Infestation Primal Savagery Toll the Dead
0 Conjuration
0 Transmutation
0 Necromancy
Casting Time: 1 Action Range: 30 feet Casting Time: 1 Action Range: Self Casting Time: 1 Action Range: 60 feet
Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: S Duration: InstantaneousComponents: V, S
You cause a cloud of mites, fleas, and other You channel primal magic to cause your teeth or You point at one creature you can see within
parasites to appear momentarily on one creature fingernails to sharpen, ready to deliver a range, and the sound of a dolorous bell fills the
you can see within range. The target must corrosive attack. Make a melee spell attack air around it for a moment. The target must
succeed on a Constitution saving throw, or it against one creature within 5 feet of you. On a succeed on a Wisdom saving throw or take 1d8
takes 1d6 poison damage and moves 5 feet in a hit, the target takes 1d10 acid damage. After you necrotic damage. If the target is missing any of
random direction if it can move and its speed is make the attack, your teeth or fingernails return its hit points, it instead takes 1d12 necrotic
at least 5 feet. Roll a d4 for the direction: 1. , to normal. The spell’s damage increases by 1d10 damage. The spell’s damage increases by one
north; 2, south; 3, east; or 4, west. This when you reach 5th level (2d10), 11th level die when you reach 5th level (2d8 or 2d12), 11th
movement doesn’t provoke opportunity attacks, (3d10), and 17th level (4d10). level (3d8 or 3d12), and 17th level (4d8 or 4d12).
and if the direction rolled is blocked, the target
doesn't move. The spell’s damage increases by
1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
Word of Radiance Cause Fear Ceremony
0 Evocation
1 Necromancy (Concen.)
1 Abjuration (Ritual)
Casting Time: 1 Action Range: 5 feet Casting Time: 1 Action Range: 60 feet Casting Time: 1 Hour Range: Touch
Duration: InstantaneousComponents: V, M Duration: up to 1 min. Components: V Duration: InstantaneousComponents: V, S, M
You utter a divine word, and burning radiance You awaken the sense of mortality in one 25 gp worth of powdered silver which the spell
erupts from you. Each creature of your choice creature you can see within range. A construct or consumes.
that you can see within range must succeed on a an undead is immune to this effect. The target You perform a special religious ceremony that is
Constitution saving throw or take 1d6 radiant must succeed on a Wisdom saving throw or infused with magic. When you cast the spell,
damage. The spell’s damage increases by 1d6 become frightened of you until the spell ends. choose one of the following rites, the target of
when you reach 5th level (2d6), 11th level (3d6), The frightened target can repeat the saving which must be within 10 feet of you throughout
and 17th level (4d6). throw at the end of each of its turns, ending the the casting. Atonement. You touch one willing
effect on itself on a success. creature whose alignment has changed, and you
make a DC 20 Wisdom (Insight) check. On a
successful check, you restore the target to its
At Higher Levels original alignment. Bless Water. You touch one
When you cast this spell using a spell slot of 2nd vial of water and cause it to become holy water.
level or higher, you can target one additional Coming of Age.
creature for each slot level above lst. The
creatures must be within 30 feet of each other
when you target them.
Ceremony Ceremony Chaos Bolt
1 Abjuration (Ritual)
1 Abjuration (Ritual)
1 Evocation
Casting Time: 1 Hour Range: Touch Casting Time: 1 Hour Range: Touch Casting Time: 1 Action Range: 120 feet
Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S
You touch one humanoid who is a young adult. You touch adult humanoids willing to be bonded You hurl an undulating, warbling mass of chaotic
For the next 24 hours, whenever the target together in marriage. For the next 7 days, each energy at one creature in range. Make a ranged
makes an ability check, it can roll a d4 and add target gains a +2 bonus to AC while they are spell attack against the target. On a hit, the
the number rolled to the ability check. A creature within 30 feet of each other. A creature can target takes 2d8 + 1d6 damage. Choose one of
can benefit from this rite only once. Dedication. benefit from this rite again only if widowed. the d8s. The number rolled on that die
You touch one humanoid who wishes to be determines the attacks damage type, as shown
dedicated to your god’s service. For the next 24 below. d8 / Damage Type 1 / Acid 2 / Cold 3 /
hours, whenever the target makes a saving Fire 4 / Force 5 / Lightning 6 / Poison 7 / Psychic
throw, it can roll a d4 and add the number rolled 8 / Thunder If you roll the same number on both
to the save. A creature can benefit from this rite d8s, the chaotic energy leaps from the target to a
only once. Funeral Rite. You touch one corpse, different creature of your choice within 30 feet of
and for the next 7 days, the target can’t become it.
undead by any means short of a wish spell.
Wedding.
Chaos Bolt Snare Snare
1 Evocation
1 Abjuration
1 Abjuration
Casting Time: 1 Action Range: 120 feet Casting Time: 1 Minute Range: Touch Casting Time: 1 Minute Range: Touch
Duration: InstantaneousComponents: V, S Duration: 8 hours Components: S, M 25 Duration: 8 hours Components: S, M 25
Make a new attack roll against the new target, feet of rope, which the feet of rope, which the
spell consumes spell consumes
and make a new damage roll, which could cause
25 feet of ropewhich the spell consumes. That creature must succeed on a Dexterity
the chaotic energy to leap again. A creature can
As you cast this spell, you use the rope to create saving throw or be magically hoisted into the air,
be targeted only once by each casting of this
a circle with a 5-foot radius on the ground or the leaving it hanging upside down 3 feet above the
spell.
floor. When you finish casting, the rope ground or the floor. The creature is restrained
disappears and the circle becomes a magic trap. there until the spell ends. A restrained creature
This trap is nearly invisible, requiring a can make a Dexterity saving throw at the end of
successful Intelligence (Investigation) check each of its turns, ending the effect on itself on a
against your spell save DC to be discerned. The success. Alternatively, the creature or someone
trap triggers when a Small, Medium, or Large else who can reach it can use an action to make
creature moves onto the ground or the floor in an Intelligence (Arcana) check against your spell
At Higher Levels
the spell’s radius. save DC. On a success, the restrained effect
When you cast this spell using a spell slot of 2nd
ends. After the trap is triggered, the spell ends
level or higher, each target takes 1d6 extra
when no creature is restrained by it.
damage of the type rolled for each slot level
above 1st.
