4th level evocation
You conjure two watery globes of acid that appear in the air next to you. Both globes can target a single creature within range, or you can direct each to strike a different creature within range. For each globe you direct towards it, a target must make a Dexterity saving throw. On a failed save, the target takes 4d10 acid damage, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the acid damage increases by 1d10 for each slot level above 4th.
4th-level conjuration (smite)
The next time you hit a creature with a weapon attack during the spell’s duration, your attack conjures lashing roots and vines that hold the target in place, and the attack deals an extra 3d6 slashing damage. The roots then anchor themselves to a point that you can see within 30 feet of the target. If the chosen point is on solid ground, the target becomes weighed down by the roots until the spell ends, suffering the following effects for the spell’s duration:
The target can use its action to make a Strength check against your spell save DC. On a success, it frees itself and the spell ends.
If the target is pushed into a space more than 30 feet from the anchored point, the roots snap, knocking the target prone and dealing 3d6 bludgeoning damage to them, after which the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, all damage dealt by the spell increases by 1d6 for each slot level above 4th.
4th-level divination
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
4th-level conjuration
With a gesture, you conjure three burning hounds of ash and metal that appear in unoccupied spaces that you can see within range.
The wolves are elemental creatures with AC equal to your spell save DC and 20 hit points each. They are resistant to cold damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks. They are also immune to fire and poison damage, as well as the charmed, exhaustion, frightened, paralyzed, petrified, and poisoned conditions.
As a part of your action to cast this spell and as an action on subsequent turns, you may direct any number of the wolves to move up to 40 feet to unoccupied spaces that you can see within range and may then direct any number of them to make a melee spell attack against a creature within 5 feet of them. On a hit, a target takes 2d8 fire damage
Whenever one of the hounds is reduced to 0 hit points, it is reduced to cinders and dies. Once all three wolves have died, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points of each summoned wolf increase by 5 for each slot level above 4th.
Additionally, when you cast this spell using a spell slot of 6th level or higher, the damage dealt by each wolf increases by 1d8 for every two slot levels above 4th.
4th-level abjuration
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
4th-level enchantment
A harrowing energy surrounds you, forcing your foes to come to grips with the sins of their past. Any hostile creature that starts their turn within 10 feet of you must succeed a Wisdom saving throw or suffer 4d6 psychic damage and have disadvantage on attack rolls until the end of their next turn. The target takes half damage on a success.
4th-level transmutation
You transform a creature’s blood with the enchanting power of the earth, turning their veins a glowing golden. The target gains the following benefits:
4th-level dunamancy
You vanish from time for a few moments, reappearing at the start of your next turn. To other creatures, you disappear, as if having teleported away, before returning. The triggering attack or effect has no effect on you.
4th-level transmutation
You steal the knowledge and power from the target and transfer it to your Manifestation. For the duration, your Manifestation gains the ability to use the triggering action or bonus action.
If the action or bonus action includes an attack roll, the Manifestation uses its Manifestation attack bonus. If it includes a saving throw, it uses its Manifestation save DC. If it deals damage, the number of dice rolled as a part of that damage can't exceed your proficiency bonus and if the action or bonus action adds an ability modifier to damage or healing, the Manifestation adds your proficiency bonus in its place. If an action or bonus action references a size relative to the Manifestation (for example, a Huge creature swallowing Large or smaller creatures), that size must be the same relative to the Manifestation (i.e. a Medium Manifestation swallowing Small or Tiny creatures).
The spell ends early if you cast it again.
If your Manifestation is not in range when you cast this spell, the spell fails.
4th-level evocation
You transfer some of your lifeblood into a dark fire that burns even the greatest of foes. You unleash a beam of hellfire in a 5-foot wide, 30-foot long line in front of you. Each creature caught in the area must make a Dexterity saving throw. On a failure, a creature takes 6d4 fire damage, or half as much on a success.
Additionally as a part of casting the spell, you may sacrifice some of your own lifeforce to fuel its power. Roll up to 4d4. You reduce your current hit points by an amount equal to the number rolled. For each d4 you rolled as a part of the spell, each creature caught in the area takes an additional 1d10 necrotic damage on a failed save, or half as much on a success.
If you would fall unconscious as a result of the reduction to your hit points in casting this spell, the spell is successfully cast before you fall unconscious.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the fire damage and the maximum number dice you can roll to fuel the spell increase by 1d4 per slot level above 4th.
4th-level abjuration
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished to a harmless demiplane. While there, the target is incapacitated.
When the spell ends, if the target is native to the plane of existence you're on, or the spell ends before 1 minute has passed, it reappears in the space it left, or the nearest unoccupied space if that space is occupied. Otherwise, the target returns to a random location that it is familiar with on its home plane, usually a place of significance to the creature, such as their birthplace.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
4th-level abjuration
You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail to transport any creature to or from the area. The cube is stationary.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.
4th-level necromancy
You draw the blood from living beings in a 20-foot cube centered on a point that you can see within range. Each creature caught in the area must succeed on a Constitution saving throw or start bleeding (2d6).
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bleeding inflicted increases by 1d6 for each slot level above 4th.
4th-level necromancy
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d10 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
4th-level evocation
You shoot forth a blast of scalding water in a 30-foot long, 5-foot-wide line. Each creature caught in the line must make a Dexterity saving throw. On a failure, a creature falls prone, taking 4d6 bludgeoning damage, plus a further 2d10 fire damage at the start of its next turn. A creature that succeeds the saving throw halves both instances of damage.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the fire damage dealt increases by 1d10 per spell slot level expended above 4th.
4th-level necromancy
You touch a creature, causing their bones to become brittle and easily broken. Make a melee spell attack against a creature within range. On a hit, the target suffers 4d8 necrotic damage and it becomes brittle for 1 minute. Whenever a brittle creature suffers damage, unless that damage is poison or psychic type, it suffers 2 additional damage of that type.
A brittle creature makes a Constitution saving throw at the end of each of its turns, ending the spell’s effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt to brittle creatures increases by 1 for each spell slot level expended above 4th.
4th-level abjuration
A magical barrier of repelling energy springs forth from a point that you can see within range. The barrier is a 20-foot-radius, 1-inch-thick sphere and is immune to all damage. The barrier blocks all attack rolls made by creatures outside of the barrier that target a creature inside the barrier.
Additionally, you can use your action to move the barrier up to 20 feet.
4th-level evocation
Wild, undulating energy coalescences into a random burst of powerful magic energy. Each creature in the spell’s area must make a saving throw. A creature takes 8d6 damage on a failed save, or half as much on a successful one.
