7th-level transmutation
You form an orb of arcane energy at a point that you can see within range that draws excess power from the spells cast around it. Whenever a spell is cast within 30 feet of the orb, the orb gains a charge, up to a maximum of seven charges. When the orb reaches seven charges, the spell ends.
When the spell ends, the orb detonates in a 30-foot radius wave of scintillating, multicoloured energy around it. Choose a number of the following effects equal to the number of charges on the orb. You cannot choose the same effect twice and you may choose in which order they affect creatures.
If the orb had seven charges when it detonates, each creature you choose in the area takes 1 damage of each of the following damage types: acid, cold, fire, force, lightning, poison, and thunder.
Acid. Each creature you choose in the area must make a Dexterity saving throw. On a failure, a creature takes 2d4 acid damage and another 2d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
Cold. Each creature you choose in the area must make a Constitution saving throw. On a failure, a creature takes 2d4 cold damage and becomes restrained until the end of your next turn. On a success, a creature takes half as much damage and is not restrained.
Fire. Each creature you choose in the area must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save or half as much damage on a successful one.
Force. Each creature you choose in the area takes 1d4 + 1 force damage. Each chosen creature then takes this damage two more times. This effect counts as the magic missile spell.
Lightning. Each creature you choose in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 lightning damage and is knocked prone. On a success, a creature takes half as much damage and is not knocked prone.
Poison. Each creature you choose in the area must make a Constitution saving throw. On a failure, a creature is poisoned for 1 minute. A creature poisoned in this way can repeat its saving throw at the end of each of its turns, ending the effect on a success.
Thunder. Each creature you choose in the area takes 2d4 thunder damage and is pushed 20 feet away from the orb.
7th-level divination
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 120 feet. The eye can look in every direction.
As an action, you can move the eye up to 500 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
7th-level evocation
You create a localised field of ball lightning that fills a 5-foot cube that you can see within range. The ball crackles and squeals with electrical energy, shooting off sparks in every direction.
As a part of your action to cast the spell, or as an action on subsequent turns, you can move the ball lightning up to 60 feet to a space that you can see.
At the end of each of your turns that you concentrate on the spell, the ball lightning unleashes a burst of electrical sparks towards any creatures you choose 10 feet of it that you can see. Each creature must then succeed on a Dexterity saving throw. A creature takes 8d10 lightning damage on a failed save, and half as much damage on a success.
7th-level evocation
Pure chaos erupts from you in a swirling vortex, encompassing everything within a 90-foot radius of you. Each creature in that area other than you must make a Constitution saving throw. A creature takes 12d8 damage on a failed save, or half on a success. Each creature, or group of similar creatures must then roll a d8, consulting the following table which determines the spell's damage type against those creatures.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
Additionally, each creature that failed its saving throw is teleported a number of feet equal to 5 times the number on the d8 it rolled to determine the damage type away from you.
7th-level necromancy
You slowly seep the essence of a dead spellcaster into their skull, alighting it in green hellfire and animating it as your eternal servant. The skull animates as a flameskull (see page 134 of the Monster Manual) and follows your spoken commands with devilish intellect until destroyed. A flameskull created in this way loses its Rejuvenation trait.
When destroyed, you may reuse the skull in the subsequent casting of the spell if it remains intact.
7th-level evocation
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
7th-level dunamancy
You conjure a tiny orb of absolute darkness that pulls in all around it at a point that you can see within range. Each creature within 30 feet of the orb must succeed on a Strength or Dexterity saving throw (the creatures choice), or take 3d10 force damage and be sucked into the orb's extraplanar centre. A creature that succeeds the saving throw takes half damage and is not sucked inside.
Objects are also sucked in, and take damage accordingly.
A creature that is sucked into the orb appears in a dark void of nothingness, and takes 7d10 necrotic damage each time they start their turn there. At the end of each of its turns, the creature can remake the saving throw, appearing outside of the orbs area of effect ona success.
When the spell ends, all creatures or objects trapped inside are released near to the orbs origin.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial force damage dealt increases by 3d10 for each slot level above 7th.
