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Published by archangel777, 2022-09-03 13:34:56

Blackstaff's book of 1000 spells

Blackstaff's book of 1000 spells

Duration: Concentration, up to 10 minutes your enemies. Make a ranged spell attack, if you hit
you inflict 6d6 fire damage. The target catches on
You cause a 120-foot radius of gloom to cover an fire, burning for 1d6 fire damage a turn until the
area centered on a point you can see within range. target or an ally uses an action to douse the flames.
The area suppresses daylight and other light
sources, causing a twilight effect. Areas within the Casting Time: 1 action
gloom where light sources are suppressed are Range: Touch
considered lightly obscured for the duration. Components: V, S, M (special ink made of the juice
Creatures with sunlight sensitivity do not suffer of crushed eyebright, white chalk, and crushed
penalties while within the area and nonmagical quartz)
light sources have their illumination reduced to a 5- Duration: 1 hour
foot radius. Spells of lower level than the spell slot
used to cast this spell that produce a light effect are Using the specially prepared ink, you inscribe a
dispelled when contacting the area or fail if cast glyph onto a horizontal surface, which can be a
within it. shield. Once the glyph is completed, it glows with a
bright light for a moment and then fades from view.
At Higher Levels. When you cast this spell using However, for the duration, all glyphs, symbols,
a spell slot of 5th level or higher, the radius of the magical runes, secret pages, or other magical
effect increases by 10 feet for every slot level above writing within 120 feet that are not behind total
4th. cover glow with white light. The glyph of revealing
can be moved safely for the duration without
Casting Time: 1 minute ending the spell.
Range: Touch
Components: V, S, M (the metal to be This spell reveals magical glyphs and symbols but
transformed) doesn’t prevent them from being triggered if
Duration: Instantaneous conditions are met.

You transform up to 500 pounds of metal into the Casting Time: 1 action
same amount of silver or gold (caster’s choice). A Range: Touch
transmuter that sacrifices a transmuter’s stone to Components: V, S, M (a mace, staff, or club)
power the spell can transform up to 1,000 pounds of Duration: 1 minute
metal into silver or gold, or into 500 pounds of
platinum. The value of each pound transformed is This spell transforms an ordinary weapon you hold
equal to 50 coins of the same precious metal. into a powerful magical weapon that dimly
emanates a purple-hued aura. You are proficient
Casting Time: 1 action with this weapon and use your spellcasting ability
Range: 90 feet modifier for to hit and damage rolls. On a successful
Components: V, S, M (a coalstone, which the spell hit, the weapon deals 2d6 bludgeoning damage, 2d6
consumes) necrotic damage, and you regain 1d6 hit points.
Duration: Instantaneous
In addition, if you drop a creature to 0 hit points
You crush the coalstone (which you must create with the weapon, you can immediately use your
with the coalstone spell), and unleash its heat at reaction to teleport up to 30 feet to an unoccupied

Page 149

space you can see. you hit.
At Higher Levels. When you cast this spell using For the spell's duration, you also suffer

a spell slot of 7th level or higher, the necrotic disadvantage on Charisma (Persuasion) checks.
damage dealt increases by plus 1d6 for each slot At Higher Levels. When you cast this spell using
level above 6th.
a spell slot of 2nd level or higher, the bludgeoning
Casting Time: 1 bonus action damage increases by 1d4 for each slot level above
Range: Self 1st.
Components: V
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 60 feet
After casting this spell, a silvery nimbus of bright Components: V, S, M (a bag of ashes from a burnt
light emanates from you in a 60-foot radius. While corpse)
the spell is active, you have disadvantage on Duration: Instantaneous
Dexterity (Stealth) checks, but your speed increases
by 10 feet, you gain advantage on Dexterity saving You propel a bag of ashes at your foes, which
throws and on all Dexterity checks that are not explodes in a pale cloud that saps the life out of
Dexterity (Stealth) checks, and any melee weapon creatures and transfers it to your allies.
you wield deals one extra die of its damage when
you hit with it. Each hostile creature of your choice in a 30-foot-
radius sphere centered on a point you choose
At Higher Levels. When you cast this spell using within range must make a Constitution saving
a spell slot of 5th level or higher, melee weapons throw. A target takes 5d8 necrotic damage on a
you wield deal one additional extra die of their failed save, or half as much damage on a successful
damage for every two slot levels above 3rd. one. Choose up to six creatures in the same 30-foot-
radius sphere. Each target regains temporary hit
Casting Time: 1 action points equal to half the necrotic damage you rolled
Range: 10 feet (whether any creature fails its saving throw or not).
Components: V, M (a twisted strip of leather) This spell has no effect on undead or constructs.
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using
One of your arms becomes a misshapen, bestial a spell slot of 7th level or higher, the necrotic
appendage, allowing you to grab your opponents damage increases by 1d8 for each slot level above
with an iron grip. Choose an opponent within range 6th.
and make a melee spell attack. If you hit, the target
takes takes 2d4 bludgeoning damage and it is Casting Time: 1 action
grappled. The DC for any attempt to escape the Range: Self
grapple is your spellcasting DC. Components: V, M (an item that radiates a magic
aura)
Until the spell ends, when you do not have a Duration: Instantaneous
creature grappled during your turn, you can use
your action to make a melee spell attack against one You grip an item that radiates magic as you focus all
creature within range, suffering the same effects if your effort into a great shout that sends forth a
tremendous blast in a direction you choose. Each

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creature and object at the end of its turn,
(attended or not) in a 90- and on a success, it
foot cone radiating out isn’t deafened.
from you must make a
Constitution saving Casting Time: 1 action
throw. On a failed Range: 30 feet
save, the creature or Components: V, S, M (a
object takes 10d6 peacock feather)
thunder damage; Duration: 1 round
creatures are also deafened for 1
minute. On a successful save a A great ancestral spirit, wielding
creature takes half the damage and the primal life energies of the earth,
isn’t deafened. watches over a creature you choose within
range, warning it of danger and helping it to take
A creature made of inorganic advantage of opportunities. The creature’s next
material such as stone, crystal, or weapon attack that hits before the end of its next
metal has disadvantage on this turn inflicts an additional 2d6 psychic damage.
saving throw. A nonmagical In addition, until the end of the creature’s next
object that isn't being worn or turn, attack rolls against it are made with
carried also takes the damage if it's in the disadvantage, and it has resistance to necrotic
spell's area, including walls, pillars, doors, and damage.
gates. The sound of this spell can be heard up to 1 At Higher Levels. When you cast this spell using
mile away (or farther with a successful Wisdom a spell slot of 2nd level or higher, the psychic
(Perception) check as determined by your DM). damage increases by 1d6 for each slot level above
1st.
However, this spell can be costly and dangerous
to cast. As soon as the spell is cast, you must make a
successful DC 15 Constitution saving throw. On a
failed save, you suffer two levels of exhaustion. On a
successful save, you suffer no ill effects.

Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 90 feet
Components: V, S, M (an iron bell) Components: V, S
Duration: Instantaneous Duration: Instantaneous

A pealing thunderclap resonates from a point that A gigantic worm of earth and stone appears under
you can see within range. The thunderous boom is you opponents, crushing them and dragging them
audible for 500 feet, and each creature within 20 underground. Choose a point within range, every
feet of the chosen point must make a Constitution creature within 20 feet of that point must make
saving throw. Strength saving throw. They take 6d10 bludgeoning
damage on failed save and have as much on a
On a failed save, the creature is deafened for 1 successful one. Creatures that fail the Strength
minute, it is pushed 10 feet away from the center of
the blast, and it is knocked prone.

A deafened creature can make a new saving throw

Page 151

saving throw are drug underground. Characters Range: Self
drug underground are choking, and may repeat the Components: V, S
Strength saving throw at the end of their turn to Duration: 8 hours
fight their way back to the surface. One on the
surface, the characters can breathe, but are prone. This spell functions exactly like mage armor, except
that it does not require a material component, you
Casting Time: 1 minute can only cast it on yourself, and your base Armor
Range: Touch Class becomes 15 + your Dexterity modifier for the
Components: S, M (acupuncturist’s needles) duration.
Duration: Instantaneous
Casting Time: 1 action
By carefully placing needles into precise centers of Range: Touch
ki in a creature’s body, you purge of it of negative Components: V, S, M (a miniature cloak)
energies. You can cure the target of one disease or Duration: Concentration, up to 1 minute
neutralize one poison affecting it, and it regains a
number of hit points equal to 2d10 + your Until the spell ends, whenever the target rolls a
spellcasting ability modifier. This spell has no effect saving throw, it can choose to roll 1d6 and add the
on undead or constructs. number rolled to one saving throw result. It can roll
the die before or after the saving throw. The spell
At Higher Levels. When you cast this spell using then ends. After the target has added this bonus a
a 3rd level or higher spell slot, for every slot level number of times equal to your spellcasting ability
above 2nd you can choose to do one of the modifier, the spell ends.
following:
 Increase the healing by an additional 1d10; Casting Time: 10 minutes
 Cure the target of one additional disease; Range: 30 feet
 Neutralize one additional poison affecting the Components: V, S, M (a crushed emerald worth at
least 500 gp, which the spell consumes)
target. Duration: Permanent

“Acupuncture, the insertion of thin needles into This spell functions the same as sign of sealing,
the body, is a traditional healing technique except that it can be used to seal an open space,
practiced in the nation of Shou Lung. Adepts of such as a corridor, archway, or room. The spell
spiritual medicine there draw upon ki, the same creates a magical barrier of force that repels any
natural energy monks employ in their fighting creature trying to enter or pass the warded area.
arts. Only in the century since the Spellplague
has this practice come west, and skilled In addition, doors and objects protected by this
practitioners now dwell in many Shou Towns spell are strengthened, increasing their AC by 2, and
and other immigrant enclaves across Faerûn.” increasing their hit points by 25 (see “Objects” in
chapter 8 of the Dungeon Master’s Guide for details
—Laeral Silverhand on the hit points and AC of objects). Any object
protected by the spell is treated as magic, and has
Casting Time: 1 action resistance to bludgeoning, piercing, and slashing
damage from nonmagical sources.

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If a greater sign of sealing is broken, an explosion Constitution saving throw at the beginning of any
occurs. Each creature within 40 feet must make a turn in which they are so submerged.
Dexterity saving throw, taking 10d6 force damage
on a failure or half as much on a success. On a failure, the creature is poisoned for the
duration, and they take 4d8 poison damage. If the
This spell cannot be bypassed using a knock spell, creature fails the saving throw by 5 or more, its
but it can be dispelled. Constitution score is reduced by 1d4. On a success,
the creature can choose to spit the water out and
At Higher Levels. When you cast this spell using take no damage, or continue to swallow it and take
a spell slot of 7th level or higher, the amount of half damage. If the creature failed its save, at the
force damage increases by 1d6 per slot level above start of each of the creature's turns before the spell
6th. ends, it must succeed on a Constitution saving
throw or take 3d10 poison damage. On a successful
Casting Time: 1 action save, the spell ends.
Range: 30 feet
Components: V, S, M (a miniature cloak) Creatures who do not need to save against the
Duration: Concentration, up to 1 minute spell but who are within 5 feet of the transformed
water can use an action to apply poison to one
This spell functions like stone shape, but you may weapon, piece of ammunition, or portion of food or
shape a stone object of Huge size or smaller. The drink. Once applied, the poison retains potency for
stone object you touch can be up to 15 feet in any the duration of the spell or until someone must save
dimension. You can also mold intricate detail into against it. If a creature is struck with the poisoned
your creation, such as a stone set of double doors weapon or ammunition, or if it ingests the poisoned
carved with intricate designs and up to four hinges. food or drink, it must make a Constitution save or
be poisoned for the duration and take 1d8 poison
Casting Time: 1 action damage, or 2d8 if the poison is ingested. If the
Range: 30 feet creature fails the saving throw by 5 or more, its
Components: V, S, M (a serpent’s tooth) Constitution score is reduced by 1d4. Creatures that
Duration: Concentration, up to 1 minute succeed on their save take half damage, but suffer
no other effects.
You transform any large quantity of water within a
10-foot cube centered on a point you choose into a At Higher Levels. When you cast this spell
deadly poison. This spell only affects bodies of using a spell slot of 6th level or higher, you can
water of at least 10 gallons or more within the affect one additional creature who is drinking at the
affected area, not separate smaller quantities of same time, and the damage increases by 1d8 for
water. It can also be liquid that is mostly water each slot level above 5th.
(such as blood, sewage, or wine), but a living
creature’s vital fluids cannot be affected. Any Casting Time: 1 action
creature with its head or one of its breathing Range: 300 feet
passages (such as a humanoid’s nose or mouth) Components: V, S
currently submerged into water you have Duration: Concentration, up to 1 minute
transformed with this spell must make a make a
This is a more potent version of whirlwind. The
whirlwind touches the ground at a point you choose
within range. Its area is a 20-foot radius by 60-foot
high cylinder centered on that point. Until the spell

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ends, you can use an action on each of your turns to Casting Time: 1 bonus action
move the whirlwind up to 30 feet in any direction Range: Self (15-foot cube)
along the ground. The whirlwind sucks up any large Components: V, S, M (an obsidian disc)
or smaller objects in its area that aren’t secured, Duration: 1 round
worn, or carried by any creature.
You draw forth a small spark of the primal flame
A creature must make a Dexterity saving throw that smolders beneath the earth, allowing life to
the first time on a turn that it enters the whirlwind’s flourish in its purifying halo. You and each ally in a
area, or when the whirlwind enters its space, 15-foot cube originating from you gain resistance to
including when the whirlwind first appears. A fire damage and to nonmagical bludgeoning,
creature takes 15d6 bludgeoning damage on a failed piercing, and slashing damage until the end of your
saving throw, or half that on a successful one. In next turn. The first time each subject of this spell
addition, a Huge or smaller creature that fails its takes fire, bludgeoning, piercing, or slashing
save must succeed on a Strength saving throw or damage (magical or otherwise) before the end of
become restrained within the whirlwind. A your next turn, the creature that inflicted that
restrained creature is pulled 5 feet higher at the damage takes 2d6 fire damage.
start of each of its turns while inside the whirlwind
unless it is already at the top. The creature moves At Higher Levels. When you cast this spell
with the whirlwind and falls when the spell ends, using a spell slot of 4th level or higher, the fire
unless it has some means to stay aloft. damage increases by 1d6 for each slot level above
3rd.
A creature restrained by the whirlwind can use an
action to make a Strength or Dexterity check Casting Time: 1 bonus action
against the spellcaster’s save DC. On a success, the Range: Self
creature is no longer restrained, and it is hurled 3d6 Components: V
x 10 feet in a random direction. A thrown creature Duration: 1 round
takes 1d6 bludgeoning damage per 10 feet thrown if
it strikes a solid object. You utter a sound of determination as you aim your
ranged weapon at a target. Until the start of your
Casting Time: 1 bonus action next turn, your ranged weapon attacks don’t suffer
Range: 60 feet disadvantage due to the weapon’s range. This spell
Components: V, S, M (a bone or skull) doesn’t extend a weapon’s range beyond its normal
Duration: Concentration, up to 1 minute limitations.