The spell’s range, area the saving throw its targets make, the type of damage dealt, and any additional effects the spell has are determined randomly with each casting. When you cast this spell, roll 3d6 and assign each result to the Area table, the Damage Type & Saving Throw table, and the Effect table, all of which are listed below. You must assign each result to a different table.
d6 | Spell Area |
---|---|
1 | The spell instead targets a single creature that you can see within 120 feet of you. |
2 | A 20-foot cube, centred on a point that you can see within 30 feet of you. |
3 | A 15-foot cone. |
4 | A 10-foot-radius, 60-foot-high cylinder, centred on a point that you can see within 120 feet of you. |
5 | A 100-foot-long line. |
6 | A 20-foot sphere, centred on a point that you can see within 60 feet of you. |
d6 | Damage Type | Saving Throw |
---|---|---|
1 | acid | Constitution |
2 | cold | Constitution |
3 | fire | Dexterity |
4 | lightning | Dexterity |
5 | poison | Constitution |
6 | thunder | Constitution |
d6 | Additional Effect |
---|---|
1 | None |
2 | Each creature that fails its saving throw has its speed halved until the start of your next turn. |
3 | Each creature that fails its saving throw must immediately use its reaction, if available, to move as far as its speed allows away from you. |
4 | For each creature that failed its saving throw, the next attack roll made against that creature in the next minute is made with advantage. |
5 | Each creature that fails its saving throw is knocked prone. |
6 | Each creature that fails its saving throw suffers disadvantage on attack rolls and ability checks until the end of your next turn. |
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d6 for each slot level above 4th.
4th level dunamancy
You alter the future of a creature you touch, granting them the choice to define their own fate. For the duration, each time the target makes an attack roll, ability check, or saving throw, it may reroll, using either the new result, or the original, whichever is higher. It may make this reroll after the result has been determined, but before the DM decides whether it's a success or failure.
Alternatively, whenever a creature makes an attack roll against the target, the target may choose to force that creature to reroll its attack, using either the new result, or the original, whichever is lower
A creature may make or force up to three rerolls, after which the spell ends.
4th-level evocation
You place a rune onto the skin of a creature that you can see within range, assailing them with a barrage of elemental power. You choose acid, cold, fire, lightning, poison, or thunder for the type of seal you create, and at the start of each of the target’s turns before the spell ends, it takes 3d8 damage of the type you chose.
A creature can use its action to make a Wisdom saving throw, overpowering the seal on a success and ending the spell.
4th-level transmutation
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
4th-level abjuration
You call upon the background radiation of distance space, manifesting it in a 30-foot-radius sphere centred on a point that you can see within range. The sphere spreads around corners and lightly obscures its area with tiny particles of pulverised rock and dust.
Whenever a hostile creature casts a spell within the area, it must make a Constitution saving throw. On a failure, its spell fails and has no effect. Regardless of its saving throw, the target takes radiant damage equal to 3d8 + the level of the spell it cast.
Additionally, whenever a hostile creature enters the area for the first time or starts its turn there, if it’s concentrating on a spell, it must make a Constitution saving throw against your astromancer spell save DC to maintain its concentration. If the target loses concentration, it takes radiant damage equal to 3d8 + the level of the spell it lost concentration on.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d8 for each slot level above 4th.
4th-level necromancy
You pull the pain of nearby creatures into a stygian cloak of gore. Whenever you or a creature within 30 feet of you suffer daamge, the cloak gains blood points equal to the damage taken, up to a maximum of 30.
Whenever you take damage whilst the cloak is at its blood point maximum, you may use your reaction and expend all the cloak's blood points to take only half that much damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum number of blood points in the cloak decreases by 5 for each slot level above 4th.
4th-level abjuration
You form a protective barrier of negative energy that forms around you, striking out at those that get too close. Whenever a creature enters a space within 10 feet of you or starts its turn there, you can use your reaction to unleash a warbling blast of negative energy towards that creature. The target must make a Constitution saving throw. On a failure, a creature takes 3d10 necrotic damage and is pushed 20 feet straight away from you. On a success, a creature takes half as much damage is pushed only 5 feet.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d10 for each slot level above 4th.
4th-level transmutation
You unleash a breath of light blue energy in a 10-foot cone in front of you. This energy hardens into strong crystalline structures that engulf enemies inside. Each creature within the area must succeed on a Dexterity saving throw or become petrified until the end of your next turn.
A creature of Huge size or larger is restrained by this spell on a failed save instead of petrified.
4th-level necromancy
You unleash a blast of accursed energy from a point that you can within range, which fills a 20-foot radius. Each creature caught in the area must make a Wisdom saving throw. On a failure, a creature takes 3d6 necrotic damage plus 3d6 psychic damage and becomes cursed for 1 minute. On a success, a creature takes half as much damage and is not cursed.
A creature cursed in this way suffers disadvantage on attack rolls. It can repeat its saving throw at the end of each of its turns, ending the curse on a success.
4th-level transmutation
You alter the moisture in the air, causing it to form a whip of pure water, striking out in a 30-foot cone in front of you. Each creature caught in the area must make a Dexterity saving throw. On a failure, a creature suffers 3d6 slashing damage plus 3d6 bludgeoning damage and falls prone. On a success, a creature suffers half damage and is not knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage dealt by this spell increases by 1d6 for each spell slot expended above 4th.
4th-level abjuration
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
4th-level dunamancy
You arc your hand forward, cutting through a creature's very essence. Make a melee spell attack against a creature within range. On a hit, the target takes 6d10 force damage and it becomes magically slowed for the duration.
While slowed in this way, a creature's speed is halved and it can't take the Dash or Disengage action. It can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d10 for each slot level above 4th.
4th-level divination
You imbue your divining rod with the ability to find what you seek. When you cast this spell, you must describe or name an object. If such an item exists within 1 mile, the rod points in the direction of the nearest object that meets your intentions.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of food, safe water, or a weapon.
If no items exist within the given distance but you later move to a location that is within range, the rod will attempt to leap to your hand to guide you. The rod will always point in the most direct route - which does not guarantee safety nor ease of travel.
4th-level evocation
You conjure a powerful explosion of water, scattering all creatures around it. Choose a point that you can see within range. Creatures within a 10-foot radius sphere centered on that point must make a Strength saving throw. If a creature fails this saving throw, it takes 4d10 bludgeoning damage, is knocked 15 feet away from the center of this explosion, and is rendered prone. A creature that succeeds on this saving throw takes half damage and is subject to no other effects from this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage done by this spell increases by 1d10 and the distance pushed increases by 5 feet, for each spell slot level above 4th.
4th-level conjuration
You conjure up an ethereal image of yourself from shadowstuff at a point that you can see within range. The image exists in the ethereal plane, but can be seen by you and lasts until the spell ends. As a bonus action whilst the image is within 120 feet of you, you can teleport back to the image's space, ending the spell.
Additionally, as an action, you can look through the image's eyes, seeing and hearing a 30-foot radius around it in both the ethereal plane and your current plane, all in black and white. Whilst you take on the image's senses, your body is both blind and deaf.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases by 10 feet per spell slot level expended above 4th.
4th-level divination (ritual)
Your magic and an offering put you in contact with a god or a god's servants. you ask a single question concerning a specific goal, event or activity to occur within 7 days. The DM offers a truthful reply. the reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
4th-level necromancy
You harness the final moments of a dying creature, forging shards of their life essence into a tiny mote of energy that emerges from the creature’s body and floats to a point that you can see within 30 feet of their body. When it reaches its destination, it explodes into a burst of life energy that fills a 10-foot-radius around the mote. Each creature in the area must make a Dexterity saving throw, taking 4d4 necrotic damage plus 4d4 radiant damage on a failed save, or half as much damage on a successful one.
If the initial target for this spell is a Construct or an Undead, the spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the necrotic and radiant damage dealt each increase by 1d4 for each slot level above 4th.