7th-level necromancy
You create a storm of roiling death at a point you can see within range. The storm fills a 20-foot-radius, 120-foot-high cylinder of swirling green mist. The storm spreads around corners and its area is heavily obscured.
Whenever a creature enters the storms area for the first time on a turn or starts its turn there, its hit point maximum is reduced by 4d10. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The target must then make a Constitution saving throw. On a failure, a creature takes necrotic damage equal to the reduction it suffered to its hit point maximum plus 4d10 poison damage and it becomes poisoned until the start of its next turn. On a success, a creature takes half as much damage and is not poisoned.
When you cast this spell, you choose a direction that is horizontal to you. At the start of each of your turns, the storm moves 10 feet in the chosen direction.
7th-level evocation
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners.
Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
7th-level necromancy
You place a curse of death on a creature that you can see within range, which lasts for the duration. A target cursed in this way must make a Charisma saving throw at the start of each of its turns, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. If the target succeeds on three of these saves, the spell ends. If the target fails three of these saves, the target dies.
A remove curse spell or similar magic cast on the target ends the spell early.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt increases by 1d10 and the number of saving throws the target must fail before it dies decreases by one for each slot level above 7th.
7th-level evocation
You conjure a green, acidic cloud high in the sky. The cloud fills a 10-foot high, 60-foot radius cylinder, centred on a point you can see within range and at least 100 feet in the air. The spell fails if you can't see a point in the air where the storm could appear (for example, if you are in a room that cannot accommodate the cloud).
Any creature that enters a space occupied by the cloud, or starts their turn there must succeed on a Constitution saving throw or take 10d12 acid damage, taking half as much damage on a success.
At the end of your turn when you first cast the spell, acid begins to rain down from the cloud, filling a 60-foot radius cylinder that reaches the ground below the cloud until the spell ends. Any creature that enters the area for the first time, or starts their turn there, must succeed on a Constitution saving throw. A creature that fails takes 6d12 acid damage and, if they wear non magical armour, have their armour partially dissolved, taking a permanent and cumulative –1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. A successful save halves any damage the creature would take.
The acid from this spell is very potent and will likely kill off a lot of wildlife. When the spell ends, any earth it touches cannot bear any notable amount of vegetation for a one year, plus one for every 10 minutes you concentrated on the spell and any present vegetation will die from the acidic soil after 1d10 weeks if it was not already destroyed by the damage of the spell.
7th-level abjuration
You extend your will to the gods, calling down their divine protection on a creature that you can see within range that is about to suffer damage. The target creature gains immunity to the triggered damage, and all other damage it would take until the start of its next turn as a shimmering barrier of divine energy encases it.
7th-level evocation
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
7th-level necromancy
You touch a creature, placing a dark mark on its body that lasts for the duration. Whilst the mark persists, the creature has disadvantage on Death saving throws and, whenever it suffers damage, it suffers an additional 1d4 necrotic damage.
If the creature dies before the spell ends, its soul is destroyed, preventing it from being revived by anything short of a wish or true resurrection spell.
7th-level transmutation
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
7th-level dunamancy
You point your finger, twisting the fabric of truth into that of your own devising. A spell effect of 6th-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 7th 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 8th-level or higher, the targeted spell is reversed automatically if its level is less than or equal to the level of the spell slot you used.
7th-level transmutation
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The creature loses any resistance or immunity it has to the chosen damage type, and gains vulnerability to it, until the spell ends.
7th-level dunamancy
You point your finger and fire a pale blue ray of light at a Medium or smaller nonmagical object that you can see within range. The target objects suffers 10d10 force damage. If this spell reduces the object to 0 hit points, it’s erased from time, leaving no trace. Aside from you and any creature that witnessed you cast the spell, the memories of all creatures who knew of the object are altered to remove the object from their memory in a way the DM chooses.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt increases by 5d10 for each spell slot level expended above 7th.
