those of your choice within 60 feet of you must make a Dexterity saving throw or be struck. On a failure, a creature's speed is reduced by half until the end of its next turn and it takes 8d4 piercing damage. On a success, a creature takes half as much damage and its speed isnt affected. A creature has disadvantage on its saving throw if it is within ancient or prehistoric ruins. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d4 for each slot level above 3rd. Spirit Lancer 3rd-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Shaping your soul's energy through your hand, you evoke a scintillating spiritual blade in your free hand. This magical blade lasts for the duration and you may choose it's color and makeup as you wish. You are proficient with this weapon and you cannot be disarmed of it. The blade casts dim light in a 5- foot radius. The spirit lancer deals 2d6 force damage on a hit and has the reach, finesse, and thrown properties (range 30/120). Once thrown, the blade reappears in your hand at the end of your turn. As a reaction, you may also parry an incoming ranged, melee, or spell attack, granting +2 to your AC for the incoming attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slots above 3rd. Sustain 3rd-level transmutation (ritual) Casting Time: 10 minutes Range: Touch Components: V, S, M (wine and a ration) Duration: 8 hours You touch a willing creature, uttering mystical incantations. For the duration, the target creature does not need food or drink to sustain itself, and it has advantage on Constitution saving throws against exhaustion. Additionally, the target creature is protected from the effects of extreme cold and extreme hot weather. If a creature is suffering from exhaustion due to hunger, thirst, or cold/hot weather before being affected by this spell, the exhaustion is suppressed for the duration of the spell. 36
Thorn Skin 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a small rose thorn) Duration: Concentration, up to 10 minutes You stretch your body as you raise your arms above your head, causing thorns to sprout all throughout your skin. For the duration, whenever a creature hits you with a melee attack, thorns shoot out from your skin, dealing 2d8 piercing damage to the attacker. A creature that has you grappled, takes 4d8 damage at the start of each of its turns, and must succeed a Constitution saving throw or be forced to release you. Transfer Vitality 3rd-level necromancy Casting Time: 1 minute Range: Touch Components: V, S Duration: Instantaneous You touch two creatures and transfer up to 3d10 hit points from one creature to the other. An unwilling creature must succeed a Constitution saving throw to negate this effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell allows you to transfer an additional 1d10 hit points for each spell level above 3rd Watery Double 3rd-level conjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 24 hours Any still body of liquid this spell is cast on becomes a trap for the next creature to cast its reflection in the liquid. The first creature to cast its reflection in the liquid during the duration causes a watery double to rise from the surface. This creature's size reflects the size of the body of liquid it comes from, but cannot exceed the size of the triggering creature. This watery double immediately begins attempting to touch the triggering creature, using that creature's Strength bonus to attempt melee attacks. It has the same hit points, ability scores, and AC of the triggering creature at the time the spell is triggered, but it cannot use any class or racial features. If the watery double successfully touches the creature, it begins to cover it in liquid. The creature must then make a Strength saving throw. On a success, the watery double is destroyed, and the creature is soaked. On a failure, the creature begins taking 3d8 acid damage every turn. The creature also takes damage equal to half of any damage the watery double takes. Casting a create or destroy water spell or similar magic on the watery double immediately destroys it. Casting shape water allows the caster to make a check using their spellcasting ability modifier against the spell save DC of the caster of watery double. If there is no spell save DC available, the DC is 15. At Higher Levels. If cast with a 4th level slot, the duration is one week. When cast as a 5th level spell, the duration is one month. When cast as a 6th level spell, the duration is one year. Casting with a 7th level slot makes the spell permanent. Zangle's Chatter 3rd-level illusion (ritual) Casting Time: 1 action Range: 30 feet Components: S Duration: 1 hour Choose up to five willing creatures you can see within range. Whenever those creatures speak, this spell alters their words, converting what they say into an illusory conversation about a topic of the caster's choice, in a language the caster knows. Each creature you choose hears what is actually said, while those not effected hear the illusory conversation instead. This spell also masks the mouths of the chosen creatures, so that they appear to pronounce the illusory words correctly. The topic of the illusory conversation and language used is choosen by the caster. If a creature under the influence of this spell moves out of range, or if they choose to end it as an action, the effect ends for them, and they can no longer hear what is truly being said. A creature can use their action to make an Intelligence (Investigation) check to against your spell save DC. On a success, the illusory conversation becomes faint and hollow sounding to them, and they can hear the actual conversation and see the actual words being said. 37
