This strange and powerful spell brings about the creation of a disembodied intelligence, which the caster can choose to imbue into a nonmagical object or a location. It is sometimes used by arcane user during the creation of powerful magic items or to create spies, assistants, companions, or sentient libraries. The spell requires the caster to concentrate continuously for 4 days, as tiny extracts of their consciousness are gathered and imbued into the target.
After the casting, the caster must rest for 1d4 days and cannot cast spells during this time.
The DM should roll 4d6d1 to determine the Intelligence, Wisdom, and Charisma scores of the magically created mind, then roll 1d20 and consult the table to determine additional characteristics of the mind. The mind's alignment is always adjacent to the caster's, but is otherwise determined randomly. The intelligence has senses, and can communicate in a fashion as shown by rolling on the Communication and Sense tables on page 214 of the Dungeon Master's Guide.
|3||Insane (subtly psychotic|
|4-5||Unfathomable and alien|
|6||Obsessed with a certain goal|
|7||Impressionable - picks up a personality trait from those whom it first encounters (likely the caster)|
|8||Capable of learning to cast spells|
|9||Claims to be a reincarnation of a deceased creature that the caster knows|
|10-11||Knows the caster just as well as they know themselves, possibly better|
|12-13||Is curious and childlike, has a cumulative 1% chance of maturing to relative adulthood for every year of its existence|
|14||Completely empty—can learn, but has no pre-formed knowledge or personality|
|15||Expert in a obscure field|
|16||Driven and manipulative|
|17||Hateful towards its creator|
|18||Replica of the caster's mind|
|19||Roll twice (re-roll further results of 19 or 20)|
|20||Roll thrice (re-roll further results of 19 or 20)|
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
You ward a creature with the magic of the phoenix. For the duration, the targets skin takes on an ashy hue and it gains advantage on death saving throws.
Additionally, should the creature die, its body is reduced to a pile of soldering ashes, and it returns to life at full health 1d4 hours after it died with a new body.
You become an incubator for a magical disease. Choose a disease of your choice from any of the onesdescribed below. At the DM’s option, you may choose an alternative disease effect, but it should be no more powerful than those described below. Until the spell ends, each creature other than you that starts its turn within 30 feet of you unknowingly becomes an infected carrier for the disease. While a creature is an infected carrier, each creature other than you that starts its turn within 30 feet of it unknowingly becomes an infected carrier as well. Symptoms of the disease don’t begin to manifest until the spell ends.
When you cast this spell, you can designate any number of creatures within 30 feet of you. Those creatures are immune to the chosen disease, and can’t become infected by it, for 24 hours.
As an action, you can choose to end the spell early. Once the spell ends, each infected creature must make a Constitution saving throw. A creature makes this saving throw with disadvantage if it’s within 30 feet of you. On a failed save, the creature suffers the disease’s effects for 24 hours, and must repeat the saving throw at the end of each 24-hour period until it’s cured of the disease, extending the disease’s effects for another 24 hours and gaining a level of exhaustion each time it fails. If a creature succeeds on its saving throw, it is cured of the disease.
While it suffers the disease, a creature gains no benefits from taking long rests, other than preventing itself from suffering further levels of exhaustion due to lack of sleep.
Since this spell creates magical disease, the chosen disease is much more difficult to cure than normal. A heal or power word heal cast on an affected creature instantly cures them of the disease. A creature can also cast greater restoration on an affected creature to attempt to cure it; the caster must make a spellcasting ability check against your spell save DC when it casts the spell, curing the target of the disease on a success.
Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
You conjure up the essence of deep space, creating an all-consuming gravitational force at your very fingertips. A 90-foot cone in front of you becomes darkness, and all light sources are extinguished. This darkness cannot be overcome by any spell until the spell ends.
Any creature or object that enters it for the area for the first time, or starts its turn in there must succeed on a Constitution saving throw. On a failure, a target suffers 8d10 force damage, and is pulled 20 feet towards you. On a success, a target takes half damage and is pulled 10 feet. Any creature or object that would be pulled into your space takes 10d10 force damage, and is pushed 90 feet away from you. This spell ignores any creature’s immunity to being moved against its will.
Any creature reduced to 0 hit points by this spell, including you, is pulled into the event horizon, their body completely destroyed.