When you cast this spell using a spell slot of 8th level or higher, you may target Huge or smaller objects. When you cast this spell using a spell slot of 9th level or higher, you may also target a creature with this spell. To do so you must hit it with a ranged spell attack, affecting it and everything it is wearing or carrying with the spell on a hit.
7th-level necromancy
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
7th-level evocation
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
7th-level evocation
You fire two beams of intense radiant light out from you, obliterating most everything they touch. Both beams are 15-foot wide, 15-foot high, and 90-foot-long lines stretching in opposite directions away from you. Any creature caught in the area must make a Constitution saving throw. On a failure, a creature suffers 4d12 fire damage, or half as much on a success. Regardless, a creature in the area suffers 3d10 radiant damage.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fire damage dealt increases by 1d12 and the radiant damage increases by 1d10 for every spell slot level expended above 7th.
7th-level evocation
You hold your hands to the skies, chanting an invocation of destruction. A sphere of pure energy forms above your head, quickly swelling to 10 feet in diameter. As your chant ends, you hurl the globe high into the sky.
The globe remains in transit until the end of your next turn, whereupon it crashes onto the target point and detonates in a thunderous explosion.
Anything directly impacted by the globe must make a Dexterity saving throw or take 16d8 force damage, or half as much on a success. Anything within 40 feet of the globe that are not directly impacted by it must then make a Dexterity saving throw. Taking 8d8 force damage on a failed save, or half as much on a success. Anything reduced to 0 hit points by this spell are disintegrated, reduced to ash on the breeze by raw annihilative power.
This spell deals the deals maximum damage to objects and structures.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, its damage for a direct hit increases by 2d8, its indirect damage increases by 1d8, and its range increases by 2500 feet for each slot level above 7th.
7th-level conjuration
You conjure forth horrid, scaly tendrils from the far realm. These tendrils burrow up from the ground with a horrid screaming sound, appearing in an unoccupied space that you can see within range. Each creature within 10 feet of the tendrils must make a Strength saving throw. On a failure, a creature suffers 4d8 bludgeoning damage and becomes grappled (escape DC equal to your spell save DC). A creature grappled in this way is restrained. On a success, a creature suffers half damage and is not grappled.
At the beginning of each of its turns, a creature grappled in this way must succeed on an Intelligence saving throw. On a failure, that creature suffers 6d6 psychic damage and becomes incapacitated until the start of its next turn. On a success, a creature suffers half damage and is not incapacitated.
7th-level necromancy
You call upon the spirit of a dead angel, animating it inside a rusty iron shell centred on a point that you can see within range. The shell is a 15-foot radius sphere of whirling rusted metal held together by a sickly glowing light, filling a 500-foot radius around it with the sounds of screaming iron. Any creature that enters the spell’s area for the first time or starts its turn there is deafened until it leaves the area and must make a Dexterity saving throw. On a failure, a creature suffers 6d8 slashing damage and starts bleeding (3d6). On a success, a creature suffers half damage and starts bleeding (1d6).
As an action on subsequent turns, you can move the sphere up to 20 feet.
7th-level transmutation
You transform your arm into a blade of demon-horn that lances towards your enemies. Make a melee spell attack against a creature in range. On a hit, the target takes 5d10 piercing damage, plus 5d10 necrotic damage and it must succeed on a Charisma saving throw or be banished to a shadowy demiplane, leaving behind a jagged black scar in the air. While there, the target is incapacitated. The target 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.
A successful dispel magic spell cast on the residual scar left by this spell ends its effects early.
At Higher Levels. When you cast this spell using a spell slot of 8th-level or higher, both the piercing and necrotic damage dealt each increase by 1d10 per spell slot level expended above 7th.
7th-level transmutation
You point to a spot on the ground within range, drawing up the iron from the earth into a long, sharpened fragment of iron, before launching it forward to a creature that you can see within 60 feet of the chosen point. Make a ranged spell attack. On a hit, the target suffers 8d10 piercing damage and if they are stood on solid ground or have a solid surface within 10 feet of them, they are restrained as the lance pins them in place.