Zephyr Strike Dragon’ Breath Healing Spirit
1 Transmutation (Concen.)
2 Transmutation (Concen.)
2 Conjuration (Concen.)
Casting Time: 1 Bonus Range: Self Casting Time: 1 Bonus Range: Touch Casting Time: 1 Bonus Range: 60 feet
Action Action Action
Duration: up to 1 min. Components: V Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S
You move like the wind. Until the spell ends, your You touch one willing creature and imbue it with You call forth a nature spirit to soothe the
movement doesn’t provoke opportunity attacks. the power to spew magical energy from its wounded. The intangible spirit appears in a
Once before the spell ends, you can give yourself mouth, provided it has one. Choose acid, cold, space that is a 5-foot cube you can see within
advantage on one weapon attack roll on your fire, lightning, or poison. Until the spell ends, the range. The spirit looks like a transparent beast or
turn. That attack deals an extra 1d8 force creature can use an action to exhale energy of fey (your choice). Until the spell ends, whenever
damage on a hit. Whether you hit or miss, your the chosen type in a 15-foot cone. Each creature you or a creature you can see moves into the
walking speed increases by 30 feet until the end in that area must make a Dexterity saving throw, spirits space for the first time on a turn or starts
of that turn. taking 3d6 damage of the chosen type on a its turn there, you can cause the spirit to restore
failed save, or half as much damage on a ld6 hit points to that creature (no action
successful one. required). The spirit can’t heal constructs or
undead. As a bonus action on your turn, you can
At Higher Levels move the Spirit up to 30 feet to a space you can
When you cast this spell using a spell slot of 3rd see.
level or higher, the damage increases by 1d6 for
each slot level above 2nd.
Healing Spirit Mind Spike Shadow Blade
2 Conjuration (Concen.)
2 Divination (Concen.)
2 Illusion (Concen.)
Casting Time: 1 Bonus Range: 60 feet Casting Time: 1 Action Range: 60 feet Casting Time: 1 Bonus Range: Self
Action Duration: up to 1 hour Components: S Action
Duration: up to 1 min. Components: V, S You reach into the mind of one creature you can Duration: up to 1 min. Components: V, S
see within range. The target must make a You weave together threads of shadow to create
Wisdom saving throw, taking 3d8 psychic a sword of solidified gloom in your hand. This
damage on a failed save, or half as much magic sword lasts until the spell ends. It counts
damage on a successful one. On a failed save, as a simple melee weapon with which you are
you also always know the target's location until proficient. It deals 2d8 psychic damage on a hit
the spell ends, but only while the two of you are and has the finesse, light, and thrown properties
on the same plane of existence. While you have (range 20/60). In addition, when you use the
this knowledge, the target can’t become hidden sword to attack a target that is in dim light or
from you, and if it’s invisible, it gains no benefit darkness, you make the attack roll with
from that condition against you. advantage. If you drop the weapon or throw it, it
dissipates at the end of the turn. Thereafter,
At Higher Levels At Higher Levels while the spell persists, you can use a bonus
When you cast this spell using a spell slot of 3rd When you cast this spell using a spell slot of 3rd action to cause the sword to reappear in your
level or higher, the healing increases 1d6 for level or higher, the damage increases by 1d8 for hand.
each slot level above 2nd. each slot level above 2nd.
Shadow Blade Catnap Enemies abound
2 Illusion (Concen.)
3 Enchantment
3 Enchantment (Concen.)
Casting Time: 1 Bonus Range: Self Casting Time: 1 Action Range: 30 feet Casting Time: 1 Action Range: 120 feet
Action Duration: 10 min.s Components: S, M Duration: up to 1 min. Components: V, S
Duration: up to 1 min. Components: V, S You make a calming gesture, and up to three You reach into the mind of one creature you can
willing creatures of your choice that you can see see and force it to make an Intelligence saving
within range fall unconscious for the spell’s throw. A creature automatically succeeds if it is
duration. The spell ends on a target early if it immune to being frightened. On a failed save, the
takes damage or someone uses an action to target loses the ability to distinguish friend from
shake or slap it awake. If a target remains foe, regarding all creatures it can see as enemies
unconscious for the full duration, that target until the spell ends. Each time the target takes
gains the benefit of a short rest, and it can’t be damage, it can repeat the saving throw, ending
affected by this spell again until it finishes a long the effect on itself on a success.
At Higher Levels rest.
When you cast this spell using a 3rd- or 4th-level
spell slot, the damage increases to 3d8. When
you cast it using a 5th- or 6th-level spell slot, the At Higher Levels
damage increases to 4d8. When you cast it using When you cast this spell using a spell slot of 4th
a spell slot of 7th level or higher, the damage level or higher, you can target one additional
increases to 5d8. willing creature for each slot level above 3rd.
Enemies abound Life Transference Summon Lesser Demons
3 Enchantment (Concen.)
3 Necromancy
3 Conjuration (Concen.)
Casting Time: 1 Action Range: 120 feet Casting Time: 1 Action Range: 30 feet Casting Time: 1 Action Range: 60 feet
Duration: up to 1 min. Components: V, S Duration: InstantaneousComponents: V, S Duration: up to 1 hour Components: V, S, M
Whenever the affected creature chooses another You sacrifice some of your health to mend a vial of blood from a humanoid killed within the
creature as a target, it must choose the target at another creature’s injuries. You take 4d8 necrotic past 24 hours.
random from among the creatures it can see damage, and one creature of your choice that You utter foul words, summoning demons from
within range of the attack, spell, or other ability you can see within range regains a number of hit the chaos of the Abyss. Roll on the following
it’s using. If an enemy provokes an opportunity points equal to twice the necrotic damage you table to determine what appears. d6 / Demons
attack from the affected creature, the creature take. Summoned 1–2 / Two demons of challenge
must make that attack if it is able to. rating 1 or lower 3–4 / Four demons of challenge
rating 1/2 or lower 5–6 / Eight demons of
challenge rating 1/4 or lower The DM chooses
the demons, such as manes or dretches, and you
choose the unoccupied spaces you can see
within range where they appear.
At Higher Levels
When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d8 for
each slot level above 3rd.
Summon Lesser Demons Summon Lesser Demons Thunder Step
3 Conjuration (Concen.)
3 Conjuration (Concen.)
3 Conjuration
Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: 90 feet
Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: InstantaneousComponents: V
A summoned demon disappears when it drops Using the material component in this manner You teleport yourself to an unoccupied space
to 0 hit points or when the spell ends. The consumes it when the spell ends. you can see within range. Immediately after you
demons are hostile to all creatures, including disappear, a thunderous boom sounds, and each
you. Roll initiative for the summoned demons as creature within 10 feet of the space you left must
a group, which has its own turns. The demons make a Constitution saving throw, taking 3d10
pursue and attack the nearest non-demons to thunder damage on a failed save, or half as
the best of their ability. As part of casting the much damage on a successful one. The thunder
spell, you can form a circle on the ground with can be heard from up to 300 feet away. You can
the blood used as a material component. The bring along objects as long as their weight
circle is large enough to encompass your space. doesn’t exceed what you can carry. You can also
While the spell lasts, the summoned demons At Higher Levels teleport one willing creature of your size or
can’t cross the circle or harm it, and they can’t When you cast this spell using a spell slot of 6th smaller who is carrying gear up to its carrying
target anyone within it. or 7th level, you summon twice as many capacity.
demons. If you cast it using a spell slot of 8th or
9th level, you summon three times as many
demons.
