Animate Objects

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Bard, Occultist, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics
Size HP AC Attack Str Dex
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Antilife Shell

5th-level abjuration


  • Casting Time: 1 action
  • Range: 10-foot radius
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Druid, Occultist, Odic
  • Origin: Player's Handbook

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centred on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affect creature is forced to pass through the barrier, the spell ends.

Arcane Seal

5th-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (gold dust and fine wax worth at least 50 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Æthera, Astromancer, Runeshaper, Wizard
  • Origin: Jack Weighill

You touch a closed door, window, gate, chest, letter, bag or other entryway or container, and it becomes locked for the duration with a magical seal that is visible on the object. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for as long as the speaker chooses, up to 1 hour. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock using a spell slot of 5th level or higher on the object suppresses arcane seal for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it, force it open or pick any locks on it increases by 15.

Awaken

5th-level transmutation (ritual)


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Æthera, Bard, Cleric, Druid, Occultist, Odic, Warden, Wizard
  • Origin: Player's Handbook

After spending the casting time tracing magical pathways within a precious gem stone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Banishing Smite

5th-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Paladin
  • Origin: Player's Handbook

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Bigby's Hand

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an eggshell and a snakeskin glove)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Runeshaper, Wizard
  • Origin: Player's Handbook

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Binding Burst

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a glass orb worth at least 100 gp)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Astromancer, Bard, Prism, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You create a burst of powerful energy that extends from you in a 10-foot-radius. Each creature within range must succeed on a Constitution saving throw or take 5d8 force damage and be thrown 10 feet back and upwards, being paralyzed upon reaching the apex of the throwing. A creature takes half damage on a success and is still thrown, but not paralyzed.

A creature paralyzed in this way is resistant to all damage, and can remake the saving throw at the end of each of their turns in an attempt to end the paralysis. When a creature succeeds the save to end paralysis, it retains its original momentum from being thrown by this spell.

At Higher Levels. If you cast this spell using a 6th level spell slots or higher, the damage increases by 1d8 for each spell slot level expended above 5th.

Binding Contract

5th-level abjuration (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, M (some of the target’s blood and a proof of contract)
  • Duration: Until dispelled
  • Classes: Bard, Cleric, Occultist, Paladin, Warlock, Wizard
  • Origin: Axios Verum

You form a binding contract with one willing creature within range. You must establish the terms of the contract before the spell ends and agree with the creature on all counts or the spell fails.

Your DM will establish the creature’s terms.

For the duration, neither you nor the target may willingly act against the terms of the contract. The proof of contract is a magical item for the duration, and takes the form of a scroll or other form of script. Reading the proof of contract reveals the terms in full. The spell ends when all terms of the contract are fulfilled.

This spell cannot be ended by any magic short of a wish spell. Once the spell is cast, the effects persist even in an antimagic field.

Blast of Darkness

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You conjure a wave of darkness that saps the life from creatures it touches. All creatures within a 90 foot cone originating from a point within 5 feet must succeed a Constitution saving throw or take 7d6 necrotic damage. The darkness persists for 1 minute, heavily obscuring the area for the duration. Any creature that starts their turn within the darkness is blinded until the start of their next turn.

At Higher Levels. When you cast this spell using a 6th level spell slot or higher, the damage increases by 2d6 for every spell slot expended above 5th.

Bless Vessel

5th-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a bottle of wine or other spirits worth at least 30 gp, which the spell consumes)
  • Duration: 24 hours
  • Classes: Bard, Cleric, Paladin
  • Origin: Codex of the Waves

Bowgentle’s Fleeting Journey

5th-level conjuration


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (a weight from a pendulum)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You teleport yourself to an unoccupied space that you can see, or a location that you have been to at least once. When the spell ends, you reappear in the nearest unoccupied space to where you first cast the spell. If you try to target a location on another plane, the spell fails.

Cacophony

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

You unleash a sound of such magnitude that it shakes the very earth and shatters panes of glass. Each creature within a 20-foot radius around you must succeed on a Constitution saving throw. On a failure, the target takes 5d10 thunder damage and is deafened for 1 minute. A creature that is reduced to 0 hit points by this spell suffers permanent deafness that can only be cured by a greater restoration spell or similar magic. On a successful saving throw, a creature takes half damage and is not deafened. The sound created by the spell can be heard from up to 1 mile away.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the damage dealt increases by 1d10 for each spell slot level expended above 5th.

Children of the Elements

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a glass bottle filled three quarters of the way with sulphur, dirt and water)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You channel the spirits of the elemental planes into concentrated elemental beings. You conjure a child of the elements at a point that you can see within range. As a part of your action to cast this spell, and as an action on subsequent turns you concentrate on this spell, you can have the child hover to an unoccupied space that you can see within 20 feet of it. Whether it moves or not, you can then choose to have it unleash its elemental fury in a 20-foot radius around it. The effect of this fury is dependent on the type of child you conjure when you cast this spell.

Child of Air. Each creature caught in the radius of the fury must succeed on a Strength saving throw. A creature that fails takes 4d6 bludgeoning damage and is pushed 20 feet away from the child. A success allows the creature to take only half damage.

Child of Earth. Any solid earth in the radius of the fury is raised 15 feet into the air. Any creature you choose that was lifted by earth it was stood on takes 2d6 bludgeoning damage and be forced to succeed on a Dexterity saving throw or fall prone. Earth warped in this way returns to normal when the spell ends.

Child of Fire. Each creature in the radius of the fury must succeed on a Constitution saving throw or take 4d8 fire damage. A success allows the creature to take only half damage.

Child of Water. Each creature in the radius of the fury must succeed on a Constitution saving throw or take 2d6 cold damage and become restrained by glacial ice until the end of your next turn. A success allows the creature to take only half damage.

Cindervine

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the ashes from a burnt tree)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Sorcerer, Warden, Warlock, Wizard
  • Origin: Jack Weighill

You conjure forth a writhing tendril of burning ashes at a point that you can see within range. The tendril lashes out at any creature that comes within 30 feet of it. Whenever a creature enters this area for the first time, or starts its turn there, you can choose for the cindervine to lash out at that creature. A target must succeed on a Dexterity saving throw. On a failure, the target takes 5d8 fire damage and has its movement reduced by half until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the spell’s damage increases by 1d8 for every slot level expended above 5th.

Circle of Power

5th-level abjuration


  • Casting Time: 30 minutes
  • Range: 30-foot radius
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Occultist, Paladin, Runeshaper
  • Origin: Player's Handbook

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.