For the creature to be freed, it or another creature must use its action to pull it free from the lance, causing the target to suffer 2d12 slashing damage in the process.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the attack roll increases by 2d10 for every spell slot level above 7th.
7th-level necromancy
You create a wave of revitalising energy, breathing life into the recently deceased. Choose any number of creatures with a 30-foot radius sphere centred on a point that you can see within range. For each creature, as long as that creature has been dead no longer than a minute, it returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
7th-level conjuration
You call upon the elemental plane of earth, offering up dust of bronze and silver to its Dao overlords, calling upon their powers of creation. 2d4 terracotta soldiers appear in unoccupied spaces within range. The soldiers are loyal to you and any creature you designate upon casting the spell.
The soldier’s statistics are as follows:
> ## Terracotta Soldier >Medium construct, unaligned > ___
> - Armor Class 17 (natural armour) > - Hit Points 19 (3d8 + 6) > - Speed 30 ft. > ___
>|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|14 (+2)|4 (-3)|10 (+0)|1 (-5)| > ___
> - Damage Immunities poison, psychic > - Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned > - Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10 > - Languages understands the languages of its summoner and Terran, but cannot speak > - Challenge 1/2 (100 XP) > ___
> Antimagic Susceptibility. The soldier is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the soldier must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. > > False Appearance. While the armor remains motionless, it is indistinguishable from a normal statue. > > ### Actions > Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Soldiers created with this spell have a limited lifetime, and drop to 0 hit points after 90 days, crumbling to dust.
At Higher Levels. When you cast this spell using a spell slot of 8th level, the number of soldiers you summon increases to 2d10. When you cast this spell using a spell slot of 9th level, the number of soldiers you summon increases to 2d20.
7th-level divination
You transmute your mind into clear, crystalline thought channels, capable for processing, storing and comprehending information with perfection. For the duration, you gain the following benefits:
7th-level transmutation
You touch an unconscious allied creature you’re familiar with that has 0 hit points, tapping into its muscle memory and imbuing yourself with its capabilities. You replace your ability scores with those of the target, and gain the target’s racial traits and class features for the duration, including its saving throw, skill, tool, armor, and weapon proficiencies. Until the spell ends, you lose your own racial traits and class features, including your saving throw, skill, tool, armor, and weapon proficiencies, though you retain your current hit points, temporary hit points, and hit point maximum, and can maintain concentration on this spell, as normal. When this spell ends, you lose all of the ability scores, proficiencies, traits, and features you gained this way, and regain your normal normal ones.
If the creature’s class features have a limited number of uses or spell slots, you gain only the target’s remaining uses of those features and its remaining spell slots. You learn the spells the creature knows, and prepare the spells it has prepared. You can’t cast your odic spells, unless the target knows the spell or has it prepared. You forget all of the spells you learned and prepared this way when the spell ends.
This spell has no effect if the target is an undead or construct.
7th-level illusion
You blanket the senses of up to six creatures within range in darkness, bringing an oppressive shadow to their eyes and their minds. Each chosen target must make a Wisdom saving throw. On a failed save, it perceives all bright light as dim-light, and all dim-light as darkness for the duration. Any creature that starts its turn in an area it perceives as darkness takes 4d4 psychic damage, or 2d4 if it’s in an area it perceives as dim light.
Darkness perceived by this spell counts as magical for the purposes of overcoming creature’s with darkvision.
7th level enchantment
You conjure a 20-foot radius sphere of psychic energy at a point that you can see within range. Each creature that enters the area for the first time, or starts its turn there, must make an Intelligence saving throw. On a failure, a creature takes 8d6 psychic damage and it falls prone, wracked by agony. On a success, a creature takes half damage and does not fall prone.
As a part of your action to cast the spell, or as an action on subsequent turns, you can move the sphere up to 30 feet.
7th-level transmutation
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. if you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
7th-level divination
You entreat your deity for aid, opening yourself as a conduit for its divine power. Immediately after you finish the prayer, you cast any cleric spell of your choice of 6th level or lower without expending an additional spell slot. If you have a Divine Domain, you can choose the spell from among your domain spells, instead of the cleric spell list. You ignore the spell’s casting time, casting it as though you spent a 7th-level spell slot if it is a spell of 1st level or higher.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, its casting time decreases to 1 minute for an 8th-level spell slot, and to 1 action for a 9th-level spell slot.
