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.
Blade Barrier
Blade Barrier
Area: Wall, varies
Chain Lightning
Chain Lightning
You fire a bolt of electricity at the primary target that deals 10d8 lightning damage. Electricity arcs to up to 3 additional targets you choose that are within 30 feet of the primary target.
Circle of Death
Circle of Death
A sphere of negative energy sucks life from the area. Creatures in the area take 9d6 necrotic damage.
Conjure Aberration
Conjure Aberration
You wrench open a hole in reality and summon a creature from the cracks between the planes.
Conjure Fey
Conjure Fey
You summon a creature from the Dreaming. This creature uses the statistics of a fey creature (detailed below) with certain traits determined by your choice of its type: hag, hound, or redcap.
The creature is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands, the creature only defends itself.
Contingency
Contingency
As part of this spell, cast a spell of 5th-level or lower that has a casting time of 1 action, expending spell slots for both. The second spell must target you, and doesn’t target others even if it normally would.
Create Undead
Create Undead
This spell cannot be cast in sunlight.
Disintegrate
Disintegrate
A pale ray emanates from your pointed finger to the target as you attempt to undo it.
Eyebite
Eyebite
Your eyes become an inky void imbued with fell power.
Find the Path
Find the Path
Range: Same Plane
Flesh to Stone
Flesh to Stone
The target becomes
Forbiddance
Forbiddance
You protect the target area against magical travel. Creatures can’t teleport into the area, use a magical portal to enter it, or travel into it from another plane of existence, such as the Astral or Ethereal Plane. The spell’s area can’t overlap with another forbiddance spell.
Freezing Sphere
Freezing Sphere
A freezing globe streaks to a point within range and explodes, dealing 10d6 cold damage to creatures in the area. Liquid in the area is frozen to a depth of 6 inches for 1 minute.
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.
Guards and Wards
Guards and Wards
You create wards that protect the target area. Each warded area has a maximum height of 20 feet and can be shaped. Several stories of a stronghold can be warded by dividing the area among them if you can walk from one to the next while the spell is being cast.
When cast, you can create a password that can make a creature immune to these effects when it is spoken aloud. You may also specify individuals that are unaffected by any or all of the effects that you choose.
Guards and wards creates the following effects within the area of the spell.
Harm
Harm
You assail a target with entropic energy. The target takes 14d6 necrotic damage and its hit point maximum is reduced by the same amount for 1 hour. This spell cannot reduce a target to less than 1 hit point.
Heal
Heal
A torrent of healing energy suffuses the target and it regains 70 hit points.
Heroes’ Feast
Heroes’ Feast
The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus.
Infernal Weapon
Infernal Weapon
A weapon formed from the essence of Hell appears in your hands. You must use two hands to wield the weapon. If you let go of the weapon, it disappears and the spell ends.
When you cast the spell, choose either a flame fork or ice spear. While the spell lasts, you can use an action to make a melee spell attack with the weapon against a creature within 10 feet of you. On a hit, you deal 5d8 damage of a type determined by the weapon’s form. On a critical hit, you inflict an additional effect.
Instant Summons
Instant Summons
Until the spell ends, a mystical bond connects the target and the precious stone used to cast this spell. Any time after, you may crush the stone and speak the name of the item, summoning it instantly into your hand no matter the physical, metaphysical, or planar distances involved, at which point the spell ends. If another creature is holding the item when the stone is crushed, the item is not summoned to you. Instead, the spell grants you the knowledge of who possesses it and a general idea of the creature’s location.
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.
Magic Jar
Magic Jar
Your body becomes catatonic as your soul enters the vessel used as a material component. While within this vessel, you’re aware of your surroundings as if you physically occupied the same space. The only action you can take is to project your soul within range, whether to return to your living body (and end the spell) or to possess a humanoid.
Mass Suggestion
Mass Suggestion
Creatures that cannot be
Metabolic Stasis
Metabolic Stasis
Creatures in the area when the spell is cast no longer age or require sustenance or
Move Earth
Move Earth
Area: Square of clay, dirt, or sand up to 40 feet on a side
Planar Ally
Planar Ally
An entity from beyond the realm material answers your call for assistance. You must know this entity whether it is holy, unholy, or beyond the bounds of mortal comprehension. The entity sends forth a servant loyal to it to aid you in your endeavors. If you have a specific servant in mind you may speak its name during the casting, but ultimately who is sent to answer your call is the entity’s decision.
Programmed Illusion
Programmed Illusion
You craft an illusory object, creature, or other effect which executes a scripted performance when a specific condition is met within 30 feet of the area. You must describe both the condition and the details of the performance upon casting. The trigger must be based on something that can be seen or heard.
Once the illusion triggers, it runs its performance for up to 5 minutes before it disappears and goes dormant for 10 minutes. The illusion is undetectable until then and only reactivates when the condition is triggered and after the dormant period has passed.
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.
Reopen Rift
Reopen Rift
If any creature used teleportation or plane shift magic, such as
Spellbound Oath
Spellbound Oath
This spell binds two creatures to an agreement spoken as the part of the casting of the spell in a language that both parties understand.
The agreement must include a promise by both parties to do or refrain from doing something specific. The promises do not need to be the same or equal but mustn’t be obviously harmful to either creature. For example, an archfey may promise to restore the freedom of a loved one in exchange for a mortal becoming their emissary.
Sunbeam
Sunbeam
Area: Line 60 feet long and 5 feet wide
Transport via Plants
Transport via Plants
You create a magical pathway between the target and a second plant that you’ve seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.
True Seeing
True Seeing
Until the spell ends, the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.
Wall of Flesh
Wall of Flesh
A squirming wall of bodies, groping arms and tentacles, and moaning, biting mouths heaves itself up from the ground at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. The wall can have any shape you desire.
Wall of Ice
Wall of Ice
You create a wall of ice on a solid surface. You can form it into a hemispherical dome or a sphere, either with a radius of up to 10 feet. You may also choose to create a flat surface made up of a contiguous group of ten 10-foot square sections. The wall is 1 foot thick.
Wall of Thorns
Wall of Thorns
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns on a solid surface. You can choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
Wind Walk
Wind Walk
The targets assume a gaseous form and appear as wisps of cloud.
Word of Recall
Word of Recall
Range: 5 feet
The targets instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.
You must first designate a sanctuary by casting this spell within a location aligned with your faith, such as a temple dedicated to or strongly linked to your deity.
Wormway
Wormway
Range: Special (150 miles