4th-level enchantment
You attempt to beguile a beast 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 beast 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 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
4th-level abjuration
Divine energy extends from you to a creature you can see within range, locking you into a sacred duel. Until the spell ends, both you and the target shed bright light in a 10-foot radius and dim light for an additional 10 feet. You and the target are immune to the damage, spells, and effects of creatures outside the duel, and creatures outside the duel are immune to the damage, spells, and effects belonging to you or the target. You and the target are also incapable of moving farther than 60 feet apart.
For the duration, you gain 5 temporary hit points at the start of each of your turns, and when you hit the target with a melee weapon attack, the attack deals an additional 1d4 radiant damage.
The spell ends early if you end your turn without attacking the target or forcing it to make a saving throw, or if either you or the target drops to 0 hit points. You lose all of your remaining temporary hit points when the spell ends.
4th-level abjuration
You invoke dark magic to sustain you in a moment of great fear. The triggered damage is reduced to 0 and you gain temporary hit points equal to the amount of damage you would have taken, which last until the end of your next turn.
When you cast this spell, you are briefly winded by the influx of dark energy that surrounds you. You can’t take actions or reactions until the end of your next turn.
4th-level transmutation
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
4th-level conjuration
You conjure up the vast darkness of space in a point that you can see within range, filling a 20-foot-radius sphere around it with magical darkness. The darkness spreads around corners.
Whenever a creature other than you enters the darkness for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw, taking 3d6 cold damage plus 3d6 necrotic damage on a failed save, or half as much on a successful one.
If you're within 60 feet of the darkness, you can move it up to 30 feet as a bonus action on your turn.
4th-level evocation (smite)
The next time you hit with a weapon attack using a divine arm during this spell's duration, the weapon unleashes in a violent burst of divine force. Each creature of your choice within 20 feet of the attack's target must make a Dexterity saving throw. On a failure, a creature takes 4d6 force damage plus 4d6 radiant damage and its speed is halved until the start of your next turn. On a success, a creature takes half as much damage and its speed is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the force and radiant damage dealt each increase by 1d6 for each slot level above 4th.
4th-level conjuration
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
4th-level abjuration
You cast other creatures out from sacred ground that you have marked. Choose up to nine 5-foot spaces that you can see within range, each of which must be interconnected with at least one other chosen space. Each of these spaces becomes filled with a shimmering, divine light until the spell ends. The area counts as difficult terrain.
Whenever a creature attempts to enter one or more affected spaces, that creature must make a Charisma saving throw. On a failure, it expends 10 feet of movement and fails to enter the space.
Additionally, whenever a creature outside of the area makes a melee attack against a target inside of the area, it must make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.
When you cast this spell, any creature occupying an affected space, as well as any number of creatures you designate, are immune to the spell’s effects.
4th-level evocation
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
4th-level conjuration
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
4th-level necromancy
You induce a brief but overwhelming lethargy in a creature that you can see within range. The target must make a Constitution saving throw. The target suffers three levels of exhaustion on a failed save, or one level on a successful one. Levels of exhaustion gained from this spell last until the end of your next turn. This spell cannot cause a creature to exceed five levels of exhaustion.
4th-level conjuration
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on the form of a creature of your choice. The chosen creature must be a Beast, Celestial, Fiend, or Monstrosity of challenge rating 2 or lower; it must be at least one size larger than you and no greater than two sizes larger than you; and it must have suitable physiology to serve as a mount. The steed has the statistics of the chosen form, though it is a Celestial, Elemental, Fey, or Fiend (your choice) instead of its normal creature type and its hit point maximum is increased by 30. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
The steed is your Companion, you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can't have more than one steed at a time. If you cast this spell while you already have a steed, you instead cause it to adopt a new form.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus the steed receives to its hit point maximum increases to 40.
4th-level evocation
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
4th-level evocation
You conjure a rune of power to launch nearby enemies into the air. Each creature you choose within 10 feet of you must make a Dexterity saving throw. On a failure, a target takes 4d8 force damage and is pushed 10 feet into the air. On a success, a target takes half as much damage and is not pushed.
4th-level transmutation
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature is your Companion.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
4th-level necromancy
You channel the grace of the departed and conjure a 20-foot-radius, 60-foot-high cylinder of harmless spirits, centred on a point that you can see within range. Whenever you or an allied creature ends their turn in the area, they gain temporary hit points equal to the accumulated temporary hit points.
The base amount of temporary hit points granted is 1d6. At the start of each of your turns, the temporary hit points granted increase by 1d6, to a maximum of 5d6.
When the spell ends, the spirits erupt in a shower of life energy before returning to the afterlife. You and allied creatures in the area regain 2d6 hit points.
4th-level conjuration
You shoot forth a swirling storm of sand in a 15-foot cone in front of you. Each creature in the area must make a Constitution saving throw. On a failure, a creature suffers 4d6 slashing damage and is knocked prone. On a success, a creature suffers half damage and is not knocked prone.
On each subsequent turn for the duration, you can use a bonus action to conjure another simoom.
At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the damage dealt by each simoom increases by 1d6 for each spell slot level expended above 4th.
4th-level transmutation
You pull up the earth in a 30-foot long, 5-foot wide line in front of you, forming a series of piercing stalagmites. Each creature caught in the area must make a Dexterity saving throw. On a failure, the target suffers 5d8 piercing damage and falls prone. A target that is already prone suffers an additional 3d8 piercing damage. On a success, it takes half damage. The line persists for the duration, before crumbling to dust.
If you cast this spell whilst not in contact with solid ground, the spell has no effect.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spells base damage increases by 1d8 for each spell slot level expended above 4th.
4th-level necromancy
You create three spectral coils gleaming with green necrotic energies. Make a ranged spell attack against up to three targets within range, one for each coil. Each successful attack deals 3d10 necrotic damage and the target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If the target makes a successful saving throw, it cannot be frightened by this spell for 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of created coils increases by one for every two slot level above 4th.
4th-level conjuration
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total damage the guardian can deal before it vanishes increases by 20 for each slot level above 4th.
4th-level transmutation
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
4th-level evocation (smite)
The next time you hit a creature with a melee weapon attack during the spell’s duration, the target is surrounded by searing holy light, and the attack deals an extra 4d6 radiant damage to the target. Attack rolls made against a creature surrounded by light are made with advantage. The light surrounds the creature until the start of your next turn, after which the spell ends.
4th-level evocation
You create a cloud of restorative gas that fills a 5-foot radius sphere centered on a point that you can see within range. Its area is lightly obscured. The gas, being heavier than air, sinks to the lowest level of the land, even pouring down openings.
Until the spell ends, whenever a creature moves into the gas for the first time on a turn or starts its turn there, you can cause the gas to restore 3d6 hit points to it. If this healing would cause a creature to reach its hit point maximum, it gains any excess healing as temporary hit points, which last until the spell ends.
The gas can’t heal Constructs, Undead, or creatures that can’t breathe. The gas can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the gas’ energy is expended and the spell ends.
A strong wind disperses the gas, ending the spell early.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d6 for each slot level above 4th.
4th-level necromancy (smite)
You enchant your ammunition with a life-hunting essence, as it mercilessly seeks out your prey. The next time you make a ranged weapon attack against a creature you can see, as long as that creature is not behind full cover, you attack hits automatically, dealing an extra 4d6 necrotic damage. The spell then ends.
