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Luna Character Sheet

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0% found this document useful (0 votes)
50 views29 pages

Luna Character Sheet

Uploaded by

randomwolveman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Druid [Circle of the Land] (16)

Acolyte Kate
CLASS & LEVEL BACKGROUND PLAYER NAME
Lurna Halfling/Lightfoot Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +5 25 Overly self-confident
+2 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 158


+2 Strength
DEXTERITY
+5 Dexterity

+5 ●
+5 Constitution
+7 Intelligence
CURRENT HIT POINTS IDEALS

20 ●
+8 Wisdom
+3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+5 +5 Acrobatics (Dex) SUCCESSES

20 16x(1d8+5

+8 Animal Handling (Wis) FAILURES
)
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)

+2 +3 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

15 ●
+8 Insight (Wis)
Longsword +2 1d8+2 slashing Amulet
+3 Intimidation (Cha) Dagger +10 1d4+5 piercing Backpack
WISDOM +2 Investigation (Int)
+3 Medicine (Wis)
Bedroll
+3 ●
+7 Nature (Int) Clothes, common
17
+3 Perception (Wis) Number of Explorer's Pack
+3 Performance (Cha)
+3 Persuasion (Cha)
Attacks: 1 Incense x5
CHARISMA

+7 Religion (Int) Leather
+3 +5 Sleight of Hand (Dex) Mess kit
17
+5 Stealth (Dex)
+3 Survival (Wis)
Pouch
SKILLS ATTACKS & SPELLCASTING
Prayer Book
Rations (1 day) x10
13 PASSIVE WISDOM (PERCEPTION)
CP
Rope, hempen
Shield
Tool Proficiencies: Herbalism Kit SP
Tinderbox
Weapon Proficiencies: Club; EP Torch x10
Dagger; Dart; Javelin; Mace;
Quarterstaff; Scimitar; Sickle; Sling; Totem
Spear GP
150 Vestements
Armor Proficiencies: Light; Medium;
Shields
PP Waterskin
Language Proficiencies: Common;
Druidic; Elvish; Goblin; Halfling
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
16 3 feet 40kg
AGE HEIGHT WEIGHT
Lurna left - brown, right- blue Pale peach white silver white
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1
Guidance Call Lightning Conjure Fey
Mending Conjure Animals Find the Path
Poison Spray Daylight Heal
Produce Flame Dispel Magic Heroes' Feast
Resistance Meld into Stone Move Earth
Plant Growth Sunbeam
Protection from Energy Transport via Plants

Sleet Storm Wall of Thorns

SPELL
Speak with Plants Wind Walk
LEVEL
SLOTS TOTAL SLOTS EXPENDED Water Breathing

1 4 Wind Wall
7 1
EPAR
SPELL NAME Fire Storm
ED
PR

Animal Friendship Mirage Arcane


Charm Person
4 3 Plane Shift
Create or Destroy Water Regenerate
Cure Wounds Blight Reverse Gravity
SPELLS KNOWN

Detect Magic Confusion

Detect Poison and Disease Conjure Minor Elementals

Entangle Conjure Woodland Beings

Faerie Fire Control Water

Fog Cloud Divination

Goodberry Dominate Beast


8 1
Healing Word Freedom of Movement

Jump Giant Insect

Hallucinatory Terrain Animal Shapes


Ice Storm
2 3 Antipathy/Sympathy
Locate Creature Control Weather

Animal Messenger Polymorph Earthquake

Barkskin Feeblemind

Darkvision
5 2 Sunburst

Enhance Ability

Find Traps Antilife Shell


9
Flame Blade Awaken

Flaming Sphere Commune with Nature

Gust of Wind Conjure Elemental

Heat Metal Contagion

Hold Person Geas

Lesser Restoration Greater Restoration

Locate Animals or Plants Insect Plague

Locate Object Mass Cure Wounds

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 1
EPAR
SPELL NAME
ED
PR

Longstrider

Purify Food and Drink


Speak with Animals
4 3
Thunderwave Stone Shape
SPELLS KNOWN

Stoneskin
Wall of Fire

8 1

2 3
Moonbeam

Pass without Trace


Protection from Poison
5 2
Spider Climb

Spike Growth Planar Binding


9
Reincarnate
Scrying

Tree Stride
Wall of Stone

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Damage Immunities: poison


Condition Immunities: poisoned, charmed(by elementals or fey),
frightened(by elementals or fey)
Immunities: disease

---------------Actions--------------
Grappler. Restrain a creature you are grappling.

Wild Shape. You can transform into a beast you have seen with CR 1
(lasts 8 hours, use twice/rest).

-----------Other Traits------------
Brave. You have advantage on saves against being frightened.

Druidic. You can speak Druidic and use it to leave hidden message
and automatically spot messages left by others.

Grappler Feat. Advantage on attacks against creature you grapple; can


use an action to pin the creature.

Halfling Nimbleness. Move through the space of larger creatures.

Land's Stride. Moving through nonmagical difficult terrain costs no


extra movement, pass through nonmagical plants without being slowed
by them and without taking damage from them.

Lucky. Reroll 1s on d20.

Natural Recovery. During short rest, recover 8 spell slots less than 6th
level.

Naturally Stealthy. Hide behind creatures larger than you.

Nature's Santuary. Beasts or plant creatures must make a DC 16


Wisdom save or they cannot attack you.

Nature's Ward. Immune to being charmed by fey or elementals;


immune to poison and disease.

Shelter the Faithful. You and your companions can expect free healing
at an establishment of your faith.
Page 1

Guidance Mending Poison Spray


Druid Cantrip Divination DC 16 Spell Mod +8 Druid Cantrip Transmutation DC 16 Spell Mod +8 Druid Cantrip Conjuration DC 16 Spell Mod +8
1 Act. Touch V,S Conc, 1 min 1 min Touch V,S,M Inst 1 Act. 10 ft V,S Inst
Two lodestones

You touch one willing creature. Once before This spell repairs a single break or tear in an You extend your hand toward a creature you
the spell ends, the target can roll a d4 and add object you touch, such as a broken chain link, can see within range and project a puff of
the number rolled to one ability check of its two halves of a broken key, a torn cloak, or a noxious gas from your palm. The creature
choice. It can roll the die before or after leaking wineskin. As long as the break or tear must succeed on a Constitution saving throw
making the ability check. The spell then ends. is no larger than 1 foot in any dimension, you or take 1d12 poison damage. This spell’s
mend it, leaving no trace of the former damage increases by 1d12 when you reach 5th
damage. This spell can physically repair a level (2d12), 11th level (3d12), and 17th level
magic item or construct, but the spell can't (4d12).
restore magic to such an object.

Produce Flame Resistance Fire Storm


Druid Cantrip Conjuration DC 16 Spell Mod +8 Druid Cantrip Abjuration DC 16 Spell Mod +8 Druid Level 7 Evocation DC 16 Spell Mod +8
1 Act. Self V,S 10 mins 1 Act. Touch V,S,M Conc, 1 min 1 Act. 150 ft V,S Inst
A miniature cloak

A flickering flame appears in your hand. The You touch one willing creature. Once before A storm made up of sheets of roaring flame
flame remains there for the duration and the spell ends, the target can roll a d4 and add appears in a location you choose within range.
harms neither you nor your equipment. The the number rolled to one saving throw of its The area of the storm consists of up to ten
flame sheds bright light in a 10-foot radius choice. It can roll the die before or after 10-foot cubes, which you can arrange as you
and dim light for an additional 10 feet. The making the saving throw. The spell then ends. wish. Each cube must have at least one face
spell ends if you dismiss it as an action or if adjacent to the face of another cube. Each
you cast it again. You can also attack with the creature in the area must make a Dexterity
flame, although doing so ends the spell. When saving throw. It takes 7d10 fire damage on a
you cast this spell, or as an action on a later failed save, or half as much damage on a
turn, you can hurl the flame at a creature successful one. The fire damages objects in the
within 30 feet of you. Make a ranged spell area and ignites flammable objects that aren't
attack. On a hit, the target takes 1d8 fire being worn or carried. If you choose, plant life
damage. This spell's damage increases by 1d8 in the area is unaffected by this spell.
when you reach 5th level (2d8), 11th level (3d8),
and 17th level (4d8).

Mirage Arcane Plane Shift Regenerate


Druid Level 7 Illusion DC 16 Spell Mod +8 Druid Level 7 Conjuration DC 16 Spell Mod +8 Druid Level 7 Transmutation DC 16 Spell Mod +8
10 mins Sight V,S 10 days 1 Act. Touch V,S,M Inst 1 min Touch V,S,M 1 hr
A forked, metal rod worth at least 250 gp, attuned to A prayer wheel and holy water
a particular plane of existence

You make terrain in an area up to 1 mile You and up to eight willing creatures who link You touch a creature and stimulate its natural
square look, sound, smell, and even feel like hands in a circle are transported to a different healing ability. The target regains 4d8 + 15 hit
some other sort of terrain. The terrain's plane of existence. You can specify a target points. For the duration of the spell, the target
general shape remains the same, however. destination in general terms, such as the City regains 1 hit point at the start of each of its
Open fields or a road could be made to of Brass on the Elemental Plane of Fire or the turns (10 hit points each minute). The target's
resemble a swamp, hill, crevasse, or some palace of Dispater on the second level of the severed body members (fingers, legs, tails, and
other difficult or impassable terrain. A pond Nine Hells, and you appear in or near that so on), if any, are restored after 2 minutes. If
can be made to seem like a grassy meadow, a destination. If you are trying to reach the City you have the severed part and hold it to the
precipice like a gentle slope, or a rock-strewn of Brass, for example, you might arrive in its stump, the spell instantaneously causes the
gully like a wide and smooth road. Similarly, Street of Steel, before its Gate of Ashes, or limb to knit to the stump.
you can alter the appearance of structures, or looking at the city from across the Sea of Fire,
add them where none are present. The spell at the GM's discretion. Alternatively, if you
doesn't disguise, conceal, or add creatures. The know the sigil sequence of a teleportation
illusion includes audible, visual, tactile, and circle on another plane of existence, this spell
olfactory elements, so it can turn clear ground can take you to that circle. If the teleportation
into difficult terrain (or vice versa) or circle is too small to hold all the creatures you
otherwise impede movement through the transported, they appear in the closest
area. Any piece of the illusory terrain (such as unoccupied spaces next to the circle. You can
a rock or stick) that is removed from the spell's use this spell to banish an unwilling creature
Page 1 (reverse)