Thunder Step Tiny Servant Tiny Servant
3 Conjuration
3 Transmutation
3 Transmutation
Casting Time: 1 Action Range: 90 feet Casting Time: 1 Minute Range: Touch Casting Time: 1 Minute Range: Touch
Duration: InstantaneousComponents: V Duration: 8 hours Components: V, S Duration: 8 hours Components: V, S
The creature must be within 5 feet of you when You touch one Tiny, nonmagical object that isn’t ) You decide what action the creature will take
you cast this spell, and there must be an attached to another object or a surface and isn’t and where it will move during its next turn, or you
unoccupied space within 5 feet of your being carried by another creature. The target can issue a simple, general command, such as to
destination space for the creature to appear in; animates and sprouts little arms and legs, fetch a key, stand watch, or stack some books. If
otherwise, the creature is left behind. becoming a creature under your control until the you issue no commands, the servant does
spell ends or the creature drops to 0 hit points. nothing other than defend itself against hostile
See the stat block for its statistics. As a bonus creatures. Once given an order, the servant
action, you can mentally command the creature continues to follow that order until its task is
if it is within 120 feet of you. (If you control complete. When the creature drops to 0 hit
multiple creatures with this spell, you can points, it reverts to its original form, and any
command any or all of them at the same time, remaining damage carries over to that form.
issuing the same command to each one.
At Higher Levels
When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d10 for
each slot level above 3rd.
Tiny Servant Charm Monster Find Greater Steed
3 Transmutation
4 Enchantment
4 Conjuration
Casting Time: 1 Minute Range: Touch Casting Time: 1 Action Range: 30 feet Casting Time: 10 Range: 30 feet
Duration: 8 hours Components: V, S Duration: 1 hour Components: V, S Minutes
You attempt to charm a creature you can see Duration: InstantaneousComponents: V, S
within range. It must make a Wisdom saving You summon a spirit that assumes the form of a
throw, and it does so with advantage if you or loyal, majestic mount. Appearing in an
your companions are fighting it. If it fails the unoccupied space within range, the spirit takes
saving throw, it is charmed by you until the spell on a form you choose: a griffon, a pegasus, a
ends or until you or your companions do peryton, a dire wolf, a rhinoceros, or a saber—
anything harmful to it. The charmed creature is toothed tiger. The creature has the statistics
friendly to you. When the spell ends, the creature provided in the Monster Manual for the chosen
knows it was charmed by you. form, though it is a celestial, a fey, or a fiend
(your choice) instead of its normal creature type.
At Higher Levels Additionally, if it has an Intelligence score of 5 or
When you cast this spell using a spell slot of 5th lower, its Intelligence becomes 6, and it gains the
At Higher Levels level or higher, you can target one additional ability to understand one language of your
When you cast this spell using a spell slot of 4th creature for each slot level above 4th. The choice that you speak. You control the mount in
level or higher, you can animate two additional creatures must be within 30 feet of each other combat.
objects for each slot level above 3rd. when you target them.
Find Greater Steed Find Greater Steed Guardian of Nature
4 Conjuration
4 Conjuration
4 Transmutation (Concen.)
Casting Time: 10 Range: 30 feet Casting Time: 10 Range: 30 feet Casting Time: 1 Bonus Range: Self
Minutes Minutes Action
Duration: InstantaneousComponents: V, S Duration: InstantaneousComponents: V, S Duration: up to 1 min. Components: V
While the mount is within 1 mile of you, you can Whenever the mount disappears, it leaves behind A nature spirit answers your call and transforms
communicate with it te1epathically. While any objects it was wearing or carrying. you into a powerful guardian. The transformation
mounted on it, you can make any spell you cast lasts until the spell ends. You choose one of the
that targets only you also target the mount. The following forms to assume: Primal Beast or
mount disappears temporarily when it drops to 0 Great Tree. Primal Beast. Bestial fur covers your
hit points or when you dismiss it as an action. body, your facial features become feral, and you
Casting this spell again re—summons the gain the following benefits: - Your walking speed
bonded mount, with all its hit points restored and increases by 10 feet. - You gain darkvision with a
any conditions removed. You can’t have more range of 120 feet. - You make Strength—based
than one mount bonded by this spell or find attack rolls with advantage. - Your melee weapon
steed at the same time. As an action, you can attacks deal an extra 1d6 force damage on a hit.
release a mount from its bond, causing it to Great Tree.
disappear permanently.
Guardian of Nature Shadow of Moil Sickening Radiance
4 Transmutation (Concen.)
4 Necromancy (Concen.)
4 Evocation (Concen.)
Casting Time: 1 Bonus Range: Self Casting Time: 1 Action Range: Self Casting Time: 1 Action Range: 120 feet
Action Duration: up to 1 min. Components: V, S, M Duration: up to 10 min.s Components: V, S
Duration: up to 1 min. Components: V Flame-like shadows wreathe your body until the Dim, greenish light spreads within a 30-foot-
Your skin appears barky, leaves sprout from your spell ends, causing you to become heavily radius sphere centered on a point you choose
hair, and you gain the following benefits: . You obscured to others. The shadows turn dim light within range. The light spreads around corners,
gain 10 temporary hit points. - You make within 10 feet of you into darkness, and bright and it lasts until the spell ends. When a creature
Constitution saving throws with advantage. - You light in the same area to dim light. Until the spell moves into the spell’s area for the first time on a
make Dexterity- and Wisdom-based attack rolls ends, you have resistance to radiant damage. In turn or starts its turn there, that creature must
with advantage. - While you are on the ground, addition, whenever a creature within 10 feet of succeed on a Constitution saving throw or take
the ground within 15 feet of you is difficult you hits you with an attack, the shadows lash out 4d10 radiant damage, and it suffers one level of
terrain for your enemies. at that creature, dealing it 2d8 necrotic damage. exhaustion and emits a dim, greenish light in a 5-
foot radius. This light makes it impossible for the
creature to benefit from being invisible. The light
and any levels of exhaustion caused by this spell
go away when the spell ends.
