7th-level necromancy (ritual)
After spending the casting time tracing magical pathways within a precious gemstone, you touch an undead you created.
The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak languages it knew in life. It only vaguely remembers what happened while it was undead prior to this spell being cast on it.
The awoken undead is under your control for 30 days or until you and your companions do anything harmful to it. When it ceases to be under your control, the awoken undead chooses whether to remain friendly to you, based on how you treated it while it was under your control. Its choice may be affected by what it remembers from being alive.
You create a localised field of ball lightning that fills a 5-foot cube space that you can see within range. The ball crackles and squeals with electrical energy, shooting off sparks at every moment.
As a part of your action to cast the spell, or as an action on subsequent turns, you can move the ball lightning up to 60 feet to a space that you can see.
At the end of each turn that you concentrate on the spell, the ball lightning unleashes a burst of electrical sparks towards any creatures you choose 10 feet of the ball lightning that you can see within. Each creature must then succeed on a Dexterity saving throw. The target creatures take 8d10 lightning damage on a failure, and half as much damage on a success.
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions The DM has the celestial's statistics.
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends.
The hezrou's attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou's turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food's value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check.
If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit points maximum, it returns to the Abyss.
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts.
You conjure an air elemental, binding it to your will and shifting its form into an invisible wispy form. An invisible stalker appears in an unoccupied space that you can see within range. The stalker must obey your commands to the letter, but isn't always an enthusiastic pawn. If you issue any order to it other than to hunt down a creature or retrieve an object, the spell ends. Between commands, the invisible stalker stays at your side, but won't necessarily proactively defend you unless you order it to hunt a creature down.
The invisible stalker returns to its plane when it is reduced to 0 hit points, when the spell ends, if you cast this spell again, or if you die whilst the invisible stalker has no outstanding tasks.
You call forth a shambling mound created from vegetation around you. Choose an unoccupied sarea near a source of vegetation that you can see within range. A shambling mound will rise from the ground in this location. The mound disappears when it drops to 0 hit points or when the spell ends. The mound is friendly to you and your companions for the duration. Roll initiative for the mound, which has its own turns.
It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the mound, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, you lose control of the mound and it becomes hostile toward you and your companions, and it will attack. An uncontrolled mound can't be dismissed by you, and it disappears hour after you summoned it. The DM has the shambling mound's statistics.
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon two shambling mounds in unoccupied areas that you can see.
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant 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. If you 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.
You conjure a tiny orb of absolute darkness that pulls in all around it at a point that you can see within range. Each creature within 30 feet of the orb must succeed on a Strength or Dexterity saving throw (the creatures choice), or take 3d10 force damage and be sucked into the orb's extraplanar centre. A creature that succeeds the saving throw takes half damage and is not sucked inside.
Objects are also sucked in, and take damage accordingly.
A creature that is sucked into the orb appears in a dark void of nothingness, and takes 7d10 necrotic damage each time they start their turn there. At the end of each of its turns, the creature can remake the saving throw, appearing outside of the orbs area of effect ona success.
When the spell ends, all creatures or objects trapped inside are released near to the orbs origin.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial force damage dealt increases by 3d10 for each slot level above 7th.
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners.
Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
You conjure a green cloud filled with acid high in the sky. The cloud fills a cylinder that is 10 feet tall with a 60-foot radius, centred on a point you can see within range, and at least 100 feet above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that cannot accommodate the cloud).
Any creature that enters a space occupied by the cloud, or starts their turn there must succeed on a Constitution saving throw or take 10d12 acid damage.
At the end of your turn when you first cast the spell, acid begins to rain down from the cloud, filling a 60-foot radius cylinder that reaches the ground below the cloud until the spell ends. Any creature that enters the cylinder for the first time, or starts their turn there, must succeed on a Constitution saving throw. A creature that fails takes 6d12 acid damage and - if they wear non magical armour, or have natural armour - have their armour partially dissolved, taking a permanent, and cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. A successful save halves any damage the creature would take.
The acid from this spell is very potent, and will likely kill off a lot of wildlife. Should you concentrate on this spell for the full hour, all plants within the radius will have died, and no significant amount of vegetation can grow there again for a number of months equal to your 7 + your spellcasting ability modifier.