You touch a bone or skull and cause it to glow with In addition, your ranged weapon attacks ignore
a silver-grey radiance. You may then use your action up to three-quarters cover until the spell ends.
to throw the bone or skull up to 60 feet at a creature
you can see. Make a ranged spell attack. On a hit, At Higher Levels. When you cast this spell using
the object’s radiance is transferred to the target. For a spell slot of 2nd level or higher, the duration of
the duration, the creature can’t regain hit points or the spell increases by 1 round for every slot level
benefit from regeneration from any source until the above 1st.
spell ends.

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Casting Time: 1 reaction, which you take when an You create two large hailstones that strike your
ally within range who can hear you misses with an enemies. You can direct each hailstone at a different
attack roll target, or direct multiple hailstones at the same one,
Range: 60 feet but no two targets can be more than 30 feet apart.
Components: V Make a ranged spell attack for each hailstone. On a
Duration: Instantaneous hit, a stone deals 2d6 bludgeoning damage and 2d6
cold damage.
You conjure a trickster spirit who distracts an
enemy, allowing your ally to strike true. The ally can At Higher Levels. When you cast this spell using
reroll the triggering attack roll with advantage. If a spell slot of 5th level or higher, you create one
the attack hits, it deals an extra 2d10 psychic extra hailstone for every two slot levels above 3rd.
damage.
Casting Time: 1 action
At Higher Levels. When you cast this spell using Range: 60 feet
a spell slot of 6th level or higher, the psychic Components: V, S, M (a holy symbol)
damage increases by 1d10 for each slot level above Duration: Instantaneous
5th.
Sparks of holy light streak from your fingertips to
Casting Time: 1 action strike your enemies. Choose up to three creatures
Range: 90 feet within range, none of whom can be more than 10
Components: V, S, M (a piece of jade worth at least feet apart. Each target must succeed on a Dexterity
5 gp) saving throw or take 1d4 radiant damage.
Duration: Instantaneous
This spell's damage increases by 1d4 when you
When you cast this spell, choose a spot within reach 5th level (2d4), 11th level (3d4), and 17th level
range. A 10-foot radius by 40-foot high cylinder (4d4).
centered on that spot is pummelled by falling rocks.
Each creature caught within the cylinder must Casting Time: 1 action
make a Dexterity saving throw. On a failed save, a Range: Self
creature takes 5d4 bludgeoning damage, or half as Components: V, S
much on a successful one. Duration: Instantaneous

At Higher Levels. When you cast this spell using You have advantage on your next saving throw
a spell slot of 3rd level or higher, the bludgeoning versus an arcane spell. You cannot choose not to
damage increases by 1d4 per slot level above 2nd. use the advantage, and must use against the next
arcane spell that targets you or includes you in its
Casting Time: 1 action area of effect. You must complete a long rest before
Range: 90 feet you can cast this spell again. You may only have one
Components: V, S, M (a handful of crystal globes) hand of the sorcerer king active at a time.
Duration: Instantaneous

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Casting Time: 1 action wall that has 50 hit points, its AC would improve
Range: Touch from 15 to 19, and it would have 100 hit points.
Components: V, S, M (a viper’s fang)
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Touch
A drooling mouth appears on the palm of your Components: S
hand. The teeth are small and useless for combat, Duration: Instantaneous
but the saliva is highly acidic, and the tongue lolls
out of the mouth, grotesquely looking for victims. Make a melee spell attack against a creature within
Make a melee spell attack. If you hit you inflict 2d6 5 feet of you. On a hit, the target takes 12d10 cold
plus your spellcasting ability modifier acid damage. damage. If the creature is killed by this spell, it is
If you roll a critical hit, the target takes double petrified as solid ice; if it is broken while petrified
damage and must make a Constitution saving this way, the creature thaws to its original state but
throw. If they fail your target is paralyzed for 1 suffers whatever trauma or loss of limbs that
minute. It can repeat the Constitution saving throw occurred while it was frozen.
at the end of each of its turn to end the paralysis.
At Higher Levels. When you cast this
Casting Time: 1 action spell using a spell slot of 8th level or
Range: Touch higher, the cold damage increases by
Components: V, S, M (an 1d10 for every slot level above 7th.
ointment made of 50 gp of
diamond dust for each 10 Casting Time: 1 hour
cubic feet of material) Range: Self
Duration: Permanent Components: V, S, M (an
exquisitely carved stone heart
This spell permanently made of jade, obsidian, or
reinforces the strength and gold-veined marble worth
durability of materials. at least 5,000 gp)
Paper is much harder to Duration: 1 year
tear, wood is more durable,
and glass is harder to break. When this spell is cast, your
heart is replaced with an
You can touch and affect up ornately crafted stone heart.
to 50 cubic feet of material For the spell’s duration, your
each time you cast this spell. living heart is stored in a
The material becomes resilient special alchemical solution at a
if it was fragile, and its AC is hidden location, which you
increased by 4. If a material is have either prepared and
already resilient, it doubles in hit chosen previously, or which
points. you choose during the casting
of this spell from among
For example, if you touch a
resilient section of wooden

Page 156

locations you have been to in the last 24 hours. of your choice within 5 feet of the damaged creature
The stone heart grants you resistance to cold, fire, regain hit points equal to half the amount of fire
damage dealt.
and lightning damage, as well as resistance to
damage from bludgeoning, piercing, and slashing At Higher Levels. When you cast this spell using
weapons. a spell slot of 4th level or higher, the fire damage
increases by 1d6 for each slot level above 3rd.
However, the stone heart also has the following
disadvantages: Casting Time: 1 action
Range: Touch
 You can only gain a maximum of 1 hit point per Components: V, S
hit die when you heal naturally. Duration: Concentration, up to 1 minute
While casting this spell you touch a piercing
 You instantly die if your living heart is damaged weapon. For the duration, that weapon inflicts a
or destroyed. critical hit on a natural roll of 17-20. The spell ends
once the duration has expired or the weapon inflicts
 A creature that can see the location of your a number of critical hits equal to your spellcasting
heart or is close enough to hear it beating can ability modifier.
find it, but only if they are actively searching for
it. The DC for ability checks to find your heart is Casting Time: 1 action
equal to your spellcasting DC. Range: Self (20-foot radius)
Components: V, S
In addition, the heart of stone can be dispelled, Duration: Instantaneous
which transfers your living heart back to your body, You drain the heat from all living creatures within
and sends your stone heart to your living heart's 20 feet of you. Each creature in the area takes 12d6
previous hiding place. If you enter an anti-magic cold damage, or half as much on a successful
field, your stone heart and living heart temporarily Constitution saving throw.
switch places, and then switch back again after you
leave the affected area. The influx of drained heat that you drain from
your victims bolsters your own resilience. You gain
Casting Time: 1 action a number of temporary hit points equal to 5 x the
Range: 30 feet number of creatures that take damage from this
Components: V, M (the claw of a predator) spell.
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You summon a comforting spirit of the sacred Range: 50 feet
hearth, which manifests as a pillar of flame that Components: V, S, M (ashes from a burned bone)
burns enemies but soothes you and your allies. Duration: Instantaneous
Choose a space within range,. That space is filled
with a pillar of sacred fire . The pillar is 10 feet tall
and has a 5 foot radius. Any creature in that space
must make a Wisdom saving throw. On a failed
save, a creature takes 3d6 fire damage, or half as
much damage on a success. A creature must also
make the saving throw when it enters that space for
the first time on its turn or ends its turn there.

Whenever a creature that fails its saving throw
takes fire damage from this spell, friendly creatures

Page 157

You summon the very fires of Nine Hells to scourge saving throw. A creature takes 6d8 fire damage if it
your enemy, burning the soul as well as the flesh. fails the saving throw, or half as much on a success.
Choose one target within range. That target must
make a Dexterity saving throw. It takes 10d6 fire The weapon appears to be destroyed in the
damage on failed save, and half as much on a explosion, but whether you hit or miss, it
success. This damage treats immunity to fire immediately reappears your hand.
damage as resistance and ignores resistance.
Casting Time: 1 bonus action
At Higher Levels. You can cast this spell using a Range: Self (20-foot radius)
5th level or higher spell slot, and you inflict plus 1d6 Components: V, S
damage per spell level above 4th. Duration: 1 round
You call out to gain the attention of creatures
Casting Time: 1 action around you. An enemy within 20 feet of you that
Range: 120 feet hears this call must succeed on a Wisdom saving
Components: V, S, M (the ashes of a burned throw or its speed is reduced by half until the end of
human) its next turn. An affected creature within the area
Duration: Instantaneous that is under the effect of haste has that spell
suppressed until the end of your next turn.
Choose a point within range. Every creature within
20 feet of that point is engulfed in flames from Hell Casting Time: 1 action
itself and must make a Dexterity saving throw. They Range: 30 feet
take 12d6 fire damage on a failed save and half as Components: V, S, M (a melee weapon)
much on a successful saving throw. This fire Duration: 1 round
damage treats immunity as resistance and ignores You demand that your foes meet you in battle, then
resistance. strike fiercely against one of them. Choose any
number of hostile creatures within range of this
At Higher Levels. You can cast this spell using a spell. You may pull each target up to 30 feet closer
8th level or higher spell slot, and it inflicts plus 1d6 to you. At the end of this movement, you can make
damage for every spell slot above 7th. a melee weapon attack against one creature within
the reach of your melee weapon. If the attack hits, it
Casting Time: 1 action deals an extra 3d6 psychic damage, and creature
Range: 60 feet you hit has disadvantage on the next attack roll it
Components: V, S, M (a bladed weapon) makes against any creature other than you before
Duration: Instantaneous the end of its next turn.

You hurl the weapon in your hand, which is then Casting Time: 1 hour
animated to bury itself in the flesh of a distant foe Range: Touch
before exploding in flame. Make a melee spell Components: V, S, M (fur of a bear)
attack against a target you can see within range. On
a hit, the target takes 8d6 magical damage of the
same type that the weapon would inflict, and the
weapon erupts, forcing the target and every
creature within 10 feet of it to make a Dexterity

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Duration: 1 week Range: 120 feet
Components: V, S
You touch a willing creature, they fall asleep for one Duration: 24 hours
week. Any conditions or spells effecting the target
are suspended while they are asleep. Once the You select a point that you can see within range.
creature awakes, they suffer the full effect of any The area is warded against spells from the
conditions or spells effecting them. The subject divination school of magic in a 200-foot radius from
cannot be awakened by any means once the spell the point you selected. Find the path cast within the
puts them to sleep. Hit point damage effects the area automatically fails. A caster who attempts to
creature as normal, but the creature will not wake cast a spell from the divination school of magic
up. A creature can only be under the effects of one must make a Wisdom saving throw. On a failed
hibernate at a time. The caster can use an action to save, their spell fails. On a successful save, the spell
end the spell. functions normally.

Casting Time: 10 minutes Casting Time: 1 hour
Range: 120 feet Components: V, S, M (a diamond worth 10,000 gp,
Components: V, S, M (a chip of stone, crushed which the spell consumes)
lime, and a few grains of sand) Range: Self, (60-foot radius)
Duration: 24 hours Duration: Instantaneous

You conjure a 20-foot square cottage made of stone Ghostly images recreate the events of the past,
that appears as a natural rock formation or similar centered on the spot where you cast the spell. The
natural terrain feature that blends in with its amount of detail in the images depends on how
surroundings. A creature within 30 feet that much time you wish to see and hear. When you cast
investigates the area must make a successful DC 20 the spell, you must choose one unit of time to view.
Intelligence (Investigation) check to discover the
hidden lodge. The cottage contains a fireplace,  Days. You view the events of the last 20 days.
bunks for up to eight people, and a wooden table You get detailed knowledge of the
and eight chairs. The doors are protected against conversations, people, and events.
intrusion by arcane lock and alarm spells, and the
chimney has a narrow shaft with sturdy bars at the  Weeks. You see a summary of the events of the
top. past 20 weeks. You will not hear and see
everything that happens, but you will
In addition, an unseen servant provides service to understand the gist of conversations and events.
the lodge’s occupants for the duration. You will see important people and events in
greater detail.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the cottage’s area  Years. You see the noteworthy events of the
increases by a 10-foot square and the DC for the past 20 years. Major participants and events,
Investigation check to discover its true nature like executions, battles, and discoveries, will
increases by 1 for every slot level above 5th. play out in greater detail.

Casting Time: 10 minutes  Centuries. You gain a general sense of the last
500 years. You will only see the most important
events and most remarkable people.

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Casting Time: 1 action Casting Time: 12 hours
Range: 30 feet Range: Touch
Components: V Components: V, S, M (a jeweled dagger worth
Duration: Concentration, up to 1 minute 1,000 gp, and 10,000 gp worth of rare inks and
unguents, which the spell consumes)
As you softly speak the words that finish this spell, a Duration: Instantaneous
soft droning sound sweeps out from you. Creatures
of your choice that you can see within range that In a grueling ritual, you mark one humanoid with
can hear you must make a Wisdom saving throw or the symbol of Hoar, the ancient god of revenge.
fall unconscious. A creature rendered unconscious Twenty-four hours after the creature marked by this
by this spell doesn’t awaken unless it takes damage, spell is slain, they rise as a revenant. The revenant
someone uses an action to shake or slap it awake, or will remember nothing of its former life, and be
the spell ends. filled with an all-consuming desire for revenge on
its killer. The revenant will kill family and friends if
Undead and creatures immune to the charmed they attempt to stop it from getting revenge.
condition aren’t affected by this spell.

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Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Self
Components: V, S You select a point within range, and a loud and
Duration: Concentration, up to 1 minute blinding rain pours down in a 20-foot radius by 40-
foot high cylinder centered on that point. The area
A glowing mote of energy rises and hovers over your becomes lightly obscured, and all ranged attacks
shoulder, and it sheds dim light in a 20-foot radius. made by creatures within the spell's area, or made
The first time that a spell that targets you either against those creatures, are made with
forces you to make a saving throw or targets you disadvantage.
with a spell attack, roll 1d4 + 5. If the number rolled
equals or exceeds the level of the spell, that spell The rain automatically extinguishes unprotected
fails to affect you, and is turned back upon its flames and has a 50% chance of extinguishing
caster. If that spell required a saving throw, its protected flames such as lanterns. In addition, the
caster is now the one who must make the saving rain causes 2d6 radiant damage to any undead
throw against your spellcasting DC; if it was creature that starts its turn within the area.
targeting you with a spell attack, the caster is now
the target of that spell attack using your spell attack At Higher Levels. When you cast this spell using
bonus. a spell slot of 4th level or higher, the amount of
radiant damage to evil creatures increases by 1d6 for
For the spell’s duration, each additional time a each slot level above 3rd.
spell that targets you either forces you to make a
saving throw or targets you with a spell attack, Casting Time: 1 action
repeat the process as above but subtract the level of Range: 60 feet
any spells previously turned from the result’s total. Components: V
If the total still equals or exceeds the level of the Duration: Instantaneous
spell, it is turned back on its caster as described
above. If the total is greater than 1 but less than the You speak a word that holds holy power from one of
level of the spell targeting you, then the holy star the Outer Planes, power which corresponds
remains, and you are affected by the targeting spell strongly to certain ethical or moral alignments and
as normal. However, if the total is reduced to 0 or inflicts extra damage against certain types of
below, you are affected by the targeting spell as creatures. When you cast this spell, choose one of
normal and this spell immediately ends. these four planes:

While the holy star remains, you can use your  Elysium (Good): Aberrations, dragons
action on each of your turns to launch a fire bolt (as (chromatic only), elementals, fiends, or undead.
the cantrip) from the star at a target you can see
within 120 feet. The fire bolt uses your spell attack  Hades (Evil): Beasts, celestials, dragons
bonus, and deals 3d10 fire damage on a hit. (metallic only), humanoids, or plants.