Summon Greater Demon Summon Greater Demon Summon Greater Demon
4 Conjuration (Concen.)
4 Conjuration (Concen.)
4 Conjuration (Concen.)
Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: 60 feet
Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M
a vial of blood from a humanoid killed within the When you summon it and on each of your turns On a successful save, your control of the demon
past 24 hours. thereafter, you can issue a verbal command to it ends for the rest of the duration, and the demon
You utter foul words, summoning one demon (requiring no action on your part), telling it what spends its turns pursuing and attacking the
from the chaos of the Abyss. You choose the it must do on its next turn. If you issue no nearest non-demons to the best of its ability. If
demon’s type, which must be one of challenge command, it spends its turn attacking any you stop concentrating on the spell before it
rating 5 or lower, such as a shadow demon or a creature within reach that has attacked it. At the reaches its full duration, an uncontrolled demon
barlgura. The demon appears in an unoccupied end of each of the demon’s turns, it makes a doesn’t disappear for 1d6 rounds if it still has hit
space you can see within range, and the demon Charisma saving throw. The demon has points. As part of casting the spell, you can form
disappears when it drops to 0 hit points or when disadvantage on this saving throw if you say its a circle on the ground with the blood used as a
the spell ends. Roll initiative for the demon, true name. On a failed save, the demon material component. The circle is large enough
which has its own turns. continues to obey you. to encompass your space. While the spell lasts,
the summoned demon can’t cross the circle or
harm it, and it can’t target anyone within it.
Summon Greater Demon Danse Macabre Danse Macabre
4 Conjuration (Concen.)
5 Necromancy (Concen.)
5 Necromancy (Concen.)
Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: 60 feet
Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S Duration: up to 1 hour Components: V, S
Using the material component in this manner Threads of dark power leap from your fingers to You decide what action the creatures will take
consumes it when the spell ends. pierce up to five Small or Medium corpses you and where they will move during their next turn,
can see within range. Each corpse immediately or you can issue a general command, such as to
stands up and becomes undead. You decide guard a chamber or passageway against your
whether it is a zombie or a skeleton (the foes. lfyou issue no commands, the creatures do
statistics for zombies and skeletons are in the nothing except defend themselves against
Monster Manual), and it gains a bonus to its hostile creatures. Once given an order, the
attack and damage rolls equal to your creatures continue to follow it until their task is
spellcasting ability modifier. You can use a complete. The creatures are under your control
bonus action to mentally command the creatures until the spell ends, after which they become
you make with this spell, issuing the same inanimate once more.
command to all of them. To receive the
At Higher Levels command, a creature must be within 60 feet of
When you cast this spell using a spell slot of 5th you.
level or higher, the challenge rating increases by
1 for each slot level above 4th.
Danse Macabre Dawn Enervation
5 Necromancy (Concen.)
5 Evocation (Concen.)
5 Necromancy (Concen.)
Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: 60 feet
Duration: up to 1 hour Components: V, S Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S
The light of dawn shines down on a location you A tendril of inky darkness reaches out from you,
specify within range. Until the spell ends, a 30- touching a creature you can see within range to
foot-radius. 40-foot-high cylinder of bright light drain life from it. The target must make a
glimmers there. This light is sunlight. When the Dexterity saving throw. On a successful save, the
cylinder appears, each creature in it must make a target takes 2d8 necrotic damage, and the spell
Constitution saving throw, taking 4d10 radiant ends. On a failed save, the target takes 4d8
damage on a failed save, or half as much necrotic damage, and until the spell ends, you
damage on a successful one. A creature must can use your action on each of your turns to
also make this saving throw whenever it ends its automatically deal 4d8 necrotic damage to the
turn in the cylinder. If you’re within 60 feet of the target. The spell ends ifyou use your action to do
cylinder, you can move it up to 60 feet as a bonus anything else, if the target is ever outside the
action on your turn. spell’s range, or if the target has total cover from
At Higher Levels you.
When you cast this spell using a spell slot‘ of 6th
level or higher, you animate up to two additional
corpses for each slot level above 5th.
Enervation Far Step Holy Weapon
5 Necromancy (Concen.)
5 Conjuration (Concen.)
5 Evocation (Concen.)
Casting Time: 1 Action Range: 60 feet Casting Time: 1 Bonus Range: Self Casting Time: 1 Bonus Range: Touch
Duration: up to 1 min. Components: V, S Action Action
Whenever the spell deals damage to a target, you Duration: up to 1 min. Components: V Duration: up to 1 hour Components: V, S
regain hit points equal to half the amount of You teleport up to 60 feet to an unoccupied You imbue a weapon you touch with holy power.
necrotic damage the target takes. space you can see. On each of your turns before Until the spell ends, the weapon emits bright
the spell ends, you can use a bonus action to light in a 30—foot radius and dim light for an
teleport in this way again. additional 30 feet. In addition, weapon attacks
made with it deal an extra 2d8 radiant damage
on a hit. If the weapon isn’t already a magic
weapon, it becomes one for the duration. As a
bonus action on your turn, you can dismiss this
spell and cause the weapon to emit a burst of
radiance. Each creature of your choice that you
can see within 30 feet ofyou must make a
At Higher Levels Constitution saving throw. On a failed save, a
When you cast this spell using a spell slot of 6th creature takes 4d8 radiant damage, and it is
level or higher, the damage increases by 1d8 for blinded for 1 minute.
each slot level above 5th.
Holy Weapon Infernal Calling Infernal Calling
5 Evocation (Concen.)
5 Conjuration (Concen.)
5 Conjuration (Concen.)
Casting Time: 1 Bonus Range: Touch Casting Time: 1 Minute Range: 90 feet Casting Time: 1 Minute Range: 90 feet
Action Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M
Duration: up to 1 hour Components: V, S a ruby worth at least 999 gp. It is under the Dungeon Master’s control and acts
On a successful save, a creature takes half as Uttering a dark incantation, you summon a devil according to its nature on each of its turns,
much damage and isn’t blinded. At the end of from the Nine Hells. You choose the devil’s type, which might result in its attacking you if it thinks
each Ofits turns, a blinded creature can make a which must be one of challenge rating 6 or lower, it can prevail, or trying to tempt you to undertake
Constitution saving throw, ending the effect on such as a barbed devil or a bearded devil. The an evil act in exchange for limited service. The
itselfon a success. devil appears in an unoccupied space that you DM has the creature’s statistics. On each of your
can see within range. The devil disappears when turns, you can try to issue a verbal command to
it drops to 0 hit points or when the spell ends. the devil (no action required by you). It obeys the
The devil is unfriendly toward you and your command if the likely outcome is in accordance
companions. Roll initiative for the devil, which with its desires, especially if the result would
has its own turns. draw you toward evil.
