Abstraction
Abstraction
You imagine a creature you can see within range in a deconstructed and simplified form.
Animate Objects
Animate Objects
Objects come to life at your command just like you dreamt of when you were an apprentice!
Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects; treat Medium objects as 2 objects, Large objects as 3 objects, and Huge objects as 6 objects. You can’t animate objects larger than Huge.
Until the spell ends or a target is reduced to 0 hit points, you animate the targets and turn them into constructs under your control.
Animate Painting
Animate Painting
The scene depicted within an artwork transforms into an extradimensional space containing any objects or creatures depicted within the painting, and such objects and creatures are manifested as impressions. The extradimensional space is a 100-foot cube, unless the depicted space would be smaller. The picture’s frame forms the entryway into this extradimensional space. No spells, attacks, or environmental effects can cross into or out of this extradimensional space, but creatures and objects can pass through it unimpeded.
Arcane Hand
Arcane Hand
You create a Large hand of shimmering, translucent force that mimics the appearance and movements of your own hand.
The hand doesn’t fill its space and has AC 20, Strength 26 (+8), Dexterity 10 (+0), maneuver DC 18, and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points.
When you cast the spell and as a bonus action on subsequent turns, you can move the hand up to 60 feet and then choose one of the following.
Arcane Mirror
Arcane Mirror
You choose a mirror you’ve seen on the same plane of existence as you. You create a scrying sensor inside that mirror. You can instead name an area, such as a specific building or city: you create a scrying sensor inside a random mirror within that area. If there is no mirror in the area, the spell fails.
Arcane Muscles
Arcane Muscles
Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch.
Arcane Sword
Arcane Sword
You summon an insubstantial yet deadly sword to do your bidding.
Aspect of the Moon
Aspect of the Moon
You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage.
Bane
Bane
The senses of the targets are filled with phantom energies that make them more vulnerable and less capable.
Beacon of Hope
Beacon of Hope
Hope and vitality fills the targets.
Bestow Curse
Bestow Curse
Choose one of the following:
Black Tentacles
Black Tentacles
Area: 20-foot square
Bless
Bless
The blessing you bestow upon the targets makes them more durable and competent.
Blindness/Deafness
Blindness/Deafness
Until the spell ends, the target is
Blink
Blink
Until the spell ends, roll 1d20 at the end of each of your turns. When you roll an 11 or higher you disappear and reappear in the Ethereal Plane (if you are already on the Ethereal Plane, the spell fails and the spell slot is wasted). At the start of your next turn you return to an unoccupied space that you can see within 10 feet of where you disappeared from. If no unoccupied space is available within range, you reappear in the nearest unoccupied space (determined randomly when there are multiple nearest choices). As an action, you can dismiss this spell.
Blur
Blur
Until the spell ends, you are shrouded in distortion and your image is blurred.
Calculated Retribution
Calculated Retribution
You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack’s damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage.
Calm Emotions
Calm Emotions
Strong and harmful emotions are suppressed within the area. You can choose which of the following two effects to apply to each target of this spell.
Cobra's Spit
Cobra's Spit
Until the spell ends, you can use an action to spit venom, making a ranged spell attack at a creature or object within 30 feet.
Commune
Commune
You contact your deity, a divine proxy, or a personified source of divine power and ask up to 3 questions that could be answered with a yes or a no. You must complete your questions before the spell ends. You receive a correct answer for each question, unless the being does not know. When the being does not know, you receive “unclear” as an answer. The being does not try to deceive, and the Narrator may offer a short phrase as an answer if necessary.
Confusion
Confusion
You assault the minds of your targets, filling them with delusions and making them
Contact Other Plane
Contact Other Plane
You consult an otherworldly entity, risking your very mind in the process.
Dancing Feet
Dancing Feet
You cause a musical chord to play and creatures in the area have a sudden urge to dance.
Dancing Lights
Dancing Lights
You create up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.
You can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range.