Plane Shift (reverse) Mirage Arcane (reverse)


to another plane. Choose a creature within area disappears immediately. Creatures with
your reach and make a melee spell attack truesight can see through the illusion to the
against it. On a hit, the creature must make a terrain's true form; however, all other
Charisma saving throw. If the creature fails elements of the illusion remain, so while the
this save, it is transported to a random creature is aware of the illusion's presence, the
location on the plane of existence you specify. creature can still physically interact with the
A creature so transported must find its own illusion.
way back to your current plane of existence.
Page 2

Reverse Gravity Animal Friendship Charm Person


Druid Level 7 Transmutation DC 16 Spell Mod +8 Druid Level 1 Enchantment DC 16 Spell Mod +8 Druid Level 1 Enchantment DC 16 Spell Mod +8
1 Act. 100 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M 24 hrs 1 Act. 30 ft V,S 1 hr
A lodestone and iron filings A bit of food

This spell reverses gravity in a 50-foot-radius, Choose a beast that you can see. It must be You attempt to charm a humanoid you can see
100-foot high cylinder centered on a point able to see and hear you. If its Intelligence is 4 within range. It must make a Wisdom saving
within range. All creatures and objects that or higher, the spell fails. Otherwise, it must throw, and does so with advantage if you or
aren't somehow anchored to the ground in the pass a Wisdom save or be charmed by you. If your companions are fighting it. If it fails the
area fall upward and reach the top of the area you or one of your companions harms it, the saving throw, it is charmed by you until the
when you cast this spell. A creature can make spell ends. At Higher Levels: You can target spell ends or until you or your companions do
a Dexterity saving throw to grab onto a fixed one additional beast for each slot level above anything harmful to it. The charmed creature
object it can reach, thus avoiding the fall. If 1st. regards you as a friendly acquaintance. When
some solid object (such as a ceiling) is the spell ends, the creature knows it was
encountered in this fall, falling objects and charmed by you. At Higher Levels. When you
creatures strike it just as they would during a cast this spell using a spell slot of 2nd level or
normal downward fall. If an object or creature higher, you can target one additional creature
reaches the top of the area without striking for each slot level above 1st. The creatures
anything, it remains there, oscillating slightly, must be within 30 feet of each other when you
for the duration. At the end of the duration, target them.
affected objects and creatures fall back down.

Create or Destroy Water Cure Wounds Detect Magic (ritual)


Druid Level 1 Transmutation DC 16 Spell Mod +8 Druid Level 1 Evocation DC 16 Spell Mod +8 Druid Level 1 Divination DC 16 Spell Mod +8
1 Act. 30 ft V,S,M Inst 1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins
A drop of water if creating water or a few grains of
sand if destroying it

You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you sense the presence of
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense magic
water within range in an open container. modifier. This spell has no effect on undead or in this way, you can use your action to see a
Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast faint aura around any visible creature or
30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or object in the area that bears magic, and you
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each learn its school of magic, if any. The spell can
You destroy up to 10 gallons of water in an slot level above 1st. penetrate most barriers, but it is blocked by 1
open container within range. Alternatively, foot of stone, 1 inch of common metal, a thin
you destroy fog in a 30-foot cube within range. sheet of lead, or 3 feet of wood or dirt.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.

Detect Poison and Disease (ritual) Entangle Faerie Fire


Druid Level 1 Divination DC 16 Spell Mod +8 Druid Level 1 Conjuration DC 16 Spell Mod +8 Druid Level 1 Evocation DC 16 Spell Mod +8
1 Act. Self V,S,M Conc, 10 mins 1 Act. 90 ft V,S Conc, 1 min 1 Act. 60 ft V Conc, 1 min
A yew leaf

For the duration, you can sense the presence Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is
and location of poisons, poisonous creatures, ground in a 20-foot square starting from a outlined in blue, green, or violet light (your
and diseases within 30 feet of you. You also point within range. For the duration, these choice). Any creature in the area when the
identify the kind of poison, poisonous plants turn the ground in the area into spell is cast is also outlined in light if it fails a
creature, or disease in each case. The spell can difficult terrain. A creature in the area when Dexterity saving throw. For the duration,
penetrate most barriers, but it is blocked by 1 you cast the spell must succeed on a Strength objects and affected creatures shed dim light
foot of stone, 1 inch of common metal, a thin saving throw or be restrained by the in a 10-foot radius. Any attack roll against an
sheet of lead, or 3 feet of wood or dirt. entangling plants until the spell ends. A affected creature or object has advantage if the
creature restrained by the plants can use its attacker can see it, and the affected creature or
action to make a Strength check against your object can't benefit from being invisible.
spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt
away.
Page 2 (reverse)
Page 3

Fog Cloud Goodberry Healing Word


Druid Level 1 Conjuration DC 16 Spell Mod +8 Druid Level 1 Transmutation DC 16 Spell Mod +8 Druid Level 1 Evocation DC 16 Spell Mod +8
1 Act. 120 ft V,S Conc, 1 hr 1 Act. Touch V,S,M Inst 1 B.A. 60 ft V Inst
Mistletoe sprig

You create a 20-foot-radius sphere of fog Up to ten magic berries appear. A creature can A creature of your choice that you can see
centered on a point within range. The sphere use its action to eat one berry. Eating a berry within range regains hit points equal to 1d4 +
spreads around corners, and its area is heavily restores 1 hit point and provides enough your spellcasting ability modifier. This spell
obscured. It lasts for the duration or until a nourishment to sustain a creature for a day. has no effect on undead or constructs. At
wind of moderate or greater speed (at least 10 The berries lose their magic if they haven't Higher Levels. When you cast this spell using a
miles per hour) disperses it. At Higher Levels. been eaten within 24 hours. spell slot of 2nd level or higher, the healing
When you cast this spell using a spell slot of increases by 1d4 for each slot level above 1st.
2nd level or higher, the radius of the fog
increases by 20 feet for each slot level above
1st.

Jump Longstrider Purify Food and Drink (ritual)


Druid Level 1 Transmutation DC 16 Spell Mod +8 Druid Level 1 Transmutation DC 16 Spell Mod +8 Druid Level 1 Transmutation DC 16 Spell Mod +8
1 Act. Touch V,S,M 1 min 1 Act. Touch V,S,M 1 hr 1 Act. 10 ft V,S Inst
A grasshopper's hind leg A pinch of dirt

You touch a creature. The creature's jump You touch a creature. The target's speed All nonmagical food and drink within a
distance is tripled until the spell ends. increases by 10 feet until the spell ends. At 5-foot-radius sphere centered on a point of
Higher Levels. When you cast this spell using a your choice within range is purified and
spell slot of 2nd level or higher, you can target rendered free of poison and disease.
one additional creature for each slot level
above 1st.

Speak with Animals (ritual) Thunderwave Blight


Druid Level 1 Divination DC 16 Spell Mod +8 Druid Level 1 Evocation DC 16 Spell Mod +8 Druid Level 4 Necromancy DC 16 Spell Mod +8
1 Act. Self V,S 10 mins 1 Act. Self V,S Inst 1 Act. 30 ft V,S Inst

You gain the ability to comprehend and A wave of thunderous force sweeps out from Necromantic energy washes over a creature of
verbally communicate with beasts for the you. Each creature in a 15-foot cube your choice that you can see within range,
duration. The knowledge and awareness of originating from you must make a draining moisture and vitality from it. The
many beasts is limited by their intelligence, Constitution saving throw. On a failed save, a target must make a Constitution saving throw.
but at minimum, beasts can give you creature takes 2d8 thunder damage and is The target takes 8d8 necrotic damage on a
information about nearby locations and pushed 10 feet away from you. On a successful failed save, or half as much damage on a
monsters, including whatever they can save, the creature takes half as much damage successful one. This spell has no effect on
perceive or have perceived within the past and isn't pushed. In addition, unsecured undead or constructs. If you target a plant
day. You might be able to persuade a beast to objects that are completely within the area of creature or a magical plant, it makes the
perform a small favor for you, at the GM's effect are automatically pushed 10 feet away saving throw with disadvantage, and the spell
discretion. from you by the spell's effect, and the spell deals maximum damage to it. If you target a
emits a thunderous boom audible out to 300 nonmagical plant that isn't a creature, such as
feet. At Higher Levels. When you cast this a tree or shrub, it doesn't make a saving throw;
spell using a spell slot of 2nd level or higher, it simply withers and dies. At Higher Levels.
the damage increases by 1d8 for each slot level When you cast this spell using a spell slot of
above 1st. 5th level or higher, the damage increases by
1d8 for each slot level above 4th.
Page 3 (reverse)
Page 4

Confusion Conjure Minor Elementals Conjure Woodland Beings


Druid Level 4 Enchantment DC 16 Spell Mod +8 Druid Level 4 Conjuration DC 16 Spell Mod +8 Druid Level 4 Conjuration DC 16 Spell Mod +8
1 Act. 90 ft V,S,M Conc, 1 min 1 min 90 ft V,S Conc, 1 hr 1 Act. 60 ft V,S,M Conc, 1 hr
Three nut shells One holly berry per creature summoned

This spell assaults and twists creatures' minds, You summon elementals that appear in You summon fey creatures that appear in
spawning delusions and provoking unoccupied spaces that you can see within unoccupied spaces that you can see within
uncontrolled action. Each creature in a range. You choose one the following options range. Choose one of the following options for
10-foot-radius sphere centered on a point you for what appears: • One elemental of challenge what appears: • One fey creature of challenge
choose within range must succeed on a rating 2 or lower • Two elementals of challenge rating 2 or lower • Two fey creatures of
Wisdom saving throw when you cast this spell rating 1 or lower • Four elementals of challenge rating 1 or lower • Four fey creatures
or be affected by it. An affected target can't challenge rating 1/2 or lower • Eight of challenge rating 1/2 or lower • Eight fey
take reactions and must roll a d10 at the start elementals of challenge rating 1/4 or lower. An creatures of challenge rating 1/4 or lower A
of each of its turns to determine its behavior elemental summoned by this spell disappears summoned creature disappears when it drops
for that turn. d10 Behavior 1 The creature uses when it drops to 0 hit points or when the spell to 0 hit points or when the spell ends. The
all its movement to move in a random ends. The summoned creatures are friendly to summoned creatures are friendly to you and
direction. To determine the direction, roll a d8 you and your companions. Roll initiative for your companions. Roll initiative for the
and assign a direction to each die face. The the summoned creatures as a group, which summoned creatures as a group, which have
creature doesn't take an action this turn. 2–6 has its own turns. They obey any verbal their own turns. They obey any verbal
The creature doesn't move or take actions this commands that you issue to them (no action commands that you issue to them (no action
turn. 7–8 The creature uses its action to make a required by you). If you don't issue any required by you). If you don't issue any
melee attack against a randomly determined commands to them, they defend themselves commands to them, they defend themselves
creature within its reach. If there is no from hostile creatures, but otherwise take no from hostile creatures, but otherwise take no
creature within its reach, the creature does actions. The GM has the creatures' statistics. actions. The GM has the creatures' statistics.

