You draw the moisture from every creature in a 30-foot cube centred on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature’s normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.
A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.
If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
8th-level transmutation (ritual)
You heighten the flow of magic within a 10ft radius sphere centred on a point within range. While inside the area, a creature's spell slots are each considered to be one level higher, up to 8th-level.
You release a massive amount of astral energy in a 30 foot radius globe centered on you. The inside of the globe is dimly lit, and filled with softly glowing lights which map the starry sky. On this release, all enemies coming in contact with the sphere are star struck and must make a wisdom saving throw. Enemies take 6d8 force damage and are stunned until the end of your next turn on a failed saved, and half the damage is taken and they resist becoming stunned on a success.
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
You create a wild temperature fluctuation at a point you can see within range. For the duration, you create a cylinder that is 300 feet tall with a 100-foot radius centered on the chosen point. Within this cylinder, the temperature becomes freezing cold or unbearably hot. When you cast this spell, choose whether you will create a coldsnap or a heatwave in the area.
Coldsnap. Creatures within the affected area have their movement speeds halved and have disadvantage on Dexterity ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking 6d10 cold damage on a failed save, or half as much damage on a successful one.
Heatwave. Creatures within the affected area have disadvantage on attack rolls and on Wisdom ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
|3||Overcast or ground fog|
|4||Rain, hail, or snow|
|5||Torrential rain, driving hail, or blizzard|
You conjure four crystalline structures in unoccupied spaces that you can see within range. These cores float in place, filling a 5-foot area. As a part of your action to cast the spell, or as an action of subsequent turns, you can have one or more of the crystals fire beams of energy at a creature within 15 feet of it.
Make a ranged spell attack for each attacking crystal. On a hit, the target creatures take 3d6 force damage.
Each crystal has hit points equal to 5 times your caster level, and AC equal to your spell save DC. The crystals all have immunity to poison, psychic, and radiant damage, as well as non-magical bludgeoning, piercing, and slashing damage not made from adamantine. The crystals all have resistance to acid, cold, fire lightning, and necrotic damage.
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
You pull forth a sizable fragment of a creature’s soul, drawing it in to fuel your body. The target creature must succeed on a Constitution saving throw. On a failure, the target takes 10d10 necrotic damage and cannot regain hit points until a remove curse spell or similar magic is cast on it successfully. On a success, the target takes half damage and cannot regain hit points until the end of your next turn.
You gain temporary hit points equal to the damage dealt by this spell, which last for 1 minute. At the start of each of your subsequent turns whilst this effect lasts, you lose 10 temporary hit points. If the target creature was killed by this spell, you can instead choose to expend any number of the temporary hit points gained to restore an equal number of hit points.
A creature killed by this spell cannot be revived by any means, short of a true resurrection or wish spell.
A Huge spectral avenger appears in an unoccupied space of your choice that you can see within range. The spell fails if the space you choose is not large enough to accommodate the avenger. The avenger appears angelic if you are good, fey if you are neutral, or fiendish if you are evil, and it has armor emblazoned with the symbol of your deity. It acts during your turn, is immune to all conditions and damage, and is unaffected by spells other than antimagic field or dispel magic. You can use a bonus action on your turn to verbally command the avenger to take a specific action from the following list:
Move. The avenger moves toward an unoccupied space of your choice that you can see by the most direct route, as though it has a flying speed of 60 feet.
Punish. Choose a point within 30 feet of the avenger that you can see. The avenger launches divine energy from its hand at the indicated spot, causing an explosion affecting each creature within 10 feet of the point. Each creature other than you in the area must make a Constitution saving throw. A creature takes 6d6 damage on a failed save, or half as much on a successful one. The damage type of the explosion is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil.
Smite. Choose a creature that you can see. The avenger moves toward that creature by the most direct route, as though the avenger has a flying speed of 30 feet, then you make a melee spell attack against the target if it’s within 5 feet of the avenger. If the attack hits, the target takes 8d8 damage. The damage type of the attack is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil.
If you don’t issue a command to the avenger, it uses its Smite action against the hostile creature nearest to you if able, or its Move action to reach that creature if it isn’t close enough to attack.
If you drop to 0 hit points or are killed, the avenger flares with divine energy until you regain at least 1 hit point or the spell ends. While in this state, it focuses on the creature that reduced you to 0 hit points or that killed you, ignoring all other creatures and using its Smite action targeting the creature if the creature is within range of the action’s movement, or the Move action toward the closest unoccupied space to the creature if it isn’t. When the avenger takes either of these actions while in this state, it moves toward the creature as though the action’s flying speed were doubled. Additionally, when it uses its Smite action against the creature while in this state, you make two spell attacks against the target, as described in the action, instead of one. Once the creature is dead, the spell ends.
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal, or wish.