4th Level Spells Alter Momentum 4th-level transmutation Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 minute You briefly gain insight into the powers of inertia, allowing you to speed up an object or creature against its will. When you cast this spell, one creature of your choice that you can see within 60 feet has disadvantage or advantage (your choice when you target the creature) on the next attack roll it makes as its movements accelerate or decelerate according to your will. You can also increase or decrease their speed by 10 feet, which lasts until the end of their next turn. You can invoke a similar power again using your bonus action as long as this spell is active. Instead of altering the momentum of a creature, you can do it to an object weighing less than 500 pounds that isn't being worn or carried. When you do so, ability checks made to move the object or alter its trajectory have advantage or disadvantage (your choice when you target the object) until the end of your next turn. Conjure Rust Monsters 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon rust monsters that appear in an unoccupied space that you can see within range. When you cast this spell, you may choose to summon up to four rust monsters. A rust monster summoned by this spell 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 takes its own turns. These summoned creatures will obey any verbal commands you give them (no action required by you). If you give them no commands, they will seek out the nearest sources of metal to eat, only attacking to defend themselves, or if there is no unattended metal nearby. Dehydrate 4th-level transmutation Casting Time: 1 action Range: 100 feet Components: S, M (a dry sponge) Duration: 1 minute You choose a point within range, creating a 50-foot-sphere where all moisture is evaporated for the duration of the spell. This affects clouds and fog, and any superficial moisture such as that on the surface of a damp mushroom. It doesn’t, however, affect puddles or larger bodies of water, nor does it prevent rain in the area. If a creature within the area is affected by the gaseous form spell, it can choose to revert to its regular form or be pushed to the nearest space that isn’t affected by this spell. Duplicate 4th-level illusion (ritual) Casting Time: 10 minutes Range: Touch Components: S, M (a silver mirror worth at least 50gp) Duration: 1 hour This spell creates an illusory duplicate of a single item that can fit inside a 5ft cube. This can be any item, save for an artifact. This illusion feels real when handled, and can inflict damage if the original can, though this can deal no more than 1d6 damage of the same type as the duplicated weapon. Any creature struck with a duplicated weapon, or who has time to investigate another duplicated object, may detect the illusion with a successful Intelligence check against your spell save DC. After one hour, the illusion ends, and the duplicated object vanishes. At Higher Levels. When cast with a 5th level slot, the duration of this spell increases to 8 hours. This further increases to 12 hours at 6th level, 24 hours at 7th level, one week at 8th level, and one month at 9th level. 38
Extraplanar Sense 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a torn piece of a bag of holding) Duration: Concentration, up to 1 hour As you cast this spell, your eyes take on a mirrored ethereal nature, seeming to phase into light. While under the effects of this spell, you know the location of any extraplanar entities, gates, or other points within 60 feet. This sense detects items such as bags of holding or portable holes, creatures under the effect of the etherealness spell or similar magic, or the portals created by spells such as gate. The spell also allows you to detect any rips or tears in the fabric of the plane you are currently on. Furthermore, you can use your action each turn for 1 minute to actively search for extraplanar magic nearby. Once you have finished your meditation, you know the location of any celestials, elementals, fey, fiends, or undead within 120 feet. You may also sense the location at which any of the previously listed creatures was first summoned onto your current plane. If the creature died and returned to its home plane, you sense that point as well. Furthermore, your meditation allows you to sense a distinct point wherever a spell such as plane shift, dimension door, misty step, or other teleportaion magic has been cast within the past day. You do not know which spell was cast, or when it was cast, only that a teleportation spell was successfully cast at that point. If the teleportation spell creates linked portals, such as with arcane gate, then you may sense that the two points where each portal came into being are linked, as long as both points are within range of your sense. If cast on a plane other than the Material Plane, then you do not sense natives of that plane as "extraplanar," and may instead sense any creatures from the Material Plane as "extraplanar." If cast on certain Upper or Lower Planes, this spell may allow the ruler of that plane to sense your location so long as the spell remains active - such as Celestial Rulers, Elemental Archons, Fey Lords, Arch Devils, Arch Demons, Liches, Nightwalkers, or even Gods (to name a few). You do not know if the entity has sensed your location. Greater Renewal 4th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Your magic forces one willing creature that you can see within range to expend great energy as you kindle it's body's natural healing processes for an instant. You can cure one disease or poison afflicting the target. The target also gains one level of exhaustion and regains hit points equal to 30 + your spellcasting modifier (minimum 1) + a number of d6s equal to the target's Constitution modifier (minimum 1d6). This spell has no effect on constructs, undead, or creatures that are naturally immune to exhaustion. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points restored increase by 2d6 for each slot level above 4th. Additionally, when cast with a spell slot of 6th level or higher, the target no longer gains a level of exhaustion. Magic Ballista 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Instantaneous You create two glowing javelins of magical force. Each javelin hits a creature of your choice that you can see within range. A javelin deals 2d8 + 2 force damage to its target. The javelins 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 6th level or higher, the spell creates one additional javelin for every two slots above 4th. Additionally, each javelin deals an extra 1d8 force damage for every two slots above 4th. 39