Control Water Divination (ritual) Dominate Beast


Druid Level 4 Transmutation DC 16 Spell Mod +8 Druid Level 4 Divination DC 16 Spell Mod +8 Druid Level 4 Enchantment DC 16 Spell Mod +8
1 Act. 300 ft V,S,M Conc, 10 mins 1 Act. Self V,S,M Inst 1 Act. 60 ft V,S Conc, 1 min
A drop of water and a pinch of dust Incense and a sacrificial offering appropriate to your
religion, together worth at least 25 gp, which the spell
consumes

Until the spell ends, you control any Your magic and an offering put you in contact You attempt to beguile a beast that you can see
freestanding water inside an area you choose with a god or a god's servants. You ask a single within range. It must succeed on a Wisdom
that is a cube up to 100 feet on a side. You can question concerning a specific goal, event, or saving throw or be charmed by you for the
choose from any of the following effects when activity to occur within 7 days. The GM offers duration. If you or creatures that are friendly
you cast this spell. As an action on your turn, a truthful reply. The reply might be a short to you are fighting it, it has advantage on the
you can repeat the same effect or choose a phrase, a cryptic rhyme, or an omen. The spell saving throw. While the beast is charmed, you
different one. Flood. You cause the water level doesn't take into account any possible have a telepathic link with it as long as the two
of all standing water in the area to rise by as circumstances that might change the outcome, of you are on the same plane of existence. You
much as 20 feet. If the area includes a shore, such as the casting of additional spells or the can use this telepathic link to issue commands
the flooding water spills over onto dry land. If loss or gain of a companion. If you cast the to the creature while you are conscious (no
you choose an area in a large body of water, spell two or more times before finishing your action required), which it does its best to obey.
you instead create a 20-foot tall wave that next long rest, there is a cumulative 25 percent You can specify a simple and general course of
travels from one side of the area to the other chance for each casting after the first that you action, such as “Attack that creature,” “Run
and then crashes down. Any Huge or smaller get a random reading. The GM makes this roll over there,” or “Fetch that object.” If the
vehicles in the wave's path are carried with it in secret. creature completes the order and doesn't
to the other side. Any Huge or smaller vehicles receive further direction from you, it defends
struck by the wave have a 25 percent chance of and preserves itself to the best of its ability.
capsizing. The water level remains elevated You can use your action to take total and
until the spell ends or you choose a different precise control of the target. Until the end of

Freedom of Movement Giant Insect Hallucinatory Terrain


Druid Level 4 Abjuration DC 16 Spell Mod +8 Druid Level 4 Transmutation DC 16 Spell Mod +8 Druid Level 4 Illusion DC 16 Spell Mod +8
1 Act. Touch V,S,M 1 hr 1 Act. 30 ft V,S Conc, 10 mins 10 mins 300 ft V,S,M 24 hrs
A leather strap, bound around the arm or a similar A stone, a twig, and a bit of green plant
appendage

You touch a willing creature. For the duration, You transform up to ten centipedes, three You make natural terrain in a 150-foot cube in
the target's movement is unaffected by spiders, five wasps, or one scorpion within range look, sound, and smell like some other
difficult terrain, and spells and other magical range into giant versions of their natural sort of natural terrain. Thus, open fields or a
effects can neither reduce the target's speed forms for the duration. A centipede becomes a road can be made to resemble a swamp, hill,
nor cause the target to be paralyzed or giant centipede, a spider becomes a giant crevasse, or some other difficult or impassable
restrained. The target can also spend 5 feet of spider, a wasp becomes a giant wasp, and a terrain. A pond can be made to seem like a
movement to automatically escape from scorpion becomes a giant scorpion. Each grassy meadow, a precipice like a gentle slope,
nonmagical restraints, such as manacles or a creature obeys your verbal commands, and in or a rock-strewn gully like a wide and smooth
creature that has it grappled. Finally, being combat, they act on your turn each round. The road. Manufactured structures, equipment,
underwater imposes no penalties on the GM has the statistics for these creatures and and creatures within the area aren't changed
target's movement or attacks. resolves their actions and movement. A in appearance. The tactile characteristics of
creature remains in its giant size for the the terrain are unchanged, so creatures
duration, until it drops to 0 hit points, or until entering the area are likely to see through the
you use an action to dismiss the effect on it. illusion. If the difference isn't obvious by
The GM might allow you to choose different touch, a creature carefully examining the
targets. For example, if you transform a bee, illusion can attempt an Intelligence
its giant version might have the same (Investigation) check against your spell save
statistics as a giant wasp. DC to disbelieve it. A creature who discerns
the illusion for what it is, sees it as a vague
Page 4 (reverse)

Conjure Woodland Beings (reverse) Conjure Minor Elementals (reverse) Confusion (reverse)
At Higher Levels. When you cast this spell At Higher Levels. When you cast this spell nothing this turn. 9–10 The creature can act
using certain higher-level spell slots, you using certain higher-level spell slots, you and move normally. At the end of each of its
choose one of the summoning options above, choose one of the summoning options above, turns, an affected target can make a Wisdom
and more creatures appear: twice as many and more creatures appear: twice as many saving throw. If it succeeds, this effect ends for
with a 6th-level slot and three times as many with a 6th-level slot and three times as many that target. At Higher Levels. When you cast
with an 8th-level slot. with an 8th-level slot. this spell using a spell slot of 5th level or
higher, the radius of the sphere increases by 5
feet for each slot level above 4th.

Dominate Beast (reverse) Control Water (reverse)


your next turn, the creature takes only the effect. If this effect produced a wave, the wave
actions you choose, and doesn't do anything repeats on the start of your next turn while the
that you don't allow it to do. During this time, flood effect lasts. Part Water. You cause water
you can also cause the creature to use a in the area to move apart and create a trench.
reaction, but this requires you to use your own The trench extends across the spell's area, and
reaction as well. Each time the target takes the separated water forms a wall to either side.
damage, it makes a new Wisdom saving throw The trench remains until the spell ends or you
against the spell. If the saving throw succeeds, choose a different effect. The water then
the spell ends. At Higher Levels. When you slowly fills in the trench over the course of the
cast this spell with a 5th-level spell slot, the next round until the normal water level is
duration is concentration, up to 10 minutes. restored. Redirect Flow. You cause flowing
When you use a 6th-level spell slot, the water in the area to move in a direction you
duration is concentration, up to 1 hour. When choose, even if the water has to flow over
you use a spell slot of 7th level or higher, the obstacles, up walls, or in other unlikely
duration is concentration, up to 8 hours. directions. The water in the area moves as you
direct it, but once it moves beyond the spell's
area, it resumes its flow based on the terrain
conditions. The water continues to move in
the direction you chose until the spell ends or
you choose a different effect. Whirlpool. This
effect requires a body of water at least 50 feet
square and 25 feet deep. You cause a whirlpool
to form in the center of the area. The
whirlpool forms a vortex that is 5 feet wide at
the base, up to 50 feet wide at the top, and 25
feet tall. Any creature or object in the water

Hallucinatory Terrain (reverse)


image superimposed on the terrain.
Page 5

Ice Storm Locate Creature Polymorph


Druid Level 4 Evocation DC 16 Spell Mod +8 Druid Level 4 Divination DC 16 Spell Mod +8 Druid Level 4 Transmutation DC 16 Spell Mod +8
1 Act. 300 ft V,S,M Inst 1 Act. Self V,S,M Conc, 1 hr 1 Act. 60 ft V,S,M Conc, 1 hr
A pinch of dust and a few drops of water A bit of fur from a bloodhound A caterpillar cocoon

A hail of rock-hard ice pounds to the ground Describe or name a creature that is familiar to This spell transforms a creature that you can
in a 20-foot-radius, 40-foot-high cylinder you. You sense the direction to the creature's see within range into a new form. An
centered on a point within range. Each location, as long as that creature is within unwilling creature must make a Wisdom
creature in the cylinder must make a Dexterity 1,000 feet of you. If the creature is moving, saving throw to avoid the effect. The spell has
saving throw. A creature takes 2d8 you know the direction of its movement. The no effect on a shapechanger or a creature with
bludgeoning damage and 4d6 cold damage on spell can locate a specific creature known to 0 hit points. The transformation lasts for the
a failed save, or half as much damage on a you, or the nearest creature of a specific kind duration, or until the target drops to 0 hit
successful one. Hailstones turn the storm's (such as a human or a unicorn), so long as you points or dies. The new form can be any beast
area of effect into difficult terrain until the end have seen such a creature up close—within 30 whose challenge rating is equal to or less than
of your next turn. At Higher Levels. When you feet—at least once. If the creature you the target's (or the target's level, if it doesn't
cast this spell using a spell slot of 5th level or described or named is in a different form, such have a challenge rating). The target's game
higher, the bludgeoning damage increases by as being under the effects of a polymorph statistics, including mental ability scores, are
1d8 for each slot level above 4th. spell, this spell doesn't locate the creature. replaced by the statistics of the chosen beast.
This spell can't locate a creature if running It retains its alignment and personality. The
water at least 10 feet wide blocks a direct path target assumes the hit points of its new form.
between you and the creature. When it reverts to its normal form, the
creature returns to the number of hit points it
had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess

Stone Shape Stoneskin Wall of Fire


Druid Level 4 Transmutation DC 16 Spell Mod +8 Druid Level 4 Abjuration DC 16 Spell Mod +8 Druid Level 4 Evocation DC 16 Spell Mod +8
1 Act. Touch V,S,M Inst 1 Act. Touch V,S,M Conc, 1 hr 1 Act. 120 ft V,S,M Conc, 1 min
Soft clay, which must be worked into roughly the Diamond dust worth 100 gp, which the spell A small piece of phosphorus
desired shape of the stone object consumes

You touch a stone object of Medium size or This spell turns the flesh of a willing creature You create a wall of fire on a solid surface
smaller or a section of stone no more than 5 you touch as hard as stone. Until the spell within range. You can make the wall up to 60
feet in any dimension and form it into any ends, the target has resistance to nonmagical feet long, 20 feet high, and 1 foot thick, or a
shape that suits your purpose. So, for example, bludgeoning, piercing, and slashing damage. ringed wall up to 20 feet in diameter, 20 feet
you could shape a large rock into a weapon, high, and 1 foot thick. The wall is opaque and
idol, or coffer, or make a small passage lasts for the duration. When the wall appears,
through a wall, as long as the wall is less than each creature within its area must make a
5 feet thick. You could also shape a stone door Dexterity saving throw. On a failed save, a
or its frame to seal the door shut. The object creature takes 5d8 fire damage, or half as
you create can have up to two hinges and a much damage on a successful save. One side of
latch, but finer mechanical detail isn't the wall, selected by you when you cast this
possible. spell, deals 5d8 fire damage to each creature
that ends its turn within 10 feet of that side or
inside the wall. A creature takes the same
damage when it enters the wall for the first
time on a turn or ends its turn there. The other
side of the wall deals no damage. At Higher
Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage

Conjure Fey Find the Path Heal


Druid Level 6 Conjuration DC 16 Spell Mod +8 Druid Level 6 Divination DC 16 Spell Mod +8 Druid Level 6 Evocation DC 16 Spell Mod +8
1 min 90 ft V,S Conc, 1 hr 1 min Self V,S,M Conc, 1 day 1 Act. 60 ft V,S Inst
A set of divinatory tools-such as bones, ivory sticks,
cards, teeth, or carved runes—worth 100 gp and an
object from the location you wish to find

You summon a fey creature of challenge rating This spell allows you to find the shortest, most Choose a creature that you can see within
6 or lower, or a fey spirit that takes the form of direct physical route to a specific fixed range. A surge of positive energy washes
a beast of challenge rating 6 or lower. It location that you are familiar with on the through the creature, causing it to regain 70
appears in an unoccupied space that you can same plane of existence. If you name a hit points. This spell also ends blindness,
see within range. The fey creature disappears destination on another plane of existence, a deafness, and any diseases affecting the target.
when it drops to 0 hit points or when the spell destination that moves (such as a mobile This spell has no effect on constructs or
ends. The fey creature is friendly to you and fortress), or a destination that isn't specific undead. At Higher Levels. When you cast this
your companions for the duration. Roll (such as “a green dragon's lair”), the spell fails. spell using a spell slot of 7th level or higher,
initiative for the creature, which has its own For the duration, as long as you are on the the amount of healing increases by 10 for each
turns. It obeys any verbal commands that you same plane of existence as the destination, you slot level above 6th.
issue to it (no action required by you), as long know how far it is and in what direction it lies.
as they don't violate its alignment. If you don't While you are traveling there, whenever you
issue any commands to the fey creature, it are presented with a choice of paths along the
defends itself from hostile creatures but way, you automatically determine which path
otherwise takes no actions. If your is the shortest and most direct route (but not
concentration is broken, the fey creature necessarily the safest route) to the destination.
doesn't disappear. Instead, you lose control of
the fey creature, it becomes hostile toward you
and your companions, and it might attack. An
Page 5 (reverse)

Polymorph (reverse)
damage carries over to its normal form. As
long as the excess damage doesn't reduce the
creature's normal form to 0 hit points, it isn't
knocked unconscious. The creature is limited
in the actions it can perform by the nature of
its new form, and it can't speak, cast spells, or
take any other action that requires hands or
speech. The target's gear melds into the new
form. The creature can't activate, use, wield, or
otherwise benefit from any of its equipment.

Wall of Fire (reverse)


increases by 1d8 for each slot level above 4th.

Conjure Fey (reverse)


uncontrolled fey creature can't be dismissed
by you, and it disappears 1 hour after you
summoned it. The GM has the fey creature's
statistics. At Higher Levels. When you cast this
spell using a spell slot of 7th level or higher,
the challenge rating increases by 1 for each
slot level above 6th.
Page 6

Heroes' Feast Move Earth Sunbeam


Druid Level 6 Conjuration DC 16 Spell Mod +8 Druid Level 6 Transmutation DC 16 Spell Mod +8 Druid Level 6 Evocation DC 16 Spell Mod +8
10 mins 30 ft V,S,M Inst 1 Act. 120 ft V,S,M Conc, 2 hrs 1 Act. Self V,S,M Conc, 1 min
A gem-encrusted bowl worth at least 1,000 gp, An iron blade and a small bag containing a mixture A magnifying glass
which the spell consumes of soils—clay, loam, and sand

A creature that partakes of the feast gains Choose an area of terrain no larger than 40 A beam of brilliant light flashes out from your
several benefits. The creature is cured of all feet on a side within range. You can reshape hand in a 5-foot-wide, 60-foot-long line. Each
diseases and poison, becomes immune to dirt, sand, or clay in the area in any manner creature in the line must make a Constitution
poison and being frightened, and makes all you choose for the duration. You can raise or saving throw. On a failed save, a creature takes
Wisdom saving throws with advantage. Its hit lower the area's elevation, create or fill in a 6d8 radiant damage and is blinded until your
point maximum also increases by 2d10, and it trench, erect or flatten a wall, or form a pillar. next turn. On a successful save, it takes half as
gains the same number of hit points. These The extent of any such changes can't exceed much damage and isn't blinded by this spell.
benefits last for 24 hours. half the area's largest dimension. So, if you Undead and oozes have disadvantage on this
affect a 40-foot square, you can create a pillar saving throw. You can create a new line of
up to 20 feet high, raise or lower the square's radiance as your action on any turn until the
elevation by up to 20 feet, dig a trench up to 20 spell ends. For the duration, a mote of brilliant
feet deep, and so on. It takes 10 minutes for radiance shines in your hand. It sheds bright
these changes to complete. At the end of every light in a 30-foot radius and dim light for an
10 minutes you spend concentrating on the additional 30 feet. This light is sunlight.
spell, you can choose a new area of terrain to
affect. Because the terrain's transformation
occurs slowly, creatures in the area can't
usually be trapped or injured by the ground's
movement. This spell can't manipulate natural

Transport via Plants Wall of Thorns Wind Walk


Druid Level 6 Conjuration DC 16 Spell Mod +8 Druid Level 6 Conjuration DC 16 Spell Mod +8 Druid Level 6 Transmutation DC 16 Spell Mod +8
1 Act. 10 ft V,S 1 Rnd 1 Act. 120 ft V,S,M Conc, 10 mins 1 min 30 ft V,S,M 8 hrs
A handful of thorns Fire and holy water

This spell creates a magical link between a You create a wall of tough, pliable, tangled You and up to ten willing creatures you can see
Large or larger inanimate plant within range brush bristling with needle-sharp thorns. The within range assume a gaseous form for the
and another plant, at any distance, on the wall appears within range on a solid surface duration, appearing as wisps of cloud. While
same plane of existence. You must have seen and lasts for the duration. You choose to make in this cloud form, a creature has a flying
or touched the destination plant at least once the wall up to 60 feet long, 10 feet high, and 5 speed of 300 feet and has resistance to damage
before. For the duration, any creature can step feet thick or a circle that has a 20-foot from nonmagical weapons. The only actions a
into the target plant and exit from the diameter and is up to 20 feet high and 5 feet creature can take in this form are the Dash
destination plant by using 5 feet of movement. thick. The wall blocks line of sight. When the action or to revert to its normal form.
wall appears, each creature within its area Reverting takes 1 minute, during which time a
must make a Dexterity saving throw. On a creature is incapacitated and can't move. Until
failed save, a creature takes 7d8 piercing the spell ends, a creature can revert to cloud
damage, or half as much damage on a form, which also requires the 1-minute
successful save. A creature can move through transformation. If a creature is in cloud form
the wall, albeit slowly and painfully. For every and flying when the effect ends, the creature
1 foot a creature moves through the wall, it descends 60 feet per round for 1 minute until it
must spend 4 feet of movement. Furthermore, lands, which it does safely. If it can't land after
the first time a creature enters the wall on a 1 minute, the creature falls the remaining
turn or ends its turn there, the creature must distance.
make a Dexterity saving throw. It takes 7d8

Call Lightning Conjure Animals Daylight


Druid Level 3 Conjuration DC 16 Spell Mod +8 Druid Level 3 Conjuration DC 16 Spell Mod +8 Druid Level 3 Evocation DC 16 Spell Mod +8
1 Act. 120 ft V,S Conc, 10 mins 1 Act. 60 ft V,S Conc, 1 hr 1 Act. 60 ft V,S 1 hr