Cloudkill

5th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Commune

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (incense and a vial of holy, or unholy water)
  • Duration: 1 minute
  • Classes: Cleric, Occultist
  • Origin: Player's Handbook

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

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 no answer. The DM makes this roll in secret.

Commune with Civilisation

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Player's Handbook

You briefly become one with civilization and gain knowledge of the surrounding territory. In a civilized area, the spell gives you knowledge of the area within 3 miles of you. The spell doesn’t function where there is no construction, such as in the wilderness. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Road layout and landmarks
  • Prevalent goods, services, factions, or cultures
  • Powerful celestials, fey, fiends, elementals, or undead
  • Influence from other planes of existence
  • Building types of your choice

For example, you could determine the fastest route to the city center, the popular local foods, and the location of any blacksmiths in the area.

Commune with Nature

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Odic, Ranger
  • Origin: Player's Handbook

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Terrain and bodies of water
  • Prevalent plants, minerals, animals, or peoples
  • Powerful celestials, fey, fiends, elementals, or undead
  • Influence from other planes of existence
  • Buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Cone of Cold

5th-level evocation


  • Casting Time: 1 action
  • Range: 60-foot cone
  • Components: V, S, M (a small crystal or glass cone)
  • Duration: Instantaneous
  • Classes: Æthera, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Conjure Dream Creature

5th-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (an object with a connection to he Great Dream)
  • Duration: Concentration, up to an hour
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Miscellaneous

You call forth a servant being from The Great Dream. A dream creature of challenge rating 5 or lower appears in an unoccupied area of your choosing, within range. The dream creatures disappears when they drops to 0 hit points or when the spell ends. The dream creatures are friendly to you and your companions for the duration. Roll initiative for the dream creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you).

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, combined CR of the creatures you can summon increases by 1 for each slot level above 5th.

Conjure Elemental

5th-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Astromancer, Druid, Warden, Wizard
  • Origin: Player's Handbook

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the elemental’s statistics.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Conjure Ooze

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of acid)
  • Duration: Concentration, up to an hour
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Genuine

You summon ooze creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One ooze creature of challenge rating 4 or lower.
  • Two ooze creatures of challenge rating 2 or lower.
  • Four ooze creatures of challenge rating 1 or lower.

A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns.

They obey any verbal commands that you issue to them (no action required by you). If you don't issue commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creature's statistics.

Conjure Plant Creature

5th-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (a branch with leaves)
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Druid, Ranger, Warden, Wizard
  • Origin: Sprouting Chaos

You call forth a plant creature to serve you. Choose an area of plant life that fills a 10-foot cube within range. A plant creature of challenge rating 5 or lower appears in an unoccupied space within 10 feet of it. The creature is friendly to you and your companions for the duration.

Roll initiative for the creature, which has its own turns. lt obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.

The DM has the creature's statistics.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Conjure Volley

5th-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (one piece of ammunition or one thrown weapon)
  • Duration: Instantaneous
  • Classes: Ranger
  • Origin: Player's Handbook

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear.

Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one.

The damage type is the same as that of the ammunition or weapon.

Conjure Vrock

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a gem worth at least 100 gp, which the spell consumes)
  • Duration: Concentration, up to an hour
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: That Old Black Magic

You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends.

The vrocks's attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock's turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem's value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check.

If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss.

As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts.

Contact Other Plane

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Æthera, Occultist, Shaman, Warlock, Wizard
  • Origin: Player's Handbook

You mentally contact a demi god, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Contagion

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 7 days
  • Classes: Æthera, Cleric, Druid, Occultist, Odic
  • Origin: Player's Handbook

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Control Winds

5th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Druid, Sorcerer, Warden, Wizard
  • Origin: Elemental Evil

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Corona of Battle

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a iron ring)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Paladin
  • Origin: Swordmeow

You awaken and spread power and might within your allies. You and any creatures of your choice who are within a 30-foot radius can reroll one attack or damage roll they make on each of their turns.

Corrosive Slime

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a clump of black pudding)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Sorcerer, Wizard
  • Origin: Jack Weighill

You gesture and a geyser of black slime bursts from the ground around a creature that you can see within range. The target must make a Constitution saving throw, taking 5d6 acid damage on a failed save, and half on a success. Also on a failed save, the target takes an additional 5d6 acid damage at the start of each of its turns while the spell lasts.

A creature, the target or otherwise, can use their action to try to remove the slime. The creature must succeed on a Strength or Dexterity check (the targets choice) against your spell save DC. On a success, the spell ends. Regardless of success or failure, the creature that removes the slime - be it the target, or another creature - takes 2d6 acid damage.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, all instances of the spells damage increase by 1d6 per spell slot level after 5th.

Creation

5th-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a clump of black pudding)
  • Duration: Special
  • Classes: Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

Material Duration
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute

Using any material created by this spell as another spell’s material component causes that spell to fail.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Danse Macabre

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Occultist, Odic, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. Your DM decides whether they are zombies or a skeletons (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.

You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

Dawn

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sunburst pendant worth at least 100 gp)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Cleric, Prism, Wizard
  • Origin: Xanathar's Guide to Everything

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30—foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Deadsight

5th-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a glass lens)
  • Duration: 1 hour
  • Classes: Occultist, Shaman, Warlock, Wizard
  • Origin: Jack Weighill

You warp a creature’s senses, forcing it to hallucinate vividly. The target creature must succeed on a Wisdom saving throw. On a failure, it perceives all living or dead creatures as terrifying ghoulish, phantom-like versions of that creature.

Whenever the target creature starts its turn with a phantom creature in sight, it becomes frightened until the end of its next turn.

If the creature ends its turn in a space where it cannot see any living or dead creature, it can repeat its saving throw against the spell, ending its effects on a success.

A creature with truesight, or a creature immune to curses is unaffected by this spell.

Delphi's Eyeglasses

5th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a pair of eyeglasses with opaque lenses)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Occultist, Wizard
  • Origin: Kithlis

You place a pair of opaque eyeglasses on your face, the metal and glass melding into your face, disappearing, and turning your eyes an ivory white. For the duration, you are considered blind, and gain blindsight out to a range of 100 feet, and have advantage on Wisdom saving throws and Wisdom ability checks.

Destructive Wave

5th-level evocation


  • Casting Time: 1 action
  • Range: 30-foot radius
  • Components: V
  • Duration: Instantaneous
  • Classes: Paladin
  • Origin: Player's Handbook

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

Dispel Evil and Good

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (holy water or powdered silver and iron)
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Paladin, Prism, Shaman, Voyager
  • Origin: Player's Handbook

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.

Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

Divine Field

5th-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Ruby dust worth at least 250 gp, which the spell consumes)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Paladin
  • Origin: Almir's Spell List

You imbue an 30-foot radius sphere with divine energy. When you or an ally starts their turn in this area, they gain 2d6 temporary hit points. While they have these hit points, they have resistance to both necrotic and poison damage.

Dogmatic Edict

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric, Paladin
  • Origin: Swordmeow

You utter an edict of law against the chaotic. Choose one point that you can see within range. Four 15-foot lines stretch out from the point, facing in the exact cardinal directions. Each creature caught in one or more of the lines must succeed on a Charisma saving throw. A creature takes 40 psychic damage on a failed save, or 20 on a success.

Dominate Person

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Occultist, Odic, Shaman, Sorcerer, Wizard
  • Origin: Player's Handbook

You attempt to beguile a humanoid 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 target 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 using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Dream

5th-level illusion


  • Casting Time: 1 minute
  • Range: Special
  • Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
  • Duration: 8 hours
  • Classes: Æthera, Bard, Occultist, Warlock, Wizard
  • Origin: Player's Handbook

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3D6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

Dunamis

5th-level illusion


  • Casting Time: 1 reaction, which you take in response to a spell being cast with a point of origin in a space that you can see within range
  • Range: 30 feet
  • Components: S, M (a cameo of a person that doesn’t exist)
  • Duration: Instantaneous
  • Classes: Æthera, Occultist, Prism, Shaman, Warlock, Wizard
  • Origin: Jack Weighill

You point your finger, twisting the fabric of truth into that of your own devising. A spell effect of 5th-level or lower that originates from a point that you can see within range has any one of its effects reversed in a way that the DM ultimately decides. If the spell requires concentration, you can choose to take over concentration on that spell in the caster’s stead.

If the targeted spell is of 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the targeted spell is affected.

For example, a hunter’s mark spell would cause a creature to reduce 1d6 damage from any incoming weapon attacks, a haste spell could become a slow spell, or vice versa, and a purely damaging spell such as a fireball or inflict wounds would target its caster instead of the chosen target or point of origin.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the targeted spell is affected if it is less than or equal to the level of the spell slot you used.

Dusk

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a black gemstone worth at least 100 gp)
  • Duration: Instantaneous
  • Classes: Æthera, Cleric, Wizard
  • Origin: Devout Handbook

The light dims in a location you specify within range, shadows consuming the light. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder dulls the light within it. Within the cylinder, areas of normally bright light become dim light, areas of normally dim light become darkness, and areas of normally darkness become magical darkness.

When the cylinder appears, each undead creature within the cylinder gains 1d12 temporary hit points and each non-undead creature within the cylinder takes 1d12 necrotic damage. While a non-undead creature is in the cylinder, it takes an additional 1d12 necrotic damage the first time it takes damage each turn. Undead creatures who end their turn in the cylinder gain 1d12 temporary hit points.

If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

If the spell’s area ever overlaps with the area of a dawn spell, both spells immediately end.

Enervation

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Occultist, Odic, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends ifyou use your action to do anything else, ifthe target is ever outside the spell’s range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you re gain hit points equal to half the amount of necrotic damage the target takes.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the damage increases by 1d8 for each slot level above 5th.

Enpower Animal

5th-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a clay figurine of the empowered animal)
  • Duration: 8 hours
  • Classes: Druid, Wizard
  • Origin: Miscellaneous

You imbue a beast with magical energy, increasing its size, strength and resilience. For the duration, the creatures size increases by one category, (to a maximum of Huge) if its AC is lower than 15, its AC becomes 15 (natural armour), and it adds +2 to its damage rolls.

Fact/Fiction

5th-level enchantment


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V
  • Duration: Until dispelled
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You speak beguiling words to a creature, warping its sense of reality and filling its mind with lies. Make an ability check with your spellcasting ability contested by the creature's Wisdom (Insight) check. On a success, the creature irrationally believes one piece of information you tell it to be either true or false, rationalising any evidence as to otherwise. On a failure, the target does not believe the information you tell it, but is unaware that you tried to affect its mind with magic. Once you have failed to cast this spell on a creature, you cannot use this spell to try and convince it of the same piece of information again for 7 days.

The information you give has to be something believable, and not something that can be effortlessly disproven with a creature’s natural senses. For example, you cannot convince a creature that the sky is red, they are an orc, or that they are currently on fire. Attempting to give such information results in the spell failing. The DM is the ultimate mediator for what is acceptable.

Fallen Meteor

5th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a chunk of metorite)
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Miscellaneous

A bright streak of light that appears in the sky when a meteorite is heated to incandescence in the atmosphere. Your spell conjures a 5-foot wide chunk of burning rock from the sky that slams into the earth, creating a cacophonous crash that can be heard 300 feet away. Each creature within a 10-foot radius of the impact must make a Dexterity saving throw; on a failed save, the creature takes 6d6 bludgeoning damage, 2d6 fire damage, is thrown 10 feet away from the impact, and is knocked prone. On a successful save, the creature takes half damage and is thrown half as far. They are still knocked prone, even on a success.

If you target a space occupied by a creature of Huge, that creature takes 9d6 bludgeoning damage instead, and isnt thrown at all.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the size of the meteor increases by 5 feet, the radius increases by 5 feet, and the amount of bludgeoning damage dealt increasing by 1d6 per spell slot level above 5th.

Far Step

5th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Occultist, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

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.

Firestride

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a charred lump of coal)
  • Duration: 1 hour
  • Classes: Æthera, Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You imbue the target creature with the power to walk through fire unharmed. For the duration, the target gains immunity to fire damage from nonmagical sources, and can walk on magma as if it were solid earth. If the target is dealt fire damage from explosives, alchemists fire, or another chemical-based source, this immunity is instead treated as resistance.

Additionally, as a bonus action on the target's turn, it can leave fire in its wake as it moves. The target gains an additional 10 feet of movement until the end of its turn, and for every space that the target leaves whilst moving, it leaves behind a fire, which lasts until the start of your next turn. A creature that enters the fire for the first time, or starts its turn there, must succeed on a Constitution saving throw or take 3d10 fire damage, taking half on a success.

Flame Strike

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of sulfur)
  • Duration: Instantaneous
  • Classes: Cleric, Warden
  • Origin: Player's Handbook

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Flaming Vortex

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Sorcerer, Warden
  • Origin: Devout Handbook

You create a swirling vortex of flame around yourself, which is powerful enough to take you aloft. For the duration, your base movement speed increases by 30 feet. You are able to move vertically, in addition to horizontally, on your turn, but not to a height greater than 60 feet above the ground.