Magnetize 4th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (two iron rings, each worth at least 25 gp) Duration: Concentration, up to 1 minute You magnetize your hands, enabling you to manipulate metal. When you cast this spell and as a bonus action on subsequent turns, you can decide whether you want to push or pull. Push. You raise your right hand and emit a wave of repelling energy towards a metal object within range. If the object is of the size of Medium or smaller it is pushed 30 feet away from you. If a creature is holding or wearing the object it must succeed on a Strength saving throw or drop the object as it is thrusted away from them. If they cannot drop the object, they are pushed with it. If the object is Large or larger or against a solid surface, you instead are pushed 30 feet away from it. Pull. You raise your left hand and emit a wave of attracting energy towards a metal object within range. If the object is of the size of Medium or smaller it is pulled 30 feet towards you. If a creature is holding or wearing the object it must succeed on a Strength saving throw or drop the object as it is pulled away from them. If they cannot drop the object, they are pulled with it. If the object is Large or larger or fastened to something solid, you are instead pulled 30 feet towards it. Portend Luck 4th-level divination (ritual) Casting Time: 1 action Range: 120 feet Components: V Duration: Concentration, up to 1 minute You tune into a creature's luck, and gain insight into their future. One creature you can see within range must make a Charisma saving throw. A creature can choose to willingly fail this saving throw. On a failed save, roll 1d20, and record the number rolled. Until the spell ends, you can replace one attack roll, saving throw, or ability check made by you or the target creature with the recorded d20 roll. You can do so after the die is rolled, but before any of its effects occur. Once you do so, the spell ends. Power Word: Slumber 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 hour You speak a word of power that lulls one creature you can see within range into a deep magical sleep. If the target has 100 hit points or fewer, it fall unconscious for the duration. Otherwise, the spell has no effect. The effects of this spell end early if the unconscious target takes damage or if another creature uses an action to shake it awake. 40
Rust 4th-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous When you cast this spell, all nonmagical metal you touch begins to rust and corrode away. As an action, you reach out and make a melee spell attack against a creature or object. If the target is a creature, all nonmagical metal objects currently equipped by the target begin to rust. Magical items are immune to this effect, and do not rust. All other items, however, begin to slowly degrade. At the end of your turn, the target's AC decreases by 1, and all attacks made with the rusting weapons have disadvantage. At the end of your next turn, all metal equipment has completely corroded away. If the target is an object, such as a metal door or an unattended weapon, then you do not have to make a spell attack roll to touch the target. Once you touch the object, a 10 ft cube of metal around the area you touched begins to rust away. If the object is smaller than that area, it rusts away entirely within 1 minute. If the object is larger, a hole approximately 5 ft by 5ft rusts away. A magically enchanted object is immune to this effect. At Higher Levels. When you cast this spell with a 6th level spell slot, you may target a creature within 30 feet, making a ranged spell attack to hit it. When you cast this spell with an 8th level spell slot, you may target three creatures rather than one, or you may rust away a 30ft cube of unattended metal rather than a 10ft cube. Wall of Bones 4th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S, M (ground bone and grave dirt) Duration: Concentration, up to 10 minutes You create a wall of assorted bones on the ground within range. On a side of your choosing, flailing arms try to grab and claw everything they can, and skulls fill the air with maniacal laughter. You can make the wall up to 60 feet long, 15 feet high, and 5 foot thick, or a ringed wall up to 20 feet in di ameter, 15 feet high, and 5 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Strength (athletics) or Dexterity (acrobatics) check against your spell save DC. On a failed check, a creature is grappled by the skeletal arms within the wall. The side of the wall with arms and wailing skulls protruding, selected by you when you cast this spell, deals 3d8 necrotic damage to each crea ture that ends its turn within 10 feet of that side. A creature takes the same damage when it enters the wall’s radius for the first time on a turn or ends its turn there. Creatures that come within 5 feet of the wall for the first time on a turn, or end their turn there, must succeed a Strength (athletics) or Dexterity (acrobatics) check against your spell save DC or become grap pled. A grappled creature can use its action on its turn to repeat the check, ending the grappled condition on a success. The other side of the wall deals no damage and does not attempt to grapple. The wall can be damaged and thus breached. Each part of the wall within a 5-foot square has AC 14 and 20 hit points per inch of thickness. Reducing a square to 0 hit points destroys it and might cause connected squares to collapse at the DM’s discretion. 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. 41