The spell ends if you move or fail to use your action on each subsequent turn to maintain the spell.
When you start your turn whilst maintaining concentration on this spell, you suffer 2d10 force damage, which cannot be reduced in any way. You do not make concentration checks to maintain concentration on this spell, and any attempt to end the spell early requires a successful DC 20 concentration check made at the end of your turn.
This spell brings about the instantaneous death of living creatures of a single named species within range. Up to 40 Hit Dice of creatures are affected, with each target determined randomly. A target that succeeds on a Constitution saving throw avoids the effect.
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
You conjure forth Gaea’s ultimate weapon, the Planetcleaver – an axe made from rock and steel the size of a castle – at a point that you can see within range. The planetcleaver remains motionless, suspended aloft until the start of your next turn, whereupon it comes crashing down, striking all creatures in a 120-foot long, 10-foot wide arc. Each creature caught in the area must make a Dexterity saving throw. On a failure, the target creature takes 10d12 bludgeoning damage and falls prone. On a success, a target creature takes half damage, and is moved to the nearest unoccupied space to the impact zone.
This spell deals double damage to objects and structures, and any solid earth it strikes is crushed 15 feet downwards into the ground.
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
You channel the very essence of the weave into your fingertips, combining it with one or two sculptures used as material components for the spell, animating them as a wholly new sentient, sapient being or pair of beings. The created creatures appear exactly as they were sculpted, therefore any imperfections in the sculpture will carry across into their life.
The created creature is Small or Medium size, depending on the size of the sculpture, and if two created were created with this spell, they are the same species. The creatures you create can be adult or child versions of whatever species you wish to create and have cognitive functions to match their chosen mental growth. A creature created however knows nothing and doesn’t know how to do anything that isn’t instinctual to its species.
You decide with your DM on how the creature functions, how it lives and what it is capable of. However, you must understand the functionalities of how these creatures will work, otherwise any created creature dies of unforeseen consequences within 1d10 x 1d10 minutes.
The created creature can reproduce with members of its own race, as well as those of a race with similar morphology (your DM has the final say on this).
No creature created with this spell can surpass race options presented in the Player’s Handbook in any significant way unless your DM allows it. Otherwise, your DM has the final say on the limits of this spell.
After the spell is complete, the next time you try to take a long rest, you must rest for 7 days to gain the benefits of such a rest.
You create a shadowy pool on a flat surface that you can see within range. The pool is 25 feet in diameter and connects your plane to the Shadowfell. A medium-sized spectral hand rises from the center of the pool and remains for the duration of the spell.
A creature that enters the pool during their turn must succeed on Constitution saving throw or take 6d8 necrotic damage and become frightened of you. It takes half damage and is not frightened on a success.
Additionally, as a bonus action on each of your turns, you may command the spectral hand to grab a creature within 45 feet of it by making a ranged spell attack against a target. On hit, the creature takes 8d8 damage and is grappled. If a target is grappled at the start of your next turn, you can use your bonus action to command the spectral hand to drag the creature into the pool. Grappled creatures can attempt to break the grapple on their turn, with a DC contested by your spellcasting modifier.
Any creatures that end their turn in the pool sink to its bottom and are immediately teleported to the Demiplane of Shadow, becoming trapped there. A second casting of this spell opens the portal again, allowing previously captured creatures to try and escape. Creatures must go up 120 feet to reach the portal, upon which they appear inside the pool.
You call upon the limits of arcane possibility to transform your deterministic form into one of probability. You become a probability cloud, centered on where you cast the spell, occupying a sphere of radius of 10 feet times 1d6 + your spellcasting ability modifier. Within this sphere you can be simultaneously in two places at once.
Each turn you can choose to create and/or destroy a copy of you within the spells area. You can have up to your spellcasting ability modifier of copies simultaneously. Such copies are not duplicates; they are all simultaneously you. If one copy takes damage, they all take damage; if one copy expends a spell slot or a use from a magic item, all copies lose the same slot or charge. The copies all act on your initiative, and can only move on the turn they are created.
The copies do not share concentration; whilst they are all part of the same being, they are different possibilities, and each possesses its own autonomy.
You can continue to exist within the probability cloud, even when no copy is in existence, simply remaining as an uncollapsed probability cloud. Whilst in this form, you are immune to all damage and have blindsight within the spells area. Even when copies are present, you still maintain these benefits – the ‘original’ you still exists in the cloud.