Casting Time: 1 action  Limbo (Chaos): Constructs, celestials (angels
Range: 60 feet only), dragons, fiends (devils only), or giants.
Components: V, S, M (a flask of holy water)
 Mechanus (Law): Aberrations, fiends (demons
only), fey, monstrosities, oozes, or undead.

Creatures within 50 feet of you that are of the types
listed for the chosen plane must make a Wisdom
saving throw. On a failed save, a creature is
frightened for 1 minute or, if it is immune to being

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frightened, it suffers disadvantage on attack rolls succeed on a Constitution saving throw or take 2d10
against you for 1 minute instead. In addition, if a poison damage. On a successful save, the spell ends.
creature that failed its saving throw is not on its
native plane, it is banished there, and cannot return For the duration of the spell, a creature that
for 1 hour. On a successful save, a creature isn't moves within 5 feet of the target for the first time
affected by this spell. during its turn or starts its turn there is attacked by
the motes and must make a Constitution saving
Your alignment (if you have one) may limit your throw. The creature takes 2d6 poison damage on a
choice of planar energies when you cast this spell. If failed save, or half as much damage on a successful
you are evil-aligned, you cannot choose Elysium; if one.
you are good-aligned, you cannot choose Hades, if
you are lawful in alignment, you cannot choose At Higher Levels. When you cast this spell using
Limbo; if your alignment is chaotic, you cannot a spell slot of 6th level or higher, the piercing
choose Mechanus. damage increases by 1d10 for each slot level above
5th.

Casting Time: 1 action Casting Time: 1 reaction, which you take when you
Range: Self are hit by a ranged attack
Components: V, S Range: 15 feet
Duration: 1 month Components: V
Duration: Intantaneous
When you cast this spell you choose one location
that has emotional weight for you. For the duration, A hemisphere of extraplanar chaos expands around
you know the approximate distance and direction to you, deflecting incoming missiles or making you a
that location. You and the location must be on the bigger target. You and every creature within range
same plane of existence or the spell ceases to of you that is not behind total cover must roll a d20.
function. The creature that rolls the lowest number becomes
the target of the triggering attack. The attack roll is
Casting Time: 1 action compared to the creature's Armor Class normally to
Range: Self determine if the attack hits.
Components: S, M (a ranged weapon)
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 300 feet
Your weapon buzzes with toxic energy as you infuse Components: V, S, M (a sponge)
it with magic, and when it strikes your target it Duration: Instantaneous
emits a cloud of hornet-like motes that sting your
foe and nearby enemies. As part of the action used You select a point that you can see within range,
to cast this spell, you must make a ranged weapon and a burst of necrotic energy evaporates moisture
attack, otherwise the spell fails. If that attack hits, within a 60-foot radius from the point you selected.
the target takes an additional 3d10 piercing damage, A creature caught within the area when the spell is
and attack rolls against it from more than 10 feet cast must make a Constitution saving throw. A
away are made with advantage. At the end of each creature takes 13d6 necrotic damage on a failed
of the target's turns before the spell ends, it must save, or half as much damage on a successful one. If

Page 162

the damage from this spell drops a creature to 0 Hit target. On a hit, the target takes 3d6 piercing
Points, it dies, and its body shrivels up, leaving only damage. The victim can attempt a Dexterity saving
dry bones. throw at the end of each of its turns to avoid being
grappled by the chain. On a success, the target
Casting Time: 1 action breaks free.
Range: 120 feet
Components: V, S If a target escapes before the spell ends, you may
Duration: Concentration, up to 1 minute use an action to choose a new target within 30 feet
of the previous one. The chains move to that target,
You choose a 20-foot-by-20-foot sphere within who must make the Dexterity saving throw to avoid
range, creating an invisible web of energy in that being grappled. The spell then continues as normal.
area that immediately stops any creature flying or
falling into its strands. A creature that flies into the Casting Time: 1 action
web must make a Dexterity saving throw. On a Range: 30 feet
failed save, the creature’s speed drops to 0, and it is Components: V, S, M (a troll’s stomach)
grappled by the web. However, it can use an action Duration: Instantaneous
to make a Dexterity (Acrobatics) check against your
spellcasting DC to break free. Choose one target within range. That target must
make a Wisdom saving throw. If it succeeds, the
Although the web of energy reduces a creature’s spell fails and the target is aware someone
speed to 0, it isn’t restrained, and it doesn’t fall to attempted to enchant it. If the target fails the saving
the ground. It is simply held in place in mid-air, and throw, it gains no sustenance from eating or
it can act normally. drinking. The target can eat or drink as much as it
likes, but it gains no benefit, and suffers the effects
“I must admit, it is rather amusing to catch of starvation as described in the Player’s Handbook
a dragon this way.” (page 185). The target may repeat the Wisdom
saving throw each day at dawn. If it succeeds, the
—Elminster target may eat normally that day. The spell ends
when the target successfully saves three times, or
Casting Time: 1 action dies.
Range: 90 feet
Components: V, S, M (a length of silver chain) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Self (30-foot radius)
Components: V, S
A red chain of force wraps itself around a target you Duration: Concentration, up to 1 minute
choose within range. The target must make a
Dexterity saving throw to avoid being grappled by You sing an inspirational tune that bolsters your
the chain. On a failed save, the target is grappled by allies’ spellcasting abilities. For the duration, when
the chain as it twists and writhes around it, causing an ally within 30 feet of you casts a spell, if the spell
the creature to have disadvantage on attack rolls requires an attack roll, the ally gains a +1 bonus to
and ability checks while it is grappled. In addition, that attack roll. If an ally casts a spell within 30 feet
on each of your turns, you can use an action to of you that requires one or more creatures to roll a
make a melee spell attack against the grappled

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saving throw during the same turn as the spell is You cannot be disarmed of the ice axe for the
cast, the DC of those saving throws is increased by 1. duration of the spell—if you are forced to drop it, it
flies back to your hand immediately.
Until the spell ends, if an ally within 30 feet of
you uses a Channel Divinity feature that requires an At Higher Levels. When you cast this spell using
attack roll or saving throw, it gains the same a spell slot of 5th level or higher, the cold damage
bonuses for that use of Channel Divinity that this increases by 1d12 for every two slot levels above 3rd.
spell would grant for casting a spell.
Casting Time: 1 action
At Higher Levels. When you cast this spell using Range: 120 feet
a spell slot of 5th level or higher, you gain an Components: V, S, M (white leather glove and a
additional +1 bonus to the spell’s saving throw DC piece of clear rock crystal)
or attack roll for every two slot levels above 3rd. Duration: Concentration, up to 1 minute

Casting Time: 1 action When you cast this spell, a large reptilian-like
Range: 60 feet claw surrounded by a cold chill appears in an
Components: V, S unoccupied spot of your choice within range.
Duration: Instantaneous
On the turn you cast this spell, and on each of
You select a creature that you can see within range your turns for the spell’s duration, you can use a
as you evoke swirling cold mists around it; the bonus action to direct the claw to move up to 30
creature must make a Constitution saving throw. feet and make one grapple attack against a creature.
On a failed save, it takes 2d10 cold damage and The claw’s bonus for the grapple check is equal to 7
suffers one level of exhaustion. On a successful save, + your spellcasting ability modifier. A grappled
the creature takes half the cold damage, and doesn’t creature is also restrained, and takes 2d6 cold
suffer from exhaustion. damage at the start of each of its turns.

At Higher Levels. When you cast this spell using The claw can be attacked. It has an AC of 20, and
a spell slot of 5th level or higher, the cold damage a number of hit points equal to your normal hit
increases by 1d10 for every slot level above 4th. point maximum. In addition, the claw makes saving
throws using your bonuses, but has immunity to
Casting Time: 1 action cold damage, and vulnerability to fire.
Range: 5 feet
Components: V, S, M (a shard of ice, glass, or At Higher Levels. When you cast this spell using
crystal) a spell slot of 8th level or higher, the claw’s grapple
Duration: 1 minute bonus and Armor Class both increase by 1, and the
amount of cold damage increases by 1d6 for each
When you cast this spell, a battleaxe of swirling ice slot level above 7th.
appears in your hand. You are proficient with the
axe, and you can use your spellcasting ability Casting Time: 1 action
instead of Strength for the attack and damage rolls Range: 30 feet
of melee attacks using it. On a hit, a target takes Components: V, S, M (a clear crystal worth at least
1d12 cold damage in addition to the axe’s magical 50 gp)
slashing damage. Duration: Instantaneous

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A large spear-like shard of ice appears in the air Casting Time: 1 action
next to you. Choose a target within range, and make Range: Touch
a ranged spell attack. If the attack hits, the target Components: V, S, M (a blank scroll, on which you
takes 3d6 piercing damage, and 3d6 cold damage. In write with ink mixed with blood during the casting)
addition, the target must make a Constitution Duration: Instantaneous
saving throw, or be stunned until the end of its next You grant an undead servant the ability to cast a
turn. spell you know one time. Choose a spell you could
cast using a spell slot. You sacrifice the spell slot
At Higher Levels. When you cast this spell using you would use to cast it, and the undead creature
a spell slot of 4th level or higher, the amount of cold you touch gains the ability to cast that spell once
and piercing damage both increase by 1d6 for each before the next time you finish a long rest. You
slot level above 3rd. cannot force the undead to cast the spell unless you
have some other means of controlling it.
Casting Time: 1 action
Range: 5 feet Casting Time: 1 action
Components: V, M (a weapon) Range: Touch
Duration: Instantaneous Components: V, S, M (a pinch of salt)
Duration: 24 hours
As part of the action used to cast this spell, you The target becomes immune to diseases and
must make a melee attack with a weapon against poisons for 24 hours. This grants immunity to
one creature within the spell's range, otherwise, the poison damage and the poisoned condition, as well
spell fails. On a hit, the target suffers the attack's as the effects of actual poisons and diseases,
normal effects, and your weapon takes on an aspect whatever those effects may be. The target is
of iconic fear, striking dread into your foe while immune even if the disease or poison is magical.
emboldening a close ally. You can immediately push Any poison or disease already in the target is placed
the target up to 5 feet away from you. in a form of stasis until the spell ends, then resumes
just as if the spell was never cast.
When you push a creature with this spell, one ally
of your choice within 5 feet of you can immediately Casting Time: 1 action
use its reaction to move up to 10 feet. If the target Range: Touch
starts its next turn within 5 feet of that ally, the Components: S
target takes additional psychic damage equal to Duration: 1 hour, or Instantaneous
your spellcasting ability modifier.

Creatures that are immune to the frightened
condition take no psychic damage from this spell.
This spell's damage increases when you reach
higher levels. At 5th level, the melee attack deals an
extra 1d8 necrotic damage to the target, and the
psychic damage increases to 1d8 + your spellcasting
ability modifier. Both damage rolls increase by 1d8
at 11th level and 17th level.

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You touch a creature and impart it with specific item they own, and are familiar with. This item
knowledge that you choose. The knowledge appears cannot weigh more than 10 pounds. For the
as images accompanied with phrases from your duration, as long as that item is within 1 mile, you
memory or from your own knowledge. There are can call that item to you as a bonus action. The item
two different durations depending on the appears in the nearest empty space, or in your hand,
knowledge you impart. For simple conveyance of whichever you choose. You and the item must be on
information, the duration is instantaneous and the the same plane for the spell to function.
creature you touch can learn information that you
know about a specific person or subject. Casting Time: 1 action
Range: Touch
Alternatively, the creature you touch can Components: V, S
temporarily learn one skill that you are proficient Duration: 12 hours
with; for 1 hour, the creature is also proficient with
that skill. The target you touch is protected from the next
attack that would take it to 0 hit points. An attack
Casting Time: 1 action must deal at least 1 hit point of damage to trigger
Range: 90 feet this spell’s effect. The recipient is reduced to 1 hit
Components: V, S point instead, but is otherwise unharmed. If the
Duration: Instantaneous attack incapacitates the victim another way, then
the spell has no effect.
Your targets stand perfectly still for a moment, then
fold into themselves with a disgusting SPLURCH! “Most useful when ye are undertaking an
Choose four targets within range. Each target must escort mission.”
make a Constitution saving throw. On a failed save,
a target’s Constitution score is reduced by 4d6. If a —Elminster
creature’s Constitution is reduced to 0 in this way, it
twists into a bloody sack of torn muscle and cracked Casting Time: 1 bonus action
bone, and dies. A creature that fails its saving Range: 90 feet
throw, but survives the reduction of its Components: V, S, M (the petrified eye of a newt)
Constitution, is poisoned until it finishes a long Duration: Concentration, up to 1 hour
rest. Such a creature regains its normal Constitution
score when it completes a long rest. You recite a deadly cursing dirge, predicting
impending doom for a creature you can see within
If a target succeeds on the Constitution saving range. You place this curse upon the chosen
throw, it suffers no ill effects. creature, and until the spell ends, your attacks deal
an extra 1d8 psychic damage against it. Also,
Casting Time: 1 action whenever the target misses you with an attack roll
Range: Touch during its turn, it takes 1d8 psychic damage, and
Components: V, S must make a Wisdom saving throw. On a failure, it
Duration: 1 hour is frightened of you until the start of its next turn.

You can only cast this spell on a willing subject. As If the target drops to 0 hit points before this spell
part of casting the spell the subject must name an ends, you can use a bonus action on your next turn

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to place the curse upon a new creature. When you Components: V, S, M (the mummified finger of a
move the curse in this way if the newly cursed humanoid who froze to death)
creature saw the previous target drop to 0 hit Duration: Instantaneous
points, it takes 4d10 psychic damage and is
frightened until the start of its next turn. You call spirits of death and winter, commanding
them to surround a foe to sap its vitality. Choose
Creature with immunity to the frightened one creature you can see within range. The creature
condition have resistance to psychic damage from takes 2d12+20 cold damage, and it must make a
this spell. Wisdom saving throw. If the save fails, the creature
takes necrotic damage equal to the amount of cold
Casting Time: 1 action damage it took from this spell, and the next time it
Range: 5 feet makes a saving throw before the end of its next
Components: V, M (a weapon) turn, the target must roll a d6 and subtract the
Duration: 1 round number rolled from the attack roll or saving throw.