5th Level Spells Artificial Intelligence 5th-level transmutation (ritual) Casting Time: 8 hours Range: Touch Components: V, S, M (rare metals worth at least 500gp, and a metallic container also worth at least 500gp.) Duration: Instantaneous You carefully set wires, metals, and magical reagents within a metallic container and close it after spending the time to cast the spell. The container gains a mind with an Intelligence, Wisdom, and Charisma scores equal to your spell save DC, as well as the same AC and number of hitpoints. On its own, the artificial intelligence can produce speech, hear and see, but can't act or move. You can input the artificial intelligence into a makeshift metallic creation, such as a larger metal container with arms and hands. Your DM chooses statistics appropriate in materials for the construct, such as a modron, a helmed horror, animated armor, or similar construct, though it retains its Intelligence, Wisdom, and Charisma scores from its creation. If the construct is reduced to 0 hitpoints, it falls apart, yet the artificial intelligence remains. The artificial intelligence is charmed by you for 30 days - looking up to you as its creator and parental figure - or until you or your companions do anything harmful to it. When the condition ends, the artificial intelligence chooses whether to remain friendly to you, based on how you treated it while it was charmed. Bend Time 5th-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S, M (a crystal hourglass worth 75gp) Duration: Instantaneous When you cast this spell, you warp time to bend magical forces to your will. As a part of casting this spell, choose another spell you have prepared of 3rd level or lower with a casting time of one action. You cast that spell at the same moment that you cast this one, expending both slots as normal. This spell also bypasses normal rules concerning casting more than one 1st level or higher spell in one turn. After casting this spell, you must make a Constitution saving throw as the normal flow of time re-asserts itself. On a failure, you are stunned until the end of your next turn. On a success, you are not stunned, but may only take an action or a bonus action on your next turn, not both. Commune with City 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (a blank page of paper worth at least 5 gp) Duration: 1 minute You tap into the shivering spirits of all those who dwell within the city - skimming their surface thoughts and ideas for relevant information and manifesting them into a printed paper. The writing upon the printed paper forms as if it were an official newsletter, gazette or pamphlet which describes various rumors and events taking place within the city, though nothing that an average person wouldn't know or be able to know given enough time. The paper has up to three facts of your choice from the following list. You may choose an option more than once. A recent or future event which a faction of your choice participated or will participate in Details about a powerful (CR 1 or higher) creature in the city. A scandal involving celebrities, politicians, or those with prestige and power. The location of a semi-hidden area, such as a gray market, secret den, or gang hideout. A recent crime of your choice and the main suspects and targeted victims A conspiracy theory about something in the city At the DM's option, you may choose to learn a fact not on this list, but it should give no more secrets than those described above. Once you have chosen, the DM comes up with rumors that you learn that correspond with your choices. They may not always be important, usable, or true, but it is encouraged for the GM to have at least one rumor which is true and beneficial. You can cast this spell only within a settlement that is home to at least one hundred people. 42
Create Chimera 5th-level transmutation (ritual) Casting Time: 8 hours Range: 15 feet Components: V, S, M (two beasts and raw gold bars worth at least 999gp, all of which the spell consumes) Duration: Instantaneous (30 days) You magically analyze the organic makeup of two beasts within range and combine them into a new creature. These creatures can't have a summed CR higher than 4 (a CR 0 creature counts as a CR 1/8th). The beasts need not be willing, but they do need to be within the spell's range for its casting time. Once finished, their physical forms merge into a chimera, a magically combined creature, with the strengths of each. The new creature is a monstrosity. It has the higher ability score of the two for each of the six ability scores, the higher AC, the higher speed and gaining any other speeds the creatures have had, and gaining proficiencies, senses, features, attacks, actions, and so on. Add the two beasts' current and maximum hit points together to find the chimera's hitpoints. If both creatures were the same size, the chimera's size is one size larger; otherwise, it is the size of the larger beast. In combat, it shares your initiative but takes its turn immediately after yours ends. The monstrosity has a single bond to you, that "My creator is my master, for who i am in service to and would give my life without hesitation." It understands one language of your choice, but can't speak it. However, the chimera is not natural, and cannot fully live on its own. Unless this spell is cast on it again before 30 days have passed, using