Infernal Calling Infernal Calling Negative Energy Flood
5 Conjuration (Concen.)
5 Conjuration (Concen.)
5 Necromancy
Casting Time: 1 Minute Range: 90 feet Casting Time: 1 Minute Range: 90 feet Casting Time: 1 Action Range: 60 feet
Duration: up to 1 hour Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: InstantaneousComponents: V, a broken
Otherwise, you must make a Charisma If your concentration ends before the spell bone and a square of
black silk
(Deception, Intimidation, or Persuasion) check reaches its full duration, the devil doesn‘t
You send ribbons of negative energy at one
contested by its Wisdom (Insight) check. You disappear if it has become immune to your
creature you can see within range. Unless the
make the check with advantage if you say the verbal commands. Instead, it acts in whatever
target is undead, it must make a Constitution
devil’s true name. Ifyour check fails, the devil manner it chooses for 3d6 minutes, and then it
saving throw, taking 5d12 necrotic damage on a
becomes immune to your verbal commands for disappears. If you possess an individual devil’s
failed save, or half as much damage on a
the duration of the spell, though it can still carry talisman, you can summon that devil if it is of the
successful one. A target killed by this damage
out your commands if it chooses. If your check appropriate challenge rating plus 1, and it obeys
rises up as a zombie at the start of your next
succeeds, the devil carries out your command— all your commands, with no Charisma checks
turn. The zombie pursues whatever creature it
such as “attack my enemies,” “explore the room required.
can see that is closest to it. Statistics for the
ahead," or “bear this message to the queen"—
zombie are in the Monster Manual. If you target
until it completes the activity, at which point it
an undead with this spell, the target doesn’t
returns to you to report having done so. At Higher Levels
make a saving throw. Instead, roll 5d12. The
When you cast this spell using a spell slot of 6th
target gains half the total as temporary hit
level or higher, the challenge rating increases by
points.
1 for each slot level above 5th.
Skill Empowerment Steel Wind Strike Synaptic Static
5 Transmutation (Concen.)
5 Conjuration
5 Enchantment
Casting Time: 1 Action Range: Touch Casting Time: 1 Action Range: 30 feet Casting Time: 1 Action Range: 120 feet
Duration: up to 1 hour Components: V, S Duration: InstantaneousComponents: S, M Duration: InstantaneousComponents: V, S
Your magic deepens a creature’s understanding You flourish the weapon used in the casting and You choose a point within range and cause
of its own talent. You touch one willing creature then vanish to strike like the wind. Choose up to psychic energy to explode there. Each creature in
and give it expertise in one skill of your choice; five creatures you can see within range. Make a a 20-foot-radius sphere centered on that point
until the spell ends, the creature doubles its melee spell attack against each target. On a hit, must make an Intelligence saving throw. A
proficiency bonus for ability checks it makes that a target takes 6d10 force damage. You can then creature with an Intelligence score of 2 or lower
use the chosen skill. You must choose a skill in teleport to an unoccupied space you can see can’t be affected by this spell. A target takes 8d6
which the target is proficient and that isn’t within 5 feet of one of the targets you hit or psychic damage on a failed save, or half as
already benefiting from an effect, such as missed. much damage on a successful one. After a failed
Expertise, that doubles its proficiency bonus. save, a target has muddled thoughts for 1
minute. During that time, it rolls a d6 and
subtracts the number rolled from all its attack
rolls and ability checks, as well as its
Constitution saving throws to maintain
concentration.
Synaptic Static Wall of Light Wall of Light
5 Enchantment
5 Evocation (Concen.)
5 Evocation (Concen.)
Casting Time: 1 Action Range: 120 feet Casting Time: 1 Action Range: 120 feet Casting Time: 1 Action Range: 120 feet
Duration: InstantaneousComponents: V, S Duration: up to 10 min.s Components: V, S, M Duration: up to 10 min.s Components: V, S, M
The target can make an Intelligence saving throw a hand mirror. On a failed save, a creature takes 4d8 radiant
at the end of each of its turns, ending the effect A shimmering wall of bright light appears at a damage, and it is blinded for 1 minute. On a
on itself on a success. point you choose within range. The wall appears successful save, it takes half as much damage
in any orientation you choose: horizontally, and isn’t blinded. A blinded creature can make a
vertically, or diagonally. It can be free floating, or Constitution saving throw at the end of each of
it can rest on a solid surface. The wall can be up its turns, ending the effect on itself on a
to 60 feet long, 10 feet high, and 5 feet thick. The success. A creature that ends its turn in the
wall blocks line of sight, but creatures and wall’s area takes 4d8 radiant damage. Until the
objects can pass through it. It emits bright light spell ends, you can use an action to launch a
out to 120 feet and dim light for an additional beam of radiance from the wall at one creature
120 feet. When the wall appears, each creature you can see within 60 feet of it. Make a ranged
in its area must make a Constitution saving spell attack. On a hit, the target takes 4d8 radiant
throw. damage.
Wall of Light Wrath of Nature Wrath of Nature
5 Evocation (Concen.)
5 Evocation (Concen.)
5 Evocation (Concen.)
Casting Time: 1 Action Range: 120 feet Casting Time: 1 Action Range: 120 feet Casting Time: 1 Action Range: 120 feet
Duration: up to 10 min.s Components: V, S, M Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S
Whether you hit or miss, reduce the length of the You call out to the spirits of nature to rouse them At the end of each of your turns, one creature of
wall by 10 feet. If the wall’s length drops to 0 against your enemies. Choose a point you can your choice that is on the ground in the cube
feet, the spell ends. see within range. The spirits cause trees, rocks, must succeed on a Strength saving throw or
and grasses in a 60-foot cube centered on that become restrained until the spell ends. A
point to become animated until the spell ends. restrained creature can use an action to make a
Grasses and Undergrowth. Any area of ground in Strength (Athletics) check against your spell
the cube that is covered by grass or undergrowth save DC, ending the effect on itself on a success.
is difficult terrain for your enemies. Trees. At the Rocks. As a bonus action on your turn, you can
start of each of your turns, each of your enemies cause a loose rock in the cube to launch at a
within 10 feet of any tree in the cube must creature you can see in the cube. Make a ranged
succeed on a Dexterity saving throw or take 4d6 spell attack against the target. On a hit, the
slashing damage from whipping branches. Roots target takes 3d8 nonmagical bludgeoning
At Higher Levels and Vines. damage, and it must succeed on a Strength
When you cast this spell using a spell slot of 6th saving throw or fall prone.
level or higher, the damage increases by 1d8 for
each slot level above 5th.