As part of the action used to cast this spell, you At Higher Levels. When you cast this spell using
must make a melee attack with a weapon against a spell slot of 7th level or higher, the cold damage
the target, otherwise the spell fails. On a hit, the increases by 1d12 for each slot level above 6th.
target suffers the attack's normal effects, and it has
disadvantage on the next attack roll it makes for an Casting Time: 1 action
opportunity attack before the start of your next Range: Touch
turn. Components: V, S, M (dried fly eggs)
Duration: Instantaneous
If you moved at least 10 feet in a straight line
towards the target immediately before casting this At your touch, maggots begin writhing out of your
spell, your weapon attack inflicts an additional 1d4 enemy’s flesh. Make a melee spell
force damage on a hit, and your allies are attack. If you hit, the target
psychically inspired to charge the same foe with the takes 4d10 necrotic
relentless force of the incoming tide. Until the start damage and must make
of your next turn, the first time each turn that an Wisdom save. On a
ally hits the target with a melee weapon attack, if failure, it is
that ally moved at least 10 feet in a straight line frightened of
immediately before making that attack, the target you for 1
takes additional psychic damage equal to your minute. At
spellcating ability modifier. the end
of each
The extra force damage inflicted by your initial of its
attack for this spell increases by 1d4 when you reach turns, it can
5th level (2d4), 11th level (3d4), and 17th level (4d4). make a
The psychic damage does not increase. Wisdom
saving throw.
Casting Time: 1 action On a success, it
Range: 120 feet is no longer
frightened.

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Casting Time: 1 action With a flourish you feint one-way, and then
Range: Self another, leaving your target’s defenses more
Components: V vulnerable to your next attack. You have advantage
Duration: 8 hours on the next melee weapon attack roll you make
against the target before the start of your next turn.
You create a magical memory palace, a mnemonic On a hit, the target takes an extra 1d6 damage, of
device that focuses all the information in your mind the weapon’s damage type.
and allows a sudden flash of future insight. Once
during the duration, when you make an Intelligence At Higher Levels. When you cast this spell using
(Investigation, Nature, or History) check or a spell slot of 2nd level or higher, the damage
Wisdom (Insight, Perception, or Survival) check increases by 1d6 for every slot level above 1st.
and dislike the result, you can choose to resolve that
check as if you had rolled a 20 on the die. When you Casting Time: 1 bonus action
do so, the spell ends. This spells ends early if you Range: Self
cast it again, or if you are reduced to 0 hit points. Components: V
Duration: 1 round
Casitng Time: 1 action
Range: 50 feet You take on a ferocious, menacing demeanor,
Components: V, S, M (a few shark teeth) focusing your mastery of fear on a creature of your
Duration: Concentration, up to 1 minute choice within range. Make a ranged spell attack
against the target. On a hit, the target takes 3d8
You choose one creature within range and force psychic damage, and it is frightened of you until the
them to make a Wisdom saving throw. If they fail end of your next turn. This spell has no effect on
they are filled with the uncontrollable desire to undead or constructs.
drink. The creature will not knowingly drink poison
or any other liquid that is detrimental to them. The At Higher Levels. When you cast this spell using
target will use its action on its turn to drink any a spell slot of 2nd level or higher, the damage
potable liquid it possesses. If the creature doesn’t increases by 1d8 for each slot level above 1st.
have any potable liquid in its possession, it will use
all its actions to try and find some. The target may Casting Time: 1 action
repeat the Wisdom saving throw at the end of their Range: 10 feet
turn to end the spell. Components: V, S, M (a weapon)
Duration: Instantaneous
Casting Time: 1 bonus action
Range: Self You crush your foe's flesh and hammer its mind
Components: V with the same punishing strike. Make a melee spell
Duration: 1 round attack against a target within range. On a hit, the
target takes 3d12 force damage, and if it ends its
next turn within 5 feet of you or one of your allies, it
takes psychic damage equal to 1d12 + your
spellcasting ability modifier.

In addition, the target you hit must succeed on a
Wisdom saving throw or become frightened of you

Page 168

for 1 minute. The frightened target can repeat the You select a target within range. The creature must
saving throw at the end of each of its turns, ending make a Constitution saving throw. On a failed save,
the effect on itself on a success. Undead, constructs, the creature is vulnerable to the energy type you
and creatures immune to being frightened select (acid, cold, fire, lightning, or thunder) for the
automatically succeed on the saving throw. duration of the spell. If the saving throw is
successful, the spell ends.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, the force damage If a creature is immune to the selected damage
and psychic both increase by 1d12 for every two slot type, but fails its saving throw, it is affected, and it
levels above 4th. is no longer immune to that damage type. Instead,
it has resistance to the damage type for the duration
of the spell.

Casting Time: 10 minutes Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S, M (an elixir made with rare Components: V, S
herbs worth 1000 gp, which the spell consumes) Duration: Concentration, up to 10 minutes
Duration: Until triggered
Select a location you have previously visited, which You use the energies of your own disciplined mind
can be on any plane of existence. As the same time, to protect yourself and others against psychic
you also choose up to six conditions that trigger this attack. You and any creatures of your choice within
spell’s effect. Whenever one of the chosen the range of this spell when you cast it gain the
conditions occurs, you are instantly teleported to following benefits for the duration of the spell:
the location you chose. No creatures can be brought
with you, but everything you are carrying on your  You and the chosen creatures gain advantage on
person that is not a creature is teleported as well. Intelligence, Wisdom, and Charisma saves

Casting Time: 1 bonus action  You and the chosen creatures gain resistance to
Components: V, S psychic damage
Range: Self
Duration: 1 round Casting Time: 1 action
You may make either a Wisdom (Perception) or Range: 5 feet
Intelligence (Investigation) check with advantage Components: V, M (a weapon)
when searching a room. Duration: 1 round

Casting Time: 1 action As part of the action used to cast this spell, you
Range: 30 feet must make a melee attack with a weapon against
Components: V, S one creature within the spell's range, otherwise the
Duration: Concentration, up to 1 minute spell fails. You can use your spellcasting ability
instead of Strength for the attack roll and damage
roll of this attack.

On a hit, the target suffers the attack's normal
effects, and its moment of pain gives you an
opening to search your target's mind. sensing its

Page 169

intentions until the start of your next turn. Until Casting Time: 1 action
then, the target cannot benefit from the disengage Range: Self (30-foot cone)
action, and it cannot benefit from advantage on Components: V, S
melee attack rolls against you. In addition, for the Duration: Instantaneous
duration, if you and the target share a language, you
can communicate telepathically with it as long as it You project the power of your own darkest thoughts
is within 30 feet. against enemies in your path. Each creature of your
choice within a 30-foot cone must make an
The damage of attacks you make with this spell Intelligence saving throw. A creature takes 4d8
increases when you reach higher levels. At 5th level, psychic damage on a failed save, or half as much
the melee attack deals an extra 1d6 psychic damage damage on a successful one. Creatures who fail the
to the target. This extra damage increases to 2d6 at saving throw cannot take reactions until the end of
11th level and 3d6 at 17th level. your next turn.

Casting Time: 1 bonus action At Higher Levels. When you cast this spell using
Range: 90 feet a spell slot of 4th level or higher, the psychic
Components: V, S damage increases by 1d8 for each slot level above
Duration: Concentration, up to 1 hour 3rd.

With a moment’s concentration, you sense which “A slave of the mind flayers, who found her sorcerous
way is true north. Until this cantrip ends, you potential awakened when she was subjected to a hideous
always know which way is north and cannot experiment, created this spell while still in bondage. She
become lost except by magical means. If you make a based it on the mind blasts of her illithid captors, and
Wisdom or Intelligence check to navigate natural used it to turn the tables on them before escaping.
terrain, you may choose to roll a d6 and add the
number rolled to your result. If you do so, the spell “It is unclear whether the mind flayers considered
ends immediately. the experiment a failure or a success, as they did not
survive their specimen’s assault.”
Casting Time: 1 action
Components: V, S, M (a pair of linked platinum —Mordenkainen
rings)
Range: Unlimited Casting Time: 1 bonus action
Duration: 24 hours Range: Self
Components: V, M (a melee weapon)
This spell functions like telepathy, with the Duration: Instantaneous
following exceptions. You and the target do not
have to be on the same plane. If the target does not If you have not already hit a creature with a melee
want to communicate with you, it must make a attack this turn, this spell fails. Otherwise, you
Wisdom saving throw. If they succeed, the spell regain a number of hit points equal to 1d8 + your
fails. The target must have Intelligence of at least 3 spellcasting ability modifier. If a weapon you hit a
and cannot be dead.

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creature with this turn had the two-handed or increases by ld6 for each slot level above 1st. If the
versatile qualities, the number of hit points you spell slot is 5th level or higher, the range increases
regain increases to 1d12 + your spellcasting ability to 60 feet.
modifier.

Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Components: S, M (a small piece of iron ore) Components: V, M (the claw of a predator)
Duration: 1 hour Duration: Instantaneous

The creature touched is unaffected by spells with a You summon the spirit of a clawed predator, which
charm effect nor is it affected by hold person or latches onto your foe and twists it off balance,
hold monster spells. In addition, the recipient has leaving it open to an ally's attack. Choose one
advantage on saving throws against effects that creature in range, which must make a Dexterity
cause fear. saving throw. The creature takes 2d10 slashing
damage on a failure, or half as much on a success. If
At Higher Levels. When you cast this spell using it fails, it also provokes an opportunity attack from
a spell slot of 5th level or higher, the duration one or two creatures of your choice within 5 feet of
increases by 1 hour for every two slot levels above it.
3rd.
At Higher Levels. When you cast this spell using
Casting Time: 1 action a spell slot of 2nd level or higher, the damage
Range: 30 feet increases by 1d10 for each slot level above 1st.
Components: V, S, M (a silk scarf)
Duration: 1 round Casting Time: 1 action
Range: Touch
You seize a silk scarf and lash it towards your Components: V, S, M (a tiny shield of wood, glass,
enemy, causing it to magically extend and becomes or crystal)
as hard as iron on impact. Make a melee spell attack Duration: Concentration, up to 1 minute
against a target you can see within range. On a hit,
the target takes 3d6 bludgeoning damage, and is This spell functions like lesser ironguard, except the
restrained until the end of your next turn by the person touched is immune to both nonmagical and
scarf, which wraps around it like a constricting magically imbued metals.
snake.
Casting Time: 1 action
A creature restrained by the scarf can use its Range: Touch
action to make a Strength check against your spell Components: V, S, M (a vial of mixed poisons)
save DC. On a success, it frees itself. As soon as the Duration: Concentration, up to 1 hour
scarf is no longer restraining a target, it snaps back
onto your person and resumes its normal size, and The target has advantage on all saving throws to
the spell ends. resist poison and resistance to poison damage.

At Higher Levels. When you cast this spell using
a 2nd level or higher spell slot, the damage

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Casting Time: 1 bonus action For the duration of the spell, you can cast any spell
Range: 60 feet of 2rd level or less with no verbal or somatic
Components: V, S components. If the spell does not require any
Duration: 1 round material components worth 50 gold pieces or more
then you can cast the spell with no components.
You control the energy of your spells to reduce
possible harm to your allies. Any number of Casting Time: 1 action
creatures of your choice within range gain Range: 120 feet
resistance to damage from spells you cast until the Components: V, S, M (a javelin)
end of your next turn. Duration: Instantaneous

Casting Time: 1 minute You imbue a javelin you are holding with magical
Range: Touch energy. Make a ranged spell attack with the javelin.
Components: V, S, M (a diamond worth at least On a hit,the target takes 10d10 force damage.
1,000 gp)
Duration: Concentration, up to 24 hours At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, the damage
You may only cast this spell on a structure no bigger increases by 1d10 for each slot level above 6th.
than a 20-foot cube. For the duration of the spell,
that structure is resistant to all damage. A structure “This is an ancient spell of the southern magic
can only be under the effect of one Jaggar’s tradition, created in the region known as the Old
Strengthened Bastion at a time. If this spell is cast Empires, which includes Chessenta, Mulhorand,
on a structure every day for a year, it becomes and Unther. These spells were preserved over
permanent. millennia with the help of Thoth mage-script, a
secret magic language usable by the initiated.
At Higher Levels. You can cast this spell using a
7th or higher level spell slot. If you cast this spell “It is said the spells of this tradition were
using a 7th level spell slot if effects a structure up to brought to the Realms by the Mulan people, who
a 200-foot cube. If you cast this spell using a 9th were brought from another world as slaves by the
level spell slot, it effects a structure that can fill up wizard-lords of the Imaskar Empire.
to a 2,000-foot cube.
“This cruel endeavor ended Imaskari.
Centuries later, the gods of the Mulan would
follow, killing the Lord Artificer and the wizard-
lords as their enslaved people rose in rebellion.”

—Laeral Silverhand

Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 50 feet
Components: V Components: V, S, M (a canine from a wolf)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

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A pair of slavering jaws, slightly
larger than a human head appear
beside you. You may use a bonus
action to command the jaws to
attack a target within range. Make a
ranged spell attack. If you hit the
target takes 1d8 plus your
spellcasting ability modifier piercing
damage. For the duration, you may
use a bonus action to attack the
same target it attacked last turn. The
jaws may only attack a different
target once the first one dies.

Casting Time: 1 action As part of the action used to cast this spell, you
Range: 30 feet must make a ranged weapon attack against a
Components: V, S, M (wire creature within range, otherwise the spell fails. On a
wrapped around a small piece of hit, the target suffers the attack's normal effects,
ivory) and your enchanted shot renders your foe
Duration: Concentration, up to 1 unaccountably clumsy. It has disadvantage on the
minute next attack roll it makes before the start of your
next turn. If that attack misses, it falls prone and
Choose one target within range. the spell ends.
That target must make a Wisdom
saving throw. If they fail your target This spell's damage increases when you reach
is paralyzed for the duration of the higher levels. At 5th level, the attack deals an extra
spell. While the target is paralyzed, 1d4 psychic damage to the target. This extra damage
you may use a bonus action to ask increases to 2d4 at 11th level and 3d4 at 17th level.
the target a yes or no question. The target must
answer truthfully to the best of its ability. You may
ask one question per round. The target may repeat
the Wisdom saving throw at the end of their turn to
end the spell. The spell ends automatically if the
target takes any damage.

Casting Time: 1 action
Range: 30 feet
Components: V, M (a ranged weapon)
Duration: Instantaneous

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Casting Time: 1 action  It is restrained
Range: Touch
Components: V, S  Its size becomes Large unless it was already
Duration: Concentration, up to 1 minute larger

You utter words of defiance as you touch and  Its reach with melee attacks increases to 10 feet
bestow misfortune upon a creature within 5 feet.
Make a melee spell attack. On a hit, the target has  It has disadvantage on Dexterity checks and
disadvantage the next ability check, attack roll, or Charisma checks
saving throw it makes during the spell’s duration.
After the outcome of the roll is determined, the  It cannot speak any language
spell ends.
 It is indistinguishable from a normal tree unless
it moves

Every morning at dawn, the creature must make
another Wisdom saving throw. Whenever it
succeeds, it regains the ability to speak until the
next time it fails the saving throw. If it succeeds on
two of these saving throws in a row, the spell ends.