4th-level illusion
You instil a weapon with a terrible evil energy, making it appear as an instrument of nightmares and death. Each creature perceives the weapon differently, like it was personally crafted to instill them with fear. Until the spell ends, weapon attacks made with the weapon deal an extra 2d4 psychic damage on a hit, or 4d4 psychic damage if the target is frightened. If the weapon isn't already a magic weapon, it becomes one for the duration.
Additionally, a creature holding the weapon can use a bonus action to level the weapon towards a creature that it can see within 30 feet of it. If the target can see the weapon, it must succeed on a Wisdom saving throw or become frightened of the weapon until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th.
4th-level conjuration
You summon a nature spirit from beyond the veil, commanding it to attack a creature within range. A spiritual wolf charges forth, attempting to maul the target. Make a melee spell attack against the target. On a hit, the target takes 3d4 necrotic damage, and 2d4 force damage.
On a hit or a miss, you can then target a different creature within 10 feet of the first. If you do, the wolf moves to their space and repeats the attack against that target. You may then repeat for a third target, which must be different from the first or second.
The wolf then returns to you, restoring hit points to you equal to half the damage it dealt.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the necrotic damage dealt on a hit increases by 1d4 for each slot level expended above 4th.
4th-level evocation
You select a creature that you can see within range as you evoke swirling cold mists around it. The creature must make a Constitution saving throw. On a failed save, it takes 6d10 cold damage and suffers one level of exhaustion. On a successful save, the creature takes half the cold damage, and doesn’t suffer from exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d10 for every slot level above 4th.
4th-level evocation
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
4th-level conjuration
You unleash a storm of metal shrapnel in a 30-foot radius sphere around you, cutting and slicing their way through your foes. Each creature you choose within the area must make a Dexterity saving throw, taking 6d6 piercing damage on a failed save, or half as much on a success.
A creature damaged by this spell starts bleeding (2d4) for 1 minute.
At Higher Levels. When you casting this spell using a spell slot of 5th level or higher, the spells initial damage increases by 1d6 per spell slot level expended above 4th.
4th-level conjuration
You conjure fiendish shackles in a space occupied by a creature within range that entwine around the creature's legs, which remain in place for the duration. The target must make a Strength saving throw. On a failure, a creature takes 6d6 fire damage and has its speed halved for the duration. A successful save halves the damage, and the target’s speed is unaffected.
At the start of your next turn, if the target is within 30 feet of the shackles, it immediately suffers 4d6 fire damage and is pulled back into the shackles’ space. The spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage this spell deals increases by 1d6 per spell slot level expended above 4th.
4th-level evocation
You unleash a wave of electric energy in a 30-foot cone in front of you, charging your enemies with a volatile force. Each creature in the area becomes charged until the end of its next turn. When a charged creature starts its turn, it must make a Constitution saving throw. On a failure, a creature takes 4d8 lightning damage and becomes incapacitated by the shocking force until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d8 for each spell slot level expended above 4th.
4th-level necromancy
A clawed bird foot flies from your hand in a 30-foot long, 5-foot wide line. Each creature the claw passes through must make a Strength saving throw. On a failure, a creature suffers 4d10 necrotic damage and becomes restrained until the end of your next turn. On a successful save, a creature takes half damage and is not restrained.
At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the damage dealt by the spell increases by 1d10 for each spell slot level expended above 4th.
4th-level transmutation
You transmute your hands into claws of demonic bone and swipe at your enemies. Make a melee spell attack against a creature within range. On a hit, the claws deal 2d8 slashing damage, plus 2d8 necrotic damage.
Additionally, the next time that the target creature takes damage, it takes an additional 4d8 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage dealt by the initial claw attack increases by 1d8 per spell slot level above 4th.
4th-level necromancy
You invoke the power of Kezef, the Ravager of Heavens. Dark energy coalesces in an unoccupied space within 5 feet of you, forming a putrid, 5-foot-diameter orb of oozing negative energy that slowly hones in on a creature that you can see within range. You cannot target a construct or undead creature with this spell.
At the end of each of your turns before the spell ends, the orb moves 30 feet in a straight line towards the target. When the orb comes into contact with an object or creature, the orb explodes in a 10-foot radius around it. Each creature caught in the area must make a Constitution saving throw. A creature takes 6d10 necrotic damage on a failed save, or half as much on a successful one.
If the spell ends before the orb explodes, it falls apart into a spray of putrid sludge.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d10 for each slot level above 4th.
4th level abjuration
You create a momentary sinkhole on the ground at your feet, pulling you and any creature you choose within 30 feet of you into the earth, depositing you in a 30-foot radius, 30-foot high cyclindrical chamber created beneath the earth. The chamber has enough air to support creatures inside of it for the spell's duration. Any creature inside the chamber gains tremorsense out to a range of 60 feet.
As an action, you may cause any number of objects or willing creatures inside the chamber, to be pushed outside the chamber, or any objects or willing creatures outside to be sunken down inside. Entering and exiting the chamber in any way is harmless.
When the spell ends, all creatures and objects remaining inside the chamber are pushed back to the surface.
4th-level conjuration
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. You can also set a password that, allows another creature to summon the chest or send it back to the Ethereal Plane in the same manner, provided they speak it as a part of summoning the chest or sending it back to the Ethereal Plane.
When the spell ends, the chest appears in an unoccupied space on the ground within 5 feet of you. The spell also ends if you cast it again.
4th-level transmutation
You enact the second stage of the great work: the whitening, in a creature that you can see within range. The target is enveloped in a purifying fire, forcing it to make a Constitution saving throw. On a failure, the target takes 3d10 fire damage, plus 3d10 radiant damage. On a success, the target instead takes half damage.
Regardless, up to six creatures you choose within 30 feet of the target gains temporary hit points equal to half the damage dealt to the target, which last for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire or radiant damage dealt (your choice) increases by 1d10 for each slot level above 4th.
4th-level conjuration
You speak divine words of comfort and safety, bringing a creature into the light. Choose a creature that you can see within range. If the target is willing and can hear and understand you, it vanishes into a harmless demiplane. While there, the target is incapacitated. The target remains there until the end of your next turn, at which point it reappears in the nearest unoccupied space to the space it left, or in an unoccupied space that you can see within 5 feet of you (its choice).
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature.
4th-level abjuration
You touch a creature, surrounding them in a protective layer of magical energy. For the duration, the target gains advantage on saving throws against spells and other magical effects, and resistance to damage taken from spells and other magical effects.
4th-level transmutation
You conjure up mystical energies in a 30-foot radius, 90-foot-high cylinder at a point that you can see within range. For the duration, any creature you choose that casts a spell of 4th-level or lower can do so using a spell slot of one level lower than its minimum casting level, to a minimum of 1st level.
For example, should a creature you have chosen to be affected cast the spell misty step whilst in the spells area, they have the choice of casting misty step using a 1st or 2nd-level spell slot.
At Higher Levels. When you cast this spell using a 5th level spell slot or higher, the level of spell that this spell can affect increases by one level for every spell slot expended above 4th, to a maximum of 8th level.