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
You touch a creature, placing a dark mark on its body that lasts for 24 hours. Whilst the mark is present, that creature has disadvantage on death saving throws. If the creature dies whilst the mark is present on its body, its soul is destroyed, preventing it from being revived by anything short of a wish or true ressurection spell.
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The creature loses any resistance or immunity it has to the chosen damage type, and gains vulnerability to it, until the spell ends.
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by dispel magic.
You hold your hands to the skies, chanting a foul invocation of destruction. A sphere of pure energy forms above your head, quickly swelling to 10 feet in diameter. As your chant ends, you hurl the globe high into the sky.
The globe remains in transit until the end of your next turn, whereupon it crashes onto the target point and detonates in a thunderous explosion.
Creatures directly impacted by the Globe must make a Dexterity saving throw or take 16d8 Force damage, taking half as much on a successful save. Creatures within 40 feet of the globe when it explodes must make a Dexterity saving throw or take 8d8 force damage, taking half as much on a successful save. Creatures reduced to 0 hit points by this spell are disintegrated, reduced to ash on the breeze by raw annihilative power.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, its damage for a direct hit increases by 2d8, its indirect damage increases by 1d8, and its range increases by 2500 feet for each slot level above 7th.
You create a horrifying illusion, changing your face to that of a horrifying monster. Your hair appears to be composed of snakes and your face looks reptilian. Your eyes turn a deep, serpentine gold.
When a creature that can see your eyes starts its turn within 40 feet of you, you can force it to make a Constitution saving throw if you aren't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save. A creature can use its action to make an Intelligence (Investigation) check to disbelieve the illusion, at which point the horrifying visage becomes faint and transparent, but cannot avert its eyes if it does this. Creatures with truesight are unaffected by this spell.
If you see yourself reflected on a polished surface within 30 feet of it and in an area of bright light, you may make an Intelligence save to recognize it’s your own illusion; on a failed save, you are affected by your own gaze.
You conjure the scaled, white hunting hands from the scalp of Manos himself. These three hands burrow up from the ground with a horrid screaming sound, appearing in unoccupied spaces that you can see within range.
Each hand acts on your turn, and they can be commanded as a bonus action on your turn, or as a part of your action to cast this spell. Each hand can hover up to 20 feet each, before each can claw at a creature that you can see within 10 feet of a hand. You may have each of the hands attack seperate creatures if possbile. For each attack made by a hand, make a melee spell attack. On a hit, the target creature takes 1d8 slashing damage, plus 1d8 necrotic damage.
You call upon the spirit of a dead angel, animating one inside a rusty iron shell. The iron angel appears in an unoccupied space that you can see within range, and fights to protect you with its life. Roll initiative for the iron angel, which has its own turn.
The iron angel obeys any verbal commands you issue to it (no action required by you). If you don’t issue a command to it, it defends itself from hostile creatures, but otherwise takes no actions.
The iron angel’s statistics are shown below, and when created, it gains one of the following additional actions of your choice:
Medium construct, unaligned
- Armor Class 16 (natural armour)
- Hit Points 85 (10d8 + 40)
- Speed 0 ft. fly 60 ft. (hover)
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 9 (-1) 12 (+1) 1 (-5)
- Damage Resistances fire, lightning, necrotic, radiant
- Damage Immunities acid, cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities blinded, charmed, exhaustion, paralyzed, petrified, poisoned, prone, unconscious
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
- Languages understands Celestial, as well as its creator’s languages, but cannot speak
Corrosive Soul. Any creature that starts its turn within 10 feet of the iron angel must succeed on a DC 15 Constitution saving throw or take 1d10 necrotic damage. A creature that succeeds the saving throw takes half damage. This aura kills plant matter, corrodes stray metals, and blackens nearby water.
Degrading Touch. Whenever a creature hits the iron angel with a nonmagical metallic weapon, that weapon takes a permanent -1 penalty to damage rolls as the iron angel’s form twists and corrodes the metal of the weapon. Additionally, weapon attacks made by the iron angel deal an additional 1d10 necrotic damage (included in the attack).