A storm cloud appears in the shape of a You summon fey spirits that take the form of A 60-foot-radius sphere of light spreads out
cylinder that is 10 feet tall with a 60-foot beasts and appear in unoccupied spaces that from a point you choose within range. The
radius, centered on a point you can see 100 you can see within range. Choose one of the sphere is bright light and sheds dim light for
feet directly above you. The spell fails if you following options for what appears: • One an additional 60 feet. If you chose a point on
can't see a point in the air where the storm beast of challenge rating 2 or lower • Two an object you are holding or one that isn't
cloud could appear (for example, if you are in a beasts of challenge rating 1 or lower • Four being worn or carried, the light shines from
room that can't accommodate the cloud). beasts of challenge rating 1/2 or lower • Eight the object and moves with it. Completely
When you cast the spell, choose a point you beasts of challenge rating 1/4 or lower Each covering the affected object with an opaque
can see within range. A bolt of lightning beast is also considered fey, and it disappears object, such as a bowl or a helm, blocks the
flashes down from the cloud to that point. when it drops to 0 hit points or when the spell light. If any of this spell's area overlaps with
Each creature within 5 feet of that point must ends. The summoned creatures are friendly to an area of darkness created by a spell of 3rd
make a Dexterity saving throw. A creature you and your companions. Roll initiative for level or lower, the spell that created the
takes 3d10 lightning damage on a failed save, the summoned creatures as a group, which darkness is dispelled.
or half as much damage on a successful one. has its own turns. They obey any verbal
On each of your turns until the spell ends, you commands that you issue to them (no action
can use your action to call down lightning in required by you). If you don't issue any
this way again, targeting the same point or a commands to them, they defend themselves
different one. If you are outdoors in stormy from hostile creatures, but otherwise take no
conditions when you cast this spell, the spell actions. The GM has the creatures' statistics.
Page 6 (reverse)

Move Earth (reverse)


stone or stone construction. Rocks and
structures shift to accommodate the new
terrain. If the way you shape the terrain would
make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect
plant growth. The moved earth carries any
plants along with it.

Wall of Thorns (reverse)


slashing damage on a failed save, or half as
much damage on a successful one. At Higher
Levels. When you cast this spell using a spell
slot of 7th level or higher, both types of
damage increase by 1d8 for each slot level
above 6th.

Conjure Animals (reverse) Call Lightning (reverse)


At Higher Levels. When you cast this spell gives you control over the existing storm
using certain higher-level spell slots, you instead of creating a new one. Under such
choose one of the summoning options above, conditions, the spell's damage increases by
and more creatures appear: twice as many 1d10. At Higher Levels. When you cast this
with a 5th-level slot, three times as many with spell using a spell slot of 4th or higher level,
a 7th-level slot, and four times as many with a the damage increases by 1d10 for each slot
9th-level slot. level above 3rd.
Page 7

Dispel Magic Meld into Stone (ritual) Plant Growth


Druid Level 3 Abjuration DC 16 Spell Mod +8 Druid Level 3 Transmutation DC 16 Spell Mod +8 Druid Level 3 Transmutation DC 16 Spell Mod +8
1 Act. 120 ft V,S Inst 1 Act. Touch V,S 8 hrs 1 Act. or 8150
hrsft V,S Inst

Choose one creature, object, or magical effect You step into a stone object or surface large This spell channels vitality into plants within
within range. Any spell of 3rd level or lower enough to fully contain your body, melding a specific area. There are two possible uses for
on the target ends. For each spell of 4th level yourself and all the equipment you carry with the spell, granting either immediate or
or higher on the target, make an ability check the stone for the duration. Using your long-term benefits. If you cast this spell using
using your spellcasting ability. The DC equals movement, you step into the stone at a point 1 action, choose a point within range. All
10 + the spell's level. On a successful check, the you can touch. Nothing of your presence normal plants in a 100-foot radius centered on
spell ends. At Higher Levels. When you cast remains visible or otherwise detectable by that point become thick and overgrown. A
this spell using a spell slot of 4th level or nonmagical senses. While merged with the creature moving through the area must spend
higher, you automatically end the effects of a stone, you can't see what occurs outside it, and 4 feet of movement for every 1 foot it moves.
spell on the target if the spell's level is equal to any Wisdom (Perception) checks you make to You can exclude one or more areas of any size
or less than the level of the spell slot you used. hear sounds outside it are made with within the spell's area from being affected. If
disadvantage. You remain aware of the you cast this spell over 8 hours, you enrich the
passage of time and can cast spells on yourself land. All plants in a half-mile radius centered
while merged in the stone. You can use your on a point within range become enriched for 1
movement to leave the stone where you year. The plants yield twice the normal
entered it, which ends the spell. You otherwise amount of food when harvested.
can't move. Minor physical damage to the
stone doesn't harm you, but its partial
destruction or a change in its shape (to the

Protection from Energy Sleet Storm Speak with Plants


Druid Level 3 Abjuration DC 16 Spell Mod +8 Druid Level 3 Conjuration DC 16 Spell Mod +8 Druid Level 3 Transmutation DC 16 Spell Mod +8
1 Act. Touch V,S Conc, 1 hr 1 Act. 150 ft V,S,M Conc, 1 min 1 Act. Self V,S 10 mins
A pinch of dust and a few drops of water

For the duration, the willing creature you Until the spell ends, freezing rain and sleet fall You imbue plants within 30 feet of you with
touch has resistance to one damage type of in a 20-foot-tall cylinder with a 40-foot radius limited sentience and animation, giving them
your choice: acid, cold, fire, lightning, or centered on a point you choose within range. the ability to communicate with you and
thunder. The area is heavily obscured, and exposed follow your simple commands. You can
flames in the area are doused. The ground in question plants about events in the spell's area
the area is covered with slick ice, making it within the past day, gaining information
difficult terrain. When a creature enters the about creatures that have passed, weather,
spell's area for the first time on a turn or starts and other circumstances. You can also turn
its turn there, it must make a Dexterity saving difficult terrain caused by plant growth (such
throw. On a failed save, it falls prone. If a as thickets and undergrowth) into ordinary
creature is concentrating in the spell's area, terrain that lasts for the duration. Or you can
the creature must make a successful turn ordinary terrain where plants are present
Constitution saving throw against your spell into difficult terrain that lasts for the
save DC or lose concentration. duration, causing vines and branches to
hinder pursuers, for example. Plants might be
able to perform other tasks on your behalf, at
the GM's discretion. The spell doesn't enable
plants to uproot themselves and move about,
but they can freely move branches, tendrils,

Water Breathing (ritual) Water Walk (ritual) Wind Wall


Druid Level 3 Transmutation DC 16 Spell Mod +8 Druid Level 3 Transmutation DC 16 Spell Mod +8 Druid Level 3 Evocation DC 16 Spell Mod +8
1 Act. 30 ft V,S,M 24 hrs 1 Act. 30 ft V,S,M 1 hr 1 Act. 120 ft V,S,M Conc, 1 min
A short reed or piece of straw A piece of cork A tiny fan and a feather of exotic origin

This spell grants up to ten willing creatures This spell grants the ability to move across any A wall of strong wind rises from the ground at
you can see within range the ability to breathe liquid surface—such as water, acid, mud, a point you choose within range. You can
underwater until the spell ends. Affected snow, quicksand, or lava—as if it were make the wall up to 50 feet long, 15 feet high,
creatures also retain their normal mode of harmless solid ground (creatures crossing and 1 foot thick. You can shape the wall in any
respiration. molten lava can still take damage from the way you choose so long as it makes one
heat). Up to ten willing creatures you can see continuous path along the ground. The wall
within range gain this ability for the duration. lasts for the duration. When the wall appears,
If you target a creature submerged in a liquid, each creature within its area must make a
the spell carries the target to the surface of the Strength saving throw. A creature takes 3d8
liquid at a rate of 60 feet per round. bludgeoning damage on a failed save, or half
as much damage on a successful one. The
strong wind keeps fog, smoke, and other gases
at bay. Small or smaller flying creatures or
objects can't pass through the wall. Loose,
lightweight materials brought into the wall fly
upward. Arrows, bolts, and other ordinary
projectiles launched at targets behind the wall
are deflected upward and automatically miss.
(Boulders hurled by giants or siege engines,
Page 7 (reverse)

Meld into Stone (reverse)


extent that you no longer fit within it) expels
you and deals 6d6 bludgeoning damage to you.
The stone's complete destruction (or
transmutation into a different substance)
expels you and deals 50 bludgeoning damage
to you. If expelled, you fall prone in an
unoccupied space closest to where you first
entered.

Speak with Plants (reverse)


and stalks. If a plant creature is in the area,
you can communicate with it as if you shared a
common language, but you gain no magical
ability to influence it. This spell can cause the
plants created by the entangle spell to release
a restrained creature.

Wind Wall (reverse)


and similar projectiles, are unaffected.)
Creatures in gaseous form can't pass through
it.
Page 8

Animal Messenger (ritual) Barkskin Darkvision


Druid Level 2 Enchantment DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8
1 Act. 30 ft V,S,M 24 hrs 1 Act. Touch V,S,M Conc, 1 hr 1 Act. Touch V,S,M 8 hrs
A morsel of food A handful of oak bark Either a pinch of dried carrot or an agate

By means of this spell, you use an animal to You touch a willing creature. Until the spell You touch a willing creature to grant it the
deliver a message. Choose a Tiny beast you can ends, the target's skin has a rough, bark-like ability to see in the dark. For the duration, that
see within range, such as a squirrel, a blue jay, appearance, and the target's AC can't be less creature has darkvision out to a range of 60
or a bat. You specify a location, which you than 16, regardless of what kind of armor it is feet.
must have visited, and a recipient who wearing.
matches a general description, such as “a man
or woman dressed in the uniform of the town
guard” or “a red-haired dwarf wearing a
pointed hat.” You also speak a message of up
to twenty-five words. The target beast travels
for the duration of the spell toward the
specified location, covering about 50 miles per
24 hours for a flying messenger, or 25 miles
for other animals. When the messenger
arrives, it delivers your message to the
creature that you described, replicating the
sound of your voice. The messenger speaks
only to a creature matching the description
you gave. If the messenger doesn't reach its

Enhance Ability Find Traps Flame Blade


Druid Level 2 Transmutation DC 16 Spell Mod +8 Druid Level 2 Divination DC 16 Spell Mod +8 Druid Level 2 Evocation DC 16 Spell Mod +8
1 Act. Touch V,S,M Conc, 1 hr. 1 Act. 120 ft V,S Inst 1 B.A. Self V,S,M Conc, 10 mins
Fur or a feather from a beast Leaf of sumac