4th-level transmutation
You choose two nonmagical objects within range that aren't being worn or carried, each of which must fit within a 5-foot cube, and exchange one of their traits. The change lasts for the duration or until you use an action on your turn to end the spell early.
The traits you can exchange between two objects are up to you, but most commonly are things such as composite material, mass or density. If you wish to pick a different effect for the spell, consult with your DM.
4th-level dunamancy
You conjure up a tiny singularity in the palm of your hand which draws in small objects that pass by it. Until the end of your next turn, any non-living projectile you choose that originates from – or passes through – a space within 15 feet of you is instantly pulled inside the singularity and destroyed.
4th-level transmutation (ritual)
Using arcane formulas, you magically alter one spell you know or have prepared of 5th level or lower. You can change the spell's colour, sound, and smell, and you can make one of the following modifications to the spell:
The chosen alteration lasts until you cast modify spell again or until you next finish a long rest. A modified spell ends early if its alterations end.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose one additional spell modification for every two slot levels above 4th.
4th-level conjuration
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you, has AC 15, hit points equal to half your hit point maximum, and a walking speed of 60 feet. If it drops to 0 hit points, the spell ends.
When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound moves up to half its speed towards a random hostile creature within 30 feet of it that it can see. Make a melee spell attack for the hound. On a hit, the target takes 4d8 force damage. The hound then moves back to its original space using the rest of its movement.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the spell increases by 1d8 for each slot level above 4th.
4th-level abjuration
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
4th-level necromancy
You imbue an undead servant with the sickening power to erupt into a fountain of gore and pustulous acid. Choose a willing Undead creature you can see within range. As a bonus action on subsequent turns, you cause the creature to explode, ending the spell. When you do, each other creature within 20 feet of the servant must succeed on a Dexterity saving throw or suffer 5d6 acid damage, plus 5d6 necrotic damage. The target automatically fails this saving throw.
A creature other the original target that fails its saving throw suffers disadvantage on the next attack roll it makes within the next minute.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic or acid damage (your choice) increases by 1d6 for each slot level above 4th.
4th-level necromancy
You touch a creature, injecting them with a powerful disease that would dissolve their very flesh. Make a melee spell attack against a creature within range. On a hit, the target’s very flesh begins to rot and slough from its body. The creature suffers necrotic damage equal to 6 – its Constitution modifier upon being hit by the spell and each subsequent hour it continues to be affected.
Each time the total damage dealt to the target by this spell exceeds a multiple of 10, the target must succeed on a Constitution saving throw. On a failure, the target suffers a level of exhaustion.
The spell can be ended early if the disease is expelled from the creature, or through a 2-hour long treatment, in which the creature treating the disease must succeed on three Wisdom (Medicine) checks before accruing three failures. The DC of these checks is equal to your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the spell increases by 2 for each spell slot level expended above 4th.
4th-level conjuration
You cloak yourself in shadowstuff and vanish into a harmless demiplane of darkness. 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.
At the start of your next turn, you reappear in an unoccupied space you can see within 60 feet of the space you left. When you reappear, a burst of negative energy fills a 15-foot-radius sphere centered on where you appear. Each creature other than you in the area must make a Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d8 for each slot level above 4th.
4th-level conjuration (ritual)
You conjure a door to a 10-foot tall, 5-foot wide, 5-foot deep demiplane capable of holding a variety of items. The demiplane is a cupboard with shelving units, that is overall capable of housing a single Medium or smaller creature stood within it, as well as up to 200 cubic feet of material.
When the door disappears, the objects inside the demiplane remain safe and secure inside and can be found just as they were when the spell ended on a recasting of the spell. Any creature inside the demiplane when the spell ends is thrown out into the nearest unoccupied space to the door’s entrance.
4th-level abjuration
You surround a creature in swirling life energy, forming a shield of protection around them. The target gains 25 temporary hit points, which last for the duration. Additionally, whenever the target makes a saving throw, they can roll a d6 and add the result to their saving throw.
When the target loses all of the temporary hit points gained from this spell, the spell ends.
4th-level conjuration
You conjure six floating stones that orbit around you. Whilst four or more stones persist, you have three quarters cover against ranged attacks. Whilst two or more stones persist, you have half cover against ranged attacks.
As a bonus action, you can launch one of the stones towards a creature that you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you conjure one additional stone for each slot level above 4th.
4th-level evocation
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
4th-level conjuration
You conjure a tear in space, ripping a momentary hole to the Ethereal Plane that fills a 5-foot-wide, 90-foot-long line. Each creature caught in the area must make a Dexterity saving throw. On a failure, a creature takes 8d8 force damage and is pushed 10 feet away from the line. On a success, a creature takes half as much damage and is not pushed.
The affected area extends into the Ethereal Plane. Additionally, any creature on the Ethereal Plane that fails its saving throw is forcibly shifted to your current plane.
4th level transmutation
You hurl the pebble at an enemy within range. An instant before the pebble strikes it turns into a massive boulder. Make a ranged spell attack. If you hit your opponent takes 6d6 bludgeoning damage. The boulder shatters after hitting its target. You may use an action to hurl a pebble on your turn for the duration.
At Higher Levels. You can cast this spell using a 5th level or higher spell slot. It inflicts 1d6 extra damage for every spell level above 4th.
4th-level conjuration
You conjure a burst of pollen in a 20-foot radius centred on a point that you can see within range. Each creature caught in the area must make a Constitution saving throw. On a failure, a creature is poisoned for the duration. A creature poisoned in this way is blinded and takes 3d6 poison damage at the start of each of its turns.
An affected creature can repeat its saving throw at the end of each of its turns, ending the effects on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d6 for each slot level above 4th.
4th-level abjuration
You surround yourself in a protective layer of natural power. Until the spell ends, you gain a +2 bonus to AC.
Additionally, whenever you take damage that is not poison or psychic damage before the spell ends, reduce that damage by 1d4.
When you reduce incoming damage in this way, the next attack roll you make before the spell ends deals an extra 1d4 damage. This extra damage is acid, cold, fire, lightning, poison, or thunder damage (you choose each time you deal the damage). Once you have gained this benefit, you cannot do so again until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the damage reduction and the extra damage dealt increase by 1d4 for each slot level above 4th.
4th-level illusion
You bend and refract light around your space until the spell ends, causing your form to become heavily obscured from others. Additionally, the shimmering illusion makes any dimly lit space within 10 feet of you become brightly lit, and any darkened space in the same area dimly lit. Until the spell ends, you have resistance to necrotic damage.
In addition, whenever a creature within 10 feet of you hits you with an attack, shards of prismatic light strike that creature, dealing it 2d8 radiant damage.
4th-level evocation
You pool the essence of the wild, crafting a vial of poison. Choose one poison you are familiar with worth 600 gp or less. The spell forms a dose of the chosen poison in the provided vial, which remains pure for the duration, before turning to a useless slime. The DC for any saving throw associated with the poison is equal to your spell save DC instead of its normal DC and the poison can coat only up to one piece of ammunition.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, you may create any poison you are familiar with, but the material components provided must be worth at least 1,000 gp.
