Abstraction
Abstraction
You imagine a creature you can see within range in a deconstructed and simplified form.
Air Wave
Air Wave
Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.
Alienist
Alienist
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 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 Riposte
Arcane Riposte
You respond to an incoming attack with a magically-infused attack of your own. Make a melee spell attack against the creature that attacked you. If you hit, the creature takes 3d6 acid, cold, fire, lightning, poison, or thunder damage.
Casting Time: 1 reaction, which you take when a creature makes a melee attack against you
Astral Projection
Astral Projection
Until the spell ends, the targets leave their material bodies (
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.
Blight
Blight
Necrotic energies drain moisture and vitality from the target, dealing 8d8 necrotic damage. Undead and constructs are immune to this spell.
Blood-Writ Bargain
Blood-Writ Bargain
This spell creates a pact which is enforced by celestial or fiendish forces. You and another willing creature commit to a mutual agreement, clearly declaring your parts of the agreement during the casting.
Calculate
Calculate
You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.
Note: Using the calculate cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.
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.
Charm Crowd
Charm Crowd
You only require line of sight to a target (not line of effect) and it has advantage on its saving throw if you or your companions are fighting it. Until the spell ends, each target is charmed by you and friendly towards you. You can choose to instead designate another creature within range that the crowd is friendly towards. Anything harmful done to a target by you or an ally ends the effect on that creature. A target knows it was charmed by you when it is no longer affected by the spell.
Charm Monster
Charm Monster
You only require line of sight to the target (not line of effect) and it has
Charm Person
Charm Person
You only require line of sight to the target (not line of effect) and it has
Chill Touch
Chill Touch
You reach out with a spectral hand that carries the chill of death.
Chromatic Beam
Chromatic Beam
Area: Line 30 feet long and 5 feet wide
You pour prismatic energy into a gemstone refracting the energy until it fires off as a chromatic beam in a direction you choose. Choose red (fire), orange (acid), yellow (lightning), green (poison), blue (cold), or indigo (thunder) for the color of beam you create. Each creature in the area takes 4d8 damage of the chosen type.
Circle of Death
Circle of Death
A sphere of negative energy sucks life from the area. Creatures in the area take 9d6 necrotic damage.
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.
Commune with Nature
Commune with Nature
Until the spell ends, your spirit bonds with that of nature and you learn about the surrounding land. When cast outdoors the spell reaches 3 miles around you, and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area, such as a dungeon or town.
You learn up to 3 facts of your choice about the surrounding Region:
Comprehend Languages
Comprehend Languages
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies.
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.
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.
Consume Vigor
Consume Vigor
You rend the lifeforce from a creature to sustain yourself. The target of this spell takes 6d8 necrotic damage.
Contact Other Plane
Contact Other Plane
You consult an otherworldly entity, risking your very mind in the process.
Convenient Retrieval
Convenient Retrieval
You reach into the container and instantly retrieve an object, regardless of its position in the container.
Corpse Explosion
Corpse Explosion
A corpse explodes in a poisonous cloud.
Counterspell
Counterspell
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd-level or lower, its spell fails and has no effect.
Create Undead
Create Undead
This spell cannot be cast in sunlight.
Crushing Haymaker
Crushing Haymaker
Your fist reverberates with destructive energy, and woe betide whatever it strikes. As part of casting the spell, make a melee spell attack against a creature or object within 5 feet.
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.
Darkness
Darkness
Magical darkness
Dementing Touch
Dementing Touch
Your touch implants a vile plague in a creature’s mind.
Demiplane
Demiplane
You create a shadowy door on the target. The door is large enough for Medium creatures to pass through. The door leads to a demiplane that appears as an empty, 30-foot-cube chamber made of wood or stone. When the spell ends, the door disappears from both sides, trapping any creatures or objects inside the demiplane.
Each time you cast this spell, you can either create a new demiplane, conjure the door to a demiplane you have previously created, or make a door leading to a demiplane whose nature or contents you are familiar with.
Diabolist
Diabolist
Dimension Door
Dimension Door
Range: Special (500 feet)
You teleport to any place you can see, visualize, or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.
You can bring along objects if their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn’t carrying gear beyond its carrying capacity and is within 5 feet.
Dispel Magic
Dispel Magic
You scour the magic from your target. Any spell cast on the target ends if it was cast with a spell slot of 3rd-level or lower. For spells using a spell slot of 4th-level or higher, make an ability check with a DC equal to 10 + the spell’s level for each one, ending the effect on a success.