Magic Resistance. The iron angel has advantage on saving throws against spells and magical effects.
Multiattack. The iron angel makes two razorblade attacks.
Razorblades. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 5 (2d10 + 4) slashing damage, plus 5 (1d10) necrotic damage.
Grinding Scream (Recharge 5-6). The iron angel lets out a terrible scream of pain that sounds like two steel gears grinding together. Each creature that hears the scream within 20 feet of the iron angel must succeed on a DC 15 Constitution saving throw. On a failed save, each creature takes 18 (4d8) psychic damage, and becomes frightened of the angel until the end of its next turn. On a successful save, each creature takes half damage.
Razorbolt. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 26 (4d10 + 4) piercing damage, plus 5 (1d10) necrotic damage.
Sorrowful Gaze (Recharge 6). The iron angel looks deep into the soul of a creature it can see within 30 feet of it. The target creature must succeed on a DC 15 Wisdom saving throw. On a failed save, the target becomes charmed by the iron angel. Whilst charmed in this way, the creature will take no aggressive actions against the angel, having gained great pity for its existence. A charmed creature takes 1d10 psychic damage at the start of each of its turns. A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.
You transform your arm into a blade of demon-horn that lances towards your enemies. Make a melee spell attack against a creature in range. On a hit, the target takes 5d10 force damage, plus 5d10 necrotic damage and suffers the exile curse for 24 hours.
A creature under the effect of the exile's curse cannot see, or be seen, by any creature except you, the caster. The cursed creature is, for the purposes of interaction with other spell effects, invisible to all creatures except you, whilst all other creatures are considered invisible to the target.
When the cursed creature takes damage, it can make a Wisdom saving throw. On a success, the curse ends. A successful remove curse spell also ends the Exile Curse's effect.
At Higher Levels. When you cast this spell using a spell slot of 8th-level or higher, both the necrotic, and force damage dealt increase by 1d10 per spell slot level expended above 7th.
You transmute your mind into clear, crystalline thought channels, capable for processing, storing and comprehending information with perfection. For the duration, you gain the following benefits:
You make terrain in an area up to 1 mile square look, sound, smell and even feel like some other sort of terrain. The terrain's general shape remains the same, however, open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy Meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusions include audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
You touch an unconscious allied creature you’re familiar with that has 0 hit points, tapping into its muscle memory and imbuing yourself with its capabilities. You replace your ability scores with those of the target, and gain the target’s racial traits and class features for the duration, including its saving throw, skill, tool, armor, and weapon proficiencies. Until the spell ends, you lose your own racial traits and class features, including your saving throw, skill, tool, armor, and weapon proficiencies, though you retain your current hit points, temporary hit points, and hit point maximum, and can maintain concentration on this spell, as normal. When this spell ends, you lose all of the ability scores, proficiencies, traits, and features you gained this way, and regain your normal normal ones.
If the creature’s class features have a limited number of uses or spell slots, you gain only the target’s remaining uses of those features and its remaining spell slots. You learn the spells the creature knows, and prepare the spells it has prepared. You can’t cast your odic spells, unless the target knows the spell or has it prepared. You forget all of the spells you learned and prepared this way when the spell ends.
This spell has no effect if the target is an undead or construct.
Each creature that you choose within range must succeed on a Wisdom saving throw. On a failed save, it perceives all bright light as dim-light, and all dim-light as darkness for the duration. Any creature that starts its turn in an area it perceives as darkness takes 3d6 psychic damage.
Darkness perceived by this spell counts as magical for the purposes of overcoming creature’s with darkvision.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. if you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
You entreat your deity for aid, opening yourself as a conduit for its divine power. Immediately after you finish the prayer, you cast any cleric spell of your choice of 6th level or lower without expending an additional spell slot. If you have a Divine Domain, you can choose the spell from among your domain spells, instead of the cleric spell list. You ignore the spell’s casting time, casting it as though you spent a 7th-level spell slot if it is a spell of 1st level or higher.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, its casting time decreases to 1 minute for an 8th-level spell slot, and to 1 action for a 9th-level spell slot.