A greater restoration spell can also end this spell.

Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Self (100-foot line)
Components: V, S, M (a bottle carved of obsidian) Components: V, S, M (a pinch of ash from a burnt
Duration: Permanent plant)
Duration: Instantaneous
Spitting, you curse a creature, causing its body to
become more rigid, and whorls of wood grain to Invisible destructive energy springs silently forth
appear on its skin as it begins a slow transformation from you in a direction you choose, destroying
into a tree. Choose a creature within your range natural life in a line 100 feet long and 5 feet wide
that is not undead or a construct, which must make and leaving a path of ash in its wake. Creatures of
a Wisdom saving throw . On a failure, you curse the your choice within the area must make a
creature with a hardening of the limbs and skin as Constitution saving throw, taking 3d8 necrotic
its flesh slowly turns to wood, inflicting the damage on a failed save, or half as much damage on
following effects upon it for the duration: a successful one. This spell has no effect on undead
or constructs.
 Any speed it has becomes 5 feet, unless the
speed was lower. Magical plants or creatures of the beast, fey, or
plant types damaged by this spell take additional
 It has disadvantage on Dexterity checks and force damage equal to the necrotic damage. Any
Dexterity saving throws. nonmagical plant in the spell’s area that isn't a
creature, such as a tree or shrub, doesn't make a
At the end of each of the target’s turns, it must saving throw, it simply withers and dies.
make a Wisdom saving throw. After succeeding on
three of these saving throws, the creature defeats At Higher Levels. When you cast this spell using
the curse, and the spell ends. After failing three of a spell slot of 4th level or higher, the necrotic
these saving throws, the creature stops making damage increases by 1d8 for each slot level above
these saves, and it becomes a tree, replacing the 3rd.
previous effects of the curse with the following,
which last for the duration:

 Its creature type becomes plant

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

You speak and bestow an ancient blessing upon You know how to say the right things to get the best
either a melee or ranged weapon that you touch. reaction from the right people, especially when
For the duration, attack rolls with the magically those people are city officials. The next time you
imbued weapon score a critical hit with a roll of 19 make a Charisma (Performance or Persuasion)
or 20 on the die. This spell can only be cast on check during this spell's duration, you have
weapons that deal piercing or slashing damage. advantage on the d20 roll. If you are within 100 feet
of any settlement that has a population of at least 25
Casting Time: 1 action humanoids when you make the Charisma check,
Range: 30 feet you can also reroll one of the dice once. As soon as
Components: V, S, M (a piece of dried seaweed) the Charisma check is resolved, the spell ends.
Duration: Instantaneous
Casting Time: 1 bonus action
You stretch out your hand and a long strand of wet Range: 30 feet
kelp streaks out to envelop your foe and bring the Components: V, S, M (A crystal lens worth at least
creature to your grasp. Make a ranged spell attack 1,500 gp, which is consumed in the casting)
against the target. On a hit, the target takes 2d10 Duration: 10 minutes
bludgeoning damage, and you can pull it up to 30
feet closer to you. If the target ends this movement You counter an opponent's spell before it is even
within 5 feet of you, the target is grappled by you, cast, without knowing what spell you are
just as if you had made a successful grapple attack countering. When you cast this spell, the target
against it. loses the ability to cast the highest level spell it
knows (or has prepared, if it prepares spells) for the
A creature you grapple with this spell can use its duration. If the creature knows (or has prepared)
action to escape. To do so, it must succeed on a multiple spells of that level, the DM randomly
Strength (Athletics) or Dexterity (Acrobatics) check determines one of those spells. Until the spell ends,
against your spellcasting DC. the target cannot cast that spell by any means.

When you move, you can drag or carry the In addition, if the target uses spell slots to cast
grappled creature at half your speed. You can move spells, it loses one spell slot instantly when you cast
at your full speed if the creature is at least two sizes this spell. The lost spell slot is of the highest level
smaller than you. for which the creature currently has slots. After this
spell ends, the spell slot is regained.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the bludgeoning If the target has 9th-level spell slots, or the spell it
damage increases by ld10 for each slot level above would lose the ability to cast is 9th-level, make an
2nd. ability check using your spellcasting ability. The DC
equals 10 + the spell’s level. On a success, this spell
works normally. On a failure, the target can make

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an Intelligence saving throw to negate the effects of Components: V, S, M (a feather and a handful of
this spell entirely. gem dust worth 50 gp, both of which are consumed
in the casting)
This spell has no effect on creatures that cannot Duration: Special (see below)
cast spells.
You imbue the touched object with the magic of a
“Khelben Arunsun, the first Blackstaff of silence spell, but that magic remains dorrmant until
Waterdeep, created many spells, yet only a handful you use a bonus action to touch the object and
bear his name Now deceased, Khelben was one of the speak a command word you designate. When you
most powerful wizards of Faerûn, or any other world do so, for 1 minute, no sound can be created within
for that matter. or pass through a 20-foot-radius sphere centered on
the enchanted object.
A shocking number of his plane’s powerful mages
perished in its past century of magical chaos, Khelben As per the silence spell, any creature or object
among them. Given his power and influence, it is hard entirely inside the sphere is immune to thunder
for me to credit the small number of spell’s bearing his damage, and creatures are deafened while entirely
name to humility. inside it. Casting a spell that includes a verbal
component is impossible within the sphere.
“I note that neither Khelben’s close friend Elminster
nor the love of his life Laeral have commented on this The duration of this spell is permanent until the
matter here. Nor did either leave a note on effect is activated. Once it is activated, the silence
Alamanther’s return, a spell created by Alamanther effect lasts for a duration of 1 minute, and then the
of Aglarond, who was once a consort of the Simbul, spell ends. This spell ends early if you cast it again.
the Witch-Queen of Aglarond, before being slain in
battle with the Red Wizards of Thay. Casting Time: 1 reaction, that you take when you
reduce a creature to 0 hit points
“As the Simbul was Laeral’s sister, and Range: Self (30-foot cone)
Elminster’s lover, this is another situation where both Components: V
of my fellow commentators must have personal insights Duration: Concentration, up to 1 minute
that could be of great scholarly interest. I cannot
fathom the reason for their silence.” You issue a primal cry of victory that creates a 30-
foot cone infused with necromantic power
—Mordenkainen harvested from the death of your foe. The area
within the cone is difficult terrain for all crea-tures
Casting Time: 1 action besides you. Each creature in the cone when you
Range: Touch cast this spell must make a Constitution saving
throw. Undead, constructs, and creatures immune
to necrotic damage automatically succeed on this
saving throw. On a failed save, a creature takes 2d8
thunder damage, and is vulnerable to necrotic
damage for the spell’s duration. A hostile creature
that starts its turn within the spell’s area takes 1d10
necrotic damage.

A creature that failed its saving throw can make a
Constitution saving throw at the end of each of its
turns. On a success, it is no longer suffers the

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vulnerability to necrotic damage conferred by this  You gain a climbing speed equal to your walking
spell. speed.

In addition, for the spell’s duration, the first time  If you have at least 1 hit point emaining, you can
you hit a creature in the spell’s area with a melee regenerate 10 hit points at the start of each of
attack on each of your turns, that attack deals an your turns unless you are in direct sunlight. This
extra 1d6 necrotic damage. effect doesn’t function if you took any radiant
damage since your last turn.
The sound of theinitial warcry you make when
you cast this spell can be heard up to 100 feet away. In addition, while under the effects of this spell,
you have hypersensitivity to sunlight, taking 20
At Higher Levels. When you cast this spell using radiant damage when you start your turn in direct
a spell slot of 5th level or higher, the ne-crotic sunlight.
damage increases by 1d10 for every two slot levels
above 4th. “This spell, aided by judicious use of
illusion magic, can convince your
“Though the killing ground spell is enemies they face an actual vampire.
available to paladins, I am told most
eschew its use, except in the cause of a “They should not live long enough to
truly righteous vengeance or reckoning. realize their mistake.”
Of course, paladins in the service of gods
of vengeance or death often consider —Acererak
every battle they fight a righteous
reckoning…” Casting Time: 1 action
Range: Touch
—Elminster Components: V, S
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Self You pull your target close to you and make a simple
Components: V, S, M (a black onyx worth at least act of affection deadly. Make a melee spell attack. If
50 gp that is carved to resemble the face of a you hit your target takes 4d8 plus your spellcasting
vampire) ability modifier necrotic damage.. For the duration,
Duration: Concentration, up to 1 minute your target must make Constitution saving throw at
the start of their turn. If they fail they take 4d8
You temporarily transform into the likeness of a necrotic damage. If they succeed the spell ends.
vampire. While transformed, you gain resistance to
necrotic damage, and to bludgeoning, piercing, and Casting Time: 1 reaction, which you take when a
slashing damage from nonmagical weapons. In creature you can see within range is hit with a
addition, you have the following abilities for the melee attack
spell’s duration: Range: 60 feet
Components: V, M (a melee weapon)
 You can use your action to charm a target Duration: Instantaneous
within 30 feet that can see you. The target must
make a Wisdom saving throw or regard you as a
trusted friend and it won’t attack you. If the
target takes any damage, it can make another
saving throw to end the effect.

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You call out a prayer for protective
intercession which teleports the creature
that made the triggering attack to an
unoccupied space within 5 feet of you.
The triggering attack hits you instead,
and you can then make one melee
weapon attack against the attacker.
If that attack hits, it deals an
extra 1d10 radiant damage.

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

Casting Time: 1 bonus action Charisma check involving a member of that
Range: 30 feet community.
Components: V, M (a piece from a
chess set) Casting Time: 1 action
Duration: Instantaneous Range: Self
Components: V, S
Time slows briefly for you or an ally, allowing a Duration: Instantaneous
quick burst of movement no one else can perceive. You can discern which direction is north if you are
Choose a creature within range of this spell. That at a location where north exists.
creature can use its reaction to teleport up to 30 feet
to an unoccupied space. When it arrives, choose a
creature within 5 feet of it, which must make a
Wisdom saving throw. On a failure, the teleported
target gains advantage on its next attack roll against
that creature before the end of its next turn.

Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes

Choose a person within range. That person may After socially interacting with a creature for at least
make a Wisdom saving throw to resist the spell. If one minute, you can make a Wisdom (Intuition)
they succeed, you learn nothing. If they fail, you check with advantage against a DC of 10 + the
learn all of the local laws and customs that target creature’s Charisma modifier + its proficiency bonus
subscribes too. You have advantage on any

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to determine its faction affiliation. For example, if Casting Time: 1 action
you were interacting with a Harper agent who is a Range: 30 feet
2nd level bard with a Charisma of 16, you could Components: V
make a Wisdom (Intuition) check with advantage Duration: Instantaneous
against a DC of 15 to determine that it is a Harper
agent. Choose a spellcaster within range. If the spellcaster
is a wizard, you learn their arcane tradition. If the
The spell’s results are inconclusive if the creature caster is a cleric, you learn their divine domain.
isn’t affiliated with a faction.
Casting Time: 1 action
Casting Time: 1 bonus action Components: V, S
Range: 60 feet Range: 60 feet
Components: V Duration: Instantaneous
Duration: Instantaneous
Your target must make a Wisdom saving throw. If
Your eyes flash green, turning golden as you survey they fail, you learn any specific weaknesses the
your opponents and perceive a shimmering green creature has. For example, if you cast this on a
aura over the most powerful foe. Choose any Vampire, you would learn that sunlight is deadly to
number of creatures you can see within range. You them. If the creature is vulnerable to a specific type
instantly know which creature has the highest of damage that counts as a weakness for this spell.
challenge rating. If multiple opponents are tied for
the highest challenge rating, you become aware that Casting Time: 1 action
all of them are equally as powerful. This spell does Range: Self
not tell you the actual challenge rating of any Components: V, S
creature, just which of the creatures is most Duration: Concentration, up to 1 hour
powerful. The spell confers no other information.
One arm transforms into a gnarled tree branch.
Casting Time: 1 action Your hand becomes a thick knotted fist, you cannot
Range: 50 feet hold anything in your hand, but it excels as a club.
Components: V, S The limb constantly twitches and can grow
Duration: Instantaneous suddenly to crush enemies. For the duration, you
can make a melee spell attack against any creature
Choose one creature that you can see within range. within 15 feet. If you hit, the target takes 2d6 plus
It must make a Wisdom saving throw. If they fail, your spellcasting ability modifier bludgeoning
you learn one of the following: damage. This is considered magic for the purposes
 One damage type the creature has resistance to of overcoming damage reduction.
 One damage type the creature is vulnerable to
 One condition the creature is immune to

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Casting Time: 1 action must make a Constitution saving throw. On a
Range: 60 feet failure, it takes damage equal to twice the spell's
Components: V, S, M (a metal-bladed weapon that level. Whenever a creature with hair takes this
is consumed by the spell) damage, streaks of silver appear in its hair. If this
Duration: Concentration, up to 1 minute damage reduces it to 0 hit points, the target's hair
becomes completely silver.
You create an invisible sword-shaped plane of force
that hovers within range. It lasts for the duration. The inscribed symbol of Mystra appears drawn in
When the sword appears, you make a melee spell silver on each palm (or on the chest and forehead of
attack against a target of your choice within 5 feet of beings lacking palms).
the sword. Because the sword is invisible, you have
advantage on all attack rolls with the sword against This spell cannot be dispelled by any other spell
creatures that can’t see invisible objects. On a hit, except for wish, but it can be countered by
the target takes 3d10 force damage. counterspell. When this spell ends, all of its effects
end as well, except for any changes to the target's
Until the spell ends, you can use a bonus action hair, which remain permanently as if they were the
on each of your turns to move the sword up to 20 target's natural hair color.
feet to a spot you can see and repeat this attack
against the same target or a different one. “Our goddess Mystra inspired me to research
this spell, intended only for use against beings
Casting Time: 1 action who misuse arcane magic, which is granted by
Range: Touch Mystra via the Weave. The Lady of Mysteries
Components: V, S, M (A prism worth at least 500 does not look kindly on mages who hurl deadly
gp per Hit Die of the target) magic at every spellcaster who insults them, nor
Duration: A year and one day those who use the Art to deceive or exert baleful
influence over others.
You magically inscribe a glowing symbol of Mystra,
goddess of magic, on a creature, cursing it with that “Mystra has been known to shorten the effects
goddess's fury. The target must make a Wisdom on the truly repentant and the undeserving, if
saving throw. Creatures that cast spells as a bard, they pray to her for forgiveness and obtain the
sorcerer, warlock, or wizard (including arcane willing spiritual guidance of a cleric of Mystra.”
tricksters and eldritch knights) make this saving
throw at disadvantage. On a failure, until the spell —Laeral Silverhand
ends, the target has disadvantage on all Intelligence,
Wisdom, and Charisma checks, all spell attack rolls, Casting Time: 1 action
and all saving throws against spells. For the same Range: Self
duration, all saving throws against spells cast by the Components: V, S
target are made at advantage, and the symbol you Duration: Concentration, up to 1 minute
inscribed on the target sheds dim light in a 5-foot
radius around it. You alter the structure of your hand so that it
becomes as hard and sharp as a blade. Until the
While a target is under the effects of this spell, spell ends, your unarmed strikes inflict magical
each time it casts a spell of 1st-level or higher, it slashing damage instead of bludgeoning damage,
and you make unarmed strikes with a magical +1
bonus to attack and damage rolls.