Wrath of Nature Create Homunculus Create Homunculus
5 Evocation (Concen.)
6 Transmutation
6 Transmutation
Casting Time: 1 Action Range: 120 feet Casting Time: 1 Hour Range: Touch Casting Time: 1 Hour Range: Touch
Duration: up to 1 min. Components: V, S Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M
clay ash, and mandrake root, all of which the It is your faithful companion, and it dies if you
spell consumes, and a jewel-encrusted dagger die. Whenever you finish a long rest, you can
worth at least 1, 000 gp. spend up to half your Hit Dice if the homunculus
While speaking an intricate incantation, you cut is on the same plane of existence as you. When
yourself with a jewel-encrusted dagger, taking you do so, roll each die and add your
2d4 piercing damage that can’t be reduced in any Constitution modifier to it. Your hit point
way. You then drip your blood on the spell’s other maximum is reduced by the total, and the
components and touch them, transforming them homunculus’s hit point maximum and current hit
into a special construct called a homunculus. points are both increased by it. This process can
The statistics of the homunculus are in the reduce you to no lower than 1 hit point. and the
Monster Manual. change to your and the homunculus’s hit points
ends when you finish your next long rest.
Create Homunculus Druid Grove Druid Grove
6 Transmutation
6 Abjuration
6 Abjuration
Casting Time: 1 Hour Range: Touch Casting Time: 10 Range: Touch Casting Time: 10 Range: Touch
Duration: InstantaneousComponents: V, S, M Minutes Minutes
The reduction to your hit point maximum can’t be Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M
removed by any means before then, except by mistletoe which the spell consumes, that was When you cast this spell, you can specify
the homunculus‘s death. You can have only one harvested with a golden sickle under the light of creatures as friends who are immune to the
homunculus at a time. If you cast this spell while a full moon. effects. You can also specify a password that,
your homunculus lives, the spell fails. You invoke the spirits of nature to protect an when spoken aloud, makes the speaker immune
area outdoors or underground. The area can be to these effects. The entire warded area radiates
as small as a 30—foot cube or as large as a 90- magic. A dispel magic cast on the area, if
foot cube. Buildings and other structures are successful, removes only one of the following
excluded from the affected area. If you cast this effects, not the entire area. That spell’s caster
spell in the same area every day for a year, the chooses which effect to end. Only when all its
spell lasts until dispelled. The spell creates the effects are gone is this spell dispelled. Solid Fog.
following effects within the area. You can fill any number of 5-foot squares on the
ground with thick fog, making them heavily
obscured. The fog reaches 10 feet high.
Druid Grove Druid Grove Druid Grove
6 Abjuration
6 Abjuration
6 Abjuration
Casting Time: 10 Range: Touch Casting Time: 10 Range: Touch Casting Time: 10 Range: Touch
Minutes Minutes Minutes
Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M
In addition, every foot of movement through the You can animate up to four trees in the area, The grove guardians can‘t leave the warded area.
fog costs 2 extra feet. To a creature immune to causing them to uproot themselves from the When the spell ends, the magic animating them
this effect, the fog obscures nothing and looks ground. These trees have the same statistics as disappears, and the trees take root again if
like soft mist, with motes of green light floating an awakened tree, which appears in the Monster possible. Additional Spell Effect. You can place
in the air. Grasping Undergrowth. You can fill any Manual, except they can’t speak, and their bark is your choice of one of the following magical
number of 5-foot squares on the ground that covered with druidic symbols. If any creature not effects within the warded area: - A constant gust
aren’t filled with fog with grasping weeds and immune to this effect enters the warded area, of Wind in two locations of your choice - Spike
vines, as if they were affected by an entangle the grove guardians fight until they have driven growth in one location of your choice - Wind wall
spell. To a creature immune to this effect, the off or slain the intruders. The grove guardians in two locations of your choice To a creature
weeds and vines feel soft and reshape also obey your spoken commands (no action immune to this effect, the winds are a fragrant,
themselves to serve as temporary seats or beds. required by you) that you issue while in the area. gentle breeze, and the area of spike growth is
Grove Guardians. Ifyou don't give them commands and no harmless.
intruders are present, the grove guardians do
nothing.
Mental Prison Mental Prison Primordial Ward
6 Illusion (Concen.)
6 Illusion (Concen.)
6 Abjuration (Concen.)
Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: Self
Duration: up to 1 min. Components: S Duration: up to 1 min. Components: S Duration: up to 1 min. Components: V, S
You attempt to bind a creature within an illusory Whatever form the illusion takes, the target can’t You have resistance to acid, cold, fire, lightning,
cell that only it perceives. One creature you can see or hear anything beyond it and is restrained and thunder damage for the spell’s duration.
see within range must make an Intelligence for the spell’s duration. If the target is moved out When you take damage of one of those types,
saving throw. The target succeeds automatically of the illusion, makes a melee attack through it, you can use your reaction to gain immunity to
if it is immune to being charmed. On a or reaches any part of its body through it, the that type of damage, including against the
successful save, the target takes 5d10 psychic target takes 10d10 psychic damage, and the triggering damage. If you do so, the resistances
damage, and the spell ends. On a failed save, the spell ends. end, and you have the immunity until the end of
target takes 5d10 psychic damage, and you your next turn, at which time the spell ends.
make the area immediately around the target’s
space appear dangerous to it in some way. You
might cause the target to perceive itself as being
surrounded by fire, floating razors, or hideous
maws filled with dripping teeth.
Scatter Soul Cage Soul Cage
6 Conjuration
6 Necromancy
6 Necromancy
Casting Time: 1 Action Range: 30 feet Casting Time: Special Range: 60 feet Casting Time: Special Range: 60 feet
Duration: InstantaneousComponents: V Duration: 8 hours Components: V, S, M Duration: 8 hours Components: V, S, M
The air quivers around up to five creatures of a tiny silver cage worth 100 gp. While a soul is trapped, the dead humanoid it
your choice that you can see within range. An 1 reaction, which you take when a humanoid you came from can’t be revived. Steal Life. You can
unwilling creature must succeed on a Wisdom can see within 60 feet of you dies This spell use a bonus action to drain vigor from the soul
saving throw to resist this spell. You teleport snatches the soul of a humanoid as it dies and and regain 2d8 hit points. Query Soul. You ask
each affected target to an unoccupied space traps it inside the tiny cage you use for the the soul a question (no action required) and
that you can see within 120 feet of you. That material component. A stolen soul remains receive a brief telepathic answer, which you can
space must be on the ground or on a floor. inside the cage until the spell ends or until you understand regardless of the language used. The
destroy the cage, which ends the spell. While you soul knows only what it knew in life, but it must
have a soul inside the cage, you can exploit it in answer you truthfully and to the best of its ability.
any of the ways described below. You can use a The answer is no more than a sentence or two
trapped soul up to six times. Once you exploit a and might be cryptic. Borrow Experience.
soul for the sixth time, it is released, and the
spell ends.