7th-level conjuration
A sphere of crushing water forms around the head (or similar) of a creature you can see within range, and begins to exert an incredible force upon that creature. When you first cast this spell, the creature affected by it takes 6d10 bludgeoning damage. As a bonus action on any of your turns for the spell's duration, you may cause the creature to take this damage again. A creature under the effect of this spell is considered to be holding its breath (and eventually suffocating) as described under the rules for suffocating on page 189 of the Player's Handbook, unless the creature is able to breathe water.
On its turn, a creature under the effects of this spell may attempt to pull itself from the sphere as an action. If it does so, it must succeed on a Dexterity saving throw against your spell save DC or remain stuck in the sphere. Once a creature removes itself from the sphere, the spell ends.
7th-level transmutation
You forge a link of starlight between yourself and up to six willing creatures that you can see within range, forming a protective network between each target. For the duration, each linked target gains the following benefits:
The spells effects end for a creature if it ends its turn more than 120 feet away from all other affected targets.
7th-level conjuration
You reel forward, unleashing a storm of wind and slicing autumn leaves in a 90-foot long, 20-foot wide line in front of you. Each creature that enters the area for the first time or starts its turn there must make a Constitution saving throw. On a failure, a creature suffers 5d10 slashing damage and is pushed back 10 feet. On a success, a creature takes half damage and is pushed back only 5 feet.
For the duration, whenever a creature moves within the area, willingly or otherwise, it suffers 1d4 slashing damage for every 5 feet it moves. The area is difficult terrain.
7th-level dunamancy
You unleash a blast of time-distorting magic in a 30-foot cone in front of you, returning objects and their materials to nature. The effect passes through solid objects. Each non-magical object caught in the area is returned to its natural state. An iron pot becomes raw iron ore that buries itself back into the ground, a wooden spoon turns into a small tree sapling that plants itself into the soil, a brick building turns back into piles of clay and sand.
A creature may choose to protect objects it is wearing or carrying from the spell with a successful Constitution saving throw. Regardless of whether the creature succeeds or fails, it suffers 8d10 necrotic damage. A creature that chooses not to make the saving throw does not take this damage.
At Higher Levels. When you cast this spell with a spell slot of 8th level or higher, the size of the cone doubles for every spell slot level expended above 7th.
7th-level dunamancy
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centred on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly for the duration.
At the end of the duration, affected objects and creatures fall back down.
7th-level dunamancy
You gesture with your hands, tearing open a rift in space and time at a point that you can see within range. The rift is unstable, sending out constant, violent waves of energy in a 30-foot radius around it. Each creature that enters the area for the first time or starts its turn there must succeed on a Constitution saving throw or succumb to the otherworldly energy. On a failure, the target takes 6d8 force damage, or half as much on a success.
A creature that is damaged by this spell suffers a cumulative 10-foot penalty to its movement, which lasts until the next time the creature starts its turn having taken 0 damage from this spell since the start of its previous turn. Whenever a creature has its speed reduced to 0, or starts its turn having had its speed already reduced to 0 by this spell, that creature takes an additional 3d8 force damage.
7th-level abjuration
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
7th-level conjuration
You call down shards of crystalline magic from beyond this realm. For the duration, any creature you choose that starts its turn within 90 feet of you takes 2d6 slashing damage as it is hit with tiny razor-sharp crystals.
Additionally, as a part of your action to cast the spell, or as a bonus action on subsequent turns, you can bring down a shard of crystalline energy at a point that you can see within 90 feet. Each creature within a 10-foot radius around shard when it falls must succeed on a Dexterity saving throw or take 4d10 force damage.