While you are aloft, the vortex travels with you, creating a 5-foot radius cylinder with height equal to your current distance from the ground. As you move, each creature your vortex passes within 5 feet of must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much on a successful save. A creature other than you that starts its turn within 5 feet of the cylinder, or passes within 5 feet of it for the first time during a turn, must also make this saving throw, taking damage as described above.

If a creature has taken damage from this spell since the beginning of your last turn, it can’t take damage from the spell again until the beginning of your next turn.

At Higher Levels. When you cast the spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Forceful Blast

5th-level evocation


  • Casting Time: 1 action
  • Range: 30-foot cone
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Cleric, Paladin, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You shoot forth a burst of powerful energy that slams into all creatures in a 30 foot cone. Each creature within the cone must succeed a Strength saving throw or take 5d6 force damage and be pushed back 50 feet. A creature pushed by this spell is considered to be falling. A successful save halves the damage and the distance fallen.

At Higher Levels. When you cast this spell using a spell slot 5th level or higher, the force damage dealt by 1d6 and the distance pushed increases by 10 feet.

Forgotten Pain

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Bard, Cleric, Occultist, Odic, Runeshaper, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Genuine

You remind a creature of the greatest pain it has ever suffered, and magnify that agony tenfold. Roll a d4 and consult the table below. The creature takes 3d6 damage of that type. While you maintain concentration on this spell, you can use a bonus action to force the target make a Charisma saving throw, taking 3d6 damage of that type if they fail.

d4 Damage Type
1 Poison
2 Fire
3 Lightning
4 Psychic

Frozen Defences

5th-level abjuration


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S, M (A tiny silver figurine, worth at least 50gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Æthera, Sorcerer, Warden, Warlock, Wizard
  • Origin: Miscellaneous

When you are hit with an attack, you become a statue of ice for a few seconds, nullifying oncoming attacks and chilling nearby creatures to the core. You become a statue of ice. Until the beginning of your next turn you are petrified and have vulnerability to fire damage. The damage resistances gained from being petrified apply against the triggering attack. In addition, each creature within 10 feet of you must make a Constitution saving throw. The creature that struck you has disadvantage on this saving throw. On a failure, the creature takes 6d6 cold damage, and cannot move. The creature can repeat this saving throw at the beginning of each of its turns to restore its ability to move.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Gaea's Four Winds

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small rubber sphere and a quarter-inch cube of iron)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Ranger, Warlock, Wizard
  • Origin: Jack Weighill

You conjure a cylinder of howling wind at your location, causing a huge updraft. The cylinder is 60 feet in diameter, and 90 feet high. Choose any number of creatures that you can see when you cast the spell. Those creatures can use a bonus action on their turn whilst inside the winds to make a standing leap up to 20 feet to an unoccupied space that they can see that is within the spell's area, making no checks, and taking no falling damage would they otherwise suffer any.

Additionally, when you cast the spell, you can choose one of four different kinds of winds that the spell creates. Each wind has its own unique effect.

Arctic Winds. The area is difficult terrain, and lightly obscured. A creature that starts its turn in the winds takes cold damage equal to your spellcasting ability modifier. Any creature that can leap within the winds, does not suffer this additional effect.

Desert Winds. As an action on your turn, you can cause a creature that you can see within the winds to be blinded until the start of your next turn. In addition, the whole area is lightly obscured.

Howling Winds. Ranged weapon attacks that target a creature within, are made by a creature within, or pass through the area, are at disadvantage. In addition, a flying creature treats the area as difficult terrain. Any creature that can leap within the winds, does not suffer this additional effect.

Stormy Winds. A creature that starts its turn in the spells area takes 2d6 + your spellcasting ability modifier as lightning damage. Any creature that can leap within the winds, does not suffer this additional effect.

Galoran's Glorious Gambit

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (an ivory caltrop)
  • Duration: Concentration, for up to 10 minutes
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure a field of arcane traps in a 20-foot radius around you, turning the area into difficult terrain. Any creature that enters the zone for the first time, or starts their turn there must succeed on a Constitution saving throw or take 8d6 force damage.

When you first place the traps using this spell, you can teleport to an unoccupied space within 5 feet of the trap radius. This teleportation takes place before you would damage yourself with the spell.

At Higher Levels. When you cast this spell using a 6th level spell slot or higher, the radius increases by 5 feet, and the damage increases by 1d6 for every spell slot level expended above 5th.

Geas

5th-level enchantment (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 30 days
  • Classes: Bard, Cleric, Druid, Occultist, Odic, Paladin, Wizard
  • Origin: Player's Handbook

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it.

A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Gravity Pulse

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure the energies of the stars through your arcane focus to temporarily create a small, dense, celestial body at a point in space within range. A spherical gravitational field appears around the body with a 20ft. radius and produces a pulsing sound. Each creature within the field must make a Strength saving throw. A target takes 10d6 force damage and is pulled to the nearest unoccupied space at the centre (pulling the nearest creatures first) on a failed save, and half as much on a successful one. A creature that fails the saving throw is still pulled.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 and the radius increases by 5 feet for each slot level above 5th.

Greater Restoration

5th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Occultist, Odic, Prism, Shaman
  • Origin: Player's Handbook

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum

Hallow

5th-level evocation


  • Casting Time: 1 action
  • Range: 24 hours
  • Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Cleric
  • Origin: Player's Handbook

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

Courage. Affected creatures can't be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Everlasting Rest. Dead bodies interred in the area can't be turned into undead.

Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.

Fear. Affected creatures are frightened while in the area.

Silence. No sound can emanate from within the area, and no sound can reach into it.

Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

Hold Monster

5th-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to a minute
  • Classes: Bard, Occultist, Odic, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Holy Weapon

5th-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Cleric, Paladin, Prism
  • Origin: Xanathar's Guide to Everything

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Immolation

5th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Sorcerer, Warden, Warlock, Wizard
  • Origin: Elemental Evil

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Indalamar’s Otherworldly Warcry

5th-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a banner, standard or flag)
  • Duration: Concentration, up an hour
  • Classes: Occultist, Warlock, Wizard
  • Origin: Jack Weighill

You call upon the souls of the departed to fight by your side. Two veterans appear in a space that you can see within range. These veterans have the following alterations:

  • They are undead.
  • They can end their turn in another creature’s space.
  • They have immunity to necrotic and poison damage.
  • They have resistance to acid, cold, fire, lightning, and thunder damage, as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.

Roll initiative for the veterans as group. They follow your spoken orders (no action required) with no regard for personal safety.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of summoned veterans increases by 1 per spell slot level above 5th.