Soul Cage Soul Cage Tenser’s Transformation
6 Necromancy
6 Necromancy
6 Transmutation (Concen.)
Casting Time: Special Range: 60 feet Casting Time: Special Range: 60 feet Casting Time: 1 Action Range: Self
Duration: 8 hours Components: V, S, M Duration: 8 hours Components: V, S, M Duration: up to 10 min.s Components: V, S, M
You can use a bonus action to bolster yourself You receive visual and auditory information from a few hairs from a bull.
with the soul’s life experience, making your next the sensor as if you were in its space using your You endow yourself with endurance and martial
attack roll, ability check, or saving throw with senses. A creature that can see the sensor (such prowess fueled by magic. Until the spell ends,
advantage. If you don’t use this benefit before as one using see invisibility or truesight) sees a you can’t cast spells, and you gain the following
the start of your next turn, it is lost. Eyes of the translucent image of the tormented humanoid benefits: - You gain 50 temporary hit points. If
Dead. You can use an action to name a place the whose soul you caged. any of these remain when the spell ends, they
humanoid saw in life, which creates an invisible are lost. - You have advantage on attack rolls
sensor somewhere in that place if it is on the that you make with simple and martial weapons.
plane of existence you’re currently on. The - When you hit a target with a weapon attack,
sensor remains for as long as you concentrate, that target takes an extra 2d12 force damage. -
up to 10 minutes (as if you were concentrating You have proficiency with all armor, shields,
on a spell). simple weapons, and martial weapons. - You
have proficiency in Strength and Constitution
saving throws.
Tenser’s Transformation Crown of Stars Crown of Stars
6 Transmutation (Concen.)
7 Evocation
7 Evocation
Casting Time: 1 Action Range: Self Casting Time: 1 Action Range: Self Casting Time: 1 Action Range: Self
Duration: up to 10 min.s Components: V, S, M Duration: 1 hour Components: V, S Duration: 1 hour Components: V, S
- You can attack twice, instead of once, when you Seven star-like motes of light appear and orbit
take the Attack action on your turn. You ignore your head until the spell ends. You can use a
this benefit if you already have a feature, like bonus action to send one of the motes streaking
Extra Attack, that gives you extra attacks. toward one creature or object within 120 feet of
Immediately after the spell ends, you must you. When you do so, make a ranged spell
succeed on a DC 15 Constitution saving throw or attack. On a hit. the target takes 4d12 radiant
suffer one level of exhaustion. damage. Whether you hit or miss, the mote is
expended. The spell ends early if you expend the
last mote. If you have four or more motes
remaining, they shed bright light in a 30-foot
radius and dim light for an additional 30 feet.
Ifyou have one to three motes remaining, they
shed dim light in a 30—foot radius. At Higher Levels
When you cast this spell using a spell slot of 8th
level or higher, the number of motes created
increases by two for each slot level above 7th.
Power Word Pain Power Word Pain Temple of the Gods
7 Enchantment
7 Enchantment
7 Conjuration
Casting Time: 1 Action Range: 60 feet Casting Time: 1 Action Range: 60 feet Casting Time: 1 Hour Range: 120 feet
Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V Duration: 24 hours Components: V, S, M
You speak a word of power that causes waves of Finally, if the target tries to cast a spell, it must a holy symbol worth at least 5 gp.
intense pain to assail one creature you can see first succeed on a Constitution saving throw, or You cause a temple to shimmer into existence
within range. If the target has 100 hit points or the casting fails and the spell is wasted. A target on ground you can see within range. The temple
fewer, it is subject to crippling pain. Otherwise, suffering this pain can make a Constitution must fit within an unoccupied cube of space, up
the spell has no effect on it. A target is also saving throw at the end of each of its turns. On a to 120 feet on each side. The temple remains
unaffected if it is immune to being charmed. successful save, the pain ends. until the spell ends. It is dedicated to whatever
While the target is affected by crippling pain, any god, pantheon, or philosophy is represented by
speed it has can be no higher than 10 feet. The the holy symbol used in the casting. You make
target also has disadvantage on attack rolls, all decisions about the temple’s appearance. The
ability checks, and saving throws, other than interior is enclosed by a floor, walls, and a roof,
Constitution saving throws. with one door granting access to the interior and
as many windows as you wish.
Temple of the Gods Temple of the Gods Temple of the Gods
7 Conjuration
7 Conjuration
7 Conjuration
Casting Time: 1 Hour Range: 120 feet Casting Time: 1 Hour Range: 120 feet Casting Time: 1 Hour Range: 120 feet
Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M
Only you and any creatures you designate when On a failed save, it can’t enter the temple for 24 The temple is made from opaque magical force
you cast the spell can open or close the door. hours. Even if the creature can enter the temple, that extends into the Ethereal Plane, thus
The temple’s interior is an open space with an the magic there hinders it; whenever it makes an blocking ethereal travel into the temple’s interior.
idol or altar at one end. You decide whether the attack roll, an ability check, or a saving throw Nothing can physically pass through the temple’s
temple is illuminated and whether that inside the temple, it must roll a d4 and subtract exterior. It can’t be dispelled by dispel magic, and
illumination is bright light or dim light. The smell the number rolled from the d20 roll. In addition, antimagic field has no effect on it. A disintegrate
of burning incense fills the air within, and the the sensors created by divination spells can’t spell destroys the temple instantly. Casting this
temperature is mild. The temple opposes types appear inside the temple, and creatures within spell on the same spot every day for a year
of creatures you choose when you cast this can’t be targeted by divination spells. Finally, makes this effect permanent.
spell. Choose one or more of the following: whenever any creature in the temple regains hit
celestials, elementals, fey, fiends, or undead. If a points from a spell of 1st level or higher, the
creature of the chosen type attempts to enter the creature regains additional hit points equal to
temple, that creature must make a Charisma your Wisdom modifier (minimum 1 hit point).
saving throw.