the chimera instead of the two beasts for the components, the chimera will die. At Higher Levels. If you cast this spell using a spell slot of 7th level, you can combine up to three beasts, and the chimera lives for 1 year. If you cast this spell using a spell slot of 9th level, you can combine up to four beasts, and the chimera will live for 10 years. Creeping Darkness 5th-level illusion Casting Time: 1 action Range: 150 feet Components: V, S, M (a whisker from an old black cat) Duration: Concentration, up to 1 minute You create a 30-feet wide and 20-feet high amorphous cloud of inky blackness. You can shape and move the cloud as you desire within the spell’s range. You can move the cloud up to 20 feet per round. It can seep through the smallest cracks and float through the air, as you desire. A creature with darkvision can’t see through this darkness, nonmagical light can’t illuminate it, and no sound can enter or exit the cloud. A strong wind disperses the cloud. 43
Crimson Theft 5th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (blood from the caster) Duration: Instantaneous Your touch causes the target's veins to burn with searing agony. Roll 5d6 and take that much damage, reducing your hit points by half of that amount. This reduction lasts until you finish a short rest. You then touch one target you can see, who must then make a Constitution saving throw. On a failure, the target takes 6d8 fire damage and 6d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. Furthermore, the target's blood begins to burn, giving them disadvantage on all attacks for 1 minute, repeating the save at the end of each turn to end the effect. At the end of each turn while the spell lasts, the target takes a further 3d8 fire damage and 3d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. If you would heal from this spell above your hit point maximum, you instead gain that excess healing as temporary hit points. These temporary hit points replace any temporary hit points you may have, unless your existing temporary hit points are higher. Dream Sight 5th-level divination (ritual) Casting Time: 10 minutes Range: Self Components: V, S, M (a stick of incense worth at least 10gp which the spell consumes) Duration: 1 minute You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to distant locations. Your spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location. The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. Your spirit can do nothing but move and observe - it cannot speak, attack, cast spells, or perform any other action. When the spell ends, your spirit instantaneously returns to your body and you wake up. If your body is disturbed while your spirit is wandering, or when you use your action to dismiss the spell, the spell ends Glitterdust 5th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of powdered flower petals) Duration: 10 minutes A cloud of golden particles explodes from a point you choose within range, covering creatures and objects within a 10-foot radius of that point with sparkling dust. While covered by the dust, a creature is blinded, has disadvantage on Dexterity (Stealth) checks, and gains no benefit from being invisible. Both objects and creatures covered in the dust shed dim light out to a radius of 10 feet. A creature can use their action to attempt to remove the dust from their eyes or from another creature's. They must make a Dexterity (Sleight of Hand) check versus your spell save DC. On a success, that creature is no longer blinded. The rest of the dust can only be removed by spending 1 minute to wash it off. The dust disappears when the spell ends. Greater Entomb 5th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a lock) Duration: Concentration, up to 1 minute You choose a creature within range to construct a tomb around, keeping them trapped inside its walls. The target must make a Constitution saving throw. On a failure, it is locked within and pierced with a thousand spikes, and magically dealt 5d12 piercing damage. The target makes the saving throw at the end of each of its turns, taking the same damage on a failure. On any success, the tomb shatters apart and fades away, freeing the target. The creature has total cover while the tomb lasts and can't move or escape by any means other than teleporting. An undead target has disadvantage on its first saving throw against this spell. A creature that fails every save against this spell or is reduced to 0 hitpoints while inside is locked within. The duration becomes permanent. A dispel magic spell can end the spell only if it is cast at 5th-level or higher on the tomb. The tomb has 50 hitpoints, 15 AC, immunity to poison and psychic damage, and resistance to all other damage except force. 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. 44
Inversify 5th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You play on a creature's deepest insecurities, conjuring a terrible illusion based on their shortcomings to assault them. One creature you can see within range must make an Intelligence saving throw or take psychic damage equal to the sum of all the damage it's taken within the last minute. A creature takes half of this damage on a successful save. In either case, this can deal a maximum of 45 damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum damage this spell can deal increases by 15 for every spell slot level above 5th. Longevity 5th-level necromancy (ritual) Casting Time: 8 hours Range: Touch Components: V, S, M (a fresh peach and precious stones worth at least 500gp, both of which the spell consumes) Duration: Instantaneous You target a willing creature within range. The target creature must make a DC 15 Constitution saving throw. On a successful save, the creature’s lifespan is extended by 5d10 years. On a failed save, the creature ages that