Divination
Divination
Your offering and magic put you in contact with the higher power you serve or its representatives.
You ask a single question about something that will (or could) happen in the next 7 days. The Narrator offers a truthful reply, which may be cryptic or even nonverbal as appropriate to the being in question.
The reply does not account for possible circumstances that could change the outcome, such as making additional precautions.
Dominate Monster
Dominate Monster
You assert control over the target’s mind and it is
Draining Nova
Draining Nova
Creatures in the area make a Constitution
Dread Knight
Dread Knight
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.
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.
Eldritch Gunslinger
Eldritch Gunslinger
Enervating Light
Enervating Light
You conjure a mote of sickly light at a point within range.
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.
Enthrall
Enthrall
You weave a compelling stream of words that captivates your targets.
Etherealness
Etherealness
Until the spell ends or you use an action to end it, you step into the border regions of the Ethereal Plane where it overlaps with your current plane.
Expeditious Retreat
Expeditious Retreat
Until the spell ends, you’re able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action.
Eyebite
Eyebite
Your eyes become an inky void imbued with fell power.
Fatewoven
Fatewoven
Fear
Fear
You project a phantasmal image into the minds of each creature in the area showing them what they fear most.
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.
Finger of Death
Finger of Death
Negative energy wracks the target and deals 7d8 + 30 necrotic damage.
Flesh to Stone
Flesh to Stone
The target becomes
Flex
Flex
You bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. For the spell’s duration, the target adds both its Strength modifier and Charisma modifier to any Charisma checks it makes.
Fly
Fly
The target gains a flying speed of 60 feet. When the spell ends, the target falls if it is off the ground.
Force Punch
Force Punch
Make a
Forcecage
Forcecage
An opaque cube of banded force surrounds the area, preventing any matter or spells from passing through it, though creatures can breathe inside it.
Foresight
Foresight
You impart the ability to see flashes of the immediate future.
Friends
Friends
Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.
Gaseous Form
Gaseous Form
The target, along with anything it’s wearing and carrying, becomes a hovering, wispy cloud. In this form, it can’t attack, use or drop objects, talk, or cast spells.
Gate from Beyond
Gate from Beyond
You rend the veil to create a short-range portal from your location to any place you can see, visualize, or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.
Gia (TEST CHARACTER)
Gia (TEST CHARACTER)
Hit Points
-
-
-
Glamour
Glamour
You distort light and colors around yourself so that you are subtly more appealing, masking any untoward marks and blemishes. Until the spell ends or you use an action to dismiss it, you are glamored by an illusion that can slightly alter your appearance. These minor changes include hair style and length, eye coloration, sex, signs of age or tiredness such as crows feet and bags under the eyes, concealing or adding tattoos or other marks or blemishes, and general signs of hygiene and cleanliness.
Glibness
Glibness
When you make a Charisma check, you can replace the number you rolled with 15. Also, magic that prevents lying has no effect on you, and magic cannot determine that you are lying.
Gyre Gazer
Gyre Gazer
Hallucinatory Terrain
Hallucinatory Terrain
Range: Special (300 feet)
You weave a veil over the natural terrain within the area, making it look, sound, or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures, equipment, or creatures.
Heart of Dis
Heart of Dis
You magically replace your heart with one forged on the second layer of Hell.
Hex
Hex
You levy a mild
Hold Monster
Hold Monster
The target is
Hold Person
Hold Person
The target is
Hypnotic Pattern
Hypnotic Pattern
You conjure a swirling pattern of twisting hues that roils through the air, appearing for a moment and then vanishing.
Illusory Script
Illusory Script
You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other creatures view the message as writing in an unknown or unintelligible magical script or a different message. If you choose to create another message, you can change the handwriting and the language that the message is written in, though you must know the language in question.
If the spell is dispelled, both the message and its illusory mask disappear.
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).
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.
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.
Invigorated Strikes
Invigorated Strikes
You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell, whenever the target deals damage with an unarmed strike or natural weapon, it deals 1d4 extra damage.
Invisibility
Invisibility
You wreathe a creature in an illusory veil, making it
Invisible Object
Invisible Object
A Medium or smaller object becomes
Lemure Transformation
Lemure Transformation
Duration: 1 turn
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.
Magic Circle
Magic Circle
Magical energies surround the area and stop the type of designated creature from willingly entering by nonmagical means.