Illusory Dragon Illusory Dragon Illusory Dragon
8 Illusion (Concen.)
8 Illusion (Concen.)
8 Illusion (Concen.)
Casting Time: 1 Action Range: 120 feet Casting Time: 1 Action Range: 120 feet Casting Time: 1 Action Range: 120 feet
Duration: up to 1 min. Components: S Duration: up to 1 min. Components: S Duration: up to 1 min. Components: S
By gathering threads of shadow material from As a bonus action on your turn, you can move it succeeds on all saving throws, and it is
the Shadowfell, you create a Huge shadowy the illusion up to 60 feet. At any point during its immune to all damage and conditions. A
dragon in an unoccupied space that you can see movement, you can cause it to exhale a blast of creature that uses an action to examine the
within range. The illusion lasts for the spell’s energy in a 60-foot cone originating from its dragon can determine that it is an illusion by
duration and occupies its space, as if it were a space. When you create the dragon, choose a succeeding on an Intelligence (Investigation)
creature. When the illusion appears, any of your damage type: acid, cold, fire, lightning, necrotic, check against your spell save DC. If a creature
enemies that can see it must succeed on a or poison. Each creature in the cone must make discerns the illusion for what it is, the creature
Wisdom saving throw or become frightened of it an Intelligence saving throw, taking '7d6 damage can see through it and has advantage on saving
for 1 minute. If a frightened creature ends its of the chosen damage type on a failed save, or throws against its breath.
turn in a location where it doesn’t have line of half as much damage on a successful one. The
sight to the illusion, it can repeat the saving illusion is tangible because of the shadow stuff
throw, ending the effect on itself on a success. used to create it, but attacks miss it
automatically.
Maddening Darkness Mighty Fortress Mighty Fortress
8 Evocation (Concen.)
8 Conjuration
8 Conjuration
Casting Time: 1 Action Range: 150 feet Casting Time: 1 Minute Range: 1 mile Casting Time: 1 Minute Range: 1 mile
Duration: up to 10 min.s Components: V, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M
Magical darkness spreads from a point you a diamond worth at least 500 gp which the spell Each wall is 1 foot thick and is composed of
choose within range to fill a 60—foot—radius consumes. panels that are 10 feet wide and 20 feet tall.
sphere until the spell ends. The darkness A fortress of stone erupts from a square area of Each panel is contiguous with two other panels
spreads around corners. A creature with ground of your choice that you can see within or one other panel and a turret. You can place up
darkvision can’t see through this darkness. range. The area is 120 feet on each side, and it to four stone doors in the fortress’s outer wall. A
Nonmagical light, as well as light created by must not have any buildings or other structures small keep stands inside the enclosed area. The
spells of 8th level or lower, can't illuminate the on it. Any creatures in the area are harmlessly keep has a square base that is 50 feet on each
area. Shrieks, gibbering, and mad laughter can lifted up as the fortress rises. The fortress has side, and it has three floors with 10-foot-high
be heard within the sphere. Whenever a creature four turrets with square bases, each one 20 feet ceilings. Each of the floors can be divided into as
starts its turn in the sphere, it must make a on a side and 30 feet tall, with one turret on each many rooms as you like, provided each room is
Wisdom saving throw, taking 8d8 psychic corner. The turrets are connected to each other at least 5 feet on each side.
damage on a failed save, or half as much by stone walls that are each 80 feet long,
damage on a successful one. creating an enclosed area.
Mighty Fortress Mighty Fortress Mighty Fortress
8 Conjuration
8 Conjuration
8 Conjuration
Casting Time: 1 Minute Range: 1 mile Casting Time: 1 Minute Range: 1 mile Casting Time: 1 Minute Range: 1 mile
Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M
The floors of the keep are connected by stone The walls, turrets, and keep are all made of stone
staircases, its walls are 6 inches thick, and that can be damaged. Each 10—foot—bya10-foot
interior rooms can have stone doors or open section of stone has AC 15 and 30 hit points per
archways as you choose. The keep is furnished inch of thickness. It is immune to poison and
and decorated however you like, and it contains psychic damage. Reducing a section of stone to
sufficient food to serve a nine-course banquet 0 hit points destroys it and might cause
for up to 100 people each day. Furnishings, food, connected sections to buckle and collapse at the
and other objects created by this spell crumble DM’s discretion. After 7 days or when you cast
to dust if removed from the fortress. A staff of this spell somewhere else, the fortress
one hundred invisible servants obeys harmlessly crumbles and sinks back into the
anycommand given to them by creatures you ground, leaving any creatures that were inside it
designate when you cast the spell. Each servant safely on the ground. Casting this spell on the
functions as if created by the unseen servant same spot once every 7 days for a year makes
spell. the fortress permanent.
Invulnerability Mass Polymorph Mass Polymorph
9 Abjuration (Concen.)
9 Transmutation (Concen.)
9 Transmutation (Concen.)
Casting Time: 1 Action Range: Self Casting Time: 1 Action Range: 120 feet Casting Time: 1 Action Range: 120 feet
Duration: up to 10 min.s Components: V, S, M Duration: up to 1 hour Components: V. S, M Duration: up to 1 hour Components: V. S, M
You are immune to all damage until the spell a caterpillar cocoon. The target’s game statistics, including mental
ends. You transform up to ten creatures of your choice ability scores, are replaced by the statistics of
that you can see within range. An unwilling target the chosen beast, but the target retains its hit
must succeed on a Wisdom saving throw to points, alignment, and personality. Each target
resist the transformation. An unwilling gains a number of temporary hit points equal to
shapechanger automatically succeeds on the the hit points of its new form. These temporary
save. Each target assumes a beast form of your hit points can’t be replaced by temporary hit
choice, and you can choose the same form or points from another source. A target reverts to
different ones for each target. The new form can its normal form when it has no more temporary
be any beast you have seen whose challenge hit points or it dies. If the spell ends before then,
rating is equal to or less than the target’s (or half the creature loses all its temporary hit points and
the target’s level, if the target doesn’t have a reverts to its normal form.
challenge rating).
Mass Polymorph Psychic Scream
9 Transmutation (Concen.)
9 Enchantment
Casting Time: 1 Action Range: 120 feet Casting Time: 1 Action Range: 90 feet
Duration: up to 1 hour Components: V. S, M Duration: InstantaneousComponents: S
The creature is limited in the actions it can You unleash the power of your mind to blast the
perform by the nature of its new form. It can’t intellect of up to ten creatures of your choice
speak, cast spells, or do anything else that that you can see within range. Creatures that
requires hands or speech. The target’s gear have an Intelligence score of 2 or lower are
melds into the new form. The target can’t unaffected. Each target must make an
activate, use, wield, or otherwise benefit from Intelligence saving throw. On a failed save, a
any of its equipment. target takes 14d6 psychic damage and is
stunned. On a successful save, a target takes
half as much damage and isn’t stunned. If a
target is killed by this damage, its head explodes,
assuming it has one. A stunned target can make
an Intelligence saving throw at the end of each
of its turns. On a successful save, the stunning
effect ends.