Deadly Beckoning
Deadly Beckoning
Until the spell ends, the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. While charmed in this way, the target must move in as direct of a path as it can toward you on its turn. Once it is within reach, you can touch the target on your turn, dealing 6d10 psychic damage to it and ending the spell.
Deadweight
Deadweight
The target object’s weight is greatly increased.
Delayed Blast Fireball
Delayed Blast Fireball
A glowing bead of yellow light flies from your finger and lingers at a point at the center of the area until you end the spell—either because your
Dementing Touch
Dementing Touch
Your touch implants a vile plague in a creature’s mind.
Detect Thoughts
Detect Thoughts
Range: Special (30-foot radius)
Dispel Evil and Good
Dispel Evil and Good
A nimbus of power surrounds you, making you more able to resist and destroy beings from beyond the realms material.
Divine Favor
Divine Favor
You imbue divine power into your strikes. Until the spell ends, you deal an extra 1d4 radiant damage with your weapon attacks.
Dominate Beast
Dominate Beast
You assert control over the target’s mind and it is
Dominate Person
Dominate Person
You assert control over the target’s mind and it is
Dramatic Sting
Dramatic Sting
You
Earth Barrier
Earth Barrier
Casting Time: 1 reaction, which you take when you are targeted with a ranged attack
Earthquake
Earthquake
Range: Special (500 feet)
You create a seismic disturbance in the spell’s area. Until the spell ends, an intense tremor rips through the ground and shakes anything in contact with it.
Eldritch Cube
Eldritch Cube
A black, nonreflective, incorporeal 10-foot cube appears in an unoccupied space that you can see. Its space can be in midair if you so desire.
Enervating Light
Enervating Light
You conjure a mote of sickly light at a point within range.
Enlarge/Reduce
Enlarge/Reduce
You cause the target to grow or shrink.
Enrage Architecture
Enrage Architecture
You animate and enrage a target building that lashes out at its inhabitants and surroundings. As a bonus action you may command the target to open, close, lock, or unlock any nonmagical doors or windows, or to thrash about and attempt to crush its inhabitants.
Entangle
Entangle
Area: 20-foot square centered on the target
Enthrall
Enthrall
You weave a compelling stream of words that captivates your targets.
Eyebite
Eyebite
Your eyes become an inky void imbued with fell power.
Faerie Fire
Faerie Fire
Each object in a 20-foot cube within range is outlined in light (your choice of color).
Fear
Fear
You project a phantasmal image into the minds of each creature in the area showing them what they fear most.
Feather Fall
Feather Fall
Casting Time: 1 reaction which you take when you or a creature within range falls
Magic slows the descent of each target. Until the spell ends, a target’s rate of descent slows to 60 feet per round. If a target lands before the spell ends, it takes no falling damage and can land on its feet, ending the spell for that target.
Flaming Sphere
Flaming Sphere
A 5-foot-diameter sphere of fire appears within range, lasting for the duration.
Flesh to Stone
Flesh to Stone
The target becomes
Fortified Will
Fortified Will
You harden a creature’s mind with an unbending willpower.
Gate
Gate
You create a magic portal, a door between a space you can see and a specific place on another plane of existence. Each portal is a one-sided circular opening from 5 to 25 feet in diameter. Entering either portal transports you to the portal on the other plane. Deities and other planar rulers can prevent portals from opening in their domains.
Globe of Invulnerability
Globe of Invulnerability
An immobile, glimmering sphere forms around you. Any spell of 5th-level or lower cast from outside the sphere can’t affect anything inside the sphere, even if it’s cast with a higher level spell slot. Targeting something inside the sphere or including the globe’s space in an area has no effect on anything inside.
Grease
Grease
Grease erupts from a point that you can see within range and coats the ground in the target area, turning it into
Greater Invisibility
Greater Invisibility
The target is
Guidance
Guidance
The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
Gust of Wind
Gust of Wind
Area: Line 60 feet long and 10 feet wide
Harmonic Resonance
Harmonic Resonance
You harmonize with the rhythm of those around you until you’re perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within range uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the outcome is determined.