Magic Map
Magic Map
You create a map with yourself at the center, or update a map previously created with this spell. When creating a map, you choose its scale, from 100 by 100 feet to 100 by 100 miles. As part of the spell, you can make notes or other annotations on the map. The map only includes locations that you’ve seen and traveled through. The map doesn’t show areas at a significantly different elevation from your current location. If you cast the spell while you are lost, the spell fails.
At the Narrator’s discretion, some magical areas can’t be mapped with this spell.
Major Image
Major Image
Until the spell ends, you create an image that appears completely real. The illusion includes sounds, smells, and temperature in addition to visual phenomena. None of the effects of the illusion are able to cause actual harm.
While within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a roc moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the roc flies).
Mass Suggestion
Mass Suggestion
Creatures that cannot be
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.
Misty Step
Misty Step
You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.
Muddle
Muddle
You attempt to disorient a creature.
Mutant
Mutant
Nervous Recoil
Nervous Recoil
You magically cloud the target’s judgment at the last instant. The target must choose to keep its successful roll or treat the roll as a failure instead. If it keeps the success, the target takes 2d6 psychic damage.
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 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.
Pigment Cloud
Pigment Cloud
You create a
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.
Plane Shift
Plane Shift
Duration: Instantaneous or Concentration (1 minute)
Poison Skin
Poison Skin
The target becomes poisonous to the touch.
Power Word Kill
Power Word Kill
With but a word you snuff out the target’s life and it immediately dies. If you cast this on a creature with more than 100 hit points, it takes 50 hit points of damage.
Power Word Stun
Power Word Stun
You utter a powerful word that stuns a target with 150 hit points or less.
Prestidigitation
Prestidigitation
You wield arcane energies to produce minor effects. Choose one of the following:
Prismatic Mess
Prismatic Mess
Even a chaotic mess can be made useful using prisimancy.
Protection from Evil and Good
Protection from Evil and Good
The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
Raise Hell
Raise Hell
Area: Up to a 300-foot sphere
Ray of Enfeeblement
Ray of Enfeeblement
A black ray of necrotic energy shoots from your fingertip.
Remove Curse
Remove Curse
This spell ends a
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.
Scrying
Scrying
You can see and hear a specific creature that you choose.
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.
Shatter
Shatter
An ear-splitting ringing sound emanates through the area. Creatures in the area take 3d8 thunder damage.
Shattering Barrage
Shattering Barrage
You create three orbs of jagged broken glass and hurl them at targets within range. You can hurl them at one target or several.
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.
Spellbound
Spellbound
Spider Climb
Spider Climb
The target gains the ability to walk on walls and upside down on ceilings, as well as a climbing speed equal to its base Speed.
Sporesight
Sporesight
You throw a mushroom at a point within range and detonate it, creating a cloud of spores that fills the area.
Subliminal Messenger
Subliminal Messenger
The target is imbued with a spoken message of 25 words or fewer, which it speaks when a trigger condition you define is met. The target will forget your message after you say it. When your trigger condition is met, the target recites the message in the same cadence, tone, and volume as you used and the spell ends. The target does not recall the message it recited, nor does it need to understand the language the message is in.
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.
Suggestion
Suggestion
Creatures that cannot be
Tongues
Tongues
The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.
Transfer Exhaustion
Transfer Exhaustion
Your touch draws out a creature’s exhaustion.
True Polymorph
True Polymorph
The target is transformed until it drops to 0 hit points or the spell ends.
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.
True Strike
True Strike
You gain an innate understanding of the defenses of a creature or object in range.
Unholy Star
Unholy Star
Area: Four 5-foot radius spheres
A meteor ripped from diabolical skies streaks through the air and explodes at a point you can see 100 feet directly above you. The spell fails if you can’t see the point where the meteor explodes.
Unnaturalist
Unnaturalist
Unseen Servant
Unseen Servant
You create an
Urbanist
Urbanist
Vampiric Touch
Vampiric Touch
Shadows roil about your hand and heal you by siphoning away the life force from others.
Void Maw
Void Maw
You reach out into the perilous void to create an orb of hungry shadows, making a ranged spell attack that deals 1d6 necrotic damage. Inanimate corpses and Tiny or smaller nonmagical objects hit by this spell disintegrate into nothing. If this spell kills a creature, the corpse disintegrates into nothing.
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.
Wind Up
Wind Up
You wind your power up like a spring.
Wormway
Wormway
Range: Special (150 miles
Writhing Transformation
Writhing Transformation
As part of the casting of this spell, you lay down in the coffin on a patch of bare earth and it buries itself.