Abstraction
Abstraction
You imagine a creature you can see within range in a deconstructed and simplified form.
Bane
Bane
The senses of the targets are filled with phantom energies that make them more vulnerable and less capable.
Banishment
Banishment
You employ sheer force of will to make reality question the existence of a nearby creature, causing them to warp visibly in front of you.
Until the spell ends, a target native to your current plane is banished to a harmless demiplane and incapacitated. At the end of the duration the target reappears in the space it left (or the nearest unoccupied space). A target native to a different plane is instead banished to its native plane.
Bestow Curse
Bestow Curse
Choose one of the following:
Blindness/Deafness
Blindness/Deafness
Until the spell ends, the target is
Chill Touch
Chill Touch
You reach out with a spectral hand that carries the chill of death.
Compulsive Urge
Compulsive Urge
Choose a behavior and a condition that triggers it. The behavior can’t include an Attack action, must be simple enough to describe in a single sentence, and can be performed in 1 minute, and the trigger must be something the target can see or hear. For example, you may choose a behavior where the target must buy every faberge egg it sees. When your trigger condition is met, the target must make a saving throw or act out the behavior. If it succeeds on the save, the creature is immune to the effects of the spell for 1 hour.
Confusion
Confusion
You assault the minds of your targets, filling them with delusions and making them
Contagion
Contagion
Your touch inflicts a hideous disease. Make a melee spell attack. On a hit, you afflict the target with a disease chosen from the list below.
Dancing Feet
Dancing Feet
You cause a musical chord to play and creatures in the area have a sudden urge to dance.
Dementing Touch
Dementing Touch
Your touch implants a vile plague in a creature’s mind.
Divine Word
Divine Word
You utter a primordial imprecation that brings woe upon your enemies. A target suffers an effect based on its current hit points.
Dizziness
Dizziness
The target’s balance becomes unsteady.
Draining Nova
Draining Nova
Creatures in the area make a Constitution
Dream
Dream
Until the spell ends, you manipulate the dreams of another creature. You designate a messenger, which may be you or a willing creature you touch, to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.
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.
Eyebite
Eyebite
Your eyes become an inky void imbued with fell power.
Feeblemind
Feeblemind
You blast the target’s mind, attempting to crush its intellect and sense of self. The target takes 4d6 psychic damage.
On a failed save, until the spell ends the creature’s Intelligence and Charisma scores are both reduced to 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way, but it is still able to recognize, follow, and even protect its allies.
Fortified Will
Fortified Will
You harden a creature’s mind with an unbending willpower.
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.
Hex
Hex
You levy a mild
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
Imprisonment
Imprisonment
You utter the target's name and attempt to bind them for eternity. On a successful save, a target is immune to any future attempts by you to cast this spell on it. On a failed save, choose from one of the forms of bindings below (each lasts until the spell ends).
Inescapable Malady
Inescapable Malady
You infect your target with an arcane disease. At any time after you cast this spell, as long as you are on the same plane of existence as the target, you can use an action to deal 7d10 necrotic damage to the target. If this damage would reduce the target to 0 hit points, you can choose to leave it with 1 hit point. As part of dealing the damage, you may expend a 7th-level spell slot to sustain the disease. Otherwise, the spell ends. The spell ends when you die.
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.
Mental Grip
Mental Grip
You conjure extensions of your own mental fortitude to keep your foes at bay.
Meteor Swarm
Meteor Swarm
Range: Special (1 mile)
Area: Four 40-foot radius spheres
Scorching spheres of flame strike the ground at 4 different points within range. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.
Muddle
Muddle
You attempt to disorient a creature.
Polymorph
Polymorph
The target’s body is transformed into a
Power Word Stun
Power Word Stun
You utter a powerful word that stuns a target with 150 hit points or less.
Searing Equation
Searing Equation
You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete.
Shocking Grasp
Shocking Grasp
Electricity arcs from your hand to shock the target.
Stumble
Stumble
The target moves up to 10 feet in a direction you choose, stopping short of any ledges or other dangerous hazards, or if it collides with another creature, object, or an obstacle, such as a wall or door. This movement does not provoke opportunity attacks. At the end of its movement, the target falls prone, taking 2d6 bludgeoning damage if it collides with an obstacle. If it collides with another creature or object, the damage is split between them.
Sufferer's Strike
Sufferer's Strike
Your weapon thrums with the power of your misery. As part of casting this spell, make a melee spell attack against the target. On a hit, you deal your weapon damage plus 2d8 force damage.
Transfer Exhaustion
Transfer Exhaustion
Your touch draws out a creature’s exhaustion.
Transmute Exhaustion
Transmute Exhaustion
All the target creature’s levels of