For the duration, once during each of your turns,

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you can make one unarmed strike as a bonus action. Duration: Instantaneous
At Higher Levels. When you use a spell slot of
You evoke a a shimmering, silver, lancelike column
3rd, 4th, or 5th level to cast this spell, the magical of force in your free hand, then hurl it at an enemy.
bonus increases to +2. When you use a spell slot of Make a ranged spell attack against a target within
6th or higher, the bonus is +3. range. The target takes 3d10 force damage on a hit,
or half as much damage on a miss. Whether you hit
Casting Time: 1 reaction, which you take when any or miss, the target must make a Strength saving
creature within range casts a spell, begins its turn, throw. On a failure, the target falls prone.
or ends its turn
Range: 30 feet At Higher Levels. When you cast this spell using
Components: V, S, M (a pinch of dust cast into the a spell slot of 4th level or higher, the damage
air) increases by 1d10 for each slot level above 3rd.
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
You create a number of false magical auras which Range: Self
blink in and out of the perceptions of any creature Components: V, S, M (a handful of coins, incense,
that can sense magic, moving from object to object and the caster’s holy symbol)
as they do so. Choose a point within range. Within a Duration: Instantaneous
30-foot radius sphere centered on that point, any
saving throw made against a divination spell is You focus on a location that you know about on the
made with disadvantage, and the true magical (or same plane of existence, gaining insight into the
nonmagical) natures creature or objects cannot be relative strength of creatures guarding the area and
detected. The detect magic and identify spells, and the amount of treasure stored there. You do not
other effects that detect or discern magical gain any knowledge regarding the numbers of
properties, do not yield any useful information. creatures or the exact amount of treasure. However,
Spells and magical effects that detect creature types, you do gain a sense of the overall challenge and
such as a paladin’s divine sense or the trigger of a reward levels based upon your party’s strength.
symbol spell, are also ineffective within the area.
The Dungeon Master has free reign in
Each creature or object in the area appears determining the results of this spell. For example,
magical one moment, or nonmagical the next, and the DM could state that the spellcaster has a feeling
whenever a target does have a magical aura, it that the dangers are more dangerous compared to
appears to belong to a different school of magic another location the characters had previously
each time it is perceived. The changing magical explored, but the rewards are also better.
auras are only visible to those who can detect magic
or employ one of the other effects described above. Casting Time: 1 action
Range: Self (60 foot line)
Casting Time: 1 action Components: V, S
Range: 300 feet Duration: Instantaneous
Components: V, S, M (A miniature platinum lance
engraved with arcane runes that costs 250 gp to You raise your hand and emit a line of transparent
construct) force 60 feet long and 5 feet wide. Each creature in
the line must make a Constitution saving throw. A

Page 181

creature takes 6d6 force damage on a failed save, or throw before the end of its next turn, it makes the
half as much on a successful one. This spell inflicts saving throw with advantage.
double damage against objects and structures.
At Higher Levels. When you cast this spell using
At Higher Levels. You can cast this spell using a a 2nd or 3rd level slot, the damage is 3d4. If the spell
spell slot of 4th level or higher, the damage slot is 4th or 5th level, it's 4d4. If you use a spell slot
increases by 1d6 for each slot level above 3rd. of 6th level or higher, it's 5d4.

Casting Time: 1 action Casting Time: 1 action
Range: Self (10 foot radius) Range: Self (60-foot cone)
Components: V, S Components: V, S, M (a vial of dragon saliva)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

You and any ally within range are drug into the You unleash a breath weapon like that of a dragon,
earth and deposited in a chamber just big enough to which then hangs in place and draws your enemies’
hold all you. You and the allies you bring with you attention. You choose acid, cold, fire, lightning, or
can breathe and the ceiling of the chamber glows poison for this spell, and force each creature in a
softly. Divination spells of 3rd level or lower cannot 60-foot cone to make a Dexterity saving throw. A
detect the chamber. Any divination spell cast from creature takes 6d6 damage of the type you chose on
inside the chamber automatically fails. When the a failed save, or half as much damage on a
spell ends you return to the space you occupied successful one.
when you cast the spell.
The cone lingers until the spell ends, and its
Casting Time: 1 bonus action area is lightly obscured. Any creature that enters the
Range: Self spell’s area or starts its turn there must make a
Components: V S Dexterity saving throw, taking 6d6 damage of the
Duration: Concentration, up to 1 minute) type you chose on a failed save, or half as much
damage on a successful one.
You create a whip made of psychic energy, which
sparks pain but also fortifies will. It counts as a A creature that fails its saving throw also feels
simple melee weapon that you're proficient with, compelled to end the source of the breath weapon,
and you can use your spellcasting ability instead of giving it disadvantage on attack rolls against
Strength for the attack and damage rolls of melee creatures other than you for the rest of that turn.
attacks using it. It deals 2d4 psychic damage, and
has the reach property. Casting Time: 1 action
Range: touch
Until the spell ends, in addition to using the whip Components: V, S, M (a stoppered bottle)
normally as a weapon, you can also use the whip on Duration: 1 hour
a willing creature as a bonus action. When you do
so, the creature takes psychic damage equal to your You fill the bottle with water, and you enchant it to
proficiency bonus plus your spellcasting ability become crystal clear. Anyone who drinks the water
modifier, which cannot be reduced by any means. during the duration is treated as if they were the
However, the next time that creature rolls a saving target of a lesser restoration. The side effect is what
gives the spell its name. Anyone that drinks the

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potion must make a Wisdom saving throw (DC 15) the first time on a turn or starts its turn there.
or find everything hysterically funny. The character After the spell ends, the area of the spell remains
becomes prone and incapacitated for one round,
laughing so loudly it is audible out to 50 feet. difficult terrain until it is cleared. Each 5-foot-
square portion of the area requires at least 1 minute
Casting Time: 1 action to clear by hand.
Range: Touch
Components: V, S (a piece of ammunition) Firenewts or earth-based or fire-based elemental
Duration: Instantaneous creatures (such as gargoyles or salamanders) do not
take damage from this spell. Instead, such a
You touch a piece of ammunition and instantly creature is healed, regaining hit points equal to half
make a weapon attack with it, just as if you were the fire damage inflicted. Only firenewts or
attacking with a weapon that is normally used to creatures of the elemental type can benefit from
fire that type of ammunition. If multiple weapons this effect.
use that type of ammunition, you choose which of
those weapons this attack emulates. This attack is At Higher Levels. When you cast this spell using
made exactly as if you were using the weapon a spell slot of 5th level or higher, the bludgeoning
emulated. The cantrip does not confer any other damage and fire damage each increase by 1d6 for
benefits beyond those stated above (such as weapon each level above 4th.
proficiency).
Casting Time: 1 action
At Higher Levels. This spell's damage increases Range: 90 Feet
when you reach higher levels. At 5th level, if the Components: V, S, M (any object made of glass)
attack hits, it deals an extra 1d4 force damage to the Duration: Instantaneous
target. This extra damage increases to 2d4 at 11th
level and 3d4 at 17th level. You conjure handfuls of liquid-hot stone from the
elemental planes and hurl them at foes with
Casting Time: 1 action unerring accuracy. You create four lava missiles,
Range: 90 feet each of which hits a target of your choice that you
Components: V, S, M (a bottle carved of obsidian) can see within range. Make a ranged spell attack. If
Duration: Concentration, 1 minute you hit a lava missile deals 1d6 fire damage and 1d6
bludgeoning damage to its target. The darts all
Choose a point you can see on the ground within strike simultaneously, and you can direct them to
range. A fountain of liquid hot magma erupts in a hit one creature or several. The darts can also target
20-foot sphere centered on that point. For the objects that are not being worn or carried, and
duration, the area of the spell (including all ignites them if they are flammable.
portions of that area, above the ground or beneath
it) becomes difficult terrain, and the lava ignites If a lava missile strikes a firenewt or an earth-
flammable objects in the area that aren't being worn based or fire-based elemental creature (such as a
or carried. gargoyle or salamander), it does not inflict
damage on the creature. Instead, that creature is
A creature takes 3d6 bludgeoning damage and healed, regaining 1d4 hit points for each lava missile
3d6 fire damage when it enters the spell’s area for that hits. Only firenewts or creatures of the
elemental type can benefit from this effect.

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

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Casting Time: 1 action creature is healed, regaining hit points equal to half
Range: 90 feet the fire damage inflicted. Only firenewts or
Components: V, S, M (a fist-sized lump of volcanic creatures of the elemental type can benefit from
rock.) this effect.
Duration: Instantaneous
At Higher Levels. When you cast this spell using
You conjure a wave of burning lava that rises up and a spell slot of 4th level or higher, the bludgeoning
showers an area within range. The affected area is a damage and fire damage each increase by 1d6 for
30-foot cone originating from a point you choose each slot level above 3rd.
within range. Each creature in that area must make
a Dexterity saving throw. On a failure, a creature Casting Time: 1 action
takes 3d6 bludgeoning damage and 3d6 fire Range: 5 feet
damage, and its speed is reduced by half until the Components: V, M (a weapon)
end of its next turn. Duration: Instantaneous

The area of the spell becomes difficult terrain, As part of the action used to cast this spell, you
and the lava ignites flammable objects in the area must make a melee attack with a weapon against a
that aren't being worn or carried. The difficult creature within range, otherwise the spell fails. On a
terrain cannot be cleared for 1 minute, after which hit, the target suffers the attack's normal effects,
the lava cools. Each 5-foot-square portion of the and your enchanted strike shows an ally of your
area requires at least 1 minute to clear by hand. choice within 5 feet of either you or the target how
to hit your foe where it hurts. That ally has
Firenewts or earth-based or fire-based elemental advantage on the next attack roll it makes against
creatures (such as gargoyles or salamanders) do not the target before the start of your next turn. If that
take damage from this spell. Instead, such a
attack hits, it inflicts an extra 1d6 radiant
damage and the
spell ends.
This spell's
damage increases
when you reach
higher levels. At
5th level, your
melee attack deals
an extra 1d6 radiant
damage to the
target, and the
extra radiant
damage from an
ally’s strike
increases to 2d6.
Both damage rolls
increase by 1d6 at
11th level and 17th
level.

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Casting Time: 1 action abilities. The creature may spend 1 Hit Die, and it it
Range: Touch can roll 1d4 and add the result to any Constitution
Components: V, S, M (a leaf) saving throws it makes before the end of its next
Duration: Concentration, up to 1 minute turn. Once a creature benefits from this cantrip, it
cannot benefit from it again until it finishes a short
This spell turns one leaf into a dagger. The dagger or long rest.
counts as a magic weapon for overcoming damage
resistance. Rangers and druids use this spell to As you gain levels, the number of Hit Dice the
create silent, non-reflective weapons that look like affected creature can spend increases. When you
completely harmless leaves. reach 5th level, the creature can spend up to 2 Hit
Dice, at 11th level it can spend up to 3, and at 17th
level it can spend up to 4. This spell has no effect on

undead or constructs.

Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (a piece of iron pyrite) Components: S
Duration: Instantaneous Duration: 1 minute

This spell is cast on a device, such as a chest or door A column of magical fire and light descends on your
lock. To a creature trained in thieves’ tools, the enemy, then spreads out to not only burn other foes
object appears to be trapped with a complex physically, but burn away their ties to the ally you
mechanism that would be difficult to disarm. The targeted. Make a ranged spell attack against one
main purpose of the spell is to deter would-be creature within range. On a hit, the target takes 3d8
thieves. radiant damage.

A creature trained in thieves’ tools and proficient Whether the attack hits or misses, a column of
with the Investigation skill can spend an action to psychic fire consumes it and the creatures around it.
make an Intelligence (Investigation) check with Each creature of your choice in a 10-foot-radius, 40-
disadvantage against your spellcasting DC. On a foot-high cylinder centered on the target (including
successful check, the creature detects the ruse, and the target) must make a Wisdom saving throw. A
can bypass the illusion to deal with the real device. creature takes 2d6 fire damage and 2d6 psychic
However, if the check is failed, all attempts to damage on a failed save, or half as much damage on
disable the device fail, even though the “trap” a successful one.
somehow doesn’t activate.
In addition, each creature besides the target who
Casting Time: 1 minute fails the Wisdom saving throw becomes indifferent
Range: Touch towards the target and forgets the target ever
Components: S, M (acupuncturist’s needles) existed, as if its memories were altered by a modify
Duration: Instantaneous memory spell. This effect lasts for 1 minute. During
that time, the creatures take no action to cooperate
Inserting needles into precise centers of ki in the with the target and make no special effort to keep it
body, you energize a creature’s natural healing from harm. If it is in a position of authority, affected
creatures do not obey its orders. When the effect
ends, all affected creatures regain their normal
memories.

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At Higher Levels. When you cast this spell using Creatures or magic items can’t be created by this
a spell slot of 6th level or higher, the psychic spell. You also can’t use it to create items that
damage increases by 1d6 for each slot level above require a high degree of craftmanship, such as
5th. jewelry, weapons, glass, or armor, unless you have
proficiency with the type of artisan’s tools used to
“There is said to exist a greater chainfire craft such objects.
spell, which can erase all memory of the
target from existence. If this spell did Casting Time: 1 action
once exist, it is now apparently Range: 50 feet
forgotten.” Components: V, S
Duration: Concentration, up to 1 hour
—Elminster
You target a closable object (a door, window, box
“Heartened to see that my dear friend Elminster etc.) and name one creature type. Any creature of
chose not to make a joke here, instead letting the that type cannot open that object. The creature also
irony speak for itself. Perhaps, after a thousand cannot damage the object, nor attempt to pick or
years of life, even archmages such as ourselves break the lock. If another creature tries to break the
can still grow and mature. Perhaps…” lock or damage the object, the object also becomes
resistant to all damage and the DC to break the
—Laeral Silverhand object increases by 10. Casting knock on the object
suppresses lesser guardian seal for 1 minute.
“Greater chainfire is not entirely
forgotten…”

—Acererak

Casting Time: 10 minutes Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S Components: V, S, M (a tiny shield of wood, glass,
Duration: Instantaneous or crystal)
Duration: Concentration, up to 1 minute
You convert raw materials into products of the same
material. For example, you could fabricate an oar The person touched is immune to nonmagical metal
from a wooden limb, or a shirt from a clump of for the duration of the spell. Metal items pass
wool. through you, and cause no harm. You can also walk
through metal barriers, such as gates or bars.
Choose raw materials that you can see within Magical metal objects affect you normally, as do
range. You can fabricate a Medium or smaller object spells. Secondary effects delivered by metal items
(contained within a 5-foot cube, or eight connected affect you normally, such as a poisoned weapon
2.5 -foot cubes), given sufficient quantity of raw attack.
material. If you are working with metal, stone or
another mineral substance, however, the fabricated If the spell expires while metal is inside you, the
object can be no larger than Small (contained object is shunted out of your body or you are
within a single 2.5-foot cube). The quality of objects pushed away from it to the nearest unoccupied
created by this spell is commensurate with the space; as a result, you and the object both take 1d6
quality of the raw materials. bludgeoning damage.