The spell ends when the duration runs out, you are reduced to 0 hit points or one of the copies leaves the area, either by leaving the sphere or entering an area of antimagic, such as that created by the antimagic field spell. When the spell ends you can choose one of your copies; if the spell ended due to a copy leaving the area, you must choose that copy. All other copies wink out of existence as the probability cloud collapses back into one person.
If the spell ends when you have no copies in existence, you coalesce back into existence next to the lodestone which is the material focus for this spell, and which remains behind when you cast the spell, forming a copy which becomes you. If the lodestone is no longer within the spell’s area, you simply wink out of existence; you cannot be raised by anything less than a wish spell, as even your soul no longer exists.
You channel into yourself an intelligence so powerful that your very mind begins to shatter. Your Intelligence score increases to 100 (+35) for the duration. However, whilst in this state, you are unconscious as your mind attempts and largely fails to fathom the level of intellect you have risen to. This spell can even force unconsciousness into creatures that are normally incapable of magical, or even mundane unconsciousness, such as elves and warforged.
When you first enter this state, you take 12d10 psychic damage. This damage cannot be reduced in anyway and ignores temporary hit points. If the spell reduces you to 0 hit points, you die, as your mind shatters from the strain you have placed it under.
If you live, you may ask the universe one question. This question must have a yes or no answer. Otherwise, or, if the question pertains to something that might, or might not happen in the future, your mind breaks from trying to conceive all possible realities at once, and you die. If your question does not result in instant brain overloading, you must succeed on a DC 50 Intelligence check. On a success, you learn the answer to this question.
Once you have answered the question, you remain unconscious for the remaining duration, and cannot be roused in any manner, after which, the immeasurable knowledge you possessed before becomes unfathomable gibberish to you, except for the answer to your question. Additionally, each time you cast this spell regardless of the outcome, the damage that the spell deals increases by 2d10.
You conjure the freezing cold from the darkest, most frozen of planes, releasing it in a 60-foot radius swirling whirlwind of icy death. Each creature caught in the area must succeed on a Constitution saving throw or take 12d8 cold damage. Any liquids caught in the spell are instantly frozen.
On a failed saving throw, a target creature is restrained by the swirling ice that has formed around it and suffers 1 point of exhaustion for each turn that it starts whilst restrained in this way. A restrained creature can make a Strength saving throw at the end of each of its turns to escape the ice. A creature that succeeds the saving throw takes half damage and is not restrained.
A creature that is reduced to 0 hit points by this spell is instantly killed, and frozen as an icy statue.
Any ice created by this spell does not melt naturally and can only be reduced to its liquid state by a spell of 6th-level or higher that deals fire damage.
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
You are immune to all damage until the spell ends.
After spending the casting time meditating on consciousness, choose any number of beasts and plants within range. Chosen creatures must have either no Intelligence score or an Intelligence of 3 or less. Each creature gains an Intelligence of 12. The affected creatures also gain the ability to speak one language you know and proficiency in two skills of their choice. Any affected plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and gain senses similar to a human’s. Your DM chooses statistics appropriate for any plant awakened with this spell, such as the statistics for the awakened shrub or the awakened tree.
Each creature awakened by this spell is charmed by you for 30 days or until you or your companions do anything harmful to them. When the charmed condition ends, each awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.
The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
A 120-foot cone of fiery white moonlight flies from your fingertips. All creatures in the area must succeed on a Constitution saving throw, taking 8d12 radiant damage on a failure, and half on a success. An undead creature, or a creature with the shapechanger tag have disadvantage on the saving throw.
A creature that fails the saving throw takes an additional 1d6 radiant damage at the start of each of their turns for the next minute.
Additionally, a creature that fails the saving throw cannot assume a different form for 1 minute, be it with a feature, trait, or spell. Creatures currently in another form are also reverted to their true forms.
You touch a creature, forcing a tiny aspect of themselves from their body. The target must succeed on a Charisma saving throw. On a failure, a near perfect copy of the target appears in an unoccupied space within 5 feet of it. The copy has the same statistics, memories and experiences as the target, including any class levels, skill proficiencies, known spells, and current expended resources. The copy is of an opposite alignment to the original target, chaotic alignments become lawful, and good alignments become evil. The copy also possesses minor physical differences to the target which are determined by the DM, these can include differing hair or eye colour, alternate skin colour or similar changes.
The copy is charmed by you for 30 days, or until you or your companions do anything harmful towards it. Whilst charmed in this way, the copy obeys your verbal commands. When the condition ends, the copy can choose whether or not to regard you as an ally depending on how it was treated whilst it was charmed.
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell causes the creature to take 100 necrotic damage. A creature immune to necrotic damage is unaffected by this spell. A creature with resistance to necrotic damage must have 50 hit points or fewer to be instantly killed by this spell.
A shimmering, multicolored plane of light forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. Antimagic field has no effect on the wall, and dispel magic can affect only the violet layer.
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
You begin to move at superhuman speeds, so fast that from your perspective, time has almost stopped. While this spell is active you gain the following features.
You gain 3 legendary actions which can be taken at any time while the spell is active, including another creatures turn. Once all three actions are used, the spell ends. The additional actions that can be taken are:
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
You briefly stop the flow o f time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one o f the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
You ascend your mind to a higher plane of thought, advancing beyond that which mortals can achieve. You gain the following effects, which last for the duration:
Additionally, whilst in this form, you can use your action on your turn to invoke one of the following effects:
Majesty/Terror. Each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or become either charmed or frightened (your choice) until the start of your next turn. A creature charmed in this way can take no hostile action against you, whilst a creature frightened in this way must use its full movement on its turn to move as far away from you as it can without putting itself in immediate danger.
Omnipresence. You and up to three other creatures you choose within 10 feet of you teleport to unoccupied positions you choose within 120 feet of you. All creatures appear in unoccupied spaces within 10 feet of you. An unwilling creature must succeed on an Intelligence saving throw to avoid the effects.
Overload. You point to a creature within 30 feet of you. The target must succeed on an Intelligence saving throw or have its brain overloaded with the esoteric knowledge you have gained. On a failure, the target takes 8d10 psychic damage and is stunned until the start of your next turn. On a success, the target takes half damage and suffers no additional effects. A creature killed with this feature has their brain liquefied if they have one.
Wrath of God. You unleash a wave of force in a 20-foot radius around you. Each creature caught in the area must succeed on a Constitution saving throw or suffer 10d6 force damage and fall prone. On a successful saving throw, the creature takes half damage and is not knocked prone. A creature reduced to 0 hit points by this feature is turned to ash.
Whilst in this form, your alignment is taken to the absolute extreme in a way that both you and your DM decide together.
When the spell ends, you drop to 0 hit points, but remain stable. You cannot regain hit points through any means short of a wish spell for a number of days equal to 3 times the number of minutes you concentrated on the spell (minimum of 3 days), thus, remaining unconscious for that time.
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature 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, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
A titanic celestial force, such as a colossal fist or weapon, appears at a point you can see in the air and slams down onto the ground in a 60-foot radius cylinder with a height as high as you can see. Each creature, object, and structure within the cylinder takes 100 damage. The damage type depends on the alignment of the deity you worship: radiant for good, force for neutral or a pantheon spanning multiple alignments, or necrotic for evil. If your deity is associated with a particular damage type (as Hephaestus is with fire damage or Thor with lightning), your DM can choose for this spell to deal that damage type instead. Damage from this spell can’t be reduced or prevented in any way.
The force can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
The spell fails if you can’t see a point in the air at least 100 feet above the ground that could accommodate the celestial force (for example, if you are in a room with a ceiling lower than 100 feet).
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
You point at a creature within range, and it bursts into flame, spiting fiery motes that spread their burning to others. A creature that is burning takes 5d8 fire damage at the start of each of their turns. A burning creature can also use its action to make a Constitution saving throw, on a success, the burning ends.
When a target takes fire damage from this spell, choose a creature or object that you can see within 30 feet of the burning creature. The new target must make a Constitution saving throw or begin burning as well.
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
You carve a line in the fabric of reality, tearing apart everything in its path before it seals up once more. A 1-foot-wide line appears between two points that you can see within range. Each creature caught within must make a Dexterity saving throw. On a failure, the creature takes 12d12 force damage, taking half as much damage on a successful one. The spell damages objects caught between the points.