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
You align the energies of the elements, fusing them with your own form. For the duration, whenever you would take acid, cold, fire, lightning, poison or thunder damage, you can use your reaction to unleash a raging bolt of elemental energy out towards your attacker. The target creature must succeed on a Dexterity saving throw, taking 4d8 damage of the triggered type on a failed saving throw, and half that on a success.
Additionally, whenever you cast a spell that deals acid, cold, fire, lightning, poison or thunder damage, you can use your reaction to do one of the following:
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that it can see must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight of the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
You burry a gemstone 1 foot below the surface and begin to enchant the surrounding area with magical energies native to the Elemental Plane of Air. After a strenuous casting recital consisting of 8 hours of uninterrupted devotion, the landscape begins to tear away from its surroundings up to a 250-foot-radius sphere in any direction from the gemstone, forming an island.
Once the spell has been completed, the island begins to lift into the air at a rate of 100 feet per 1 hour. You are able to use your action to stop the island from elevating at any point up to 1 mile above the surface. Once stopped, you are able move the island by spending 1 hour of uninterrupted recital. Doing so will allow you to move the island any direction at a rate of 20 feet per 1 hour. You may stop the island from moving at any time using your action. The buried gemstone can never be higher than 1 mile above the surrounding ground's surface. Removing the gemstone from the place it was buried ends the spell, causing the island to fall back towards the surface at a rate of 192 feet per round.
You may only have one instance of this spell active at a time. Casting the spell again will cause the other casting of this spell to lose its magical properties and the spell will end. At Higher Levels. When you cast this spell using a spell slot of 9th level, you are able to summon as many floating islands as you have components to do so. When you complete a 1-hour recital to move the floating island, all islands you have currently created move simultaneously.
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
You touch a willing creature and strengthen its resolve and allowing it to become dauntless in the face of untold danger. For the duration, the target becomes immune to all condition effects. If the target is currently affected with any condition other than exhaustion, casting this spell will remove those conditions from the target.
Additionally, if a single source of-damage would knock the target unconscious or kill it outright, the target drops to 1 hit point instead.
Once a target has been reduced to 1 hit point in this way, it cannot be reduced to 1 hit point in this way again until the end of its next turn.
You twist the very earth to turn it against those that would wish to pass. You change the land in an area, allowing it to protect up to 10,000 square feet of earth (two hundred 5-foot squares or one hundred 10-foot squares). Any effect that this spell can have must originate from solid ground and must remain within the affected area.
Maximilian’s impassable terrain creates the following effects within the area.
Bushes. Up to five instances of the overgrowth spell can persist within the area. However, this version of the spell is different in that any creature that steps fully into one of the overgrowth spells is teleported to another within the area, chosen by the caster upon the placement of each instance of the overgrowth spell.
Dust. The whole area is filled with swirling dust and dirt, reducing areas visibility to 20 feet, with any space beyond that point being heavily obscured.
Roots. The entire selected area becomes difficult terrain as roots or vines sit at awkward heights and thicknesses. If a creature spends its turn not moving, it must succeed on a Strength saving throw or be grasped by the roots and become restrained for the duration of the spell. A restrained creature can remake the saving throw at the start of each of its turns.
Walls. You can create up to four instances of the wall of stone spell, placing panels or domes in accordance to the spell.
Other Spell Effects. You can place your choice of one of the following magical effects within the area. Any spell that does not have a duration of instantaneous has its duration increased to that of Maximilian’s impassable terrain and is no longer concentration if it was to begin with. Each spell can be placed where you choose as long as it remains wholly within the area.
The spell becomes permanent by casting this spell on the same area every day for one year.
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by a 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
You employ powerful magic with great subtlety to extract one of the targets organs without killing it. The target must succeed on a Constitution saving throw. On a successful save the spell ends. On a failed save, the organ you chose appears in your outstretched hand, glowing faintly with magical energy. The organ is still magically connected with the body. For example, a heart can continue to pump blood, a brain can still receive sensory information and controls the target’s muscles and a skeleton still provides structural support.
As a bonus action you can dismiss this connection, the body then suffers the effects of losing the organ (usually death, although not necessarily in the case of a kidney or leg bone, for example). Regardless of whether the organ is still connected to the target’s body, the spell keeps the organ alive, magically oxygenating and circulating the blood within it. Whilst the magical connection the body remains unsevered, you can end this spell as an action, returning the organ to its proper location safely.
A successful dispel magic cast on the organ only returns it to the targets body on a successful DC 20 Spellcasting ability check, otherwise the magic is simply unraveled, leaving the organ outside and unconnected with the target’s body.
Creatures without a fixed anatomy or immune to critical hits are not affected by this spell.
You form a powerful mental bond between willing creatures that you choose, creating a mental network of thoughts that the affected can transmit through to one another. You add each target creature to your neural network. Any creature that is a part of such network can communicate telepathically to any number of other creatures on the network as long as their targets reside on the same plane. You can hear any message transmitted through your neural network if you choose.
You can remove a creature you choose from your neural network as an action. If a creature is removed from a neural network, each creature in the network knows that they have been removed. Any creature that dies is instantly removed from your neural network. Should you die, your neural network collapses and is destroyed.