many years - which may result in dying of old age. The spell can be cast on the same creature several times, but the save DC increases by 1 each time. Power Word: Fall 5th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that strikes the balance of a creature you can see within range. If the target has 150 hit points or fewer, it falls prone. Otherwise, the spell has no effect. The prone target must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature can get up using its movement as normal. On a failed save, a creature cannot get up as a mystical force pins them to the ground. Power Word: Fear 5th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that shakes a creature you can see within range to its very core. If the target has 100 hit points or fewer, it is affected by the spell. Otherwise, the spell has no effect. The target must drop whatever it is holding and become frightened of you for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends. 45
Read the Stars 5th-level divination (ritual) Casting Time: 1 hour Range: Self Components: V, S, M (a pair of clear gems worth 50gp each) Duration: Instantaneous You may only cast this spell at night, outdoors; if it is daytime or you are inside, the spell is cast with no effect, and the slot is wasted. The skies need not be clear, as the spell allows you to see through clouds, leaves, or other natural phenomenon to the endless heavens above. Over the course of casting this spell, you divine portents from the stars, reading meaning and purpose into the cosmic alignment of heavenly bodies. When you cast this spell, your DM may either choose from or roll a d10 on the following table, to determine what portents you receive from your divinations. If an option refers to "the party," this group includes any friendly creatures within 30ft of you when you complete casting the spell. 1. Luck. The stars portend good fortune. You gain a pool of luck points equal to half your spellcasting ability modifier, rounded up. You may use these luck points as in the Lucky feat, save that you may also use your reaction to allow another creature you can see within 60ft to benefit from the luck point. These points last until you finish a long rest, or until all of them are expended. 2. Misfortune. The stars warn of nebulous danger. Your DM gains a pool of four luck points. Your DM may use these luck points as in the Lucky feat, affecting any NPC or PC. These points last 24 hours from the point at which this spell concludes, or until all of the points have been expended. 3. Chaos. The stars are uncertain and disordered. Any time a member of the party rolls a skill check, they must first roll a d10. On a result of 5 or lower, they have disadvantage on the skill check; on a result of 6 or higher, they have advantage. Furthermore, any time a creature rolls a 1 or a 20 on an ability check, skill check, attack roll, or saving throw, they gain 5 temporary hit points. 4. Order. The stars favor the law of the heavens. Whenever you cast a spell which deals damage or restores hit points, you may choose to use the average damage, rather than rolling to determine the amount. Thus if you were to cast burning hands, you would deal 12 fire damage rather than rolling 3d6 and potentially doing more or less. This effect lasts until you finish a long rest. 5. Power. The stars speak of great strength in your quest. Each creature in the party may, when dealing damage with a spell or weapon attack, choose to deal an additional 3d8 radiant damage. Once a creature does so, this effect ends on that creature. This effect also ends whenever a creature finishes a long rest. 6. Weakness. The stars read of increased danger. Each creature in the party has disadvantage on whichever saving throws their class grants proficiency in at 1st level. This effect lasts until the creature finishes a short rest. 7. Sickness. The stars shine with an ill gleaming. Each creature in the party loses 3d6 hit points from their hit point maximum. This may not reduce a creature's maximum health below half of their normal maximum. This effect lasts until the creature finishes a long rest. 8. Health. The stars glow with a comforting light, full of vitality and life. Each creature in the party gains 3d8 temporary hit points. These hit points refresh any time the creature expends hit dice during a short rest. These hit points then fade when the creature finishes a long rest. 9. Doom. The stars burn with hateful malice and impending doom. Your DM chooses two of the following options, as detailed above: Misfortune, Chaos, Weakness, or Sickness. These effects take place as normal. 10. Glory. The stars blaze with power and celestial glory. Choose one of the other options on this table and gain the effect associated with that result. 46
Revoke 5th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a burnt piece of paper from a dead wizard's spellbook) Duration: Instantaneous Bane of spellcasters, this spell forcefully expends one of the target's spell slots. When cast, you choose one target you can see within range. That creature makes a saving throw using its spellcasting ability score; if the creature does not have a spellcasting ability score specified, they instead make a Constitution saving throw. Thus a creature with the sorcerer class would make a Charisma saving throw, since Charisma is the spellcasting ability for that class. If the creature targeted has no spell slots, the caster takes 2d6 damage per level of the slot expended on this spell. On a failed saving throw, the creature loses its highest level spell slot. It also takes 1d8 necrotic damage per level of the highest level slot lost. These slots can be regained as normal. At Higher Levels. When cast as a 7th level spell, you remove instead the target's two highest spell slots. When cast as a 9th level