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Since you pass through metal objects, your Casting Time: 1 reaction, which you take when you
unarmed attacks ignore metal armor while you are would be afflicted with one of the conditions listed
under the effects of this spell. This does not change in this spell description
the Armor Class of a creature wearing metal armor, Range: Self
but it grants you advantage on unarmed attack rolls Components: V
against such creatures. Duration: 1 round

Casting Time: 1 reaction, which you take when a You call to mind a long-forgotten memory that
creature within 30 feet drinks helps you resist a condition that would dominate or
Range: 30 feet impede you. This memory may even come from
Components: S, M (a vessel of water or a beverage some kind of previous incarnation rather than your
which is partially water, with which you make a current lifetime. You spend a Hit Die, but do not
toasting gesture to the target as you both drink) regain any hit points. Instead, you prevent yourself
Duration: Concentration, up to 1 minute from suffering one of following conditions that
would otherwise afflict you: blinded, deafened,
Waiting for just the right moment, you transform paralyzed, poisoned, or restrained.
the water someone is drinking into deadly poison.
The quantity of water does not matter, just that the Once you cast this spell, until the end of your
target drinks more than a sip. It can also be a next turn, your speed is halved and you cannot take
beverage that is partially water (such as wine, beer, reactions. You must have at least one Hit Die when
or juice). you cast this spell, otherwise, the spell fails.

The creature who drinks makes a Constitution “The spell liberating memory is highly useful, and
saving throw. On a failure, the creature is poisoned under the right circumstances it can be quite
for the duration, and they take 4d8 poison damage. enlightening as well. It was created by members of the
If the creature fails the saving throw by 5 or more, Transcendent Order, also called the Ciphers, a faction
its Constitution score is reduced by 1d4. On a native to the Outer Planar settlements,,particularly
success, the creature can choose to spit the water Sigil. They teach that the path to enlightenment comes
out and take no damage, or continue to swallow it from knowing your body and learning to listen to what
and take half damage. If the creature failed its save, existence is telling you to do instead of what your mind
at the start of each of the creature's turns before the is saying.
spell ends, it must succeed on a Constitution saving
throw or take 4d8 poison damage. On a successful “This emphasis on trusting instinct over intellect and
save, the spell ends. seeking all answers from within may work for some
spellcasters, but for wizards, relying on logic and
At Higher Levels. When you cast this spell using learning remains the most advisable strategy.”
a spell slot of 5th level or higher, you can affect one
additional creature who is drinking at the same —Mordenkainen
time, and the damage increases by 1d8 for each slot
level above 4th.

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Casting Time: 1 action Whether the target succeeds or fails its saving
Range: 120 feet throw, you are healed by the amount of damage
Components: V, S dealt. Alternatively, you can transfer these hit
Duration: Instantaneous points to an ally that you touch when you cast the
spell.
You concentrate energy into your palm and fire a
bolt of pure life force that sears the walking dead. At Higher Levels. When you cast this spell using
Choose one undead creature within range. You take a spell slot of 6th level or higher, the necrotic
an amount of necrotic damage you choose, which damage dealt increases by 1d6 for every slot level
must be equal to or less than half your remaining above 5th.
number of Hit Dice. This damage cannot be
reduced or avoided in any way. For every hit point Casting Time: 1 action
you sacrifice to power the spell in this way, the Range: Touch
undead target takes 2d6 radiant damage. Components: V, S
Duration: Instantaneous
Casting Time: 1 action
Range: Touch You touch a target and drain their life to empower
Components: V your own. Make a melee spell attack against a
Duration: Concentration, up to 1 minute target, if you hit, you inflict 8d8 necrotic damage
and your target must make a Constitution saving
You heal your wounds by draining vital energies throw. If they fail they are knocked prone and
from a foe you touch. Make a melee spell attack incapacitated until the end of your next turn. If the
against a creature within your reach. On a hit, the caster of this spell is undead, they heal half the
target takes 1d8 necrotic damage and it is paralyzed damage they inflict. This spell has no effect on
until the end of your next turn, and you or an ally constructs or undead.
within 5 feet regain hit points equal to half the
amount of necrotic damage dealt. Until the spell Casting Time: 1 action
ends, you can make the attack again on each of your Range: Touch
turns as an action, but only against the same target. Components: V, S
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: 30 feet You touch a living creature and ward it against
Components: V, S death magic for a time. For the spell's duration, the
Duration: Instantaneous subject gains resistance to necrotic damage and
advantage on saving throws against effects that
You pull pure life force out of your victim. The would reduce its hit point maximum (such as the
target must immediately make a Wisdom saving bite of a vampire) or kill it instantaneously without
throw. On a failed save, the target takes 6d6 dealing damage (such as the wail of a banshee). In
necrotic damage, or half as much on a success. addition, when the subject would fail a saving throw
an undead creature forces it to make, it can choose
to succeed instead, and the spell ends.

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Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: Self
Components: V, S, M (a rose thorn dipped in Components: V
blood) Duration: 1 round
Duration: Concentration, up to 1 minute
Your movement doesn’t provoke opportunity
You touch a willing creature and send their body attacks until the start of your next turn.
into overdrive. Their adrenaline spikes, and magic
enhances their muscles and nervous system. For the Casting Time: 1 action
duration of the spell the creature has advantage on Range: 120 feet
Strength saving throws, Dexterity saving throws, Components: V, S
gains 4d8 temporary hit points, and +3 melee to hit Duration: Instantaneous
and damage rolls.
You launch a missile made of electrical energy that
Once the spell ends, the target gains 2 levels of unerringly strikes a target that you can see within
exhaustion, and takes necrotic damage equal to the range. The target takes 2d10 lightning damage. The
amount of temporary hit points they gained. target can make a Constitution saving throw, taking
half the damage on a success.
Casting Time: 1 action
Range: 30 feet At Higher Levels. When you cast this spell using
Components: S, M (two identical needles) a spell slot of 2nd level or higher, the damage
Duration: Instantaneous increases by 1d10 for every slot level above 1st.

You launch magical darts at two creatures within Casting Time: 1 action
range, one an ally and one an adversary, with the Range: 5 feet
darts transferring life force from your foe to your Components: V, M (a weapon)
ally in a golden flash. Make a ranged spell attack Duration: Instantaneous
against a target within range. On a hit, the target
takes necrotic damage equal to 2d10 plus your Your attack leaves a glowing mote of arcane power
spellcasting ability modifier, and a conscious ally of in your enemy’s wound. As part of the action used
your choice within range gains temporary hit points to cast this spell, you must make a melee attack
equal to the damage inflicted. If the attack misses, a with a weapon against one creature within the
conscious ally of your choice within range gains spell's range, otherwise the spell fails. On a hit, the
temporary hit points equal to your spellcasting target suffers the attack's normal effects and it takes
ability modifier. additional 2d6 thunder damage as electricity arcs
from the target to a different creature of your choice
At Higher Levels. When you cast this spell using that you can see within 5 feet of it. The second
a spell slot of 3rd level or higher, the necrotic creature takes lightning damage equal to 1d6 + your
damage increases by 1d10 for each slot level above spellcasting ability modifier.
2nd.
At Higher Levels. When you cast this spell using

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a spell slot of 2nd level or higher, the lightning your manual dexterity, and can turn your hands
damage increases by 1d6 for each slot level above into deadly weapons in an instant. The claws inflict
1st. 1d6 slashing damage and have the light and finesse
properties. The hands are useful for climbing as
Casting Time: 1 action well, giving you advantage on Strength (Athletics)
Range: Touch checks to climb.
Components: V, S, M (a drop of quicksilver and a
shard of metal) Casting Time: 1 bonus action
Duration: 10 minutes Range: Self
Components: V, S, M (a hollowed ram’s horn)
The recipient is guarded against magic missiles and Duration: Concentration, up to 1 hour
lightning. Magic missiles and spell attacks that deal
lightning damage that target the recipient directly Until the spell ends, you gain advantage on Wisdom
are reflected at the original caster. The reflected (Perception) checks related to hearing, and gain
spells use the original caster’s attack bonus and proficiency in the Perception skill. In addition,
saving throw DC. being invisible doesn’t give a creature advantage on
attack rolls against you unless that creature is over

30 feet away.

Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (30-foot radius)
Components: V, S, M (a hair from a Components: V, S, M (a small
lion’s mane) drum)
Duration: Concentration, up to 1 Duration: 1 hour
minute
For the duration, you and all
You touch a willing creature and allies within 30 feet of you
grant it immunity from being when the spell is cast
frightened for the duration. gain a bonus of 10
feet to your
Casting Time: 1 action walking speed.
Range: Self However, if a
Components: V, S creature
Duration: affected by this
Concentration, up to spell takes any
10 minutes other action
besides a move
You grow a set of action on its
vicious, turn, the spell
retractable ends for that
claws. They creature.
do not hinder

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Casting Time: 1 action Range: 60 feet
Range: 300 feet Components: V, M (a ranged or thrown weapon)
Components: V, S Duration: 1 round
Duration: Concentration, up to 1 minute
As part of the action used to cast this spell, you
You establish a link to one sense of a living creature must make a weapon attack with a ranged or
you can see within range. You can choose either thrown weapon against one creature within the
sight, hearing, or smell. You can perceive what the spell's range, otherwise the spell fails. On a hit, the
target experiences through the chosen sense, target suffers the attack's normal effects, and a
gaining any special senses the creature possesses. shadowy duplicate of the weapon or projectile
However, your own sense of that type doesn’t appears, hanging in the air just short of where the
function while you are linked to the creature. original struck. Choose one ally within 30 feet of the
target. The first time the target attacks the chosen
At Higher Levels. When you cast this spell using ally, forces the chosen ally to make a saving throw,
a spell slot of 3rd level or higher, you can choose or includes that ally in a harmful area of effect
one additional sense and the range increases by 100 before the end of your next turn, the second
feet for every two slot levels above 1st. weapon or piece of ammunition automatically
strikes, inflicting 1d10 psychic damage.
Casting Time: 1 action
Range: Self This spell's damage increases when you reach
Components: V, S, M (a bit of fur, a scale, a higher levels. At 5th level, the ranged attack deals
feather, or another physical remnant from the type an extra 1d10 psychic damage to the target, and the
of beast you seek) damage the target suffers for acting against the
Duration: Concentration, up to 4 hours chosen ally increases to 2d10. Both damage rolls
increase by 1d10 at 11th level and 17th level.
You focus on a specific type of beast. If it is within
15 miles of you, you learn the direction and Casting Time: 1 bonus action
distance, and if it is within 15 moving you know the Range: Self
direction of its movement. This spell doesn’t locate Components: S
a beast if running water at least 10 feet wide blocks a Duration: Concentration, up to 1 hour
direct path between you and the beast.
You must not be wearing armor when you cast this
The spell can locate a specific beast known to spell, otherwise the spell fails. You call forth
you, or the nearest beast of the same kind (bear, enchanted armor that protects you in a time of
tiger, or wolf), so long as you have seen such a beast need. This can be your choice of any kind of light
up close—within 30 feet—at least once. If the beast armor. If you are proficient with medium armor,
you described or named is in a different form, such you can choose any kind of light or medium armor
as being under the effects of a polymorph spell, this with which you are proficienct. You instantly don
spell doesn’t locate the beast. this armor as part of casting this spell. The armor is
magical, and in addition to the normal properties of
Casting Time: 1 action the type of armor you chose, it grants you a +1
magical bonus to Armor Class. Wielding a shield
does not interfere with this spell, but it ends if you
attempt to don other armor.

If you cast this spell using a spell slot of 3rd level

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or higher, the armor can be your choice of any kind Casting Time: 1 action
of heavy armor with which you are proficient, as Range: Self (60-foot cone)
well as light or medium. When you cast this spell Components: V, M (a musical instrument)
using a spell slot of 5th level or higher, the armor Duration: Instantaneous
magical bonus increases to +2, and you can
concentrate on the spell for up to 8 hours. The music created by this spell draws upon the
sadness, guilt, and despair of those around you.
Casting Time: 1 action Each creature in a 60-foot cone has disadvantage on
Range: Touch Wisdom (Perception) checks related to hearing
Components: V, S until the end of your next turn, and it must make an
Duration: Concentration, up to 10 minutes Intelligence saving throw. A creature that fails the
saving throw takes 3d10 psychic damage and is
You trap one creature or inanimate object you poisoned until the end of its next turn, as it calls to
touch between the plane you are on and the mind memories of all its lost loves and
Shadowfell. The target can make a Dexterity saving disappointments in life.
throw to avoid the spell. If it fails, the creature
becomes insubstantial on both planes. It can see At Higher Levels. When you cast this spell using
into both planes, but can’t tell which plane any a spell slot of 4th level or higher, the damage
particular item or person is on. Anyone on the plane increases by 1d10 for each slot level above 3rd.
the creature was on originally or in the Shadowfell
can see the creature or object as a shadowy, Casting Time: 1 action
transparent version of itself. Any attack targeting Range: 5 feet
the creature or object fails, and any attack launched Components: V, S, M
by the creature fails. Duration: Concentration, up to 1 hour

The creature can cast spells normally if those When you cast the spell, select up to six creatures
spells do not require an attack roll, and can target within 5 feet of you. You touch each of these
creatures on either plane, but cannot target creatures as part of the action of casting this spell.
creatures on both planes with the same effect. This Until the spell ends, each chosen creature gains
spell has no effect when cast in the Shadowfell. advantage on Wisdom saving throws against
enchantment spells, effects that would cause them
Casting Time: 1 action to become charmed or frightened, and effects that
Range: 30 feet would force them to obey another creature’s
Components: V, S commands. If a subject of this spell is already under
Duration: Instantaneous the influence of such an effect, it can immediately
attempt another saving throw against that effect
You create a pair of spectral lips that fly toward an when you cast this spell.
ally and gift them with 2d4 temporary hit points.
Casting Time: 1 action
At Higher Levels. You can cast this spell using a
3rd level or higher spell slot. You gift 2d4 temporary
hit points for each slot level above 2nd.

Page 192

Range: Touch impossible. You may use your reaction to impose
Components: V, S disadvantage on a melee attack that targets you or
Duration: Concentration, up to 1 minute someone within 10 feet of you.