You touch a creature and bestow upon it a You sense the presence of any trap within You evoke a fiery blade in your free hand. The
magical enhancement. Choose one of the range that is within line of sight. A trap, for blade is similar in size and shape to a scimitar,
following effects; the target gains that effect the purpose of this spell, includes anything and it lasts for the duration. If you let go of the
until the spell ends. Bear's Endurance. The that would inflict a sudden or unexpected blade, it disappears, but you can evoke the
target has advantage on Constitution checks. effect you consider harmful or undesirable, blade again as a bonus action. You can use
It also gains 2d6 temporary hit points, which which was specifically intended as such by its your action to make a melee spell attack with
are lost when the spell ends. Bull's Strength. creator. Thus, the spell would sense an area the fiery blade. On a hit, the target takes 3d6
The target has advantage on Strength checks, affected by the alarm spell, a glyph of fire damage. The flaming blade sheds bright
and his or her carrying capacity doubles. Cat's warding, or a mechanical pit trap, but it would light in a 10-foot radius and dim light for an
Grace. The target has advantage on Dexterity not reveal a natural weakness in the floor, an additional 10 feet. At Higher Levels. When you
checks. It also doesn't take damage from unstable ceiling, or a hidden sinkhole. This cast this spell using a spell slot of 4th level or
falling 20 feet or less if it isn't incapacitated. spell merely reveals that a trap is present. You higher, the damage increases by 1d6 for every
Eagle's Splendor. The target has advantage on don't learn the location of each trap, but you two slot levels above 2nd.
Charisma checks. Fox's Cunning. The target do learn the general nature of the danger
has advantage on Intelligence checks. Owl's posed by a trap you sense.
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each

Flaming Sphere Gust of Wind Heat Metal


Druid Level 2 Conjuration DC 16 Spell Mod +8 Druid Level 2 Evocation DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. Self V,S,M Conc, 1 min 1 Act. 60 ft V,S,M Conc, 1 min
A bit of tallow, a pinch of brimstone, and a dusting of A legume seed A piece of iron and a flame
powdered iron

A 5-foot-diameter sphere of fire appears in an A line of strong wind 60 feet long and 10 feet Choose a manufactured metal object, such as a
unoccupied space of your choice within range wide blasts from you in a direction you choose metal weapon or a suit of heavy or medium
and lasts for the duration. Any creature that for the spell's duration. Each creature that metal armor, that you can see within range.
ends its turn within 5 feet of the sphere must starts its turn in the line must succeed on a You cause the object to glow red-hot. Any
make a Dexterity saving throw. The creature Strength saving throw or be pushed 15 feet creature in physical contact with the object
takes 2d6 fire damage on a failed save, or half away from you in a direction following the takes 2d8 fire damage when you cast the spell.
as much damage on a successful one. As a line. Any creature in the line must spend 2 feet Until the spell ends, you can use a bonus
bonus action, you can move the sphere up to of movement for every 1 foot it moves when action on each of your subsequent turns to
30 feet. If you ram the sphere into a creature, moving closer to you. The gust disperses gas or cause this damage again. If a creature is
that creature must make the saving throw vapor, and it extinguishes candles, torches, holding or wearing the object and takes the
against the sphere's damage, and the sphere and similar unprotected flames in the area. It damage from it, the creature must succeed on
stops moving this turn. When you move the causes protected flames, such as those of a Constitution saving throw or drop the object
sphere, you can direct it over barriers up to 5 lanterns, to dance wildly and has a 50 percent if it can. If it doesn't drop the object, it has
feet tall and jump it across pits up to 10 feet chance to extinguish them. As a bonus action disadvantage on attack rolls and ability checks
wide. The sphere ignites flammable objects on each of your turns before the spell ends, until the start of your next turn. At Higher
not being worn or carried, and it sheds bright you can change the direction in which the line Levels. When you cast this spell using a spell
light in a 20-foot radius and dim light for an blasts from you. slot of 3rd level or higher, the damage
additional 20 feet. At Higher Levels. When you increases by 1d8 for each slot level above 2nd.
cast this spell using a spell slot of 3rd level or
Page 8 (reverse)

Animal Messenger (reverse)


destination before the spell ends, the message
is lost, and the beast makes its way back to
where you cast this spell. At Higher Levels. If
you cast this spell using a spell slot of 3nd level
or higher, the duration of the spell increases
by 48 hours for each slot level above 2nd.

Enhance Ability (reverse)


slot level above 2nd.

Flaming Sphere (reverse)


higher, the damage increases by 1d6 for each
slot level above 2nd.
Page 9

Hold Person Lesser Restoration Locate Animals or Plants (ritual)


Druid Level 2 Enchantment DC 16 Spell Mod +8 Druid Level 2 Abjuration DC 16 Spell Mod +8 Druid Level 2 Divination DC 16 Spell Mod +8
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. Touch V,S Inst 1 Act. Self V,S,M Inst
A small, straight piece of iron A bit of fur from a bloodhound

Choose a humanoid that you can see within You touch a creature and can end either one Describe or name a specific kind of beast or
range. The target must succeed on a Wisdom disease or one condition afflicting it. The plant. Concentrating on the voice of nature in
saving throw or be paralyzed for the duration. condition can be blinded, deafened, paralyzed, your surroundings, you learn the direction
At the end of each of its turns, the target can or poisoned. and distance to the closest creature or plant of
make another Wisdom saving throw. On a that kind within 5 miles, if any are present.
success, the spell ends on the target. At Higher
Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one
additional humanoid for each slot level above
2nd. The humanoids must be within 30 feet of
each other when you target them.

Locate Object Moonbeam Pass without Trace


Druid Level 2 Divination DC 16 Spell Mod +8 Druid Level 2 Evocation DC 16 Spell Mod +8 Druid Level 2 Abjuration DC 16 Spell Mod +8
1 Act. Self V,S,M Conc, 10 mins 1 Act. 120 ft V,S,M Conc, 1 min 1 Act. Self V,S,M Conc, 1 hr
A forked twig Several seeds of any moonseed plant and a piece of Ashes from a burned leaf of mistletoe and a sprig of
opalescent feldspar spruce

Describe or name an object that is familiar to A silvery beam of pale light shines down in a A veil of shadows and silence radiates from
you. You sense the direction to the object's 5-foot radius, 40-foot-high cylinder centered you, masking you and your companions from
location, as long as that object is within 1,000 on a point within range. Until the spell ends, detection. For the duration, each creature you
feet of you. If the object is in motion, you know dim light fills the cylinder. When a creature choose within 30 feet of you (including you)
the direction of its movement. The spell can enters the spell's area for the first time on a has a +10 bonus to Dexterity (Stealth) checks
locate a specific object known to you, as long turn or starts its turn there, it is engulfed in and can't be tracked except by magical means.
as you have seen it up close—within 30 ghostly flames that cause searing pain, and it A creature that receives this bonus leaves
feet—at least once. Alternatively, the spell can must make a Constitution saving throw. It behind no tracks or other traces of its passage.
locate the nearest object of a particular kind, takes 2d10 radiant damage on a failed save, or
such as a certain kind of apparel, jewelry, half as much damage on a successful one. A
furniture, tool, or weapon. This spell can't shapechanger makes its saving throw with
locate an object if any thickness of lead, even a disadvantage. If it fails, it also instantly
thin sheet, blocks a direct path between you reverts to its original form and can't assume a
and the object. different form until it leaves the spell's light.
On each of your turns after you cast this spell,
you can use an action to move the beam 60
feet in any direction. At Higher Levels. When
you cast this spell using a spell slot of 3rd level
or higher, the damage increases by 1d10 for

Protection from Poison Spider Climb Spike Growth


Druid Level 2 Abjuration DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8 Druid Level 2 Transmutation DC 16 Spell Mod +8
1 Act. Touch V,S 1 hr 1 Act. Touch V,S,M Conc, 1 hr 1 Act. 150 ft V,S,M Conc, 10 mins
A drop of bitumen and a spider Seven sharp thorns or seven small twigs, each
sharpened to a point

You touch a creature. If it is poisoned, you Until the spell ends, one willing creature you The ground in a 20-foot radius centered on a
neutralize the poison. If more than one poison touch gains the ability to move up, down, and point within range twists and sprouts hard
afflicts the target, you neutralize one poison across vertical surfaces and upside down along spikes and thorns. The area becomes difficult
that you know is present, or you neutralize ceilings, while leaving its hands free. The terrain for the duration. When a creature
one at random. For the duration, the target target also gains a climbing speed equal to its moves into or within the area, it takes 2d4
has advantage on saving throws against being walking speed. piercing damage for every 5 feet it travels. The
poisoned, and it has resistance to poison transformation of the ground is camouflaged
damage. to look natural. Any creature that can't see the
area at the time the spell is cast must make a
Wisdom (Perception) check against your spell
save DC to recognize the terrain as hazardous
before entering it.
Page 9 (reverse)

Moonbeam (reverse)
each slot level above 2nd.
Page 10

Antilife Shell Awaken Commune with Nature (ritual)


Druid Level 5 Abjuration DC 16 Spell Mod +8 Druid Level 5 Transmutation DC 16 Spell Mod +8 Druid Level 5 Divination DC 16 Spell Mod +8
1 Act. Self V,S Conc, 1 hr 8 hrs Touch V,S,M Inst 1 min Self V,S Inst
An agate worth at least 1,000 gp, which the spell
consumes

A shimmering barrier extends out from you in After spending the casting time tracing You briefly become one with nature and gain
a 10-foot radius and moves with you, magical pathways within a precious knowledge of the surrounding territory. In the
remaining centered on you and hedging out gemstone, you touch a Huge or smaller beast outdoors, the spell gives you knowledge of the
creatures other than undead and constructs. or plant. The target must have either no land within 3 miles of you. In caves and other
The barrier lasts for the duration. The barrier Intelligence score or an Intelligence of 3 or natural underground settings, the radius is
prevents an affected creature from passing or less. The target gains an Intelligence of 10. The limited to 300 feet. The spell doesn't function
reaching through. An affected creature can target also gains the ability to speak one where nature has been replaced by
cast spells or make attacks with ranged or language you know. If the target is a plant, it construction, such as in dungeons and towns.
reach weapons through the barrier. If you gains the ability to move its limbs, roots, You instantly gain knowledge of up to three
move so that an affected creature is forced to vines, creepers, and so forth, and it gains facts of your choice about any of the following
pass through the barrier, the spell ends. senses similar to a human's. Your GM chooses subjects as they relate to the area: • terrain and
statistics appropriate for the awakened plant, bodies of water • prevalent plants, minerals,
such as the statistics for the awakened shrub animals, or peoples • powerful celestials, fey,
or the awakened tree. The awakened beast or fiends, elementals, or undead • influence from
plant is charmed by you for 30 days or until other planes of existence • buildings For
you or your companions do anything harmful example, you could determine the location of
to it. When the charmed condition ends, the powerful undead in the area, the location of
awakened creature chooses whether to remain major sources of safe drinking water, and the
friendly to you, based on how you treated it location of any nearby towns.