Infernal Calling

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a ruby worth at least 999 gp)
  • Duration: Concentration, up to an hour
  • Classes: Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. Ifyour check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Insect Plague

5th-level conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a few grains of sugar, some kernels of grain, and a small smear of fat)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Druid, Occultist, Odic, Sorcerer
  • Origin: Player's Handbook

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Lemalu’s Iron Shell

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an adamantine band worth at least 200 gp)
  • Duration: 1 round
  • Classes: Druid, Sorcerer, Warden
  • Origin: Jack Weighill

You briefly encase up to three creature you choose within 30 feet of you in a metallic shell, protecting them against harm. Each target gains resistance to the following damage types until the start of your next turn: acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder. However, each target has its speed halved for the duration.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of targets you can effect with this spell increases by 1 for each spell slot level expended above 5th.

Jackdaw’s Murderous Murders

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the hearts of three corvids)
  • Duration: Concentration, up to an hour
  • Classes: Occultist, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You channel the lifeforce in the surrounding area into three swarms of terrifying fleshy birds. These swarms have the statistics of a swarm of ravens (pg 339 of the Monster Manuel) with the following alterations:

  • They have an AC of 15.
  • They have 32 hit points.
  • Their Beaks attack deals 4d6 damage, reduced to 2d6 when a swarm reaches half its hit point maximum or fewer.
  • Each beak attack deals an additional 1d6 necrotic damage, you regain hit points equal to half the necrotic damage any swarm deals in this way.

Roll initiative for the swarms as a group. They are commanded as a bonus action on your turn, either to do the same task, or to do different things each. Whenever a swarm is killed, you regain 1d6 hit points.

At Higher Levels. Whenever you cast this spell using a spell slot of 7th - 8th level, you instead summon four swarms. If you cast this spell using a spell slot of 9th level, you instead summon five swarms.

Kindle Life

5th-level abjuration


  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (a piece of malachite cut into the shape of a small shield worth at least 200 gp, which the spell consumes)
  • Duration: Varies
  • Classes: Cleric, Druid, Odic, Paladin, Shaman
  • Origin: Jack Weighill

You conjure the magic of life, calling it to protect a creature or plant, granting it immunity to a variety of ailments. You can invoke one of the following benefits depending on what you target with the spell:

  • A 30-foot radius area of inanimate plant-matter, or a plant creature gains resistance to fire and lightning damage, as well as immunity to both poison and disease for 1 month.
  • A young creature gains immunity to poison and disease, as well as advantage on death saving throws. These benefits last for 1 week. The DM is the ultimate mediator on whether a creature is “young” or not.
  • A pregnant creature is guaranteed a successful birth with minimal pain, and no complications. Both the target creature, and its spawn are immune to poison and disease. These effects last until the young has been born.

Legend Lore

5th-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
  • Duration: Instantaneous
  • Classes: Astromancer, Bard, Cleric, Runeshaper, Shaman, Wizard
  • Origin: Player's Handbook

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

Lemalu’s Iron Shell

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an adamantine band worth at least 200 gp)
  • Duration: 1 round
  • Classes: Druid, Sorcerer, Warden
  • Origin: Jack Weighill

You briefly encase up to three creature you choose within 30 feet of you in a metallic shell, protecting them against harm. Each target gains resistance to the following damage types until the start of your next turn: acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder. However, each target has its speed halved for the duration.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of targets you can affect with this spell increases by 1 for each spell slot level expended above 5th.

Lunar Passage

5th-level conjuration


  • Casting Time: 1 action
  • Range: Sight
  • Components: S, M (a white hankerchief)
  • Duration: Concentration, up to 8 hours
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Origin: Miscellaneous

You conjure a glowing brige of solid moonlight that glows a vibrant white. The spell creates a railess ribbon of glowing white translucent force like a glass strip that starts at a point that you can see, and ends at another point that you can see. It sticks to its endpoints unshakably, even if these endpoints are in midair. The path can be from 3 to 20 feet wide, and it's width can vary over the path's length if you desire.

Nothing can physically pass through the path, and it is immune to all damage, but a disintegrate blasts a 10-foot hole, leaving the rest of the path intact. The path also extends into the Ethereal Plane, blocking ethereal travel through the path.

The path must be straight, continuous, and unbroken when formed.

Maelstrom

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (paper or leaf in the shape of a funnel)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Warden
  • Origin: Elemental Evil

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

Manifest Mimic

5th-level transmutation (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (an object worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Æthera, Bard, Wizard
  • Origin: Grimlore's Grimoire

A nonmagical object comes to life at your command in the form of a mimic. The mimic is charmed by you until you or companions do anything harmful to it. Whilst charmed in this way, the mimic is non-hostile towards you, and fights to protect its creator or itself if threatened.

Mass Cure Wounds

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Occultist, Odic, Shaman
  • Origin: Player's Handbook

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Mind Spore

5th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Until dispelled
  • Classes: Bard, Cleric, Druid, Wizard
  • Origin: Sprouting Chaos

You place a magical spore in someone’s brain. The creature must succeed on a Constitution saving throw or become affected by a Mind Spore. On a successful save, the creature knows that it has been targeted by a spell. On a failed save, it is completely oblivious as the spore enters its brain.

Another creature can attempt to discover the spore by looking into the affected creature’s eyes. They must make an Intelligence (Investigation) check against your spell save DC. On a successful check, they discover the spore, which causes yellowish green specks to appear in the creature’s eyes. Once discovered, it can be removed with anything that removes a disease.

At first, the spore has no effect on the target. However, it slowly grows over time, infecting the target’s brain and eventually giving you control over them. The effects are listed below in the order they are given:

After 10 days. You always know the general location of the infected creature as long as you are on the same plane of existence, though you do not know any specific information about that location.

After 30 days. As a bonus action, you can read the infected creature’s surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) as long as you are on the same plane of existence. If you perform a 1 hour ritual, you instead gain access to any of that creature’s thoughts since your initial casting of the spell. If the spell is dispelled at this point, the creature takes 5d10 psychic damage, as the spore has partially melded with their brain.

After 1 year. You gain the ability to cast suggestion on the infected creature, without expending a spell slot or material components, as long as you are on the same plane of existence. The creature automatically fails the saving throw. If the spell is dispelled at this point, the creature takes 10d10 psychic damage, as the spore has near completely melded with their brain.

Mislead

5th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to an hour
  • Classes: Bard, Wizard
  • Origin: Player's Handbook

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you w ere located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Modify Memory

5th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Occultist, Wizard
  • Origin: Player's Handbook

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores the creature’s true memory.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

Mortal Smite

5th-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Paladin
  • Origin: Jack Weighill

The next time you hit with a melee weapon attack during this spell’s duration, you draw the very life force from a creature, reducing the weak to a lifeless husk. If the target creature has 30 hit points or fewer, it dies. Otherwise, the target takes 30 necrotic damage.