You may only cast this on a weapon that deals Casting Time: 1 action
slashing or piercing damage. That weapon can warn Range: 50 feet
you a second before danger occurs. For the Components: V, S, M (the tongue of a drowned
duration, the weapon gains one charge, that can be person)
spent to allow you to reroll one saving throw. You Duration: Concentration, up to 1 minute
must accept the results of the second roll, even if it
worse. You point at a creature within range and make a
retching, gurgling sound, and it must make a
Casting Time: 1 action Constitution saving throw. On a failure, its lungs
Range: 120 feet start to fill with water, pouring out of the target’s
Components: V, S mouth and nose. The target starts choking and may
Duration: 1 round not take bonus actions or reactions while their
lungs are full of water. The target may repeat the
Choose a 10-foot radius area within range. Living Constitution saving throw at the end of each of its
creatures within the area hear an enchantingly turn, ending the spell on a successful save. If the
melodic lullaby and must make a Wisdom saving target fails three saving throws, it drops to 0 hit
throw. On a failed save, the creature becomes points.
drowsy and has disadvantage on Intelligence
(Investigation) and Wisdom (Perception) checks Casting Time: 1 action
until the end of its next turn. In addition, the Range: 5 feet
creature has vulnerability to sleep spells until the Components: V, M (a weapon)
end of its next turn; while vulnerable, the creature Duration: 1 round
only counts half of its current Hit Points to
determine whether it is affected by a sleep spell. On As part of the action used to cast this spell, you
a successful save, the creature is unaffected by this must make a melee attack with a weapon against
spell. one creature within the spell's range, otherwise, the
spell fails. On a hit, the target suffers the attack's
Casting Time: 1 action normal effects, and you instantly teleport 5 feet to
Range: Self (10-foot radius) an unoccupied space you can see that is farther
Components: V, S, M (a firefly) away from the target than you are now. The spell
Duration: Concentration, up to 1 minute ends if no unoccupied space within 5 feet fulfills all
these requirements.
You summon a swarm of bright motes made of pure
force. They emit bright light out to 10 feet and dim If you teleport successfully, you magically compel
light for 10 feet beyond that. Anyone who attempts the target to move closer to you, pulling it up to 5
to attack you in melee is swarmed by these moats. feet in a straight line toward you. It takes 1d6
The moats dig into your opponent’s eyes and psychic damage if it ends this movement within 5
mouth, making breathing and vision nearly feet of you.

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This spell's damage increases when you reach throw. On a failed save, the creature takes 2d6
higher levels. At 5th level, the melee attack deals an bludgeoning damage, and it is sucked 10 feet closer
extra 1d6 force damage to the target, and the to the vortex’s center. On a successful save, the
psychic damage the target takes for moving creature doesn’t take damage, and isn’t sucked
increases to 2d6. Both damage rolls increase by 1d6 closer to the vortex’s center. In addition, the
at 11th level and 17th level. creature can use its action to make a Strength
(Athletics) check to swim away from the vortex’s
Casting Time: 1 action center. On a success, the creature can swim at half
Range: Self its speed, unless it has a swimming speed, in which
Components: V, S case it can use this full movement. On a failed
Duration: Concentration, up to 1 minute check, the creature doesn’t make any progress.

A shimmering, translucent mace appears in your A creature that starts its turn in the vortex’s
hand. You can use it to smite your enemies or center, must make a Strength saving throw. On a
intercept hostile magic. You can use the mace in failed save, the creature takes 2d6 bludgeoning
melee, on a successful attack the mace inflicts 3d8 damage and it is sucked 10 feet below the water’s
plus your spellcasting ability modifier force damage. surface. A creature that reaches the vortex’s bottom,
60 feet below the surface, is ejected a further 20 feet
If you targeted by, or included in the area of, an from below the vortex’s center.
enemy spell of third level or lower you can absorb
the spell with the mace. Doing so destroys the Casting Time: 1 action
mace. This cancels the spell’s effect on you, but not Range: Self
on anyone else who is in the spell’s area of effect. Components: V S
Duration: 1 day
At Higher Levels. You can cast this spell using a
4th level or higher spell slot. You inflict plus 1d8 Choose one type of tool with which you are
force damage for every spell level above 3rd. proficient. Until the spell ends or the next time you
finish a short or long rest (whichever comes first),
Casting Time: 1 action whenever you make an ability check with the
Range: 300 feet chosen type of tool to craft or repair an item, you
Components: V, S have advantage on the roll. This spell ends early if
Duration: Concentration, up to 1 minute you roll initiative. Once you cast this spell, you gain
no benefit from subsequent castings until after the
You create a 120-foot wide by 60-foot deep swirling next time you finish a long rest.
vortex that forms in a water source you can see
within range. If the water source isn’t at least the “This spell is common among artisans in the world of
size of the vortex, the spell fails. A creature in the Eberron, where production of low-powered magic items
water that is caught within 60 feet of the vortex is not only commonplace, but an important driver of the
must make a Dexterity saving throw. On a failed leading nations’ economies.”
save, the creature is sucked into the vortex’s
swirling waters. —Mordenkainen

A creature that starts its turn within the vortex’s
swirling waters must make a Dexterity saving

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Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S, M (a slashing weapon)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

You touch a beast and imbue its natural attacks A slashing weapon you hold is coated is glowing
with magical energy. For the duration, the magma. The weapon does an extra 2d8 fire damage.
creature’s natural attacks are considered magical Once per turn you can use a bonus action to spray a
and gain a +1 bonus to hit and damage. target you have hit this turn with magma. Make a
ranged attack against a target within 15 feet. You do
At Higher Levels. When you cast this spell using not have disadvantage on this attack if there is an
a spell slot of 3rd level or higher, the bonus to hit enemy within 5 feet. If you hit you inflict 1d8 fire
and damage increases by +1 for every two slot levels damage.
above 1st.

Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: Self (30 foot cone)
Components: V, S Components: V, S, M (an obsidian chip)
Duration: 1 minute Duration: Instantaneous

You conjure a spectral fist that appears in an You fire a cone of magma at
unoccupied space you can see within range. your enemies. Everyone
As part of the action used to cast the spell, caught within the cone
you can make a melee spell attack must make a Dexterity
with the fist against a creature or saving throw. They take
object within 5 feet of it. On a 5d8 fire damage on a failed
hit, the target takes 1d6 + your saving throw and half as
spellcasting ability modifier much on a successful one.
bludgeoning damage. On each In addition, anyone who
of your turns for the duration, fails the saving throw takes
you can use a bonus action to 2d8 fire damage at the
move the fist up to 20 feet to beginning of your next turn.
an unoccupied space within The area covered by the
range and repeat the attack cone of magma counts as
against a creature or object difficult terrain for one
within 5 feet of the fist. minute after the spell is cast.
At Higher Levels. You
At Higher Levels. When can cast this spell using a
you cast this spell using a spell slot of 4th level or
spell slot of 3rd level or higher. The initial damage
higher, the damage increases by 1d8 for every
increases by 1d6 for every
two slot levels above 1st. spell level above 3rd.

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Casting Time: 1 action “Having known the searing grasp of more than
Range: Self one magmin in my early years, I can attest that
Components: V, S, M (a shield) this spell is every bit as painful as the real thing.”
Duration: Concentration, up to 1 minute
—Laeral Silverhand
You conjure magma and its swirls around your
shield. Any creature that attacks you in melee must Casting Time: 1 action
make a Dexterity saving throw versus your spell Range: 60 feet
save DC. Creatures that fail take 2d8 fire damage. Components: S, M (a lodestone)
Creatures using a weapon with the reach ability Duration: Concentration, up to 1 minute
have advantage on this saving throw.
This spell allows you to draw iron or steel objects to
Casting Time: 1 action yourself by projecting a magnetic ray. Choose one
Range: 90 feet object within range that is nonmagical and made of
Components: V, S, M (a speck of glass or obsidian) ferrous metal. This object must weigh less than 40
Duration: Concentration, up to 1 minute lbs. If the object isn’t being worn or carried, it
immediately flies into your space, where you can
You cause a grasping, clawed arm of living molten either catch it with your hand (requiring no action)
earth like that of a magmin to erupt from the or let it fall at your feet.
ground as grasp your enemy. Choose a Medium or
smaller creature within range. The target takes 2d6 Using an action each round, you can target one
fire damage, has its speed reduced by half until the object you can see within range of the spell with
end of its next turn, and must make a Dexterity this effect.
saving throw. If it fails, it takes additional
bludgeoning damage equal to the fire damage and If an object you target with this spell is being held
becomes restrained. Creatures with resistance or or carried by a creature, that creature must roll a
immunity to fire damage have advantage on the Strength saving throw. On a failure, the creature
saving throw. drops the object, and it flies to your space, where
you either catch it with your hand or let it fall at
While restrained by this spell, the target takes 1d6 your feet. If the object is being worn by a creature
fire damage at the start of each of its turns. A (like a helm or a chain shirt), the creature makes
creature restrained by the grasping claw or one that the same Strength saving throw but has advantage
can touch the creature can use its action to make a on the roll. On a failure, the creature is pulled up to
Strength check against your spell save DC. On a 60 feet towards you if it is Medium-size or smaller.
success, the target is freed.
If the item is secured in some way (such as being
When a target begins its turn restrained by this chained to a wall or tied down with a rope), but not
spell, all flammable objects in its space that aren’t being held or worn, you make an ability check to
being worn or carried are ignited. break the restraint, as if you were making a Strength
check to break or burst whatever is securing it with
At Higher Levels. When you cast this spell using your own hands. Instead of making a Strength
a spell slot of 2nd level or higher, you can choose an check, you make a check with your spellcasting
additional target for each slot level above 1st. ability score (adding your proficiency bonus). If the
check succeeds, you free the item and it flies to your
space as described above.

You can also attempt to move a metal creature

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that weighs less than your limit for this spell (such You summon a simple or martial weapon weighing
as a Tiny construct). The creature makes a Strength no more than 20 lbs that normally costs no more
saving throw with advantage against this effect. If than 75 gp. It appears in your free hand, ready to be
the save fails, you can move the creature toward you wielded, and lasts for the duration. It is a magical
just as you would any other metal object. weapon made of your psychic energies. If you let go
of the weapon, it disappears, but you can evoke the
Until this spell ends, your ability to carry, lift, weapon again as a bonus action.
push, or drag any objects you have moved to your
space with this spell is calculated as if you had a You can use your spellcasting ability instead of
Strength score of 20 (giving you a carrying capacity Strength or Dexterity for the attack rolls of melee
of 300 pounds and allowing you to push, lift, or drag attacks using this weapon. On a hit, it deals force
up to 600 pounds, if you are Small or Medium damage equal to 2d6 + your spellcasting ability
sized), unless your Strength if higher. modifier, instead of the normal damage for a
weapon of that type. If the weapon normally has the
If you move during the spell’s duration, you can ammunition property, this version does not have
choose any object that you moved to your space that property, but you must go through the physical
with this spell which you are not carrying, lifting, motions of loading it normally as part of the spell
pushing, dragging, or wearing to either move with (thus, a weapon with the loading property retains
you as you go (levitating just above the level of your that property as a telekinetic weapon). Attacking
feet) or remain in the square you moved it to. with a weapon that normally has the ammunition
property creates temporary magical ammunition
Once you move an object to your space with this that you use normally as part of the attack, but that
spell, you have advantage on saving throws and ammunition ceases to exist after the attack hits or
opposed rolls against dropping it, and creatures misses and any damage is inflicted.
seeking to move the item from your space have
disadvantage on rolls to do so. When the spell ends, Though it is no more delicate than a common
if you are holding, wearing, or carrying an object version of that weapon, your telekinetic weapon
that is too heavy for you, it falls softly to the manifests as a semi-transparent solid the same color
ground, landing harmlessly at your feet. as your eyes. This weapon has the simplest possible
geometric shape it can have while still functioning
At Higher Levels. When you cast this spell using as the chosen type of weapon. At the end of the
a spell slot of 4th level or higher, the weight limit of spell's duration, it dissipates harmlessly.
objects you can move with this spell increases by 10
pounds for each slot level above 3rd. When you cast At Higher Levels. When you cast this spell using
this spell using a spell slot of 5th or 6th level, you a spell slot of 4th level or higher, it gains a magical
can choose up to two objects within range each +1 bonus to attack rolls, and inflicts an additional
time you use your action for this spell, instead of 1d6 force damage on a hit. When you use a spell slot
just one. If the spell slot is 7th level or higher, you of 6th level or higher, the magical bonus to attack
can choose up to three objects instead. and damage rolls increases to +2, and the additional
force damage increases to 2d6 (for a total of 4d6 +
your spellcasting ability modifier).

Casting Time: 1 bonus action Casting Time: 1 reaction, which you take when you
Range: Self are dealt damage
Components: V, S Range: Self
Duration: Concentration, up to 1 minute

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Components: V, S  Oozes with an Intelligence of 3 or lower will not
Duration: Concentration, up to 1 minute attack you unless you attack them or force them
to make a saving throw.
You are cloaked in an invisibility spell, while an
illusory double dies a horrible, overly dramatic  You are immune to poison damage.
death. You can decide how your illusory double
dies, and they can make some grunts or wheezes to  You are immune to the paralyed, poisoned,
try and sell the death, but cannot talk. The illusion restrained, and stunned conditions.
will fall to the ground, but cannot move more than
5 feet. The death takes one round, and anyone who  You are immune to any spell or effect that
touches the corpse will realize it’s an illusion, but would alter your form.
the illusion will not fade away.
 Magic can’t put you to sleep.
The illusion and the invisibility will last until the
end of the spell. The invisibility can be broken the  When an attack that hits you is a critical hit or
same way as the 2nd level spell of the same name. sneak attack, you gain resistance to its damage

Casting Time: 1 action “This spell began as a special gift given by
Range: Touch Ghaunadaur, the god of oozes, slime, and abominations,
Components: v, S, M (a piece of brain) to his clerics. He is sometimes known as the Elder
Duration: 1 hour Eye, though his relationship to the Elder Elemental
Eye is unclear. Originally a member of the drow
You cover yourself or an ally in magic cloak that pantheon, the Elder Eye was touched by the Far
provides clarity and protection. For the duration, Realm and chose to leave the Inner Planes and strike
they target has advantage on all illusion and off on his own.
enchantment spells and spell like abilities that
effect the mind. This spell is particularly hated by “Since that time, his only known allies have been two
mind flayers, which were Baravar’s hated enemies beings now believed dead, the mold god Moander and
and favorite prey. The warded creature is immune the archomental Bwimb, Baron of Ooze.
to the mind flayer’s mind blast attack. Ghaunadaur’s enemies, however, are many, including
all the gods of elves and all the other gods of the
Casting Time: 1 action Underdark.
Range: Self
Components: V, S, M “Some say that Lolth spurned Ghaunadaur's
Duration: Concentration, up to 10 minutes romantic interests, driving him to fit of fury in which
he made his greatest worshipers mad or mindless. If
You surround yourself with a glossy nimbus of such an event did occur, it was fortuitous, since in
energy that looks like a gelatinous layer of thick, ancient times some slimes and oozes possessed great
dirty water to observers, but does not hinder you in intelligence. If this were still the case, today they
the least. For the duration of the spell, you gain the would pose a dire threat.”
following benefits:
—Mordenkainen

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