You channel the dark energies of the Shadowfell through you, pouring them into the skies above. For the duration a plume of dark smoke pours from the skull, heavily obscuring a 10-foot area around the point of the spell’s casting that extends upwards in a cylinder that reaches the clouds. Over the course of the spell, the smoke fills the skies, advancing 1 mile per minute that you concentrate on the spell, out to a maximum 60-mile radius around you. After every 10 minutes that you concentrate on the spell, a new effect occurs and persists for the duration of the spell. These effects are as follows:
10 minutes. All light sources have their range reduced by half, unless that light source comes from a spell of 6th-level or higher.
20 minutes. Any dim-light in the area becomes darkness.
30 minutes. The sun is completely covered, stopping any sunlight from penetrating the smoke. All that can be seen is a thin corona of sunlight in the sky that has darkened to a menacing red.
40 minutes. The darkness oppresses the mind, any creature other than the caster that takes a long rest underneath the darkness must make a saving throw against Shadowfell Despair (as detailed on page 52 of the Dungeon Master’s Guide).
50 minutes. All healing received by a creature other than the caster in the area is halved.
60 minutes. The plume of smoke from the crystal stops, and spells effects become permanent, persisting in their entirety until successfully dispelled. You need not concentrate from this point onwards to maintain the effects of the spell.
If for any reason the spell ends before the duration has expired, the effects persist for 1d4 + 1 hours, with the effects disappearing as they appeared, but in reverse order during the final hour.
Undead creatures are immune to the effects of this spell.
After the effects have been made permanent a creature that wishes to permanently dispel the darkness must find where it was first cast, dig up the crystal skull that was buried at the casting location after the spell’s completion, and cast a success dispel magic on the skull.
You surround a creature within range in a spectral shield and revolving orbs of pure energy. The target gains resistance to bludgeoning, piercing, and slashing damage for the duration, as well as immunity to both force and psychic damage.
Three orbs surround the target, slowing revolving around them. Each orb grants the target temporary hit points equal to 10 + your spellcasting ability modifier.
When the target is damaged by a creature within 30 feet of them, you can use your reaction to have the orbs lash out at the attacker. The attacker must succeed on a Dexterity saving throw or take 10d6 force damage. The target takes half damage on a successful saving throw. The orb then disappears. You cannot use this feature if the target has no orbs remaining.
You conjure a sphere of temporal energy at a point that you can see within range. The sphere extends out in a 20-foot radius from its point of origin, stopping time for all entities in the area. Any creature or object that becomes fully engulfed in the sphere becomes weightless and paralyzed for the duration.
A creature can use its action to try to pull a creature within 5 feet of it out of the sphere. That creature must make a Strength (Athletics) check contesting your spell save DC, pulling a target creature or object free from the sphere on a success.
Any ranged or melee damage rolls dealt to creatures or objects inside the sphere are not resolved until the spell ends.
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
The target imbibes in the blood of the sphinx imbued with your magical essence, turning back the aging process. The target creature’s physical age is reduced by 2d4 x 10 percent, not impacting its mental capabilities in any way. Each time subsequent time you target the same creature with this spell, you receive a cumulative -1 penalty to your roll.
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
With a sweeping arm gesture, you expel all air from a 40-foot high cylinder with a radius of 20 feet. A wall of magical force expands outwards from the centre, hedging out all air, gases and mists but passing through solids and liquids.
Each creature in the area must succeed on a Constitution saving throw or have the air in its lungs sucked out as the barrier passes through it. On a successful save, a creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). On a failed save, a creature runs out of breath and can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying.
A creature cannot enter the area whilst holding its breath unless it succeeds on a Constitution saving throw.
The lack of air has a number of other effects:
You influence a creature's mind, greatly enhancing its suspension of disbelief, whilst causing it to hallucinate vividly. The creature must succeed on an Intelligence saving throw. On a failed save, it suffers disadvantage on any check or saving throw to resist the frightened or charmed conditions, or to percieve illusions as they truely are, and attack rolls against it have advantage for the duration.
In addition, when the target creature makes an attack roll, it must roll a d20. On a roll of 10 or lower, it instead attacks an illusory duplicate of its target that only it can see.
When you cast this spell, a tiny ball of ice forms at a point within range and then blooms instantly into a towering cloud of wintery blizzard with a radius of 60 feet that lasts for the duration. The storm is brilliantly white and dense, making any creature within it effectively blinded and invisible. The driving winds and sudden drifts of snow make flying impossible and triple the cost of moving through the area. Any creature who enters the whiteout for the first time, or starts its turn there takes 10d6 cold damage, or half that with a successful Constitution saving throw.
As a bonus action, you can move the center of the blizzard up to 30 feet. In its wake, and anywhere the spell touched once it ends, a blanket of slush and ice remains on the ground, creating difficult terrain until it melts naturally.