Negative Energy Flood

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a broken bone)
  • Duration: Instantaneous
  • Classes: Astromancer, Occultist, Odic, Shaman, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead. it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

Noktyn’s Binding Shard

5th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a crystal talisman worth at least 20 gp)
  • Duration: Concentration, up to a minute
  • Classes: Prism, Sorcerer, Wizard

You conjure forth a crystalline bolt and fire it forth at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 2d10 piercing damage and become tethered to you by a magical blue light. Whilst tethered, the creature takes 3d8 psychic damage at the start of each of its subsequent turns, and expends an additional 5 feet of movement, for every 5 feet it moves away from you.

At the end of each of the target’s turns, it can make an Intelligence saving throw, on a successful save, it breaks the tether, and the spell ends. The spell also ends if the target ends its turn more than 60 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the psychic damage dealt by the tether increases by 1d8 per spell slot level above 5th.

Noor’s Armistice

5th-level abjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a piece of parchment and a silver ink pen, worth at least 25 gp)
  • Duration: Concentration, up to an hour
  • Classes: Cleric, Paladin, Shaman
  • Origin: Jack Weighill

You place a ward of protection at a point that you can see within range. The point emanates an aura of peace in a 30-foot radius sphere.

When a creature first enters the aura for the first time, they must succeed on a Wisdom saving throw, or be unable to take any action that can damage another creature whilst inside the sphere. The caster knows of any creature that tried to resist the saving throw, and any creature that succeeded.

Additionally, any creature that makes an attack roll against a creature inside the sphere makes it at disadvantage.

Obstinate Grounds

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Paladin, Shaman
  • Origin: Jack Weighill

Your words bring forth a field of pure hope and vigour that fills a 20-foot sphere centred at your feet. After a creature you choose suffers damage whilst in the area, that creature can use its reaction to grant itself temporary hit points equal to half the damage taken. These temporary hit points last until the end of that creatures next turn.

Omnividence

5th-level divination


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a gem-encrusted mirror worth at least 250 gp, which the spell consumes)
  • Duration: 8 hours
  • Classes: Æthera, Cleric, Occultist, Shaman, Wizard
  • Origin: Miscellaneous

You forge a visual link among up to eight willing creatures of your choice within range, psychically linking each creature all others for the duration.

Each target of the spell gains several benefits. The target can't be surprised and attack rolls against it can't gain advantage while at least another can see the attacker. It also makes all Intelligence (Investigation) check and Intelligence saving throws with advantage. Each affected creature can also see through the eyes of other targets at will as long as the two are on the same plane of existence.

P'an Ku’s Breath of Madness

5th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (the fang of a mad gemstone dragon)
  • Duration: Instantaneous
  • Classes: Æthera, Cleric, Occultist, Shaman, Warlock
  • Origin: Jack Weighill

You unleash the breath of the mad dragon P’an Ku, inducing insanity in those who breath its mist. You unleash a greenish purple mist in a 30-foot cone in front of you. Each creature caught in the area must succeed on a Wisdom saving throw. On a failure, the target takes 5d8 psychic damage and suffers a random bout of long term madness until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d8 per spell slot level expended above 5th.

Parasite

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a tick or mosquitoes preserved in amber)
  • Duration: 1 minute
  • Classes: Druid, Occultist, Ranger, Warlock
  • Origin: Jack Weighill

You touch a creature, plaguing them with a vile parasite that eats away at their life-force. At the start of each of its turns for the duration, the target must succeed on a Constitution saving throw. On a failure, the target suffers 2d6 necrotic damage. On a success, the target takes half damage. Once the creature has succeeded on three saving throws against the spell’s effects, the spell ends. This spell and its effects are treated as a magical disease.

When you damage a creature with this spell, you regain hit points equal to half the damage dealt.

Passwall

5th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of sesame seeds)
  • Duration: 1 hour
  • Classes: Wizard
  • Origin: Player's Handbook

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Planar Binding

5th-level transmutation


  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M (A jewel worth at least 1,000 gp, which the spell consumes)
  • Duration: 24 hours
  • Classes: Astromancer, Bard, Druid, Occultist, Prism, Wizard
  • Origin: Player's Handbook

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Petal Flurry

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a melee weapon)
  • Duration: Concentration, up to an hour
  • Classes: Druid, Ranger, Warden
  • Origin: Miscellaneous

A glowing five-petaled flower appears on your weapon, and a flurry of flower petals swirls around your space. Your attacks become imbued with fey energy. For the duration, your melee weapon attacks deal an additional 1d8 slashing damage as razor sharp petals follow in its path.

As a bonus action, you can expend one of the five glowing petals from the weapon to teleport in a flurry of petals up to 30 feet to a space you can see within 5 feet of a hostile target. You can immediately make a weapon attack against that creature as part of the same bonus action.

While flurry of flowers is active, if you kill a creature with a weapon attack, your weapon regains a petal, up to a maximum of five. The spell ends when all five petals have been expended.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of glowing petals on your weapon increases by one for each slot level above 5th.

Prismatic Rain

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Prism, Wizard
  • Origin: Layhnet

You point towards the sky, and a cloud made of a myriad of colors forms at a point in the sky within range. A column of light showers down from the cloud covering 20-foot radius area directly beneath the cloud. When you cast this spell, and at the start of each of your turns afterwards, roll a d8 to determine the color of the light. A creature that starts its turn within the area of this spell, or enters it for the first time on its turn, must make a Constitution saving throw. The creature takes 5d10 damage of a type associated with the color of the rain, as shown on the Prismatic Color table below.

d8 Color Damage Type
1 Red Fire
2 Orange Acid
3 Yellow Lightning
4 Green Poison
5 Blue Cold
6 Indigo Necrotic
7 Violet Psychic
8 Special A color of your choice

Raise Dead

5th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Æthera, Bard, Cleric, Odic, Paladin, Shaman
  • Origin: Player's Handbook

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Rary's Telepathic Bond

5th-level divination (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (pieces of eggshell from two different kinds of creatures)
  • Duration: 1 hour
  • Classes: Astromancer, Bard, Cleric, Druid, Shaman, Warlock, Wizard
  • Origin: Player's Handbook

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Ray of Fatigue

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

You cause a creature of your choice to be overtaken by exhaustion. The creature must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. On a successful save, the creature suffers no effect and the spell ends. At the start of each of their turns, the creature must repeat the saving throw. It gains a level of exhaustion on a failed save, and the spell ends on a successful one.