spell, you remove the target's three highest spell slots. Seal 5th-level abjuration Casting Time: 1 action Range: 120 feet Components: S Duration: Until dispelled One door, window, gate, chest, or other entryway or container of your choice that you can see within range closes and becomes locked for the duration. Any creatures in the way of a closing object are shunted to one side of your choice. You and creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 round. Otherwise, it is impassable and unbreakable until the spell is dispelled or suppressed. Ability checks to dispel it are made with disadvantage. Starfall 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a shard of meteorite) Duration: Instantaneous Seven brilliant stars descend from the heavens and strike seven points that you can see within range. Any creature within 5ft of each point must make a Dexterity saving throw or take 4d6 radiant damage and 3d6 cold or fire damage, your choice each time you cast this spell. On a success, the creature takes no damage. A creature damaged by this spell is affected with the faerie fire spell for 1 minute, as they are outlined in gently blazing silver light. At Higher Levels. When cast using a 7th level spell slot or higher, this spell deals an extra 2d6 radiant damage and 2d6 cold or fire damage. Additionally, all targets within 5ft of the impact point of a star are blinded until the end of your next turn. 47
Superheroism 5th-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 10 minutes Up to five willing creatures that hear you within range are imbued with a super-heroic energy. Until the spell ends, an affected creature is immune to being frightened and charmed and gains 15 + your spell casting ability modifier in temporary hit points at the start of each of its turns. If a creature is under half its hitpoint maximum, it gains an additional 20 hit points as well. 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. True Absorb Elements 5th-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round This spell completely stops incoming energy from harming you and taking some of its energy for your own. You have immunity to the triggering damage type until the start of your next turn. Additionally, you regain a number of hitpoints equal to this spell's level when you cast this spell. True Shield 5th-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or make a saving throw against a spell effect and would take damage. Range: Self Components: V, S Duration: 1 round A sphere of energy erupts from you, encasing and protecting you. Until the end of your next turn, the shield absorbs up to 50 damage that you would've taken before shattering, including the triggering attack, spell, or effect, leaving you unharmed. Line effects and spells, such as lightning bolt and some dragons' breath, stop completely at the sphere if its damage is entirely absorbed. Wall Against Evil and Good 5th-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a small reliquary of a minor saint worth at least 300gp) Duration: Concentration, up to 1 minute Innumerable spirits appear, flying back and forth in an area of your choosing, creating a translucent wall. 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 10 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 5 feet thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). All outsiders (Aberrations, Celestials, Elementals, Fey, Fiends, and Undead) can’t physically pass through the wall. Additionally, if one of the listed creatres ends its turn within 30 feet of the wall, it must succeed a Wisdom saving throw or take 4d8 aetherion damage and be pushed back 30 feet, landing prone. On a successful save, it takes half the amount of damage, and is pushed back 10 feet. The wall is immune to all damage and can’t be dispelled by dispel magic. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. It has no effect on non-outsider creatures. A Note On Aetherion Energy The above spell mentions a previously unheard of form of damage - known as Aetherion. Aetherion. Thought to be the spiritual twin of Force damage, Aetherion is, in simplisitc terms, soul energy. Where Force damage shreds and tears down matter at the molecular level, Aetherion damage only targets souls and spirits and destroys them, rendering most bodies completely innert and "empty" No form of resistance, immunity, or vulnurability exists for such damage.....that is known. All constructs of an artificial nature - not including those powered by a soul or similar spiritual power source - are immune to the effects of Aetherion, as they do not possess the "material" that is affected by this damage type. 48
6th Level Spells Annihilation Disk 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: 1 minute Choose one creature that you can see within range. Make a ranged spell attack against that creature, as you conjure a swirling, shimmering disk of malevolent destructive force and hurl it at the target. On a hit, the target takes 10d6 force damage. This damage ignores resistance. If a creature is vulnerable to slashing damage, it is also vulnerable to the damage caused by this spell. If you roll a 20 on the attack roll against the target - roll another d20, if you roll another 20, you lop off one of the target’s limbs, with the Effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. If you miss the target with the attack, the disk flies past the target and begins flying through the air on its own, seeking out another target. make note of the space that your initial target was in 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 even attacking yourself. If this attack misses or has no target, repeat this process using the space of the last creature attacked by this spell, continuing to make an attack each round until the spell ends. The disk uses blindsight to find its targets, not vision. Subsequent attacks after the first to not suffer disadvantage if you cannot see the target, as the disk is seeking targets rather than you controlling it. However, if multiple creatures are tied for being the closest to the disk when you repeat the attack, you choose which one the disk attacks. Once the disk hits a target, the spell ends as the disk shatters into pure energy. 