Conjure Elemental Contagion Geas


Druid Level 5 Conjuration DC 16 Spell Mod +8 Druid Level 5 Necromancy DC 16 Spell Mod +8 Druid Level 5 Enchantment DC 16 Spell Mod +8
1 min 90 ft V,S,M Conc, 1 hr 1 Act. Touch V,S 7 days 1 min 60 ft V 30 days
Burning incense for air, soft clay for earth, sulfur and
phosphorus for fire, or water and sand for water

You call forth an elemental servant. Choose an Your touch inflicts disease. Make a melee spell You place a magical command on a creature
area of air, earth, fire, or water that fills a attack against a creature within your reach. that you can see within range, forcing it to
10-foot cube within range. An elemental of On a hit, you afflict the creature with a disease carry out some service or refrain from some
challenge rating 5 or lower appropriate to the of your choice from any of the ones described action or course of activity as you decide. If the
area you chose appears in an unoccupied below. At the end of each of the target's turns, creature can understand you, it must succeed
space within 10 feet of it. For example, a fire it must make a Constitution saving throw. on a Wisdom saving throw or become
elemental emerges from a bonfire, and an After failing three of these saving throws, the charmed by you for the duration. While the
earth elemental rises up from the ground. The disease's effects last for the duration, and the creature is charmed by you, it takes 5d10
elemental disappears when it drops to 0 hit creature stops making these saves. After psychic damage each time it acts in a manner
points or when the spell ends. The elemental is succeeding on three of these saving throws, directly counter to your instructions, but no
friendly to you and your companions for the the creature recovers from the disease, and the more than once each day. A creature that can't
duration. Roll initiative for the elemental, spell ends. Since this spell induces a natural understand you is unaffected by the spell. You
which has its own turns. It obeys any verbal disease in its target, any effect that removes a can issue any command you choose, short of
commands that you issue to it (no action disease or otherwise ameliorates a disease's an activity that would result in certain death.
required by you). If you don't issue any effects apply to it. Blinding Sickness. Pain Should you issue a suicidal command, the
commands to the elemental, it defends itself grips the creature's mind, and its eyes turn spell ends. You can end the spell early by using
from hostile creatures but otherwise takes no milky white. The creature has disadvantage on an action to dismiss it. A remove curse, greater
actions. If your concentration is broken, the Wisdom checks and Wisdom saving throws restoration, or wish spell also ends it. At
elemental doesn't disappear. Instead, you lose and is blinded. Filth Fever. A raging fever Higher Levels. When you cast this spell using a

Greater Restoration Insect Plague Mass Cure Wounds


Druid Level 5 Abjuration DC 16 Spell Mod +8 Druid Level 5 Conjuration DC 16 Spell Mod +8 Druid Level 5 Evocation DC 16 Spell Mod +8
1 Act. Touch V,S,M Inst 1 Act. 300 ft V,S,M Conc, 10 mins 1 Act. 60 ft V,S Inst
Diamond dust worth at least 100 gp, which the spell A few grains of sugar, some kernels of grain, and a
consumes smear of fat

You imbue a creature you touch with positive Swarming, biting locusts fill a 20-foot-radius A wave of healing energy washes out from a
energy to undo a debilitating effect. You can sphere centered on a point you choose within point of your choice within range. Choose up
reduce the target's exhaustion level by one, or range. The sphere spreads around corners. The to six creatures in a 30-foot-radius sphere
end one of the following effects on the target: • sphere remains for the duration, and its area is centered on that point. Each target regains hit
One effect that charmed or petrified the target lightly obscured. The sphere's area is difficult points equal to 3d8 + your spellcasting ability
• One curse, including the target's attunement terrain. When the area appears, each creature modifier. This spell has no effect on undead or
to a cursed magic item • Any reduction to one in it must make a Constitution saving throw. A constructs. At Higher Levels. When you cast
of the target's ability scores • One effect creature takes 4d10 piercing damage on a this spell using a spell slot of 6th level or
reducing the target's hit point maximum failed save, or half as much damage on a higher, the healing increases by 1d8 for each
successful one. A creature must also make this slot level above 5th.
saving throw when it enters the spell's area for
the first time on a turn or ends its turn there.
At Higher Levels. When you cast this spell
using a spell slot of 6th level or higher, the
damage increases by 1d10 for each slot level
above 5th.
Page 10 (reverse)

Awaken (reverse)
while it was charmed.

Geas (reverse) Contagion (reverse) Conjure Elemental (reverse)


spell slot of 7th or 8th level, the duration is 1 sweeps through the creature's body. The control of the elemental, it becomes hostile
year. When you cast this spell using a spell slot creature has disadvantage on Strength checks, toward you and your companions, and it
of 9th level, the spell lasts until it is ended by Strength saving throws, and attack rolls that might attack. An uncontrolled elemental can't
one of the spells mentioned above. use Strength. Flesh Rot. The creature's flesh be dismissed by you, and it disappears 1 hour
decays. The creature has disadvantage on after you summoned it. The GM has the
Charisma checks and vulnerability to all elemental's statistics. At Higher Levels. When
damage. Mindfire. The creature's mind you cast this spell using a spell slot of 6th level
becomes feverish. The creature has or higher, the challenge rating increases by 1
disadvantage on Intelligence checks and for each slot level above 5th.
Intelligence saving throws, and the creature
behaves as if under the effects of the confusion
spell during combat. Seizure. The creature is
overcome with shaking. The creature has
disadvantage on Dexterity checks, Dexterity
saving throws, and attack rolls that use
Dexterity. Slimy Doom. The creature begins to
bleed uncontrollably. The creature has
disadvantage on Constitution checks and
Constitution saving throws. In addition,
whenever the creature takes damage, it is
stunned until the end of its next turn.
Page 11

Planar Binding Reincarnate Scrying


Druid Level 5 Abjuration DC 16 Spell Mod +8 Druid Level 5 Transmutation DC 16 Spell Mod +8 Druid Level 5 Divination DC 16 Spell Mod +8
1 hr 60 ft V,S,M 24 hrs 1 hr Touch V,S,M Inst 10 mins Self V,S,M Conc, 10 mins
A jewel worth at least 1,000 gp, which the spell Rare oils and unguents worth at least 1,000 gp, A focus worth at least 1,000 gp, such as a crystal
consumes which the spell consumes ball, a silver mirror, or a font filled with holy water

With this spell, you attempt to bind a celestial, You touch a dead humanoid or a piece of a You can see and hear a particular creature you
an elemental, a fey, or a fiend to your service. dead humanoid. Provided that the creature choose that is on the same plane of existence
The creature must be within range for the has been dead no longer than 10 days, the spell as you. The target must make a Wisdom
entire casting of the spell. (Typically, the forms a new adult body for it and then calls saving throw, which is modified by how well
creature is first summoned into the center of the soul to enter that body. If the target's soul you know the target and the sort of physical
an inverted magic circle in order to keep it isn't free or willing to do so, the spell fails. The connection you have to it. If a target knows
trapped while this spell is cast.) At the magic fashions a new body for the creature to you're casting this spell, it can fail the saving
completion of the casting, the target must inhabit, which likely causes the creature's race throw voluntarily if it wants to be observed.
make a Charisma saving throw. On a failed to change. The GM rolls a d100 and consults Knowledge Save Modifier Secondhand (you
save, it is bound to serve you for the duration. the following table to determine what form have heard of the target) +5 Firsthand (you
If the creature was summoned or created by the creature takes when restored to life, or the have met the target) +0 Familiar (you know
another spell, that spell's duration is extended GM chooses a form. d100 Race 01–04 the target well) -5 Connection Save Modifier
to match the duration of this spell. A bound Dragonborn 05–13 Dwarf, hill 14–21 Dwarf, Likeness or picture -2 Possession or garment
creature must follow your instructions to the mountain 22–25 Elf, dark 26–34 Elf, high -4 Body part, lock of hair, bit of nail, or the
best of its ability. You might command the 35–42 Elf, wood 43–46 Gnome, forest 47–52 like -10 On a successful save, the target isn't
creature to accompany you on an adventure, Gnome, rock 53–56 Half-elf 57–60 Half-orc affected, and you can't use this spell against it
to guard a location, or to deliver a message. 61–68 Halfling, lightfoot 69–76 Halfling, stout again for 24 hours. On a failed save, the spell
The creature obeys the letter of your 77–96 Human 97–00 Tiefling The reincarnated creates an invisible sensor within 10 feet of the
instructions, but if the creature is hostile to creature recalls its former life and target. You can see and hear through the

Tree Stride Wall of Stone Animal Shapes


Druid Level 5 Conjuration DC 16 Spell Mod +8 Druid Level 5 Evocation DC 16 Spell Mod +8 Druid Level 8 Transmutation DC 16 Spell Mod +8
1 Act. Self V,S Conc, 1 min 1 Act. 120 ft V,S,M Conc, 10 mins 1 Act. 30 ft V,S Conc, 24 hrs
A small block of granite