Red Tide

5th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a pinch of brine)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Warden, Warlock
  • Origin: Codex of the Waves

Choose a point within range that is either or or within a body of water, or on solid ground. A torrent of frothing red water issues forth, mercilessly battering all creatures within a 5 foot tall, 20 foot radius cylinder centered on that point. Creatures within this area must make a Constitution saving throw, taking 2d10 bludgeoning and 2d10 poison damage if they fail this save, and half that amount if they succeed. A creature that fails this saving throw is also poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bludgeoning damage or the poison damage (your choice) increases by 1d10 for each slot level above 5th.

Reincarnate

5th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Æthera, Cleric, Occultist, Prism, Shaman
  • Origin: Player's Handbook

You touch a dead humanoid or a piece of a dead humanoid, Provided that the creature has been dead no longer than 1 month, the spell forms a new adult body for it and then calls the soul to enter that body. if the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the new creature's race to change. The DM rolls a d20 an consults the following table to determine what form the creature takes when restored to life (subraces can be chosen separately), or the DM chooses a form.

The reincarnated creature recalls its former life and experiences. it retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Reverent Rampart

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Paladin
  • Origin: Jack Weighill

You release a burst of energy from your being forcing back all adversaries. Each creature you choose within 30 feet of you must succeed on a Strength saving throw or take 6d8 force damage, be pushed back until they are 30 feet away from you, and are knocked prone. A successful saving throw halves the damage, the distance pushed, and the creature is not knocked prone.

Until the end of your next turn, a 30-foot radius sphere centred on the point where you cast this spell, is difficult terrain for creatures that you choose.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the distance pushed, and radius of the difficult terrain both increases by 5 feet per spell slot level expended above 5th.

Revitalise

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Druid, Paladin, Shaman
  • Origin: Jack Weighill

You unleash a pulse of invigorating energy that imbues itself into allies within range, restoring their vitality. Each creature you choose within a 20-foot radius around regains 1d12 + your spellcasting ability modifier in hit points. A creature that is healed in this way regains an additional 1 hit point at the start of its turns for the duration, regardless of whether it is within the radius or not.

A dying creature that starts its turn under the effects of the spell does not regain hit points, but instead becomes stable if it is dying.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the number of hit points targets regain at the start of each of their turns increases by 1 for every two spell slot levels expended above 5th.

Scrying

5th-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with with holy water)
  • Duration: Concentration for up to 10 minutes
  • Classes: Astromancer, Bard, Cleric, Druid, Occultist, Runeshaper, Shaman, Warlock, Wizard
  • Origin: Player's Handbook

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Seeming

5th-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 hours
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Player's Handbook

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Shadow Stride

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You can use this teleportation ability twice per round for the duration.

Shame the Weak

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a golden ring, worth at least 100 gp)
  • Duration: Instantaneous
  • Classes: Bard, Occultist, Paladin, Shaman, Warlock
  • Origin: Jack Weighill

You touch a creature, breaking their mind with cruelty and distain. Make a melee spell attack against a target creature within range. On a hit, the target creature takes up to 6d8 psychic damage (your choice) and must make a Wisdom saving throw. On a failure, the target suffers long term madness. A creature that fails its saving throw by 5 or more instead suffers indefinite madness. On a success, a creature cannot be affected by this spell again for 1 week.

A creature that cannot hear or understand you is unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage you can deal increases by 1d8 per slot level expended above 5th.

Shocking Sphere

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Sorcerer, Warden, Warlock, Wizard
  • Origin: Jack Weighill

You exhume an electrifying aura of static for the duration, striking any creature in the area with sparks of lightning. As a part of your action to cast the spell, and as a bonus action on subsequent turns, you unleash a small bolt of lightning that strikes a creature within 20 feet of you. The target creature must succeed on a Dexterity saving throw or take 2d8 lightning damage, taking half on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of each bolt increases by 1d8 per spell slot level expended above 5th.

Shooting Stars

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, M (a thread of unicorn hair)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Astromancer, Cleric, Druid, Prism
  • Origin: Jack Weighill

You channel the wrath of the stars into tiny comets of celestial energy. As a part of your action to cast this spell, and as an action on subsequent turns, you can cause three tiny motes of star energy to crash down and explode at a point that you can see within range. Each creature within 5 feet of the point musts succeed on a Dexterity saving throw or take 2d4 radiant damage, taking half damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the number of comets created by the spell for each action increases by 1 per spell slot level expended above 5th.

Skill Empowerment

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Astromancer, Bard, Occultist, Prism, Runeshaper, Shaman, Sorcerer, Warden, Wizard
  • Origin: Xanathar's Guide to Everything

Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Steel Wind Strike

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous
  • Classes: Astromancer, Ranger, Wizard
  • Origin: Xanathar's Guide to Everything

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Sundering Smite

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Paladin
  • Origin: Grimlore's Grimoire

The next time you hit a creature with a melee weapon attack during the spell's duration, you attack deals an additional 6d8 radiant damage. The target must then make a Strength saving throw. On a failure, it suffers a -5 penalty to its AC until the end of your next turn. This reduction cannot reduce a creature's AC below 10 + its Dexterity modifier + any other ability score's it may add to its AC.

Swift Quiver

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a quiver containing at least one piece of ammunition)
  • Duration: Concentration, up to a minute
  • Classes: Ranger
  • Origin: Player's Handbook

You transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition.

Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Synpatic Static

5th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Bard, Occultist, Prism, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

You choose a point within range and cause psychic energy to explode there. Each creature in a 20—foot—radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Telekinesis

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Astromancer, Occultist, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Teleportation Circle

5th-level conjuration


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
  • Duration: 1 round
  • Classes: Æthera, Astromancer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Temporal Relapse

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You rewind a local stream of time around yourself, sending your body back to the way it was before. You teleport to the location you were in at the start of your previous turn. In addition, you regain any hit points lost since the start of your last turn as temporary hit points.

Thoughtseize

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a black card, and a chunk of dried fish brain)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

You touch a creature, pouring energies through its mind and tearing an answer from its head. Make a melee spell attack against a creature. On a hit, the target takes 2d8 psychic damage, and has disadvantage on Intelligence, Wisdom and Charisma checks or saving throws until the end of your next turn.

Additionally, you can learn the answer to a single question that you extract from the creature. The answer appears immediately in your head as a “yes”, “no”, or “unsure”. A creature only provides information that it believes, not necessarily an accurate answer. If the question asked does not have a yes or no answer, the spell instead returns “complex”.

Transmute Rock

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (clay and water)
  • Duration: Until dispelled
  • Classes: Æthera, Druid, Wizard
  • Origin: Elemental Evil

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.