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. Atlas Rises 6th-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (at least one square inch of a piece of paper, which the spell consumes, and a set of cartographerls tools worth 15gp) Duration: 1 hour A paper you hold rapidly unfolds into a map of the plane you are on. It continues unfolding until it reaches the end of the plane or the end of explored territory, whichever comes first. If a map exists of an area that is at least semi-accurate, and a creature of your type has been there in the last decade, it counts as explored. The map is somewhat three-dimensional, with mountains rising from the paper, canyons folding downwards, and bodies of water folding downwards to show their true depth. When the spell ends, the map folds back up and continues folding until nothing remains. If you cast this spell with the same set of cartographer's tools every day for a year, the cast that marks a year creates a permanent three-dimensional map. Black Mantle 6th-level necromancy Casting Time: 1 action Range: Self (30-foot sphere) Components: V, S, M (a shard of broken bone, blackened with soot and ash) Duration: Concentration, up to 1 minute You surround yourself with necromantic energies, negating all healing and restorative magic within the sphere of influence. When you cast this spell, roll 8d10. Any healing within the field of blackmantle is negated up to the amount rolled, and an equal amount to the healing negated is removed from the spell's pool. Healing from spells such as cure wounds or mass healing word is negated for any creatures within the blackmantle field, but the spell slot is expended as normal. If healing comes from a magical item, like a potion of healing, the potion is consumed with no effect; similarly, if the healing comes from an item with charges, a charge is expended as per normal. Natural forms of healing, such as regeneration, a fighter's Second Wind feature, or other class or racial abilities also do not function within the field. If healing would exceed the amount rolled when the spell was cast, then any excess healing is applied as normal, and the spell ends. 49
Blood of Fire 6th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (blood of the caster) Duration: Instantaneous You cut a mystic pattern into your palm and enchant your own blood. From the wound shoot five explosive missiles of blood. Roll 2d12 for each missile of blood and take that much damage, reducing your hit points by half that amount. This reduction lasts until you finish a short rest. You then direct the missiles. You can direct the missiles at the same target or at different ones. Make a separate ranged spell attack roll for each missile. On a hit, the target takes 4d12 necrotic damage and 4d12 fire damage. Each creature within 5 feet of a creature struck by a missile, must make a Constitution saving throw. A target takes 4d12 necrotic damage and 4d12 fire damage on a failed save, or half as much damage on a successful one. Furthermore, the blood of each hit creature begins to burn, giving them disadvantage on all attacks for 1 minute, repeating the save at the end of each turn to end the effect. At the end of each turn while the spell lasts, the target takes a further 3d12 fire damage and 3d12 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. If you would heal from this spell above your hit point maximum, you instead gain that excess healing as temporary hit points. These temporary hit points replace any temporary hit points you may have, unless your existing temporary hit points are higher. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you shoot an extra missile for each spell level above 6th. Chromatic Wave 6th-level evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Instantaneous You charge up and release a wave of magical energy energized with elemental power. Choose two damage types from either acid, cold, fire, lightning, poison or thunder. Each creature you choose within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 5d6 damage of the first chosen type, 5d6 damage of the second chosen type, and is stunned until the beginning of your next turn. On a successful save, it takes half as much damage and isn't stunned. Eclipse 6th-level illusion Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 hour You raise your hands and utter a phrase that invokes the darkness of the cosmos - summoning a shadowy mass that blots out all outside light at a point you choose. Magical darkness spreads from a point you choose within range to fill a 90-foot radius sphere for the duration. A creature with darkvision can't see through this darkness - even if they can normally see through magical darkness, and light cannot illuminate it. All light sources - such as candles, bonfires, torches, lamps and similar mundane or magical light sources (with the exception of artifacts) - are instantly snuffed out and do not shed light in the affected area. If a spell that deals radiant or fire damage damage would pass through the darkness or affect something within it, the caster must make a spellcasting ability check with disadvantage contested by your own. If you succeed, the other spell fails. If the other caster succeeds, the other spell is cast as normal. If any of this spell's area overlaps with an area of light created by a spell of 6th level or lower, the spell that created the light is dispelled. 50