4th-level abjuration
You touch a creature, branding it with radiant energy, marking it as a target for holy justice. Make a melee spell attack against a creature within your reach. On a hit, the target suffers 4d6 radiant damage, and is branded by the symbol of your god. For the duration, on each of its turns, a creature can choose to add 1d4 to either an attack roll or a damage roll made against the target. It must choose to apply this bonus before it makes its roll. The bonus damage dealt this way is radiant damage.
4th-level transmutation
You magically tear an object apart. You point to a nonmagical object that you can see within range. If the object is Large or smaller, it is reduced to 0 hit points. If the object is Huge or larger, this spell reduces a 10-foot-cube portion of it to 0 hit points.
When you reduce an object or a portion of an object to 0 hit points with this spell, if that object is made from inorganic material such as stone, crystal, or metal, you may cause it to violently tear itself apart in a flurry of shrapnel. Each creature within 20 feet of the destroyed target must make a Dexterity saving throw. A creature takes 6d8 slashing damage on a failed save, or half as much on a successful one.
4th-level evocation
You conjure three motes of radiant energy around your head that pulse with divine power. As a part of your bonus action to cast this spell, or again on subsequent turns, you can launch a mote at an enemy. Make a ranged spell attack for the mote. The first mote fired deals 4d4 radiant damage on a hit, the second deals 4d6 radiant damage, and the third deals 4d8 radiant damage.
Once the third mote has been fired, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the radiant damage of each mote increases by one damage die per spell slot level expended above 4th.
4th-level transmutation
You touch a magical item that has charges that it regains some or all of daily at dawn. The item immediately regains charges as if it was dawn.
4th-level necromancy
You attempt to tear the shadows from up to four creatures that you can see within range. Each target must make a Charisma saving throw. On a failure, a creature has its shadow foricbly ripped from its body and animated as a shadow. Each shadow created by this spell acts immediately after its owner in the initiative order and uses its turn to move as close to that creature as it can and make a Strength Drain attack against them. A creature whose Strength is reduced by a shadow created by this spell has its Strength restored when the spell ends.
4th-level transmutation
You unleash a wave of sediment-disturbing energy that turns the earth around a point you choose within range. A 60-foot cube of unworked earth or stone originating from your chosen point is transmuted into a sludgy material. A creature that attempts to move through the area expends 4 feet of movement for every 1-foot it moves. A creature that attempts to take the Dash action to move through the area must succeed on a Strength saving throw or fall prone.
A creature that falls prone in the area becomes restrained. A creature restrained in this way can use its action to make a Strength check against your spell save DC.
When you cast this spell, you can choose one or more areas of any size within the spell’s area to be excluded from the spell’s effects.
When the spell ends, the earth returns to a more pulverised state than it was previously, though otherwise its other attributes remain the same from before the spell was cast.
4th-level enchantment
You touch a creature, pouring a font of godly wrath into their veins. Make a melee spell attack against the target. On a hit, the target takes 4d10 psychic damage plus 4d10 radiant damage and it must succeed on a Wisdom saving throw or be stunned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the psychic and radiant damage dealt increase by 1d10 for each slot level above 4th.
4th-level necromancy
You create a burst of enfeebling energy that extends out in a 20-foot-radius from a point that you can see within range. Each creature caught in the area must succeed on a Constitution saving throw or become affected until the start of your next turn. An affected creature's speed is halved, it suffers disadvantage on attack rolls and whenever it makes a damage roll, they make that damage roll twice and take the lower of the two results.
4th-level evocation
You create a spear of concentrated heat in your hand to strike your enemies. The weapon has the same statistics as a spear that deals fire damage instead of piercing damage and uses your spellcasting ability modifier in place of Strength to determine its bonus to attack and damage rolls.
The spell ends if you end your turn not holding the spear in your hand.
When thrown, the spear deals 8d4 additional fire damage and ignores half cover. This damage increases by 2d4 at the end of each of your turns that you remain concentrating on the spell, to a maximum of 14d4.
When used as a melee weapon, the spear deals 3d4 additional fire damage. This damage increases by 1d4 at the end of each turn that you remain concentrating on the spell, to a maximum of 6d4.
Additionally, at the start of each turn in which you hold the spear, you take 1d4 fire damage, increasing by 1d4 on each subsequent turn you remain holding the spear, to a maximum of 3d4.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial and maximum damage that the spell deals on its weapon attacks both increase by 1d4 per spell slot level expended above 4th.
4th-level divination
You touch a creature, imbuing it with a greater sense of the earth’s movements. For the duration, the target creature gains tremorsense out to a range of 30 feet. The creature can also detect the type of earth or any minerals within their tremorsense.
4th-level conjuration (smite)
You slink through murky shadows, striking out from the darkness. Once before the spell ends, if you are stood in dim-light or darkness on your turn, you may teleport to another unoccupied space that you can see that is within dim light or darkness. When you teleport in this way, you gain advantage on the next weapon attack you make this turn, and the next time you hit a creature with a weapon attack this turn, the target takes an extra 4d6 necrotic damage. Then at the end of the turn, you teleport back to the space you left, or to the nearest unoccupied space if that space is occupied, and the spell ends.
4th-level necromancy
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
4th-level abjuration
You magically extend the protective power of your Manifestation. For the duration, your Manifestation extends an aura of protection in a 10-foot-radius around it. Creatures in the area that are allied to the Manifestation gain the Manifestation’s damage resistances. Additionally, if the Manifestation has any damage immunities, creatures in the area gain those damage immunities as damage resistances. A creature must remain in the affected area to retain these benefits.
The spell ends early if your Manifestation is ever outside the range of the spell.
If your Manifestation is not in range when you cast this spell, the spell fails.
4th-level abjuration
You create a barrier of radiant energy at a point that you can see within range. The barrier is 20 feet tall, 20 feet wide, 1-inch thick pane, and orientated however you choose. No magical object or projectile can pass through the barrier, nor can creatures with the Antimagic Susceptibility feature. Creatures and nonmagical objects can pass through without any issue.
4th-level evocation
You unleash a powerful burst of light in a 30-foot radius around you. Each creature you choose in the area that can see the light must make a Constitution saving throw. On a failure, a creature takes 5d8 radiant damage and is blinded for 1 minute. On a success, a creature takes half as much damage and isn't blinded. A creature blinded by this spell can remake its saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d8 per slot level above 4th.
4th-level evocation
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
4th-level conjuration
You conjure a 15-foot-radius sigil on the ground, centred on a space within range. When a creature stands on the sigil for the first time, or starts its turn their, it must succeed on a Constitution saving throw or take 5d6 necrotic damage.
At Higher Levels. When you cast this spell using a 5th level slot or higher, the damage increases by 1d6, and the radius of the sigil increases by 5 feet for every spell slot level expended above 4th.
4th-level conjuration
You create a 20-foot-radius sphere of dense, semisolid fog centred on a point within range. The sphere spreads around corners, and its area is heavily obscured. The fog, being heavier than air, sinks to the lowest level of the land. It lasts for the duration. A creature moving through the area must spend 4 feet of movement for every 1-foot it moves.
Whenever a creature makes a weapon attack that passes through the fog, it must roll a d4 and subtract the number rolled from the result of the attack roll.
Additionally, if a creature falls into the spell’s area, it subtracts 100 feet from the fall when calculating falling damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the fog increases by 20 feet for each slot level above 4th.