Haste
Haste
Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to AC, it has
Heat Metal
Heat Metal
The target becomes oven hot. Any creature touching the target takes 2d8 fire damage when the spell is cast. Until the spell ends, on subsequent turns you can use a bonus action to inflict the same damage.
Heroism
Heroism
The target’s spirit is bolstered.
Hideous Laughter
Hideous Laughter
The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter.
Hold Monster
Hold Monster
The target is
Hold Person
Hold Person
The target is
Holy Aura
Holy Aura
Holy radiance emanates from you and fills the area.
Hypnotic Pattern
Hypnotic Pattern
You conjure a swirling pattern of twisting hues that roils through the air, appearing for a moment and then vanishing.
Incendiary Cloud
Incendiary Cloud
A cloud of burning embers, smoke, and roiling flame appears within range.
Inflict Paranoia
Inflict Paranoia
You magically shatter your enemies’ comradery. Each target that fails has disadvantage on saving throws against being frightened and will not directly support an ally. For example, they will continue to fight, but not cast enhancement or healing spells on their allies, share resources with them, provide cover, or use the Help action. If a creature is already supporting an ally in this way, such as concentrating on a spell, it will immediately stop. A creature can repeat the saving throw at the end of each of its turns, ending the spell’s effects on it on a successful save.
Inner Solace
Inner Solace
You turn a creature’s exhaustion into a well of inner strength.
Instant Window
Instant Window
You create a window roughly 4 inches square, centered on the point that you touch. If the surface is more than 1 foot thick or made of materials other than wood, dirt, or stone, the spell fails. The window is sufficiently braced to prevent any structural weakening to the surrounding structure, but otherwise is just a small hole you can look through. The hole lasts for 1 minute, then vanishes. The hole can also be dismissed by the caster as a bonus action.
Irresistible Dance
Irresistible Dance
You murmur a tune that takes root in the target’s mind until the spell ends, forcing it to caper, dance, and shuffle.
Jump
Jump
You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally.
Mage Hand
Mage Hand
A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it.
You can use an action to control the hand and direct it to do any of the following:
- manipulate an object.
- open an unlocked container or door.
- stow or retrieve items from unlocked containers.
The hand cannot attack, use magic items, or carry more than 10 pounds.
Mental Grip
Mental Grip
You conjure extensions of your own mental fortitude to keep your foes at bay.
Minor Illusion
Minor Illusion
This spell creates a sound or image of an object. The illusion disappears if dismissed or you cast the spell again.
You may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area.
Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects.
Mirror Image
Mirror Image
A total of 3 illusory copies of yourself appear in your space. For the duration, these copies move with you and mimic your actions, creating confusion as to which is real. You can use an action to dismiss them.
Each time you’re targeted by a creature’s attack, roll a d20 to see if it targets you or one of your copies.
With 3 copies, a roll of 6 or higher means a copy is targeted. With two copies, a roll of 8 or higher targets a copy, and with 1 copy a roll of 11 or higher targets the copy.
Modify Memory
Modify Memory
The target has
Moonbeam
Moonbeam
Area: 5-foot radius cylinder that is 40 feet high
Object of Fascination
Object of Fascination
Choose one creature that you can see within 15 feet of the item. Until the spell ends, the creature is fixated on it. While the target is fixated in this way and within range of both you and the item, you can, as a free action, compel it to retrieve the item, provided that doing so isn’t obviously dangerous.
Pestilence
Pestilence
A swarm of insects fills the area.
Phantasmal Killer
Phantasmal Killer
You create an illusion that invokes the target’s deepest fears. Only the target can see this illusion.
Phantasmal Talons
Phantasmal Talons
You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers. The talons do not interact with physical matter, but rip viciously at the psyche of any creature struck by them. For the duration, your unarmed strikes gain the finesse property and deal psychic damage. In addition, if your unarmed strike normally deals less than 1d4 damage, it instead deals 1d4 damage.