A sphere of crushing water forms around the head (or similar) of a creature you can see within range, and begins to exert an incredible force upon that creature. When you first cast this spell, the creature affected by it takes 6d10 bludgeoning damage. As a bonus action on any of your turns for the spell's duration, you may cause the creature to take this damage again. A creature under the effect of this spell is considered to be holding its breath (and eventually suffocating) as described under the rules for suffocating on page 189 of the Player's Handbook, unless the creature is able to breathe water.
On its turn, a creature under the effects of this spell may attempt to pull itself from the sphere as an action. If it does so, it must succeed on a Dexterity saving throw against your spell save DC or remain stuck in the sphere. Once a creature removes itself from the sphere, the spell ends.
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of it's turns (10 hit points each minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centred on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly for the duration.
At the end of the duration, affected objects and creatures fall back down.
You gesture with your hands, tearing open a rift in space and time at a point that you can see within range. The rift is unstable, sending out constant violent waves of energy in a 30-foot radius around it. Each creature that enters the area for the first time or starts its turn caught in the wave of energy must succeed on a Constitution saving throw or succumb to the otherworldly energy. On a failure, the target takes 3d8 force damage, taking half damage on a success.
A creature that is damaged by this spell suffers a cumulative 10-foot penalty to its movement that lasts until it starts its turn after having not been damaged by the spell since the start of its last turn. A creature that has its speed reduced to 0 by this spell takes an additional 3d8 force damage.
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
You call down shards of crystalline magic from beyond this realm. For the duration, any creature you choose that starts its turn within 90 feet of you takes 1d6 slashing damage as it is hit with tiny razor-sharp crystals.
As a part of your action to cast the spell, or as an action on subsequent turns, you can bring down a shard of crystalline energy at a point that you can see within 90 feet. Each creature within a 10-foot radius sphere of the shard when it falls must succeed on a Dexterity saving throw or take 6d10 force damage.
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
You fire three beams of purified starlight energy and shoot them forth at targets within range. You can shoot the beams all at one target or split them between several. Make a ranged spell attack for each beam. On a hit, the target takes 5d10 fire damage, and is blinded for 1 minute.
Should a creature that is blinded by this spell attempt to cast a spell of their own, they must succeed on a Wisdom saving throw or have the spell fizzle and do nothing, wasting the spell slot. A creature can make a Wisdom saving at the end of each of it's turns to end the blindness on themselves.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create one additional beam for each slot level about 7th.
7th-level evocation (ritual)
You touch a creature, invading their mind and copying all their memories for yourself. The target must succeed on a successful Intelligence saving throw. On a failure, any memories you choose are instantly downloaded into your own mind as you remember them.
You remember events exactly as the target did. For example, should you gain the memories of an illiterate ogre, you would not be able to read any of the writing the ogre had seen. Alternatively, should you gain the memory of a wizard speaking a language you don’t understand, since the wizard in question remembers understanding what he said, you do too. This spell has no affect if you failed to maintain physical contact with the target for the full casting time of the spell.
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death. Each target must make a Constitution saving throw, taking 10D10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can't understand what other creatures say, can’t read, and speaks only in gibberish. Its movement is erratic.
Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
|Familiarity||Mishap||Similar Area||Off Target||On Target|
Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temples appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any crea— tures you designate when you cast the spell can open or close the door.
The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of let level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temples interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
You begin to shift and fade in and out of time, bending its flow to your whim. For the duration, you gain the following benefits:
You target a creature within range. The shadows of creatures within 5 feet of the target then turn against the first creature, attacking them from all sides. The target must make a Dexterity saving throw. The creature takes 3d6 damage for every creature within 5 feet of it, up to a maximum of 24d6 on a failed save, or half damage on a successful one.
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
You call upon a strand of psychic energy that lances towards a target, who experiences visions of the worst possible future.
Choose a creature within range. It must make a Wisdom save or take an additional 4d4 psychic damage whenever it takes damage from another attack.
At the start of each of its turns, the creature can repeat the saving throw to end the spell.
At Higher Levels. When you cast this spell using a spell slot of the 8th level or higher, this spell deals an additional 2d4 psychic damage for each spell slot above 7th.