You gain the ability to enter a tree and move A nonmagical wall of solid stone springs into Your magic turns others into beasts. Choose
from inside it to inside another tree of the existence at a point you choose within range. any number of willing creatures that you can
same kind within 500 feet. Both trees must be The wall is 6 inches thick and is composed of see within range. You transform each target
living and at least the same size as you. You ten 10-foot by 10-foot panels. Each panel must into the form of a Large or smaller beast with a
must use 5 feet of movement to enter a tree. be contiguous with at least one other panel. challenge rating of 4 or lower. On subsequent
You instantly know the location of all other Alternatively, you can create 10-foot by turns, you can use your action to transform
trees of the same kind within 500 feet and, as 20-foot panels that are only 3 inches thick. If affected creatures into new forms. The
part of the move used to enter the tree, can the wall cuts through a creature's space when transformation lasts for the duration for each
either pass into one of those trees or step out it appears, the creature is pushed to one side of target, or until the target drops to 0 hit points
of the tree you're in. You appear in a spot of the wall (your choice). If a creature would be or dies. You can choose a different form for
your choice within 5 feet of the destination surrounded on all sides by the wall (or the wall each target. A target's game statistics are
tree, using another 5 feet of movement. If you and another solid surface), that creature can replaced by the statistics of the chosen beast,
have no movement left, you appear within 5 make a Dexterity saving throw. On a success, though the target retains its alignment and
feet of the tree you entered. You can use this it can use its reaction to move up to its speed Intelligence, Wisdom, and Charisma scores.
transportation ability once per round for the so that it is no longer enclosed by the wall. The The target assumes the hit points of its new
duration. You must end each turn outside a wall can have any shape you desire, though it form, and when it reverts to its normal form,
tree. can't occupy the same space as a creature or it returns to the number of hit points it had
object. The wall doesn't need to be vertical or before it transformed. If it reverts as a result of
rest on any firm foundation. It must, however, dropping to 0 hit points, any excess damage

Antipathy/Sympathy Control Weather Earthquake


Druid Level 8 Enchantment DC 16 Spell Mod +8 Druid Level 8 Transmutation DC 16 Spell Mod +8 Druid Level 8 Evocation DC 16 Spell Mod +8
1 hr 60 ft V,S,M 10 days 10 mins Self V,S,M Conc, 8 hrs 1 Act. 500 ft V,S,M Conc, 1 min
Either a lump of alum soaked in vinegar for the Burning incense and bits of earth and wood mixed in A pinch of dirt, a piece of rock, and a lump of clay
antipathy effect or a drop of honey for the sympathy water
effect

This spell attracts or repels creatures of your You take control of the weather within 5 miles You create a seismic disturbance at a point on
choice. You target something within range, of you for the duration. You must be outdoors the ground that you can see within range. For
either a Huge or smaller object or creature or to cast this spell. Moving to a place where you the duration, an intense tremor rips through
an area that is no larger than a 200-foot cube. don't have a clear path to the sky ends the the ground in a 100-foot-radius circle
Then specify a kind of intelligent creature, spell early. When you cast the spell, you centered on that point and shakes creatures
such as red dragons, goblins, or vampires. You change the current weather conditions, which and structures in contact with the ground in
invest the target with an aura that either are determined by the GM based on the that area. The ground in the area becomes
attracts or repels the specified creatures for climate and season. You can change difficult terrain. Each creature on the ground
the duration. Choose antipathy or sympathy precipitation, temperature, and wind. It takes that is concentrating must make a
as the aura's effect. Antipathy. The 1d4 × 10 minutes for the new conditions to Constitution saving throw. On a failed save,
enchantment causes creatures of the kind you take effect. Once they do so, you can change the creature's concentration is broken. When
designated to feel an intense urge to leave the the conditions again. When the spell ends, the you cast this spell and at the end of each turn
area and avoid the target. When such a weather gradually returns to normal. When you spend concentrating on it, each creature
creature can see the target or comes within 60 you change the weather conditions, find a on the ground in the area must make a
feet of it, the creature must succeed on a current condition on the following tables and Dexterity saving throw. On a failed save, the
Wisdom saving throw or become frightened. change its stage by one, up or down. When creature is knocked prone. This spell can have
The creature remains frightened while it can changing the wind, you can change its additional effects depending on the terrain in
see the target or is within 60 feet of it. While direction. Precipitation Stage Condition 1 the area, as determined by the GM. Fissures.
frightened by the target, the creature must use Clear 2 Light clouds 3 Overcast or ground fog Fissures open throughout the spell's area at
Page 11 (reverse)

Scrying (reverse) Reincarnate (reverse) Planar Binding (reverse)


sensor as if you were there. The sensor moves experiences. It retains the capabilities it had in you, it strives to twist your words to achieve
with the target, remaining within 10 feet of it its original form, except it exchanges its its own objectives. If the creature carries out
for the duration. A creature that can see original race for the new one and changes its your instructions completely before the spell
invisible objects sees the sensor as a luminous racial traits accordingly. ends, it travels to you to report this fact if you
orb about the size of your fist. Instead of are on the same plane of existence. If you are
targeting a creature, you can choose a location on a different plane of existence, it returns to
you have seen before as the target of this spell. the place where you bound it and remains
When you do, the sensor appears at that there until the spell ends. At Higher Levels.
location and doesn't move. When you cast this spell using a spell slot of a
higher level, the duration increases to 10 days
with a 6th-level slot, to 30 days with a 7th
level slot, to 180 days with an 8th-level slot,
and to a year and a day with a 9th-level spell
slot.

Animal Shapes (reverse) Wall of Stone (reverse)


carries over to its normal form. As long as the merge with and be solidly supported by
excess damage doesn't reduce the creature's existing stone. Thus, you can use this spell to
normal form to 0 hit points, it isn't knocked bridge a chasm or create a ramp. If you create
unconscious. The creature is limited in the a span greater than 20 feet in length, you must
actions it can perform by the nature of its new halve the size of each panel to create supports.
form, and it can't speak or cast spells. The You can crudely shape the wall to create
target's gear melds into the new form. The crenellations, battlements, and so on. The wall
target can't activate, wield, or otherwise is an object made of stone that can be damaged
benefit from any of its equipment. and thus breached. Each panel has AC 15 and
30 hit points per inch of thickness. Reducing a
panel to 0 hit points destroys it and might
cause connected panels to collapse at the GM's
discretion. If you maintain your concentration
on this spell for its whole duration, the wall
becomes permanent and can't be dispelled.
Otherwise, the wall disappears when the spell
ends.

Earthquake (reverse) Control Weather (reverse) Antipathy/Sympathy (reverse)


the start of your next turn after you cast the 4 Rain, hail, or snow 5 Torrential rain, driving its movement to move to the nearest safe spot
spell. A total of 1d6 such fissures open in hail, or blizzard Temperature Stage Condition from which it can't see the target. If the
locations chosen by the GM. Each is 1d10 × 10 1 Unbearable heat 2 Hot 3 Warm 4 Cool 5 Cold creature moves more than 60 feet from the
feet deep, 10 feet wide, and extends from one 6 Arctic cold Wind Stage Condition 1 Calm 2 target and can't see it, the creature is no longer
edge of the spell's area to the opposite side. A Moderate wind 3 Strong wind 4 Gale 5 Storm frightened, but the creature becomes
creature standing on a spot where a fissure frightened again if it regains sight of the target
opens must succeed on a Dexterity saving or moves within 60 feet of it. Sympathy. The
throw or fall in. A creature that successfully enchantment causes the specified creatures to
saves moves with the fissure's edge as it opens. feel an intense urge to approach the target
A fissure that opens beneath a structure while within 60 feet of it or able to see it.
causes it to automatically collapse (see below). When such a creature can see the target or
Structures. The tremor deals 50 bludgeoning comes within 60 feet of it, the creature must
damage to any structure in contact with the succeed on a Wisdom saving throw or use its
ground in the area when you cast the spell and movement on each of its turns to enter the
at the start of each of your turns until the spell area or move within reach of the target. When
ends. If a structure drops to 0 hit points, it the creature has done so, it can't willingly
collapses and potentially damages nearby move away from the target. If the target
creatures. A creature within half the distance damages or otherwise harms an affected
of a structure's height must make a Dexterity creature, the affected creature can make a
saving throw. On a failed save, the creature Wisdom saving throw to end the effect, as
takes 5d6 bludgeoning damage, is knocked described below. Ending the Effect. If an
prone, and is buried in the rubble, requiring a affected creature ends its turn while not
DC 20 Strength (Athletics) check as an action within 60 feet of the target or able to see it, the
to escape. The GM can adjust the DC higher or creature makes a Wisdom saving throw. On a
lower, depending on the nature of the rubble. successful save, the creature is no longer
On a successful save, the creature takes half as affected by the target and recognizes the
Page 12

Feeblemind Sunburst
Druid Level 8 Enchantment DC 16 Spell Mod +8 Druid Level 8 Evocation DC 16 Spell Mod +8
1 Act. 150 ft V,S,M Inst 1 Act. 150 ft V,S,M Inst
A handful of clay, crystal, glass, or mineral spheres Fire and a piece of sunstone

You blast the mind of a creature that you can Brilliant sunlight flashes in a 60-foot radius
see within range, attempting to shatter its centered on a point you choose within range.
intellect and personality. The target takes 4d6 Each creature in that light must make a
psychic damage and must make an Constitution saving throw. On a failed save, a
Intelligence saving throw. On a failed save, the creature takes 12d6 radiant damage and is
creature's Intelligence and Charisma scores blinded for 1 minute. On a successful save, it
become 1. The creature can't cast spells, takes half as much damage and isn't blinded
activate magic items, understand language, or by this spell. Undead and oozes have
communicate in any intelligible way. The disadvantage on this saving throw. A creature
creature can, however, identify its friends, blinded by this spell makes another
follow them, and even protect them. At the Constitution saving throw at the end of each
end of every 30 days, the creature can repeat of its turns. On a successful save, it is no longer
its saving throw against this spell. If it blinded. This spell dispels any darkness in its
succeeds on its saving throw, the spell ends. area that was created by a spell.
The spell can also be ended by greater
restoration, heal, or wish.
Page 12 (reverse)

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