The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Tree Stride

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Druid, Odic, Ranger, Warden
  • Origin: Player's Handbook

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree.

You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

True Shield

5th-level abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or make a saving throw against a spell or effect and would take damage
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Swordmeow

A sphere of energy erupts from you, encasing and protecting you. Until the end of your next turn, the shield up to 50 damage that you would've taken before shattering, including the triggered attack, spell, or effect, leaving you unharmed. Line effects and spells, such as lightning bolt and some dragons' breath, stop completely at the sphere if its damage is entirely absorbed.

The shield reflects a magic missile spell back to the caster, using its spellcasting ability, instead of absorbing the damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage the shield absorbs increases by 10 for each spell slot level above 5th.

Uplift/Depress

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a golden pocket watch filled with tears worth at least 200 gp)
  • Duration: 24 hours
  • Classes: Bard, Cleric, Shaman, Wizard
  • Origin: Jack Weighill

You cause a shift in a creature’s mind, causing them to experience a sudden change in disposition. Choose one of the options below:

Uplift. The target creature experiences an uplifting happiness, granting them a +1 bonus to saving throws for the duration. Additionally, target creatures gain temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.

Depress. The target creature experiences a dive in self-worth, mood, and outlook on life, granting the target a -1 penalty to its AC and saving throws for the duration.

An unwilling creature can make a Wisdom saving throw, ending the spell with no effect on a success.

Vacuum Burst

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Druid, Sorcerer, Warden, Warlock, Wizard
  • Origin: Almir's Spell List

You expel the air from a 10-foot-radius sphere centered on a point you can see within range, then allow it to rush back in, causing a powerful implosion. Any creature within the area of the spell must make a Constitution saving throw. On a failed save, a creature takes 4d8 Thunder damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and is not stunned.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the thunder damage by 1d8 for every two slot levels above 5th.

Visage of Terror

5th-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 hour
  • Classes: Bard, Occultist, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Swordmeow

You become the doom of an enemy you grasp. A creature you touch that you can sense must make a Charisma saving throw. On a failure, it gains a number of penalties:

  • It is frightened of you
  • Any attack rolls that hit the target become critical hits
  • It can’t receive healing
  • It’s speed is reduced to 5 feet
  • Each time it takes damage, you can move it up to 5 feet in a direction of your choice.

At the end of each of its turns, the target can reroll the saving throw. On a success, the spell doesn’t end. It chooses one of the penalties to end on itself, and can do so again each time it succeeds on the saving throw against this spell. Once it has removed all penalties, the spell ends. A creature immune to the frightened condition is unaffected by this spell.

Visit

5th-level conjuration


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a silver locket containing a portrait of the target worth at least 50 gp)
  • Duration: Instantaneous
  • Classes: Æthera, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

Choose a willing creature that you are familiar with. If that creature is on the same plane of existence as you, you teleport to an unoccupied space within 30 feet of the target.

Voltaic Shackle

5th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You bring down a bolt of electrifying energy that binds and entwines your foes in electrical static. A creature that you can see within range must succeed on a Constitution saving throw or take 5d10 lightning damage and be paralyzed until the end of your next turn. A creautre that succeeds the saving throw takes half damage and is not paralyzed.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d10 for every spell slot level expended above 5th.

Wall of Force

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, up to 10 minutes
  • Classes: Astromancer, Runeshaper, Wizard
  • Origin: Player's Handbook

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Wall of Stone

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Druid, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Warding Smite

5th-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Paladin
  • Origin: Devout Handbook

The next time you hit a creature with a weapon attack before this spell ends, your weapon flashes with celestial power before enveloping you in a protective aegis. The attack deals an extra 5d8 radiant damage and a creature you choose within 30 feet of you gains a number of temporary hit points equal to the extra damage you dealt with this spell. While the target has the emporary hit points from this spell, it has resistance to all damage. The target loses all remaining temporary hit points from this spell when this spell ends.

White Ice

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Genuine

You are enveloped by a thick coat of living ice. You gain 20 temporary hit points which fade when the spell ends. While these temporary hit points last, the coat lasts, which grants you a number of benefits:

  • You can reduce any damage you take 2 + your spellcasting ability modifier
  • The air and objects around you freeze, allowing you to finely control aome physics within. If a attack misses you, or you reduce its damage to 0, you can target it back towards the attacker as a reaction, making a spell attack against the creature and using its damage roll.
  • Your hands are natural melee with which can attack twice as an action using your spellcasting ability modifier. On a hit, a takes 2d6 slashing damage + 2d6 cold damage.
  • As a bonus action, you can make a bridge of ice starting from and up to 60 feet in front of and up to 5 feet in the air. It is difficult terrain for creatures other than you and creatures of ice, which expend only 1 foot of movement for every 2 travelled on it. The bridge melts when you make a new bridge, or when the spell ends.

As an action, you can gain 10 temporary hitpoints, remaking the coat.

At Higher Levels. When you cast this using a spell of 6th level or the amount of damage can increases by and the amount Of hitpoints you initially gain increases by 5 for each slot level above 5th.

Wings of Night

5th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Sorcerer, Warlock
  • Origin: Genuine

You call forth large wings of mist, smoke, and shadow that attach to your back and heed your commands, granting you a flying speed of 60 feet and lightly obscuring you.

As an action while you have these wings, you can choose to unleash the power trapped within them, ending the spell and releasing a wave of nightmarish energy. Creatures within 30 feet of you must make a Charisma saving throw. If they fail, they take 6d10 psychic damage and become frightened of you until the end of your next turn. If they succeed, they take half as much damage and are not frightened.

Wings of Steel

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Sorcerer, Warlock
  • Origin: Manual of Magical Martial Manoeuvres

You summon 8 glowing hilt-less blades that fan out behind your back. Until the spell ends you can use these blades in magical maneuvers:

Piercing Volley. You use your action to throw out 4 of your blades. Creatures in 5 foot wide 30 foot line must make a Dexterity saving throw or take 4d10 slashing damage on a failed save and half damage on a successful one.

Flying Lance. You can use your bonus action to throw out one of the blades. Make a ranged spell attack, dealing 3d10 piercing damage on a hit.

Fan of Blades. You can use your action to sweep the blades forward. Creatures in 15 foot cone must succeed on a Dexterity saving throw or take 2d10 slashing damage and half damage on a successful save.

While you have at least 4 of these blades you gain a flying speed of 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the number of blades you conjure increases by 1 for each spell slot level expended above 5th.

Wrath of Nature

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Ranger, Shaman, Warden
  • Origin: Xanathar's Guide to Everything

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause. trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.