4th-level evocation
You release a pulse of radiant light in a 30-foot-radius around you. Each creature you choose in the area gains temporary hit points equal to 1d8 + your spellcasting ability modifier and if it is frightened, it is no longer frightened. Then at the start of each target’s next turn, that creature regains hit points equal to the amount of temporary hit points it gained.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points granted increases by 1d8 for each slot level above 4th.
4th-level necromancy
You conjure forth a fragment of your essence, splitting it into three bolts of energy. You may divide these bolts into either Body or Soul, before launching each of the bolts at creatures you can see within range. You can launch the bolts all at one target or several. Bolts affect their target differently depending on whether they were Body or Soul bolts, as follows:
Body. Make a ranged spell attack against the target. On a hit, the bolt deals 4d4 necrotic damage.
Soul. The target regains 1d4 hit points, then gains 1d8 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of bolts you summon increases by one for every spell slot level expended above 4th.
4th-level necromancy (summon)
You call forth a spirit that embodies death itself. Choose a creature you can see within range. The spirit manifests in an unoccupied space that you can see within 10 feet of the target, and the target becomes haunted by the spirit. The spirit uses the Reaper Spirit stat block. The spirit disappears when it drops to 0 hit points or when the spell ends.
The reaper spirit is your Companion, but it will attack only the haunted creature.
When the haunted creature dies, you may immedately choose another creature that you can see within 90 feet of you. That creature becomes the haunted creature. If you don't, you may use a bonus action on your subsequent turns to choose a creature that you can see within 90 feet of you to become the haunted creature.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Medium Undead (Apparition), Unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) |
Haunting Tracker. You and the reaper can sense the direction and distance to the haunted creature if it's on the same plane of existence as you.
Incorporeal Movement. The reaper can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Lone Hunter. The reaper has advantage on attack rolls made against any creature that has none of its allies within 10 feet of it.
Magic Weapons. The reaper's weapon attacks are magical.
Multiattack. The reaper makes a number of attacks equal to half this spell's level (rounded down).
Reaping Scythe. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level necrotic damage.
Paralyzing Fear (1/Day). The reaper attempts to instill fear into the haunted creature it can see within 60 feet of itself. The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the reaper for 1 minute. While frightened this way, the creature's speed is 0, and it can't benefit from any bonus to its speed. The frightened creature can repeat the saving throw at the end of each of its turns, or immediately after it takes damage, ending the effect on itself on a success.
4th-level evocation (smite)
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 5d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn, after which, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
4th-level divination
You create a circle of stardust around you, before spending 10 minutes communing with the stars. If you cast this spell during the day, the spell has no effect and the spell slot is wasted, but the material components remain.
You can ask the stars up to three questions about things that they might know.
The stars can only answer with one-word answers, favouring ""yes and no"" questions. If the stars are asked a question that they would or could not know the answer to, they simply answer with ""unsure"" or ""unclear"" respectively.
Considering their distance from the earth, the stars have little knowledge of the local barmaid's dishonesty towards her husband, but may well have seen a dragon skulking above the clouds high above the barmaid's hometown.
The stars can also know of any planar travel that has occurred and can inform the caster of the type of creature that travelled, when they travelled, and whether they ventured to the negative plane, the positive plane, the outer planes or any combination thereof.
If you cast this spell two or more times without taking a long rest, there is a cumulative thirty percent chance that the spell fails, the slot is wasted, and the components are lost.
4th-level transmutation
You call down the power of the cosmos, invoking its strength in a 10-foot radius, 40-foot-high cylinder centred on a point that you can see within range. Each creature caught in the area must make a Constitution saving throw. On a failure, a creature suffers 5d6 radiant damage and has its speed reduced by half for 1 minute. On a success, a creature suffers half damage and suffers no reduction to its speed.
A creature whose speed is halved in this way suffers an additional 2d6 radiant damage at the start of each of its turns, then repeats the save at the end of each of its turns, ending the effect on a success.
4th-level transmutation
You gesture to a nonmagical stick, staff, torch, plank of wood, or similar wooden object that you can see within range and transform it into a swarm of poisonous snakes. If the target is being worn or carried by another creature, that creature can make a Dexterity saving throw, causing the spell to fail on a success.
The swarm is your Companion and it understands your spoken commands.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the swarm has an additional 10 hit points and has a +1 bonus to attack and damage rolls for each slot level above 4th.
4th-level transmutation
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
4th-level transmutation
This spell turns the flesh of a willing creature you touch as hard as stone.
Until the spell ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.
4th-level evocation
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
4th-level conjuration (summon)
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Medium aberration, unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 15 (+2) | 16 (+3) | 10 (+0) | 6 (–2) |
Magic Weapons. The aberration's weapon attacks are magical.
Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only). At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn't incapacitated.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage.
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage.
4th-level conjuration (summon)
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Medium construct, unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 10 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 5 (–3) |
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Magic Weapons. The aberration's weapon attacks are magical.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Slam. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 4 + the spell's level bludgeoning damage.
Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random enemy within 5 feet of it. If no enemy is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
4th-level conjuration (summon)
You call forth the spirit of a dream. It manifests in an unoccupied space that you can see within range and becomes your Companion. This form uses the Dream Spirit stat block. When you cast the spell, choose a nature: Confounding, Frightful, or Wondrous. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Medium Elemental, Unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 16 (+3) | 14 (+2) | 4 (-3) | 10 (+0) | 8 (-1) |
Incorporeal Passage. The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Joyous Aura (Wondrous Only). The spirit exudes a soothing aura of wonder and whimsy in a 20-foot-radius around it. Whenever an allied creature starts its turn within the area, it gains temporary hit points equal to 1d4 + the spell’s level. Additionally, allied creatures within the area have advantage on saving throws made against being charmed or frightened.
Nightmarish Aura (Frightful Only). The spirit exudes a terrifying aura in a 20-foot-radius around it. Whenever a hostile creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw against your spell save DC or become frightened of the spirit until the start of their next turn.
Magic Weapons. The aberration's weapon attacks are magical.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Mindlash. Melee Spell Attack: your spell attack modifier to hit, reach 15 ft., one target. Hit: 1d10 + 3 + the spell’s level psychic damage.
Beguiling Touch (Confounding Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level psychic damage. If the target is a creature, it becomes confounded until the start of the spirit’s next turn. Whenever a confounded target makes an attack roll or a saving throw before the spell ends, it must roll a d4 and subtract the number rolled from the attack roll or saving throw. If the target is already addled, it takes an extra 2 (1d4) psychic damage from the attack.
4th-level conjuration (summon)
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Medium Elemental, Unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 17 (+3) | 4 (–3) | 10 (+0) | 16 (+3) |
Amorphous Form (Air, Fire, and Water Only). The elemental can enter a hostile creature's space and stop there. Additionally, it can move through a space as narrow as 1 inch wide without squeezing.
Fire Form (Fire Only). A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes fire damage equal to the spell's level. Additionally, the first time it enters a creature's space on a turn, that creature takes fire damage equal to the spell's level and catches fire; until someone takes an action to douse the fire, the creature takes takes fire damage equal to the spell's level at the start of each of its turns.
Magic Weapons. The aberration's weapon attacks are magical.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Slam (Air, Earth, and Water Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level bludgeoning damage.