7th-level abjuration
Your form begins to vibrate, sending shockwaves throughout your whole body, emanating an ethereal energy from one hand. You teleport up to 120 feet to an unoccupied space that you can see within range. Upon arrival, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target suffers 6d10 force damage and must make a Charisma saving throw. On a failure, the target is shunted into the ethereal plane for the duration. The target creature can remake its saving throw at the end of each of its subsequent turns, returning to the nearest unoccupied space to where it left on a success.
If the damage from this spell kills a creature, that creature’s body becomes permanently transported to the ethereal plane.
7th-level illusion
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is your Companion. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
A creature created by this spell cannot cast simulacrum. Any attempts to do so cause the spell to fail and its components wasted.
7th-level evocation
You fire three beams of purified starlight energy at targets within range. You can shoot the beams all at one target or several. Make a ranged spell attack for each beam. On a hit, the target takes 2d12 radiant damage, plus 2d12 fire damage and is blinded for 1 minute.
Whenever a creature blinded in this way attempts to cast a spell, it must succeed on a Wisdom saving throw or have the spell fail, losing any expended resources or components. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create one additional beam for each slot level about 7th.
7th-level conjuration
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temples appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any crea— tures you designate when you cast the spell can open or close the door.
The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of let level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temples interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
7th-level dunamancy
Two creatures you can see within range must make a constitution saving throw with disadvantage if they are within 30 feet of each other, either creature can willingly fail save. If either save succeeds. The spell has effect. If saves fail, the creatures are magically linked for the duration. Regardless of the distance between them. When damage is dealt to one of them. The same damage is dealt to the other one. If wit points are restored to one of them. The same number of hit points restored to the other one if either of the tethered creatures is reduced to 0 hit points, the spell ends on both if the spell on one creature, it ends on both.
7th-level dunamancy
You begin to shift, fading in and out of time, bending its flow to your whim. For the duration, you gain the following benefits:
7th-level dunamancy
You and up to eight willing creatures travel through time. Choose any point in time within the next 7 days. Each affected creature is instantly transported to the chosen point in time, appearing in the space it left or in the nearest unoccupied space if that space is occupied.
A creature that is transported in this way does not experience the passage of time; they simply reappear at the chosen point in time as they left.
In between the time in which the spell is cast and when the affected creatures reappear, they are treated as if they do not exist, and cannot be contacted or summoned by any means short of the wish spell or divine intervention.
At Higher Levels. If you cast this spell using a spell slot of 8th level, you may instead choose any time in the next 30 days. If you cast this spell using a spell slot of 9th level, you may instead choose any time in the next year.
7th-level transmutation
You instantly excavate a 30-foot cube of terrain, sending the loose earth and all upon it high into the air. Each creature stood on the affected ground must make a Dexterity saving throw. On a failure, a creature takes 3d12 bludgeoning damage and is thrown 30 feet into the air. On a success, a creature takes half damage and is instead pushed into the nearest unaffected space and falls prone.
The affected area becomes a pit of the same dimensions.
The ground in the pit and within 10 feet of the pit becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
7th-level connjuration
You form an expansive gateway to the heart of a dark and lost plane in a 60-foot cube within range. For the duration, the area is flooded with negative energy.
The area becomes devoid of air and natural light for the duration. Spells that create light only illuminate 5 feet of the darkness. The temperature in the area of negative energy drops to -32 degrees.
A creature that starts its turn in the area must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save or half as much on a successful one.
A creature that ends its turn in the area must succeed on a Constitution saving throw or suffer 1 level of exhaustion. Any levels of exhaustion go away when the spell ends.
7th-level evocation
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
7th-level necromancy (mythic)
This spell enables the caster to create an infinite variety of hybrid creatures by a process of genetic melding. Two living creatures of any species may be selected and must be contained within a laboratory for a period of 6 weeks. During this period, the two creatures gradually begin to meld into a single being. Each week, there is a 10% chance that the hybrid creature will die. If the process is successful, the resulting creature will have qualities and appearance reflecting both of its "parents." The DM will determine which qualities are retained from each parent.
If creatures of greater than animal intelligence are melded, the resulting monstrosity has a 90% chance of being utterly insane.