Protection from Energy
Protection from Energy
Until the spell ends, the target has
Rage of the Meek
Rage of the Meek
You unleash the discipline of your magical training and let arcane power burn from your fists, consuming the material components of the spell.
Ravaging Roots
Ravaging Roots
Area: 30-foot square
Roots erupt out of an earth or stone surface that you can see within range, swelling as they smash stone and displace earth. When the spell ends, the roots wither away, but the damage remains.
Ray of Enfeeblement
Ray of Enfeeblement
A black ray of necrotic energy shoots from your fingertip.
Resilient Sphere
Resilient Sphere
A transparent sphere of force encloses the target. The sphere is weightless and just large enough for the target to fit inside.
Resistance
Resistance
The target gains an expertise die to one
Resplendent Refraction
Resplendent Refraction
The target’s skin becomes reflective and faceted like a finely cut gemstone. Until the spell ends, the target can use their action to fire a beam of reflected light in a 30-foot line.
Reverse Gravity
Reverse Gravity
Area: 50-foot radius cylinder that is 100 feet high
Sanctuary
Sanctuary
You ward a creature against intentional harm.
Seed Bomb
Seed Bomb
Up to four seeds appear in your hand and are infused with magic for the duration. As an action, a creature can throw one of these seeds at a point up to 60 feet away.
Shillelagh
Shillelagh
You imbue the target with nature’s magical energy.
Skeletal Hands
Skeletal Hands
Dozens of skeletal hands reach from a wall or other vertical surface to grasp a creature within 5 feet of the surface. Make a melee spell attack.
Sleep
Sleep
You send your enemies into a magical slumber.
Sleet Storm
Sleet Storm
Area: 40-foot radius cylinder that is 20 feet high
Slow
Slow
You alter the flow of time around your targets and they become slowed.
Soulwrought Fists
Soulwrought Fists
The target’s hands harden with inner power, turning dexterous fingers into magical iron cudgels. Until the spell ends, the target drops anything it is holding and cannot use its hands to grasp objects or perform complex tasks. A target can still cast any spell that does not specifically require its hands.
Spiritual Weapon
Spiritual Weapon
You create a floating, incandescent weapon with an appearance of your choosing and use it to attack your enemies.
Stinking Cloud
Stinking Cloud
You create a roiling, noxious cloud that hinders creatures and leaves them retching. The cloud spreads around corners and lingers in the air until the spell ends.
Storm of Vengeance
Storm of Vengeance
Range: Special (Sight)
Sufferer's Pact
Sufferer's Pact
You burn away weakness to reveal inner strength. The target takes 4d8 force damage. Then, at the start of each of its turns, it gains 2d8 temporary hit points.
Sunbeam
Sunbeam
Area: Line 60 feet long and 5 feet wide
Thaumaturgy
Thaumaturgy
You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:
Tree Stride
Tree Stride
Until the spell ends, once per round you can use 5 feet of movement to enter a living tree and move to inside another living tree of the same kind within 500 feet so long as you end your turn outside of a tree. Both trees must be at least your size. You instantly know the location of all other trees of the same kind within 500 feet. You may step back outside of the original tree or spend 5 more feet of movement to appear within a spot of your choice within 5 feet of the destination tree.
Vampiric Touch
Vampiric Touch
Shadows roil about your hand and heal you by siphoning away the life force from others.
Wall of Fire
Wall of Fire
You create a wall of fire on a solid surface. The wall can be up to 60 feet long (it does not have to be a straight line; sections of the wall can angle as long as they are contiguous), 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall blocks sight.
Warrior’s Instincts
Warrior’s Instincts
Your senses sharpen, allowing you to anticipate incoming attacks and find weaknesses in the defenses of your foes.
Weird
Weird
You create illusions which manifest the deepest fears and worst nightmares in the minds of all creatures in the spell’s area.
Wind Wall
Wind Wall
A wall of strong wind rises from the ground at a point you choose. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.