Touch (Fire Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes fire damage equal to the spell's level at the start of each of its turns.
Whelm (1/Day; Water Only).Each creature in the elemental's space must make a Strength saving throw against your spell save DC. On a failure, a target takes 1d10 + 4 + the spell's level bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 1d10 + 4 + the spell's level bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a Strength check against your spell save DC and succeeding.
Wind Rush (Air Only). The elemental takes the Dash or Disengage action.
4th-level abjuration
You create a floating, spectral suit of armour that surrounds a creature that you can see within range and lasts for the duration or until you cast this spell again. The armour remains attached to the target and moves with them. The creature the armour is attached to reduces all incoming damage that is not poison or psychic damage by 1d8.
As a bonus action on your turn, you can move the armour to another creature you can see within 30 feet of the armour’s current position.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage reduction granted by the armour increases by 1d8 for every two slot levels above 4th.
4th-level necromancy
You conjure a 10-foot-radius field of life draining energy around you, sucking the energy out of nearby creatures. Whenever a creature enters the area for the first time or starts its turn there, that creature must make a Constitution saving throw. On a failure, a creature suffers 2d6 necrotic damage, or half as much on a success.
The aura grants you a necromantic ward, crafted from the essence of your foes. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains until the spell ends. The ward starts with 0 hit points.
Whenever you deal damage to a creature with this spell, the ward regains half the damage dealt as hit points.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d6 for every two spell slot level expended above 4th.
4th-level necromancy (smite)
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes a piece of their life essence, and the attack deals an extra 4d6 necrotic damage to the target. You may then choose a creature that you can see within 30 feet of you. That creature regains hit points equal to the necrotic damage dealt. The spell then ends.
4th-level evocation
You extend your reach to a creature within range, shocking them with lightning from your fingertips. The target creature must make a Constitution saving throw. On a failure, the target takes 3d8 lightning damage and is paralyzed for the duration. On a success, a creature instead takes half damage and is not paralyzed. You can use your bonus action on subsequent turns to maintain your grasp on a creature. A paralyzed creature repeats its saving throw at the end of each of its turns. If the creature fails, it takes 2d8 lightning damage, and remains paralyzed by the spell.
The spell ends the target succeeds on a saving throw against the spell, if you end your turn more than 15 feet away from the target, or you fail to use your bonus action maintain hold on your turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage of the spell increases by 1d8 for each spell slot level above 4th.
4th-level conjuration
You all upon the darkness to pull your enemies toward you. Choose one creature that you can see within range. That creature must make a Dexterity saving throw as shadowy tendrils pull it into a dark portal. On a failure, the target takes 4d10 necrotic damage and is teleported into an unoccupied space that you can see within 15 feet of you. On a failure, the target takes half as much damage and is not teleported.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s damage increases by 1d10 for each spell slot level expended above 4th.
4th-level conjuration
You conjure forth a swirling vortex of wind in front of you that flies forward in a 10-foot wide, 30-foot long line. Any creature caught in the line must succeed on a Strength saving throw or be carried by the vortex into the nearest unoccupied space at the end of the line, taking 1d8 bludgeoning damage per 5 feet pushed this way, before being knocked prone. A successful save prevents the creature from being pushed or knocked prone, and the creature takes damage as if it had been pushed only half the distance it would have been if it had failed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the length of the line increases by 10 feet per spell slot level expended above 4th.
4th-level evocation
You conjure a powerful jet of water to propel yourself up to 60 feet, passing through any creature’s space as if it wasn’t there. Any creature whose space you pass through cannot make opportunity attacks against you and must succeed on a Strength saving throw. On a failure, a creature takes 5d8 bludgeoning damage and is knocked prone. A creature that succeeds its saving throw instead takes half damage and is not knocked prone.
A creature cannot be affected by this spell more than once per casting.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the damage dealt by the spell increases by 1d8 and the distance travelled increases by 10 feet for each slot level above 4th.
4th-level evocation
A 5-foot wide, 100-foot long beam of caustic green energy blasts from you a direction you choose. Each creature in the affected area must make a Dexterity saving throw. On a failure, a target takes 4d8 poison damage and becomes poisoned for the duration. On a success, a target takes half that much damage and is not poisoned.
The blast leaves behind a toxic gas that fills the area for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failure, it takes 2d8 poison damage and becomes poisoned for the duration. If it succeeds, it takes half as much damage and is not poisoned.
A creature poisoned by this spell, if it is not inside of the area, can make a Constitution saving throw, ending the condition on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's initial damage increases by 1d8 for each slot level above 4th.
4th-level evocation
You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
4th-level conjuration
A wall of writhing bones and skeletons springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of three 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). Any creature that starts its turn next to a wall must make a Dexterity saving throw or take 1d8 bludgeoning damage and become restrained. The creature can repeat the saving throw at the start of each of its turns, taking the same damage on a failure or freeing itself on a success.
The wall is an object that can be damaged and thus breached. Each panel has AC 10 and 20 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it.
4th-level evocation
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration. It spreads bright light in a 30-foot radius around it and dim light for an additional 30 feet. Any flammable object that is not being worn or carried inside of the wall's space is ignited.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
4th-level enchantment
You create wall of invisible energy. You can make the wall up to 30 feet long, 10 feet high, and 1-foot-thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1-foot-thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.
Whenever a creature passes through the wall, it must make a Strength saving throw to push through. On a failed save, the target takes 6d6 psychic damage, or half as much on a success. A creature who ends its turn inside the wall, or enters it for the first time on a turn, takes 6d6 psychic damage.
The wall extends into the Ethereal Plane, affecting creatures there.
At Higher Levels. When you cast this spell using spell slot of 5th level or higher, both kinds of damage this spell inflicts increase by 1d6 for each spell slot level above 4th.
4th-level conjuration
You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.
The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.
4th-level necromancy
You instil a terrible agony in a creature that you can see within range. The target must make a Wisdom saving throw. On a failure, the target takes 3d10 necrotic damage and it becomes blinded and stunned until the start of your next turn. On a success, the creature takes the damage, but is otherwise unaffected.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d10 for each slot level above 4th.
4th-level evocation
You strike your palms into the earth, sending out five streakings motes of fire that snake across to the ground to different targets within range. Each creature must succeed on a Dexterity saving throw or suffer 8d6 fire damage, or half on a success.
Alternatively, all five streaks can instead converge toward a single target, dealing 12d6 fire damage instead.
The fire can travel over obstacles up to 5 feet high, and ignores flammable objects along its path that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the damage dealt increases by 1d6 for each spell slot level expended above 4th.
4th-level evocation
You freeze the water in the air around a target creature within range, forming a pair of icy fangs that snap shut, breaking off its frozen teeth inside the target’s body. The target creature must succeed on a Dexterity saving throw, suffering 3d8 piercing damage, plus 4d6 cold damage on a failure, and half damage on a success.
Additionally, a creature that fails its saving throw takes 1d8 cold damage at the start of each of its turns until it uses its action to pull the icy fangs from its body.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the initial cold damage dealt by the spell increases by 1d6 for each spell slot level expended above 4th.
4th-level transmutation
You gather whirlwind gales around you that propel each of your steps. For the duration, you gain the following benefits: