HASTE If a creature is holding or wearing the object and 3rd-/evel transmutation takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it cano lf Casting Time: 1 action it doesn't drop the object, it has disadvantage on attack Range: 30 feet rolls and ability checks until the start of your next turno Components: V,5, M (a shaving of licorice root) Duration: Concentration, up to I minute At Higher Leveis. When you cast this spell using a spell slot of 3rd levei or higher, the damage increases by Choose a willing creature that you can see within range. ld8 for each sIot leveI above 2nd. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity HELLISH REBUKE saving throws, and it gains an additional action on each 1st-/evel evocation of its turns. That aclion can be used only lo lake the Attack (one weapon attack only), Dash, Disengage, Hide, Casting Time: 1 reaction, which you take in response or Use an Object aclion. to being damaged bya creature within 60 feet of you that you can see When lhe spell ends, the target can't move or take actions until after its next turn, as a wave of lelhargy Range: 60 feet sweeps over it. Components: V,5 Duration: Instantaneous HEAL 6th-levei evocation Vou point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The Casting Time: 1 action creature must make a Dexterity saving throw. It takes Range: 60 feet 2dlO fire damage on a failed save, or half as much Components: V, 5 damage on a successful one. Duration: Instantaneous At Higher Leveis. When you cast this spell using a Choose a crealure lhat you can see within range. A spell slot of 2nd levei or higher, the damage increases by surge of posilive energy washes through the creature, ldl0 for each slot levei above 1st. causing it to regain 70 hit points. This spell also ends blindness, deafness, and any dise ases affecting the HEROES' FEAST larget. This spell has no effect on conslrucls or undead. 6th-levei conjuration At Higher Leveis. When you cast this spell using a Casting Time: 10 minutes spell slol of 7th levei or higher, the amount of healing Range: 30 feet increases by 10 for each slot leveI above 6th. Components: V,5 , M (a gem-encrusted bowl worth at HEALING WORD least 1,000 gp, which the spell consumes) 1st-levei evocation Duration: Instantaneous Casting Time: 1 bonus action Vou bring forth a great feast, including magnificent Range: 60 feet food and drink. The feast takes I hour to consume and Components: V disappears at the end of that time, and the beneficiai Duration: Instanlaneous effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature of your choice that you can see within range regains hit points equal to Id4 + your spellcasting A creature that partakes of the feast gains several ability modifier. This spell has no effect on undead benefits. The creature is cured of ali diseases and or constructs. poison, becomes immune to poison and being frightened, and makes ali Wisdom saving throws with At Higher Leveis. When you cast this spell using a advantage. Its hit point maximum also increases by spell slot of 2nd levei or higher, lhe healing increases by 2dl0, and it gains the same number of hit points. These ld4 for each slol leveI above 1st. benefits last for 24 hours. HEAT METAL HEROISM 2nd-levei transmutation 1st-levei enchantment Casting Time: 1 action Casting Time: I action Range: 60 feet Range: Touch Components: V, 5, M (a piece of iron and a flame) Components: V, 5 Duration: Concenlration, up to 1 minute Duration: Concentration, up to 1 minute Choose a manufactured metal object, such as a metal A willing creature you touch is imbued with bravery. weapon or a suit of heavy or medium metal armor, that Until the spell ends, the creature is immune to being you can see within range. Vou cause the object to glow frightened and gains temporary hit points equal to red-hot. Any creature in physical contact with the objecl your spellcasting ability modifier at the start of each takes 2d8 fire damage when you cast the spell. Until the of its turns. When the spell ends, the target loses any spell ends, you can use a bonus action on each of your remaining temporary hit points from this spell. subsequent turns to cause this damage again. PART 3 I SPEL[,S
At Higher Leveis. When you cast this spell using HOLY AURA a spell slot of 2nd leveI or higher. you can target one 8th-leveI abjuration additional creature for each sIot levei above 1st. Casting Time: 1 action HEX Range: Self 1st-leveI enchantment Components: V. S. M (a tiny reliquary worth at least Casting Time: 1 bonus action 1,000 gp containing a sacred relic, such as a scrap of Range: 90 feet cloth from a saint's robe or a piece of parchment from Components: V.S. M (the petrified eye of a newt) a religious text) Duration: Concentration. up to 1 hour Duration: Concentration. up to 1 minute Vou place a curse on a creature that you can see within Divine light washes out from you and coalesces range. Until the spell ends. you deal an extra Id6 in a soft radiance in a 30-foot radius around you. necrotic damage to the target whenever you hit it with Creatures of your choice in that radius when you cast an attack. AIso. choose one ability when you cast the this spell shed dim light in a 5-foot radius and have spell. The target has disadvantage on ability checks advantage on ali saving throws. and other creatures made with the chosen ability. have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead If the target drops to O hit points before this spell hits an affected creature with a melee attack. the aura ends. you can use a bonus action on a subsequent turn flashes with brilliant light. The attacker must succeed of yours to curse a new creature. on a Constitution saving throw or be blinded until the spell ends. A remove curse cast on the target ends this spell early. At Higher Leveis. When you cast this spell using HUNGER OF HADAR a spell slot of 3rd or 4th leveI. you can maintain your 3rd-level conjuration concentration on the spell for up to 8 hours. When you use a spell slot of 5th levei or higher. you can maintain Casting Time: 1 action your concentration on the spell for up to 24 hours. Range: 150 feet Components: V,S. M (a pickled octopus tentacle) HOLD MONSTER Duration: Concentration, up to 1 minute 5th-leveI enchantment Vou open a gateway to the dark between the stars, a Casting Time: 1 action region infested with unknown horrors. A 20-foot-radius Range: 90 feet sphere of blackness and bitter cold appears. centered Components: V. S. M (a small. straight piece of iron) on a point with range and lasting for the duration. This Duration: Concentration. up to 1 minute void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No Choose a creature that you can see within range. The light, magical or otherwise, can illuminate the area, and target must succeed on a Wisdom saving throw or be creatures fully within the area are blinded. paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can The void creates a warp in the fabric of space. and the make another Wisdom saving throw. On a success. the area is difficult terrain. Any creature that starts its turn spell ends on the target. in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity At Higher Leveis. When you cast this spell using saving throw or take 2d6 acid damage as milky. a spell slot of 6th levei or higher. you can target one otherworldly tentacles rub against it. additional creature for each slot leveI above 5th. The creatures must be within 30 feet of each other when HUNTER'S MARK you target them. 1st-leveI divination HOLD PERSON Casting Time: 1 bonus action 2nd-leveI enchantment Range: 90 feet Components: V Casting Time: 1 action Duration: Concentration, up to 1 hour Range: 60 feet Components: V, S. M (a small, straight piece of iron) Vou choose a creature you can see within range and Duration: Concentration. up to 1 minute mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever Choose a humanoid that you can see within range. you hit it with a weapon attack. and you have advantage The target must succeed on a Wisdom saving throw on any Wisdom (Perception) or Wisdom (Survival) or be paralyzed for the duration. At the end of each of check you make to find it. lf the target drops to O hit its turns. the target can make another Wisdom saving points before this spell ends. you can use a bonus action throw. On a success. the spell ends on the target. on a subsequent turn of yours to mark a new creature. At Higher Leveis. When you cast this spell using At Higher Leveis. When you cast this spell using a spell slot of 3rd levei or higher, you can target one a spell slot of 3rd or 4th leveI, you can maintain your additional humanoid for each slot leveI above 2nd. The concentration on the spell for up to 8 hours. When you humanoids must be within 30 feet of each other when use a spell slot of 5th levei or higher, you can maintain you target them. your concentration on the spell for up to 24 hours. PART 3 I SHLLS
HYPNOTIC PATTERN Components: 5, M (a lead-based ink worlh alleast 10 3rd-level iIIusion gp, which the spell consumes) Casting Time: 1 action Duration: 10 days Range: 120 feet Components: 5, M (a glowing stick of incense or a Vou write on parchmenl, paper, or some olher suilable writing malerial and imbue il wilh a polent illusion lhal crystal viaI filled with phosphorescent material) lasls for the duralion. Duration: Concentration, up to 1 minute To you and any crealures you designate when you Vou create a twisting pattern of colors that weaves casllhe spell, the writing appears normal, written in through the air inside a 30-foot cube within range. your hand, and conveys whalever meaning you intended The pattern appears for a moment and vanishes. Each when you wrole lhe lex!. To ali olhers, lhe writing creature in the area who sees the pattern must make appears as if il were written in an unknown ar magical a Wisdom saving throw. On a failed save, the creature scripllhal is uninlelligible. Alternalively, you can cause becomes charmed for the duration. While charmed lhe wriling lo appear to be an entire1y differenl message, by this spell, the creature is incapacitated and has written in a differenl hand and language, lhough lhe a speed ofO. language must be one you know. The spell ends for an affected creature if it takes any 5hould the spell be dispelled, the original scripl and damage or if someone e1se uses an action to shake the the illusion bolh disappear. creature out of its stupor. A crealure wilh lruesighl can read the ICE STORM hidden message. 4th-levei evocation IMPRISONMENT Casting Time: 1 action 9th-levei abjuration Range: 300 feet Components: V,5, M (a pinch of dust and a few Casting Time: 1 minule Range: 30 feel drops of water) Components: V, 5, M (a vellum depiclion or a carved Duration: Instantaneous staluette in lhe likeness of the larget, and a special A hail of rock-hard ice pounds to the ground in a componenllhal varies according lo lhe version of lhe 20-foot-radius, 40-foot-high cylinder centered on a spell you choose, worth at least 500 gp per Hit Die point within range. Each creature in the cylinder must of lhe target) make a Dexterity saving throw. A creature takes 2d8 Duration: Until dispelled bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Vou create a magical restraint to hold a creature that you can see within range. The target must succeed on Hailstones turn the storm's area of effect into difficult a Wisdom saving throw or be bound by the spell; if it terrain until the end of your next turno succeeds, it is immune lo this spell if you cast it again. While affected by this spell, the creature doesn't need At Higher Leve/s. When you cast this spell using a to breathe, eat, or drink, and it doesn't age. Divination spell slot of 5th leveI or higher, the bludgeoning damage spells can't locate or perceive the targe!. increases by ld8 for each slot levei above 4th. When you cast the spell, you choose one of the IDENTIFY following forms of imprisonment. 1st-levei divination (ritual) Buria/. The target is entombed far beneath the earth Casting Time: 1 minute in a sphere of magical force that is just large enough to Range: Touch contain the targe!. Nothing can pass through the sphere, Components: V,5, M (a pearl worth at least 100 gp and nor can any creature teleport or use planar traveI to get into or out of i!. an owl feather) Duration: Instantaneous The special component for this version of the spell is a small mithral orb. Vou choose one object that you must touch throughout the casting of the spe11.If it is a magic item or some Chaining. Heavy chains, firmly rooted in the ground, other magic-imbued object, you learn its properties hold the target in place. The target is restrained until and how to use them, whether it requires attunement the spell ends, and it can't move or be moved by any to use, and how many charges it has, if any. Vou learn means until then. whether any spells are affecting the item and what they are. lf the item was crealed by a spell, you learn which The special component for this version of the spell is a spell created it. fine chain of precious metal. lf you instead louch a crealure lhroughoullhe casling, Hedged Prison. The spell transports the target into you learn whal spells, if any, are currenlly affecting i!. a tiny demiplane that is warded against teleportation and planar traveI. The demiplane can be a labyrinth, a ILLUSORY SCRIPT cage, a tower, or any similar confined structure or area 1st-levei iIIusion (ritual) of your choice. Casting Time: 1 minule The special component for this version of the spell is a Range: Touch miniature representation of the prison made from jade. Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone ar similar 252 PART 3 I SPELLS
object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar traveI. The gemstone can't be cut or braken while the spell remains in effcct. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. Slumber. The target falls asleep and can't be awoken. The speciai component for this version of the spell consists of rare soporific herbs. Ending the Spe/l. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to passo The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as levei, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th.level spell, targeting either the prison or the special component used to create it. Vou can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed fram its binding. INCENDIARY CLOUD 8th.level conjuration Casting Time: 1 action up to 1 minute Range: 150 feet Components: V, S Duration: Concentration, A swirling cloud of smoke shot through with white-hot embers appears in a 20.foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes IOd8 /ire 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 /irst time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. INFLICT WOUNDS I st-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d1O necrotic damage. At Higher LeveIs. When you cast this spell using a spell slot of 2nd levei or higher, the damage increases by 1d 10 for each slot levei above 1sI.
INSECT PLAGUE unbarred. lf the object has multiple locks, only one of 5th-levei conjuration them is unlocked. Casting Time: 1 action lf you choose a target that is held shut with arcane Range: 300 feet lock, that spell is suppressed for 10 minutes, during Components: V,S, M (a few grains of sugar, some which time the target can be opened and shut normally. kernels of grain, and a smear of fat) When you cast the spell, a loud knock, audible from as Duration: Concentration, up to 10 minutes far away as 300 feet, emanates from the target objecl. Swarming, biting locusts fill a 20-foot-radius sphere LEGEND LORE centered on a point you choose within range, The sphere 5th-levei divination spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's Casting Time: 10 minutes area is difficult terrain. Range: Self Components: V, S, M (incense worth at least 250 gp, When the area appears, each creature in it must make a Constitution saving throw. A creature takes which the spell consumes, and four ivory strips worth 4d 10 piercing damage on a failed save, ar half as much at least 50 gp each) damage on a successful one. A creature must also make Duration: Instantaneous this saving throw when it enters the spell's area for the first time on a turn ar ends its turn there. Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant At Higher LeveIs. When you cast this spell using a lore about the thing you named. The lore might consist spell slot of 6th levei ar higher, the damage increases by of current tales, forgotten stories, or even secret lore Id 10 for each slot levei above 5th. that has never been widely known. lf the thing you named isn't of legendary importance, you gain no INVISIBILITY information. The more information you already have 2nd-leveI ilIusion about the thing, the more precise and detailed the information you receive is. Casting Time: 1 action Range: Touch The information you learn is accurate but might be Components: V, S, M (an eyelash encased couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might in gum arabic) yield this information: \"Woe to the evildoer whose hand Duration: Concentration, up to 1 hour touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved A creature you touch becomes invisible until the spell of Moradin, may awaken the true powers of the axe, and ends. Anything the target is wearing or carrying is only with the sacred word Rudnogg on the lips.\" invisible as long as it is on the target's person. The spell ends for a target that attacks ar casts a spell. LEOMUND'S SECRET CHEST 4th-leveI conjuration At Higher LeveIs. When you cast this spell using a spell slot of 3rd levei ar higher, you can target one Casting Time: 1 action additional creature for each slot levei above 2nd. Range: Touch Components: V,S, M (an exquisite chest, 3 feet by 2 feet jUMP 1st-levei transmutation by 2 feet, constructed from rare materiaIs worth at least 5,000 gp, and a Tiny replica made from the same Casting Time: 1 action materiais worth at least 50 gp) Range: Touch Duration: Instantaneous Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute Vou hide a chest, and ali its contents, on the Ethereal Plane. Vou must touch the chest and the miniature Vou touch a creature. The creature's jump distance is replica that serves as a material component for the spell. tripled until the spell ends. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). KNOCK 2nd-levei transmutation While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the Casting Time: 1 action chesl. lt appears in an unoccupied space on the ground Range: 60 feet within 5 feet of you. Vou can send the chest back to the Components: V Ethereal Plane by using an action and touching both the Duration: Instantaneous chest and the replica. Choose an object that you can see within range. The After 60 days, there is a cumulative 5 percent chance object can be a door, a box, a chest, a set of manacles, a per day that the spell's effect ends. This effect ends if padlock, ar another object that contains a mundane or you cast this spell again, if the smaller replica chest is magical means that prevents access. destroyed, ar if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal A target that is held shut bya mundane lock ar that Plane, it is irretrievably losl. is stuck or barred becomes unlocked, unstuck, or 251 PART 3 I SPELLS
LEOMUNO'S TINY HUT LIGHT 3rd-/evel evocation (ritual) Evocation cantrip Casting Time: I minute Casting Time: I aetion moss) Range: Self (I O-foot-radius hemisphere) Range: Toueh Components: V, S, M (a small crystal bead) Components: V, M (a firelly or phosphorescent Duration: 8 hours Duration: I hour A IO-foot-radius immobile dome of force springs into Vou touch one objeet that is no larger than lO feet in any existenee around and above you and remains stationary dimensiono Until the spell ends, the objeet sheds bright for the duration. The spell ends if you leave its area. light in a 20-foot radius and dim light for an additional 20 feet. The light ean be eolored as you like. Completely Nine creatures of Medium size or smaller ean fit inside eovering the objeet with something opaque bloeks the the dome with you. The spell fails if its area includes a light. The spell ends ifyou east it again or dismiss it larger ereature or more than nine ereatures. Creatures as an aetion. and objeets within the dome when you east this spell ean move through it freely. Ali other ereatures and lf you target an objeet held or worn by a hostile objeets are barred from passing through it. Spells and creature, that ereature must sueeeed on a Dexterity other magical effeets ean't extend through the dome or saving throw to avoid the spell. be east through it. The atmosphere inside the spaee is eomfortable and dry, regardless of the weather outside. LIGHTNING ARROW 3rd-/evel transmutation Until the spell ends, you ean eommand the interior to beeome dimly lit or dark. The dome is opaque from the Casting Time: I bonus aetion outside, of any eolor you ehoose, but it is transparent Range: Sei f from the inside. Components: V, S Duration: Coneentration, up to I minute LESSER RESTORATION 2nd-leveI abjuration The next time you make a ranged weapon attaek during the spell's duration, the weapon's ammunition, or the Casting Time: I aetion weapon itself if it's a thrown weapon, transforms into Range: Toueh a bolt of lightning. Make the attaek roll as normal. The Components: V, S target takes 4d8 Iightning damage on a hit, or half Duration: Instantaneous as mueh damage on a miss, instead of the weapon's normal damage. Vou toueh a ereature and ean end either one disease or one eondition afflieting it. The eondition ean be blinded, Whether you hit or miss, eaeh ereature within 10 feet deafened, paralyzed, or poisoned. of the target must make a Dexterity saving throw. Eaeh of these ereatures takes 2d8 lightning damage on a LEVITATE failed save, or half as mueh damage on a sueeessful one. 2nd-leveI transmutation The pieee of ammunition or weapon then returns to Casting Time: I aetion its normal form. Range: 60 feet Components: V, S, M (either a small leather loop or a At Higher Leve/s. When you east this spell using a spell slot of 4th levei or higher, the damage for both pieee of golden wire bent into a eup shape with a long effeets of the spell inereases by Id8 for eaeh slot shank on one end) leveI above 3rd. Duration: Coneentration, up to 10 minutes LIGHTNING BOLT One ereature or object of your ehoice that you ean see 3rd-/evel evoeation within range rises vertieally, up to 20 feet, and remains suspended there for the duration. The spell ean levitate Casting Time: I aetion a target that weighs up to 500 pounds. An unwilling Range: Self (lOO-foot line) ereature that sueeeeds on a Constitution saving throw Components: V, S, M (a bit of fur and a rod of amber, is unaffected. erystal, or glass) The target ean move only by pushing or pulling Duration: [nstantaneous against a fixed objeet or surfaee within reaeh (sueh as a wall or a eeiling), whieh allows it to move as if it were A stroke of Iightning forming a line 100 feet long and 5 climbing. Vou ean ehange the target's altitude by up to feet wide blasts out from you in a direetion you ehoose. 20 feet in either direetion on your turno lf you are the Eaeh ereature in the line must make a Dexterity saving target, you ean move up or down as part of your move. throw. A ereature takes 8d6 lightning damage on a Otherwise, you can use your aetion to move the target, failed save, or half as mueh damage on a sueeessful one. whieh must remain within the spelI's range. The lightning ignites lIammable objeets in the area When the spell ends, the target lIoats gently to the that aren't being worn or earried. ground if it is still aloft. At Higher Leve/s. When you east this spell using a spell slot of 4th leveI or higher, the damage inereases by Id6 for eaeh slot levei above 3rd. PART 3 SPELLS 255
LOCATE ANIMALS OR PLANTS At Higher LeveIs. When you cast this spel1 using 2nd-leveI divinatian (ritual) a spell slot of 2nd levei ar higher, you can target one additional creature for each slot leveI above 1st. Casting Time: 1 action Range: Self MAGEARMOR Components: V,S, M (a bit af fur from a bloodhound) 1st-leveI abjuration Duration: Instantaneous Casting Time: 1 action Describe ar name a specific kind of beast ar plant. Range: Touch Concentrating on the voice of nature in your Components: V,S, M (a piece of cured leather) surroundings, you learn the direction and distance to Duration: 8 hours the closest creature or plant of that kind within 5 miles, if any are present. Vou touch a willing creature who isn't wearing armor, and a pratective magical force surrounds it until the LOCATE CREATURE spel1 ends. The target's base AC becomes 13 + its 4th-leveI divination Dexterity modifier. The spel1 ends if the target dons armar ar if you dismiss the spell as an action. Casting Time: 1 action Range: Self MAGE HAND Components: V,S, M (a bit of fur fram a bloodhound) Conjuration cantrip Duration: Concentration, up to 1 hour Casting Time: 1 action Describe ar name a creature that is familiar to you. Vou Range: 30 feet sense the direction to the creature's lacation, as long as Components: V, S that creature is within 1,000 feet ofyou.lfthe creature Duration: 1 minute is moving, you know the direction of its mavement. A spectral, floating hand appears at a point you choose The spell can locate a specific creature known to within range. The hand lasts for the duration ar until you, ar the nearest creature of a specific kind (such as you dismiss it as an action. The hand vanishes if it is a human ar a unicorn), 50 long as you have seen such a ever more than 30 feet away from you ar if you cast creature up close-within 30 feet-at least once. If the this spel1 again. creature you described ar named is in a different form, such as being under the effects of a palymarph spell, Vou can use your action to contraI the hand. Vou can this spell doesn't locate the creature. use the hand to manipulate an object, open an unlocked doar ar container, stow or retrieve an item from an open This spel1 can't locate a creature if running water at container, ar pau r the contents out of a via!' Vou can least 10 feet wide blocks a direct path between you and move the hand up to 30 feet each time you use it. the creature. The hand can't atlack, activate magic items, ar carry LOCATE OBJECT more than 10 pounds. 2nd-leveI divinatian MAGIC CIRCLE Casting Time: 1 action 3rd-Ievel abjuratian Range: Self Components: V, S, M (a farked twig) Casting Time: 1 minute Duration: Cancentration, up to 10 minutes Range: 10 feet Components: V,S, M (holy water ar powdered Describe ar name an object that is familiar to you. Vou sense the direction to the object's location, as lang as silver and iron worth at least 100 gp, which the that object is within 1,000 feet af you. If the object is in spel1 consumes) motion, yau know the direction of its movement. Duration: 1 hour The spell can locate a specific object known to you, Vou create a 10-foot-radius, 20-foot-tal1cylinder of as long as you have seen it up close-within 30 feet-at magical energy centered on a point on the ground least once, Alternatively, the spel1 can locate the nearest that you can see within range. Glowing runes appear abject of a particular kind, such as a certain kind of wherever the cylinder intersects with the lIoor ar apparel, jewelry, furniture, tool, ar weapon. other surface. This spel1 can't locate an object if any thickness of Choose one ar more of the following types of lead, even a thin sheet, blocks a direct path between you creatures: celestiaIs, elementals, fey,fiends, ar undead. and the object. The circle affects a creature of the chosen type in the fol1owingways: LONGSTRIDER 1st-leveI transmutatian The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use tele- Casting Time: 1 action portation ar interplanar traveI to do so, it must first Range: Touch succeed on a Charisma saving throw. Components: V, S, M (a pinch of dirt) The creature has disadvantage on attack ral1s against Duration: 1 hour targets within the cylinder. Targets within the cylinder can't be charmed, fright- Vou touch a creature. The target's speed increases by 10 ened, ar possessed by the creature. feet until the spel1 ends. PART 3 I SPELLS
When you cast this spell, you can elect to cause its MAGIC MISSILE magic to opera te in the reverse direction, preventing a Ist./evel evocation creature of the specified type from leaving the cylinder and protecting targets outside it. Casting Time: 1 action Range: 120 feet At Higher LeveIs. When you cast this spell using a Components: V,S spell slot of 4th leveI or higher, the duration increases by Duration: Instantaneous 1 hour for each slot levei above 3rd. Vou create three glowing darts of magical force. Each MAGICJAR dart hits a creature of your choice that you can see 6th./evel necromancy within range. A dart deals Id4 + I force damage to its target. The darts ali strike simultaneously, and you can Casting Time: 1 minute direct them to hit one creature or severa!. Range: Self Components: V,S, M (a gem, crystal, reliquary, or some At Higher LeveIs. When you cast this spell using a spell slot of 2nd levei or higher, the spell creates one other ornamental container worth at least 500 gp) more dart for each slot leveI above 1st. Duration: Until dispelled MAGIC MOUTH Your body falls into a catatonic state as your soulleaves 2nd./evel iI1usion (ritual) it and enters the container you used for the spell's material component. While your soul inhabits the Casting Time: 1 minute container, you are aware of your surroundings as if you Range: 30 feet were in the container's space. Vou can't move or use Components: V,S, M (a small bit of honeycomb reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning and jade dust worth at least 10 gp, which the to your living body (and ending the spell) or attempting spell consumes) to possess a humanoids body. Duration: Until dispelled Vou can attempt to possess any humanoid within Vou implant a message within an object in range, a 100 feet of you that you can see (creatures warded by a message that is uttered when a trigger condition is met. protection [rom evil and good or magic circIe spell can't Choose an object that you can see and that isn't being be possessed). The target must make a Charisma saving worn or carried by another creature. Then speak the throw. On a failure, your soul moves into the target's message, which must be 25 words or less, though it body, and the target's soul becomes trapped in the can be delivered over as long as 10 minutes. Finally, container. On a success, the target resists your efforts determine the circumstance that will trigger the spell to to possess it, and you can't attempt to possess it again deliver your message. for 24 hours. When that circumstance occurs, a magical mouth Once you possess a creature's body, you control it. appears on the object and recites the message in your Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your voice and at the same volume you spoke. Ir the object Intelligence, Wisdom, and Charisma scores. Vou retain you chose has a mouth or something that looks like a the benefit of your own class features. Ir the target has mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come any class leveis, you can't use any of its class features. from the object's mouth. When you cast this spell, you Meanwhile, the possessed creature's soul can can have the spell end after it delivers its message, or it can remain and repeat its message whenever the perceive from the container using its own senses, but it trigger occurs. can't move or take actions at ali. The triggering circumstance can be as general or as While possessing a body, you can use your action to detailed as you like, though it must be based on visual return from the host body to the container if it is within or audible conditions that occur within 30 feet of the 100 feet of you, returning the host creature's soul to object. For example, you could instruct the mouth to its body. If the host body dies while you're in it, the speak when any creature moves within 30 feet of the creature dies, and you must make a Charisma saving object or when a silver bell rings within 30 feet of it. throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. MAGIC WEAPON Otherwise, you die. 2nd./evel transmutation If the container is destroyed or the spell ends, your Casting Time: 1 bonus action soul immediately returns to your body. If your body is Range: Touch more than 100 feet away from you or ifyour body is Components: V, S Duration: Concentration, up to 1 hour dead when you attempt to return to it, you die. Ir another Vou touch a nonmagical weapon. Until the spell ends, creature's soul is in the container when it is destroyed, that weapon becomes a magic weapon with a +1 bonus the creature's soul returns to its body if the body is alive to attack rolls and damage rolls. and within 100 feet. Otherwise, that creature dies. At Higher LeveIs. When you cast this spell using a When the spell ends, the container is destroyed. spell slot of 4th levei or higher, the bonus increases to +2. When you use a spell slot of 6th leveI or higher, the bonus increases to +3. 257 PART 3 I SPELLS
MAJOR IMAGE A f100dof healing energy f10wsfrom you into injured 3rd-Ievel illusion creatures around you. Vou restore up to 700 hit points, divided as you choose among any number of creatures Casting Time: I action that you can see within range. Creatures healed by Range: 120 feet this spell are also cured of ali diseases and any effect Components: V, S, M (a bit of f1eece) making them blinded or deafened. This spell has no Duration: Concentration, up to 10 minutes effect on undead or constructs. Vou create the image of an object, a creature, ar some MASS HEALING WORD other visible phenomenon that is no larger than a 3rd.level evocation 20.foot cube. The image appears at a spot that you can see within range and lasts for the duration. lt Casting Time: I bonus action seems completely real, including sounds, smells, and Range: 60 feet temperature appropriate to the thing depicted. Vou Components: V can't create sufficient heat or cold to cause damage, a Duration: Instantaneous sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a As you call out words of restoration, up to six creatures troglodyte's stench). ofyour choice that you can see within range regain hit points equal to Id4 + your spellcasting ability modifier. As long as you are within range of the illusion, you This spell has no effect on undead or constructs. can use your action to cause the image to move to any other spot within range. As the image changes At Higher LeveIs. When you cast this spell using a location, you can alter its appearance so that its spell slot of 4th leveI or higher, the healing increases by movements appear natural for the image. For example, Id4 for each slot levei above 3rd. if you create an image of a creature and move it, you can alter the image so that it appears to be walking. MASS SUGGESTION Similarly, you can cause the illusion to make different 6th./evel enchantment sounds at different times, even making it carry on a conversation, for example. Casting Time: I action Range: 60 feet Physical interaction with the image reveals it to be an Components: V,M (a snake's tongue and either a bit of iIlusion, because things can pass through it. A creature that uses its action to examine the image can determine honeycomb or a drop of sweet oil) that it is an iIlusion with a successfullntelligence Duration: 24 hours (Investigation) check against your spell save De. lf a Vou suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures creature discerns the illusion for what it is, the creature of your choice that you can see within range and that can see through the image, and its other sensory can hear and understand you. Creatures that can't be qualities become faint to the creature. charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of At Higher LeveIs. When you cast this spell using action sound reasonable. Asking the creature to stab a spell slot of 6th leveI or higher, the spelllasts until itself, throw itself onto a spear, immolate itself, or do dispelled, without requiring your concentration. some other obviously harmful act automatically negates the effect of the spell. MASS CURE WOUNDS 5th.level conjuration Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described Casting Time: I action to the best of its ability. The suggested course of action Range: 60 feet can continue for the entire duration. If the suggested Components: V, S activity can be completed in a shorter time, the spell Duration: Instantaneous ends when the subject finishes what it was asked to do. A wave of healing energy washes out from a point of Vou can also specify conditions that will trigger a your choice within range. Choose up to six creatures special activity during the duration. For example, you in a 30.foot.radius sphere centered on that point. Each might suggest that a group of soldiers give ali their target regains hit points equal to 3d8 + your spellcasting money to the first beggar they meet. If the condition isn't ability modifier. This spell has no effect on undead met before the spell ends, the activity isn't performed. or constructs. lf you or any of your companions damage a creature At Higher LeveIs. When you cast this spell using a affected by this spell, the spell ends for that creature. spell slot of 6th levei or higher, the healing increases by Id8 for each slot levei above 5th. At Higher LeveIs. When you cast this spell using a 7th.leveI spell slot, the duration is 10 days. When MASS HEAL you use an 8th.level spell slot, the duration is 30 days. 9th./evel conjuration When you use a 9th.level spell slot, the duration is a year and a day. Casting Time: I action Range: 60 feet MAZE Components: V,S 8th./eveI conjuration Duration: lnstantaneous Casting Time: I action PART 3 I SPELLS Range: 60 feet
Components: V, S MENDING Duration: Concentration, up to \\O minutes Transmutation cantrip Vou banish a creature that you can see within range into Casting Time: 1 minute a labyrinthine demiplane. The target remains there for Range: Touch the duration or until it escapes the maze. Components: V. S, M (two lodestones) Duration: Instantaneous The target can use its action to altempt to escape. When it does so, it makes a DC 20 Intelligence check. If This spell repairs a single break or tear in an object it succeeds, it escapes, and lhe spell ends (a minotallr or you touch, such as a broken chain link. two halves of goristro demon automatically succeeds). a broken key, a torn c1oak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in When the spell ends, the target reappears in the any dimension, you mend it. leaving no trace of the space it left or, if that space is occupied, in the nearest former damage. unoccupied space. This spell can physically repair a magic item MELD INTO STONE or construct, but the spell can't restore magic to 3rd-/evel transmutation (ritual) such an object. Casting Time: 1 action MESSAGE Range: Touch Transmutation cantrip Components: V, S Duration: 8 hours Casting Time: 1 action Range: 120 feet Vou step into a stone object or surface large enough to Components: V, S, M (a short piece of copper wire) fully contain your body, melding yourself and ali the Duration: I round equipment you carry with the stone for the dllration. Using your movement, you step into the stone at a point Vou point your finger toward a creature within range you can touch. Nothing of your presence remains visible and whisper a message. The target (and only the target) or otherwise detectable by nonmagical senses. hears the message and can reply in a whisper that only you can hear. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks Vou can cast this spell through solid objects if you you make to hear sounds outside it are made with are familiar with the target and know it is beyond disadvantage. Vou remain aware of the passage of the barrier. Magical silence, 1 foot of stone, 1 inch of time and can cast spells on yourself while merged in common metal, a thin sheet of lead, or 3 feet of wood the stone. Vou can use your movement to leave the blocks the spell. The spell doesn't have to follow a stone where you entered it, which ends the spell. Vou straight line and can travei freely around corners or otherwise can't move. throllgh openings. Minor physical damage to the stone doesn't harm METEOR SWARM you, but its partial destruction or a change in its shape 9th-levei evocation (to the extent that YOllno longer fit within it) expels YOll and deals 6d6 bludgeoning damage to YOll.The stone's Casting Time: I action complete destruction (or transmutation into a different Range: 1 mile sllbstance) expels YOlland deals 50 bludgeoning damage Components: V, S to you. If expelled, you fali prone in an lInoccupied space Duration: Instantaneous cIosest to where you first entered. Blazing orbs of fire plummet to the ground at four MELF'S ACID ARROW different points YOllcan see within range. Each creature 2nd-levei evocation in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere Casting Time: 1 action spreads around corners. A creature takes 20d6 fire Range: 90 feet damage and 20d6 bludgeoning damage on a failed Components: V, S, M (powdered rhubarb leaf and an save, or half as much damage on a successful one. A creature in lhe area of more than one fiery burst is adder's stomach) affected only once. Duration: 1nstantaneous The spell damages objects in the area and ignites A shimmering green arrow streaks toward a targel flammable objects that aren't being worn or carried. within range and bllrsts in a spray of acid. Make a ranged spell attack against the target. On a hit, the MIND BLANK target takes 4d4 acid damage immediately and 2d4 acid 8th-levei abjuration damage aI the end of its next turno On a miss, the arrow splashes the target with acid for half as much of the Casting Time: 1 action initial damage and no damage at the end of its next turno Range: Touch Components: V, S At Higher LeveIs. When you cast this spellllsing a Duration: 24 hOllrs spell slot of 3rd levei or higher, lhe damage (both initial and later) increases by 1d4 for each slot levei above 2nd. Unti! the spell ends, one willing creatllre you tOllch is immune to psychic damage, any effect lhat would sense 259 PART 3 I SPELLS
its emotions or read its thoughts, divination spells, and the illusion's presence, the creature can still physically the charmed condition. The spell even foils wish spells interact with the illusion. and spells or effects of similar power used to affect the target's mind or to gain information about the target. MIRROR IMAGE 2nd-levei illusion MINOR ILLUSION lIlusion cantrip Casting Time: 1 action Range: 5elf Casting Time: 1 action Components: V,5 Range: 30 feet Duration: 1 minute Components: 5, M (a bit of fleece) Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with Vou create a sound or an image of an object within you and mimic your actions, shifting position so it's range that lasts for the duration. The illusion also ends if impossible to track which image is real. Vou can use you dismiss it as an action or cast this spell again. your action to dismiss the illusory duplicates. lf you create a sound, its volume can range from a Each time a creature targets you with an attack during whisper to a scream. It can be your voice, someone the spell's duration, roll a d20 to determine whether the else's voice, a lion's roar, a beating of drums, or any attack instead targets one of your duplicates. other sound you choose. The sound continues unabated throughout the duration, or you can make discrete lf you have three duplicates, you must roll a 6 or sounds at different times before the spell ends. higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one lf you create an image of an object-such as a chair, duplicate, you must roll an 11 or higher. muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, A duplicate's AC equals 10 + your Dexterity modifier. smell, or any other sensory effect. Physical interaction If an attack hits a duplicate, the duplicate is destroyed. A with the image reveals it to be an illusion, because duplicate can be destroyed only by an attack that hits it. things can pass through it. It ignores ali other damage and effects. The spell ends when ali three duplicates are destroyed. lf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion A creature is unaffected by this spell if it can't see, if it with a successful Intelligence (Investigation) check relies on senses other than sight, such as blindsight, or against your spell save De. If a creature discerns the if it can perceive illusions as false, as with truesight. illusion for what it is, the illusion becomes faint to the creature. MISLEAD 5th-levei illusion MIRAGE ARCANE 7th-levei illusion Casting Time: 1 action Range: 5elf Casting Time: 10 minutes Components: 5 Range: 5ight Duration: Concentration, up to 1 hour Components: V,5 Duration: 10 days Vou become invisible at the same time that an illusory double of you appears where you are standing. The Vou make terrain in an area up to 1 mile square double lasts for the duration, but the invisibility ends if look, sound, smell, and even feellike some other sort you attack or cast a spell. of terrain. The terrain's general shape remains the same, however. Open fields or a road could be ma de to Vou can use your action to move your illusory double resemble a swamp, hill, crevasse, or some other difficult up to twice your speed and make it gesture, speak, and or impassable terrain. A pond can be made to seem like behave in whatever way you choose. a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Vou can see through its eyes and hear through its ears as if you were located where it is. On each of your turns 5imilarly, you can alter the appearance of structures, as a bonus action, you can switch from using its senses or add them where none are present. The spell doesn't to using your own, or back again. While you are using its disguise, conceal, or add creatures. senses, you are blinded and deafened in regard to your own surroundings. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into MISTY STEP difficult terrain (or vice versa) or otherwise impede 2nd-levei conjuration movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the Casting Time: 1 bonus action spell's area disappears immediately. Range: 5elf Components: V Creatures with truesight can see through the illusion Duration: Instantaneous to the terrain's true form; however, ali other elements of the illusion remain, so while the creature is aware of Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 260 PART 3 I SPELLS
MODIFY MEMORY damage on a failed save, or half as much damage on a 5th-leveI enehantment successfu I one. Casting Time: I aetion up to I minute A shapechanger makes its saving throw with Range: 30 feet Components: V, 5 disadvantage. Ir it fails, it also instantly reverts to its Duration: Coneentration, original form and can't assume a different form until it Vou attempt to reshape another ereature's memories. leaves the spell's light. One ereature that you ean see must make a Wisdom saving throw. If you are fighting the ereature, it has On each of your turos after you cast this spell, you can advantage on the saving throw. On a failed save, the use an action to move the beam 60 feet in any direction. target beeomes eharmed by you for the duration. The eharmed target is ineapacitated and unaware of its At Higher LeveIs. When you cast this spell using a surroundings, though it ean still hear you. If it takes any spell slot of 3rd levei or higher, the damage increases by damage or is targeted by another spell, this spell ends, ldlO for each slot leveI above 2nd. and none of the target's memories are modified. MORDENKAINEN'S FAITHFUL HOUND While this eharm lasts, you ean affeet the target's 4th-leveI eorijuration memory of an event that it experieneed within the last 24 hours and that lasted no more than 10 minutes. Vou Casting Time: I action ean permanently eliminate ali memory of the event, Range: 30 feet allow the target to reeall the event with perfeet c!arity Components: V, 5, M (a tiny silver whistle, a pieee of and exaeting detail, ehange its memory of the details of the event, or ereate a memory of some other event. bone, and a thread) Duration: 8 hours Vou must speak to the target to deseribe how its memories are affeeted, and it must be able to Vou conjure a phantom watchdog in an unoccupied understand your language for the modified memories to space that you can see within range, where it remains take root. Its mind fills in any gaps in the details of your for the duration, until you disrniss it as an action, or until description. If the spell ends before you have fin ished you move more than 100 feet away from it. describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories The hound is invisible to ali creatures except you take hold when the spell ends. and can't be harmed. When a 5mall or larger creature comes within 30 feet of it without first speaking the A modified memory doesn't neeessarily affect how a password that you specify when you cast this spell, the creature behaves, particularly if the memory contradicts hound starts barking loudly. The hound sees invisible the creature's natural inc!inations, alignment, or beliefs. creatures and can see into the Ethereal Plane. It An illogical modified memory, such as implanting a ignores illusions. memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The At the start of each of your turos, the hound attempts DM might deem a modified memory toa nonsensical to to bite one creature within 5 feet of it that is hostile affect a creature in a significant manner. to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. A remove eurse or greater restoration spell cast on the On a hit, it deals 4d8 piercing damage. target restores the creature's true memory. MORDENKAINEN'S MAGNIFICENT MANSION At Higher LeveIs. If you east this spell using a spell 7th-leveI eonjuration slot of 6th leveI or higher, you can alter the target's memories of an event that took place up to 7 days ago Casting Time: I minute (6th levei), 30 days ago (7th levei), I year ago (8th levei), Range: 300 feet or any time in the creature's past (9th levei). Components: V, 5, M (a miniature portal carved from MOONBEAM ivory, a small piece of polished marble, and a tiny 2nd-leveI evoeation silver spoon, each item worth at least 5 gp) Duration: 24 hours Casting Time: I action Range: 120 feet Vou conjure an extradimensional dwelling in range Components: V, 5, M (severa I seeds of any moonseed that lasts for the duration. Vou choose where its one entrance is located. The entrance shimmers faintly plant and a pieee of opaleseent feldspar) and is 5 feet wide and 10 feet tall. Vou and any creature Duration: Concentration, up to 1 minute you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains A silvery beam of pale light shines down in a 5-foot- open. Vou can open or c!ose the portal if you are within radius, 40-foot-high cylinder centered on a point within 30 feet of it. While c!osed, the portal is invisible. range. Until the spell ends, dim light fills the cylinder. Beyond the portal is a rnagnificent foyer with When a creature enters the spell's area for the first numerous ehambers beyond. The atmosphere is c!ean, time on aturo or starts its turo there, it is engulfed fresh, and warm. in ghostly liames that cause searing pain, and it must make a Constitution saving throw. It takes 2dlO radiant Vou can create any 1I00r plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furoished and decorated as 261 you choose. lt contains sufficient food to serve a nine- course banquet for up to 100 people. A staff of 100 near-transparent servants attends ali who enter. Vou PART 3 SPELLS
decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes. light tires. serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. MORDENKAINEN'S PRIVATE SANCTUM 4th.level abjuration Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead, a piece of opaque glass. a wad of cotton or cloth, and powdered chrysolite) Duration: 24 hours Vou make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feel on each side. The spelllasts for the duralion or unlil you use an aclion to dismiss it. When you cast the spell, you decide whal sorl of securily the spell provides, choosing any or ali of the following properties: Sound can't pass through lhe barrier aI the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through il. Sensors created by divinalion spells can't appear inside the protected area or pass through the barrier aI ils peri meter. Creatures in the area can't be targeted by divinalion spells. Nothing can teleport into or oul of lhe warded area. Planar traveI is blocked within the warded area. Casling this spell on the same spot every day for a year makes this effect permanent. At Higher Leve/s. When you cast this spell using a spell slol of 5th levei or higher, you can increase the size of the cube by 100 feet for each slot leveI beyond 4th. Thus you could protect a cube that can be up lO 200 feet on one side by using a spell slot of 5th leveI. MORDENKAINEN'S SWORD 7th-Je.-el evocalion Casting Time: 1 aclion Range: 60 feet Componenls: V. 5, M (a minialure platinum sword wilh a grip and pommel of copper and zinc, worth 250 gp) Duration: Concentralion, up to 1 minute Vou create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a targel ofyour choice within 5 feet ofthe sword. On a hit. the target takes 3d 10 force damage. PA RT 3 I SPELLS
Until the spell ends, you can use a bonus action on each Vou place an illusion on a creature or an object of your turns to move the sword up to 20 feet to a spot you touch so that divination spells reveal false you can see and repeat this attack against the same information about il. The target can be a willing target or a different one. creature or an object that isn't being carried or worn by another creature. MOVE EARTH 6th-leveI transmutation When you cast the spell, choose one or both of the Casting Time: 1 action following effects. The effect lasts for the duration. Ir you Range: 120 feet Components: V, S, M (an iron blade and a small bag cast this spell on the same creature or object every day for 30 days, placing the same effect on It each time, the containing a mixture of soils-c1ay, loam, and sand) illusion lasts until it is dispelled. Duration: Concentration, up to 2 hours False Aura. Vou change the way the target appears Choose an area of terrain no larger than 40 feet on a to spells and magical effects, such as detect magic, side within range. Vou can reshape dirt, sand, or c1ay that detect magical auras. Vou can make a nonmagical in the area in any manner you choose for the duration. object appear magical, a magical object appear Vou can raise or lower the area's e1evation, create or fill nonmagical, or change the object's magical aura so that in a trench, erect or f1atten a wall, or form a pillar. The it appears to belong to a specific school of magic that extent of any such changes can't exceed half the area's you choose. When you use lhis effect on an object, you largest dimensiono So, if you affect a 40-foot square, can make the false magic apparent to any creature that you can create a pillar up to 20 feet high, raise or lower handles the item. the square's e1evation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these Mask. Vou change the way the target appears to spells changes to complete. and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spe11. At the end of every 10 minutes you spend Vou choose a creature type and other spells and magical concentrating on the spell, you can choose a new area of effects treat the target as if it were a creature of that terrain to affecl. type or of that alignmenl. Because the terrain's transformation occurs slowly, OTlLUKE'S FREEZING SPHERE creatures in the area can't usually be trapped or injured 6th-leveI evocation by the ground's movemenl. Casting Time: 1 action This spell can't manipulate natural stone or Range: 300 feet stone construction. Rocks and structures shift to Components: V, S, M (a small crystal sphere) Duration: Instantaneous accommodate the new terrain. Ir the way you shape A frigid globe of cold energy streaks from your fingertips the terrain would make a structure unstable, it to a point of your choice within range, where it explodes might collapse. in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a Similarly, this spell doesn't directly affect plant failed save, a creature takes IOd6 cold damage. On a growth. The moved earth carries any plants along with il. successful save, it takes half as much damage. NONDETECTlON Ir the globe strikes a body of water or a liquid that is 3rd-Ievel abjuration principally water (not inc1uding water-based creatures), Casting Time: 1 action it freezes the liquid to a depth of 6 inches over an area Range: Touch 30 feet square. This ice lasts for I minute. Creatures Components: V, S, M (a pinch of diamond dust that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action worth 25 gp sprinkled over the target, which the to make a Strength check against your spell save DC spell consumes) to brea k free. Duration: 8 hours Vou can refrain from firing the globe after completing For the duration, you hide a target that you touch lhe spcll, if you wish. A small globe about the size of from divination magic. The target can be a willing a sling stone, cool to the touch, appears in your hand. creature or a place or an object no larger than 10 At any time, you or a creature you give the globe to feet in any dimensiono The target can't be targeted by can throw the globe (to a range of 40 feet) or hurl it any divination magic or perceived through magical with a sling (to the sling's normal range). It shatlers scrying sensors. on impact, with lhe same effect as the normal casting of the spell. Vou can also set the globe down without NYSTUL'S MAGIC AURA shattering il. After 1 minute, if the globe hasn't already 2nd-leveI illusion shattered, it explodes. Casting Time: 1 action At Higher LeveIs. When you cast this spell using a Range: Touch spell slot of 7th levei or higher, lhe damage increases by Components: V, S, M (a small square of silk) ld6 for each slot levei above 6th. Duration: 24 hours ?ART 3 S?ELLS
OTILUKE'S RESILIENT SPHERE (Stealth) checks and can't be tracked except by magical 4th-levei evocation means. A creature that receives this bonus leaves behind no tracks ar other traces of its passage. Casting Time: I action Range: 30 feet PASSWALL Components: V, S, M (a hemispherical piece of 5th-levei transmutation clear crystal and a matching hemispherical piece Casting Time: I action of gum arabic) Range: 30 feet Duration: Concentration. up to I minute Components: V.S. M (a pinch of sesame seeds) Duration: I hour A sphere of shimmering force encloses a creature ar object of Large size ar smaller within range. An A passage appears at a point of your choice that you unwilling creature must make a Dexterity saving can see on a wooden. plaster. or stone surface (such as throw. On a failed save. the creature is enclosed for a wall, a ceiling, or a floor) within range, and lasts for the duration. the duration. Vou choose the opening's dimensions: up to 5 feet wide. 8 feet tall, and 20 feet deep. The passage Nothing-not physical objects. energy. ar other spell creates no instability in a structure surrounding it. effects-can pass through the barrier. in ar out. though a creature in the sphere can breathe there. The sphere When the opening disappears, any creatures or is immune to ali damage. and a creature or object inside objects still in the passage created by the spell are safely can't be damaged by attacks or effects originating from ejected to an unoccupied space nearest to the surface on outside, nor can a creature inside the sphere damage which you cast the spell. anything outside it. PHANTASMAL FORCE The sphere is weightless and just large enough to 2nd-levei i11usion contain the creature or object inside. An enclosed creature can use its action to push against the sphere's Casting Time: 1 action walls and thus roll the sphere at up to half the creature's Range: 60 feet speed. Similarly, the globe can be picked up and moved Components: V.S. M (a bit of fleece) by other creatures. Duration: Concentration. up to I minute A disintegrate spell targeting the globe destroys it Vou craft an illusion that takes root in the mind of a without harming anything inside it. creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you OTTO'S IRRESISTIBLE DANCE create a phantasmal object, creature. or other visible 6th-levei enchantment phenomenon of your choice that is no larger than a lO-foot cube and that is perceivable only to the target Casting Time: I action for the duration. This spell has no effect on undead Range: 30 feet ar constructs. Components: V Duration: Concentration. up to I minute The phantasm includes sound, temperature. and other stimuli, also evident only to the creature. Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping The target can use its action to examine the phantasm its feet, and capering for the duration. Creatures that with an Intelligence (Investigation) check against your can't be charmed are immune to this spell. spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. A dancing creature must use ali its movement to dance without leaving its space and has disadvantage While a target is affected by the spell, the target treats on Dexterity saving throws and attack rolls. While the phantasm as if it were real. The target rationalizes the target is affected by this spell, other creatures any illogical outcomes from interacting with the have advantage on attack rolls against it. As an phantasm. For example. a target attempting to walk action, a dancing creature makes a Wisdom saving across a phantasmal bridge that spans a chasm falls throw to regain control of itself. On a successful save. once it steps anta the bridge. ]f the target survives the the spell ends. fali, it still believes that the bridge exists and comes up with some other explanation for its fall-it was pushed, PASS WITHOUT TRACE it slipped, ar a strong wind might have knocked it off. 2nd-levei abjuration An affected target is so convinced of the phantasm's Casting Time: I action reality that it can even take damage from the illusion. A Range: Self phantasm created to appear as a creature can attack the Components: V.S, M (ashes from a burned leaf of target. Similarly. a phantasm created to appear as tire. a pool of acid. ar lava can burn the target. Each round on mistletoe anel a sprig of spruce) your turn. the phantasm can deal Id6 psychic damage Duration: Concentration, up to 1 hour to the target if it is in the phantasm's area ar within 5 feet of the phantasm, provided that the illusion is of a A veil of shadows and silence radiates from you, creature ar hazard that could logically deal damage. masking you and your companions from detection. such as by attacking. The target perceives the damage For the duration. each creature you choose within 30 as a type appropriate to the illusion. feet of you (including you) has a +10 bonus to Dexterity PART 3 I SPELLS
PHANTASMAL KILLER us during our foray into the dungeon). Vou must be abJe to communicate with the creature to bargain for 4th-leveI illusion its services. Casting Time: 1 action up to 1 minute Payment can take a variety of forms. A celestial might Range: 120 feet require a sizable donation of gold ar magic items to Components: V, S an allied temple. while a fiend might demand a living Duration: Concentration, sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. Vou tap into the nightmares of a creature you can see within range and create an illusory manifestation of its As a rule of thumb, a task that can be measured in deepest fears, visible only to that creature. The target minutes requires a payment worth 100 gp per minute. A must make a Wisdom saving throw. On a failed save, task measured in hours requires 1,000 gp per hour. And the target becomes frightened for the duration. At the a task measured in days (up to 10 days) requires 10.000 start of each of the target's turns before the spell ends, gp per day. The DM can adjust these payments based on the target must succeed on a Wisdom saving throw the circumstances under which you cast the spel!. If the ar take 4d 10 psychic damage. On a successful save, task is aligned with the creature's ethos, the payment the spell ends. might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while At Higher Leve/s. When you cast this spell using a especially dangerous tasks might require a greater gift. spell slot of 5th levei ar higher, the damage increases by Creatures rarely accept tasks that seem suicida!' ldlO for each slot levei above 4th. After the creature completes the task, or when the PHANTOM STEED agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you. 3rd-/evel iIIusion (ritual) if appropriate to the task and if possible. ]f you are unable to agree on a price for the creature's service, the Casting Time: 1 minute creature immediately returns to its home plane. Range: 30 feet Components: V, S A creature enlisted to join your group counts as Duration: 1 hour a member of it, receiving a full share of experience points awarded. A Large quasi-real, horselike creature appears on the ground in an unoccupied space ofyour choice PLANAR BINDING within range. Vou decide the creature's appearance, but it is equipped with a saddle, bit. and bridle. Any 5th-leveI abjuration of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away Casting Time: 1 hour from the steed. Range: 60 feet Components: V. S. M (a jewel worth at least 1.000 gP. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a which the spell consumes) riding horse, except it has a speed of 100 feet and can Duration: 24 hours travei 10 miles in an hour, or 13 miles at a fast pace. When the spell ends. the steed gradually fades. giving With this spell, you attempt to bind a celestial. an the rider 1 minute to dismount. The spell ends if you use ele mental. a fey. or a fiend to your service. The creature an action to dismiss it ar if the steed takes any damage. must be within range for the entire casting of the spel!. (Typically. the creature is first summoned into the center PLANARALLY of an inverted magie eircle in arder to keep it trapped while this spell is cast.) At the completion of the casting, 6th-leveI conjuration the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If Casting Time: 10 minutes the creature was summoned ar created by another spell. Range: 60 feet that spell's duration is extended to match the duration Components: V, S of this spel!. Duration: Instantaneous A bound creature must follow your instructions to the Vou beseech an otherworldly entity for aid. The being best of its ability. Vou might command the creature to must be known to you: a god. a primordial, a demon accompany you on an adventure. to guard a location. or prince, ar some other being of cosmic power. That entity to deliver a message. The creature obeys the letter of sends a celestial, an elemental. ar a fiend loyal to it to your instructions. but if the creature is hostil e to you. it aid you, making the creature appear in an unoccupied strives to twist your words to achieve its own objectives. space within range. Ifyou know a specific crcature's ]f the creature carries out your instructions completely name. you can speak that name when you cast this spell before the spell ends, it travels to you to report this fact to request that creature, though you might get a different if you are on the same plane of existence. If you are on a creature anyway (DM's choice). different plane of existence. it returns to the place where you bound it and remains there until the spell ends. When the creature appears. it is under no compulsion to behave in any particular way. Vou can ask the At Higher Leve/s. When YOllcast this spellllsing a creature to perform a service in exchange for payment, spell slot of a higher levei, the duration increases to 10 but it isn't obligcd to do so. The rcquested task could days with a 6th-levei slot, to 30 days with a 7th-levei slot. range from simple (fly us across the chasm, or hclp us to 180 days with an 8th-levei slot. and to a year and a fight a battle) to complex (spy on our enemies. or protect day with a 9th-levei spell slot. PART 3 I SPELLS
PLANE SHIFT Vou extend your hand toward a creature you can see 7th-levei conjuration within range and project a puff of noxious gas from your paIm. The creature must succeed on a Constitution Casting Time: I action saving throw ar take Idl2 poison damage. Range: Touch Components: V,S, M (a forked, metal rod worth at least This spell's damage increases by Idl2 when you reach 5th leveI (2dI2), 11th levei (3dI2), and 17th leveI (4dI2). 250 gp, attuned to a particular plane of existence) Duration: Instantaneous POLYMORPH 4th-levei transmutation Vou and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. Casting Time: I action Vou can specify a target destination in general terms, Range: 60 feet such as the City of Brass on the Elemental Plane of Components: V, S, M (a caterpillar cocoon) Fire or the palace of Dispater on the second levei of the Duration: Concentration, up to I hour Nine Hells, and you appear in or near that destination. Ir you are trying to reach the City of Brass, for example, This spell transforms a creature that you can see you might arrive in its Street of Steel, before its Gate of within range into a new formoAn unwilling creature Ashes, or looking at the city from across the Sea of Fire, must make a Wisdom saving throw to avoid the at the DM's discretion. effect. A shapechanger automatically succeeds on this saving throw. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this The transformation lasts for the duration, or until spell can take you to that circle. Ir the teleportation the target drops to O hit points ar dies. The new form circle is too small to hold ali the creatures you can be any beast whose challenge rating is equal to or transported, they appear in the closest unoccupied less than the target's (or the target's leveI, if it doesn't spaces next to the circle. have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the Vou can use this spell to banish an unwilling creature statistics of the chosen beast. It retains its alignment to another plane. Choose a creature within your reach and personality. and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. Ir the The target assumes the hit points of its new formo creature fails this save, it is transported to a random When it reverts to its normal form, the creature location on the plane of existence you specify. A creature returns to the number of hit points it had before it so transported must find its own way back to your transformed. If it reverts as a result of dropping to current plane of existence. O hit points, any excess damage carries over to its normal formoAs long as the excess damage doesn't PLANT GROWTH reduce the creature's normal form to O hit points, it isn't 3rd-/evel transmutation knocked unconscious. Casting Time: I action or 8 hours The creature is limited in the actions it can perform by Range: 150 feet the nature of its new form, and it can't speak, cast spells, Components: V,S ar take any other action that requires hands ar speech. Duration: lnstantaneous The target's gear melds into the new formoThe This spell channels vitality into plants within a specific creature can't activate, use, wield, or otherwise benefit area. There are two possible uses for the spell, granting from any of its equipment. either immediate or long-term benefits. POWER WORD HEAL If you cast this spell using I action, choose a point 9th-levei evocation within range. Ali normal plants in a 100-foot radius centered on that point become thick and overgrown. A Casting Time: I action creature moving through the area must spend 4 feet of Range: Touch movement for every I foot it moves. Components: V, S Duration: Instantaneous Vou can exclude one or more areas of any size within the spell's area from being affected. A wave of healing energy washes over the creature you touch. The target regains ali its hit points. If the If you cast this spell over 8 hours, you enrich the creature is charmed, frightened, paralyzed, ar stunned, land. Ali plants in a half-mile radius centered on a point the condition ends. If the creature is prone, it can use its within range beco me enriched for I year. The plants reaction to stand up. This spell has no effect on undead yield twice the normal amount of food when harvested. ar constructs. POISON SPRAY POWER WORD KILL Conjuration cantrip 9th-levei enchantment Casting Time: I action Casting Time: I action Range: 10 feet Range: 60 feet Components: V,S Components: V Duration: Instantaneous Duration: Instantaneous 266 PART 3 I SPELLS
Vou utter a word of power that can compel one creature PRISMATIC SPRAY you can see within range to die instantly. lf the 7th.level evocation creature you choose has 100 hit points or fewer. it dies. Otherwise. the spell has no effect. Casting Time: I action Range: Self (60-foot cone) POWER WORD STUN Components: V.S 8th-levei enchantment Duration: Instantaneous Casting Time: I action Eight multicolored rays of light flash fram your hand. Range: 60 feet Each ray is a different color and has a different power Components: V and purpose. Each creature in a 60-foot cone must Duration: Instantaneous make a Dexterity saving thraw. For each target. roll a d8 to determine which color ray affects il. Vou speak a word of power that can overwhelm the mind of one creature you can see within range. leaving 1. Red. The target takes IOd6 tire damage on a failed it dumbfounded. lf the target has 150 hit points or fewer. save. or half as much damage on a successful one. it is stunned. Otherwise. the spell has no effect. 2. Orange. The target takes IOd6 acid damage on a The stunned target must make a Constitution saving failed save. or half as much damage on a successful one. thraw at the end of each of its turns. On a successful save. this stunning effect ends. 3. Yellow. The target takes IOd6lightning damage on a failed save. or half as much damage on a successful one. PRAYER OF HEALING 2nd-leveI evocation 4. Green. The target takes IOd6 poison damage on a failed save. or half as much damage on a successful one. Casting Time: 10 minutes Range: 30 feet 5. B/ue. The target takes IOd6 cold damage on a failed Components: V save, or half as much damage on a successful one. Duration: Instantaneous 6.Indigo. On a failed save. the target is restrained. Up to six creatures of your choice that you can see lt must then make a Constitution saving thraw at the within range each regain hit points equal to 2d8 + your end of each of its turns. If it successfully saves three spellcasting ability moditier. This spell has no effect on times. the spell ends. If it fails its save three times. undead or constructs. it permanently turns to stone and is subjected to the petritied condition. The successes and failures don't At Higher Leve/s. When you cast this spell using a need to be consecutive; keep track of both until the spell slot of 3rd levei or higher. the healing increases by target collects three of a kind. ld8 for each slot leveI above 2nd. 7. Vio/et, On a failed save, the target is blinded. lt PRESTIDIGITATION must then make a Wisdom saving throw at the start of Transmutation cantrip your next turno A successful save ends the blindness. lf it fails that save, the creature is transported to another Casting Time: 1 action plane of existence of the DM's choosing and is no longer Range: 10 feet blinded. (Typically, a creature that is on a plane that isn't Components: V.S its home plane is banished home. while other creatures Duration: Up to I hour are usually cast into the Astral or Ethereal planes.) This spell is a minor magical trick that novice 8. Specia/. The target is struck by two rays. Roll twice spellcasters use for practice. Vou create one of the more, rerolling any 8. following magical effects within range: PRISMATIC WALL Vou create an instantaneous. harmless sensory effect. 9th-leveI abjuration such as a shower of sparks. a puff of wind. faint musi- cal notes. or an odd odor. Casting Time: 1 action Vou instantaneously light or snuff out a candle. a Range: 60 feet torch. or a small camptire. Components: V. S Vou instantaneously dean or soil an object no larger Duration: 10 minutes than 1 cubic fool. Vou chill. warm. or flavor up to I cubic foot of nonliv- A shimmering, multicolored plane of light forms a ing material for I hour. vertical opaque wall-up to 90 feet long. 30 feet high. Vou make a color. a small mark. or a symbol appear and I inch thick-centered on a point you can see on an object ar a surface for I hour. within range. Alternatively, you can shape the wall into Vou create a nonmagical trinket or an iIlusory image a sphere up to 30 feet in dia meter centered on a point that can tit in your hand and that lasts until the end of you choose within range. The wall remains in place for your next turno the duration.lfyou position the wall so that it passes through a space occupied by a creature. the spell fails. lfyou cast this spell multiple times. YOll can have IIp to and your action and the spell slot are wasted. three of its non-instantaneous effects aclive at a time. and you can dismiss such an effect as an action. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feel. Vou and creatures you designate at the lime you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its tum there. the creature PART 3 I SPELLS
must succeed 00 a Coostitutioo saviog throw or become PRODUCE FLAME blioded for I mioute. Conjuration cantrip The wall coosists of seveo layers. each with a differeot Casting Time: I actioo color. Wheo a creature attempts to reach ioto or pass Range:Self through the wall, it does so ooe layer at a time through Components: V,S ali the wall's layers. As it passes or reaches through Duration: lO mioutes each layer, the creature must make a Dexterity saviog throw or be affected by that layer's properties as A flickeriog flame appears io your hand. The flame described below. remaios there for the duration aod harms oeither you oor your equipmeot. The flame sheds bright light in a The wall cao be destroyed, also ooe layer at a time, io 10-foot radius aod dim light for an additiooal 10 feet. order from red to violet, by meaos specific to each layer. The spell ends if you dismiss it as ao action or if you Ooce a layer is destroyed, it remaios so for the duratioo cast it again. of the spell. A rod of cancellation destroys a prismatic wall, but ao antimagic field has 00 effect 00 it. Vou cao also attack with the flame, although doing so eods the spell. Wheo you cast this spell, or as ao action 1. Red. The creature takes IOd6 fire damage 00 a 00 a later turn, you cao hurl the flame at a creature failed save, or half as much damage 00 a successful ooe. withio 30 feet of you. Make a raoged spell attack. 00 a While this layer is io place, ooomagical raoged attacks hit, the target takes Id8 fire damage. cao't pass through the wall. The layer cao be destroyed by dealiog at least 25 cold damage to it. This spell's damage iocreases by Id8 wheo you reach 5th levei (2d8), 11th levei (3d8), aod 17th levei (4d8). 2. Orange. The creature takes IOd6 acid damage 00 a failed save, or half as much damage 00 a successful PROGRAMMED ILLUSION ooe. While this layer is io place, magical raoged attacks 6th.level illusion cao't pass through the wall. The layer is destroyed by a stroog wiod. Casting Time: I actioo Range: 120 feet 3. YeJIow. The creature takes lOd6 lightoiog damage Components: V,S, M (a bit of fleece and jade dust worth 00 a failed save, or half as much damage 00 a successful ooe. This layer cao be destroyed by dealiog at least 60 at least 25 gp) force damage to it. Duration: Until dispelled 4. Green. The creature takes lOd6 poisoo damage 00 Vou create ao ilIusioo of ao object, a creature, ar a failed save, ar half as much damage 00 a successful some other visible pheoomeooo within raoge that ooe. A passwall spell, or aoother spell of equal or activates wheo a specific cooditioo occurs. The ilIusioo greater levei that cao opeo a portal 00 a solid surface, is imperceptible uotil theo. 11 must be 00 larger thao a destrays this layer. 30-foot cube, aod you decide wheo you cast the spell how the illusioo behaves aod what souods it makes. This 5. Blue. The creature takes IOd6 cold damage 00 a scripted performaoce cao last up to 5 mioutes. failed save, or half as much damage 00 a successful ooe. This layer cao be destroyed by dealiog at least 25 fire Wheo the cooditioo you specify occurs, the illusioo damage to it. spriogs ioto existeoce aod performs io the maooer you described. Ooce the ilIusioo fioishes performiog, it 6. Jndigo. 00 a failed save, the creature is restraioed. disappears aod remaios dormaot for 10 mioutes. After 11 must theo make a Coostitutiao saviog throw at the this time, the ilIusioo cao be activated agaio. eod of each of its turns. lf it successfully saves three times, the spell eods. lf it fails its save three times, The triggeriog cooditioo cao be as geoeral or as it permaoeotly turos to stooe aod is subjected to the detailed as you like, though it must be based 00 visual or petrified cooditioo. The successes aod failures doo't audible cooditioos that occur withio 30 feet of the area. need to be coosecutive; keep track of both uotil the For example, you could create ao illusioo of yourself creature collects three of a kiod. to appear aod warn off others who attempt to opeo a trapped door, or you could set the illusioo to trigger ooly While this layer is io place, spells cao't be cast wheo a creature says the correct word or phrase. through the wall. The layer is destroyed by bright light shed by a day/ight spell or a similar spell of equal or Physical ioteractioo with the image reveals it to be ao higher leveI. illusioo, because thiogs cao pass through it. A creature that uses its actioo to examioe the image cao determioe 7. Violet. 00 a failed save, the creature is blioded. 11 that it is ao illusioo with a successfullotelligeoce must theo make a Wisdom saviog throw at the start of (f ovestigatioo) check agaiost your spell save DC. lf a your oext turno A successful save eods the bliodoess. lf creature discerns the illusioo for what it is, the creature it fails that save, the creature is traosported to aoother cao see through the image, aod aoy noise it makes plaoe of the DM's choosiog aod is 00 looger blioded. souods hollow to the creature. (Typically,a creature that is 00 a plaoe that iso't its home plaoe is baoished home, while other creatures are usually cast ioto the Astral or Ethereal plaoes.) This layer is destroyed bya dispel magic spell or a similar spell of equal or higher leveI that cao eod spells aod magical effects. PART 3 I SPELLS
PROJECT IMAGE PROTECTlON FROM POISON 7th-levei iIlusion 2nd-levei abjuration Casting Time: 1 action Casting Time: 1 action Range: 500 miles Range: Touch Components: V,S, M (a small replica of you made from Components: V,S Duration: I hour materiais worth at least 5 gp) Duration: Concentration, up to 1 day Vou touch a creature. If it is poisoned, you neutralize the poison, If more than one poison afllicts the target, you Vou create an illusory copy of yourself that lasts for neutralize one poison that you know is present, or you the duration. The copy can appear at any location neutralize one at random, within range that you have seen before, regardless of intervening obstacles. The illusion Iooks and sounds For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to like you but is intangible. Ir the illusion takes any poison damage. damage, it disappears, and the spell ends. PURIFY FOOD AND DRINK Vou can use your action to move this illusion up to 1st-levei transmutation (ritual) twice your speed, and make it gesture, speak, and Casting Time: 1 action behave in whatever way you choose. It mimics your Range: 10 feet mannerisms perfectly. Components: V, S Duration: Instantaneous Vou can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus Ali nonmagical food and drink within a 5-foot-radius action, you can switch from using its senses to using sphere centered on a point of your choice within range is your own, or back again. While you are using its senses, purified and rendered free of poison and disease. you are blinded and deafened in regard to your own surroundings. RAISE DEAD 5th-levei necromancy Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature Casting Time: I hour that uses its action to examine the image can determine Range: Touch that it is an illusion with a successful Intelligence Components: V,S, M (a diamond worth at least 500 gp, (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature which the spell consumes) can see through the image, and any noise it makes Duration: Instantaneous sounds hollow to the creature. Vou return a dead creature you touch to life, provided PROTECTION FROM ENERGY 3rd-/evel abjuration that it has been dead no longer than 10 days. Ir the Casting Time: 1 action creature's soul is both willing and at liberty to rejoin the Range: Touch body, the creature returns to life with I hit poinl. Components: V,S Duration: Concentration, up to 1 hour This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the For the duration, the willing creature you touch has time it died. This spell doesn't, however, remove magical resistance to one damage type of your choice: acid, cold, diseases, curses, or similar effects; if these aren't first fire, lightning, or thunder. removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an PROTECTION FROM EVIL AND GOOD undead creature to life. 1st-levei abjuration This spell closes ali mortal wounds, but it doesn't Casting Time: I action Range: Touch restore missing body parts. Ir the creature is lacking Components: V, S, M (holy water or powdered silver body parts or organs integral for its survival-its head, and iron, which the spell consumes) for instance-the spell automatically fails. Duration: Concentration up to 10 minutes Coming back from the dead is an ordeal. The target Until the spell ends, one willing creature you takes a -4 penalty to ali attack rolls, saving throws, and touch is protected against certain types of ability checks. Every time the target finishes a long rest, creatures: aberrations, celestiais, elementals, fey, the penalty is reduced by 1 until it disappears. fiends, and undead. RARY'S TELEPATHIC BOND The protection grants several benefits. Creatures of 5th-levei divination (ritual) those types have disadvantage on attack rolls against the targel. The target also can't be charmed, frightened, Casting Time: 1 action Range: 30 feet or possessed by them. Ir the target is already charmed, Components: V, S, M (pieces of eggshell from two frightened, or possessed by such a creature, the target different kinds of creatures) has advantage on any new saving throw against the Duration: I hour relevant effecl. Vou forge a telepathic link among up to eight willing creatures of your choice within range, psychically 270 PART 3 I SPELLS
linking each creature to all the others for the duration. Vou touch a creature and stimulate its natural healing Creatures with Intelligence scores of 2 ar less aren't ability. The target regains 4d8 + 15 hit points. For the affected by this spell. duration of the spell, the target regains I hit point at the start of each of its turns (10 hit points each minute). Until the spell ends, the targets can communicate telepathically thraugh the bond whether ar not they have The target's severed body members (fingers, legs, a common language. The communication is possible tails, and so on), if any, are restored after 2 minutes. over any distance, though it can't extend to other planes If you have the severed part and hold it to the stump, of existence. the spell instantaneously causes the limb to knit to the stump. RAY OF ENFEEBLEMENT REINCARNATE 2nd./evel necromancy 5th./evel transmutation Casting Time: 1 action up to 1 minute Casting Time: 1 hour Range: 60 feet Range: Touch Components: V, 5 Components: V, 5, M (rare oils and unguents worth at Duration: Concentration, least 1,000 gp, which the spell consumes) A black beam of enervating energy springs fram your Duration: Instantaneous finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals Vou touch a dead humanoid ar a piece of a dead only half damage with weapon attacks that use 5trength humanoid. Provided that the creature has been dead no until the spell ends. longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the At the end of each of the target's turns, it can make target's soul isn't free or willing to do so, the spell fails. a Constitution saving throw against the spell. On a success, the spell ends. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to RAY OF FROST change. The DM rolls a dlOO and consults the following Evocation cantrip table to determine what form the creature takes when restored to life, ar the DM chooses a formo Casting Time: I action Range: 60 feet dlOO Raee Components: V, 5 01-04 Dragonborn Duration: Instantaneous 05-13 Dwarf, hill 14-21 Dwarf, mountain A frigid beam of blue-white light streaks toward a 22-25 Elf, dark creature within range. Make a ranged spell attack 26-34 Elf, high against the target. On a hit, it takes ld8 cold damage, 35-42 Elf, wood and its speed is reduced by 10 feet until the start of 43-46 Gnome, forest your next turno 47-52 Gnome, rock 53-56 Half.elf The spell's damage increases by Id8 when you reach 57-60 Haif.ore 5th levei (2d8), 11th levei (3d8), and 17th levei (4d8). 61-68 Halfiing,lightfoot 69-76 Haifiing, stout RAY OF SICKNESS 77-96 Human 1st-leveI necromancy 97-00 Tiefiing Casting Time: I action The reincarnated creature recalls its former life Range: 60 feet and experiences. It retains the capabilities it had in its Components: V, 5 original form, except it exchanges its original race for Duration: Instantaneous the new one and changes its racial traits accordingly. A ray of sickening greenish energy lashes out toward REMOVE CURSE a creature within range. Make a ranged spell attack 3rd./evel abjuration against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. Casting Time: 1 action On a failed save, it is also poisoned until the end of Range: Touch your next turno Components: V, S Duration: Instantaneous At Higher Leve/s. When you cast this spell using a spell slot of 2nd levei ar higher, the damage increases by At your touch, all curses affecting one creature ar ld8 for each slot levei above 1st. object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to REGENERATE the object so it can be removed ar discarded. 7th-levei transmutation Casting Time: 1 minute Range: Touch Components: V, 5, M (a prayer wheel and holy water) Duration: 1 hour P\\RT 3 SPELLS 2~1
RESlSTANCE REVIVIFY Abjuration cantrip 3rd-level conjuration Casting Time: I action Casting Time: I action Range: Touch Range: Touch Components: V, S, M (a minialure doak) Components: V,S, M (diamonds worlh 300 gp, which Duration: Concenlralion, up lo I minule lhe spell consumes) Vou louch one willing crealure. Once before lhe spell Duration: Inslanlaneous ends, lhe largel can roll a d4 and add lhe number ralled lo one saving lhraw of ils choice. It can rall Vou louch a crealure lhal has died wilhin lhe lasl lhe die before or afler making lhe saving lhraw. The minule. Thal crealure relurns lo life wilh I hil poinl. spelllhen ends. This spell can'l relurn lo life a crealure lhal has died of old age, nor can il reslore any missing body parIs. RESURRECTION ROPE TRICK 7th-leveI necromancy 2nd-leveI transmutation Casting Time: I hour 1,000 Casting Time: I aclion Range: Touch Range: Touch Components: V, S, M (a diamond worlh alleasl Components: V, S, M (powdered corn exlracl and a gp, which lhe spell consumes) lwisted loop of parchmenl) Duration: Inslanlaneous Duration: I hour Vou louch a dead crealure lhal has been dead for no Vou touch a length of rape lhat is up lo 60 feellong. more than a cenlury, lhal didn'l die of old age, and lhal One end of lhe rope then rises inlo lhe air unlillhe isn'l undead. If ilS soul is free and willing, lhe largel whole rope hangs perpendicular lo lhe ground. AI lhe relurns lo life with ali ils hil poinls. upper end of the rope, an invisible enlrance opens lo an exlradimensional space lhallasls unlillhe spell ends. This spell neulralizes any poisons and cures normal diseases affticling lhe creature when il died. It doesn'l, The extradimensional space can be reached by however, remove magical diseases. curses, and lhe like; dimbing lo lhe top of lhe rope. The space can hold as if such effecls aren'l removed prior lo casling the spell, many as eighl Medium or smaller creatures. The rope lhey affticl lhe largel on ils relurn lo life. can be pulled inlo lhe space, making lhe rape disappear from view oulside lhe space, This spell doses ali morlal wounds and reslores any missing body paris. Allacks and spells can'l crass lhrough lhe enlrance into or oul of lhe exlradimensional space, bullhose Coming back from lhe dead is an ordeal. The largel inside can see oul of il as if lhrough a 3-foOl-by-5-fool lakes a -4 penally lOali allack rolls, saving lhrows, and window cenlered on lhe rope. abilily checks. Every lime lhe largel finishes a long resl, the penally is reduced by I unlil il disappears. Anylhing inside lhe exlradimensional space drops oul when lhe spell ends. Casling lhis spelllo reslore life lOa crealure lhat has been dead for one year or longer laxes you greally. Unlil SACRED FLAME you finish a long resl, you can'l casl spells again, and Evocation cantrip you have disadvanlage on ali allack rolls, abilily checks, and saving lhrows. Casting Time: I action Range: 60 feel REVERSE GRAVITY Components: V, S Duration: Inslanlaneous 7th-leveI transmutation Flame.like radiance descends on a creature lhal you Casting Time: I aclion can see wilhin range. The largel musl succeed on a Range: 100 feel Dexterily saving throw or take Id8 radianl damage. The Components: V, S, M (a lodeslone and iran filings) largel gains no benefil from cover for lhis saving lhrow. Duration: Concenlralion, up lO I minule The spell's damage increases by Id8 when you reach This spell reverses gravily in a 50-fool-radius, 100- 51h levei (2d8), Illh levei (3d8), and 171hleveI (4d8). fool high cylinder cenlered on a poinl wilhin range. Ali crealures and objecls thal aren'l somehow anchored lo SANCTUARY the ground in lhe area fali upward and reach lhe lop of Ist./evel abjuration lhe area when you casllhis spell. A crealure can make a Dexlerily saving thraw lo grab onlo a fixed objecl il can Casting Time: I bonus aclion reach, lhus avoiding lhe falI. Range: 30 feet Components: V,S, M (a small silver mirror) lf some solid objecl (such as a ceiling) is encounlered Duration: I minule in lhis fali, faIling objecls and crealures slrike il juSl as lhey would during a normal downward falI. If an objecl Vou ward a crealure within range againsl allack. Unlil or crealure reaches lhe lop of lhe area wilhoul slriking lhe spell ends, any crealure who largels lhe warded anylhing, il remains lhere, oscillaling slighlly, for crealure wilh an allack or a harmful spell musl firsl lhe duralion. make a Wisdom saving lhrow. On a failed save, the creature musl choose a new largel or lose lhe allack AI lhe end of lhe duralion, affecled objecls and crealures fali back down. 272 PART 3 I SPELLS
or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. SCORCHING RAY 2nd./evel evocation Casting Time: 1 action Range: 120 feet Components: V. S Duration: Instantaneous Vou create three rays of fire and hurJ them at targets within range. Vou can hurJ them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher LeveIs. When you cast this spell using a spell slot of 3rd leveI or higher. you create one additional ray for each slot leveI above 2nd. SCRYING 5th-leveI 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 holy water) Duration: Concentration. up to la minutes Vou 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. Jf 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) Firsthand (you have met the target) +s Familiar (you know the target well) +0 Connection Likeness or picture -s Possession ar garment Body parto lock of hair. bit of nail, or the like Save Modifier -2 -4 -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. Vou can see and hear through the sensor as if you were there. The sensor moves with lhe 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 appcars al that location and doesn't move.
SEARING SMITE someone who reaches out to touch you would bump into 1st-leveI evocation you while it was seemingly still in midair. Casting Time: I bonus action A creature can use its action to inspect a target and Range: Self make an Intelligence (Investigation) check against your Components: V spell save DC. If it succeeds, it becomes aware that the Duration: Concentration, up to I minute target is disguised. The next time you hit a creature with a melee weapon SENDING attack during the spell's duration, your weapon flares 3rd./eveI evocation with white.hot intensity, and the attack deals an extra Id6 tire damage to the target and causes the target to Casting Time: I action ignite in flames. At the start of each of its turns until Range: Unlimited the spell ends, the target must make a Constitution Components: V, S, M (a short piece of tine copper wire) saving throw. On a failed save, it takes Id6 tire damage. Duration: I round On a successful save, the spell ends. lf the target or a creature within 5 feet of it uses an action to put out the Vou send a short message of twenty-tive words or flames, or if some other effect douses the flames (such less to a creature with which you are familiar. The as the target being submerged in water), the spell ends. creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a At Higher LeveIs. When you cast this spell using a like manner immediately. The spell enables creatures spell slot of 2nd leveI or higher, the initial extra damage with Intelligence scores of at least I to understand the dealt by the attack increases by Id6 for each slot meaning of your message. leveI above 1st. Vou can send the message across any distance and SEE INVISIBILITY even to other planes of existence, but if the target is on a 2nd./eveI divination different plane than you, there is a 5 percent chance that the message doesn't arrive. Casting Time: I action Range: SeI f SEQUESTER Components: V,S, M (a pinch of tale and a small 7th-leveI transmutation sprinkling of powdered silver) Casting Time: I action Duration: I hour Range: Touch Components: V,S, M (a powder composed of diamond, For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal emerald, ruby, and sapphire dust worth at least 5,000 Plane. Ethereal creatures and objects appear ghostly gp, which the spell consumes) and translucent. Duration: Until dispelled SEEMING By means of this spell, a willing creature or an object 5th./evel iJJusion can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, Casting Time: I action it becomes invisible and can't be targeted by divination Range: 30 feet spells or perceived through scrying sensors created by Components: V,S divination spells. Duration: 8 hours If the target is a creature, it falls into a state of This spell allows you to change the appearance of any suspended animation. Time ceases to flow for it, and it number of creatures that you can see within range. Vou doesn't grow older. give each target you choose a new, iIIusory appearance. An unwilling target can make a Charisma saving throw, Vou can set a condition for the spell to end early. and if it succeeds, it is unaffected by this spell. The condition can be anything you choose, but it must occur or be visible within I mile of the target. The spell disguises physical appearance as well as Examples include \"after 1,000 years\" or \"when the clothing, armor, weapons, and equipment. Vou can make tarrasque awakens.\" This spell also ends if the target each creature se em I foot shorter or taller and appear takes any damage. thin, fat, or in between. Vou can't change a target's body type, so you must choose a form that has the same SHAPECHANGE basic arrangement of limbs. Otherwise, the extent of 9th-leveI transmutation the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. Casting Time: I action Range: Self The changes wrought by this spell fail to hold up to Components: V,S, M (a jade circlet worth at least 1,500 physical inspection. For example, if you use this spell to add a hat to a creature's outtit, objects pass through gp, which you must place on your head before you the hat, and anyone who touches it would feel nothing cast the spell) or would feel the creature's head and hair. If you use Duration: Concentration, up to I hour this spell to appear thinner than you are, the hand of Vou assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your leveI or lower. The PART 3 I SPELLS
creature can't be a construct or an undead, and you SHIELD must have seen the sort of creature at least once. Vou 1st-levei abjuration transform into an average example of that creature, one without any c1ass leveis or the Spellcasting trait. Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Vour game statistics are replaced by the statistics of the chosen creature, though you retain your Range: SeI f alignment and Intelligence, Wisdom, and Charisma Components: V, S scores. Vou also retain ali of your skill and saving Duration: 1 round throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you An invisible barrier of magical force appears and and the bonus Iisted in its statistics is higher than yours, protects YOU. Until the start ofyour next turn, you have a use the creature's bonus in place of yours. Vou can't use +5 bonus to AC, including against the triggering attack, any legendary actions or lair actions of the new formo and you take no damage from magic missile. Vou assume the hit points and Hit Dice ofthe new SHIELD OF FAITH formo When you revert to your normal form, you 1st-levei abjuration return to the number of hit points you had before you transformed. ]f you revert as a result of dropping to Casting Time: 1 bonus action O hit points, any excess damage carries over to your Range: 60 feet normal formo As long as the excess damage doesn't Components: V, S, M (a small parchment with a bit of reduce your normal form to O hit points, you aren't knocked unconscious. holy text writlen on it) Duration: Concentration, up to 10 minutes Vou retain the benefit of any features from your c1ass, race, or other source and can use them, provided that A shimmering field appears and surrounds a creature your new form is physically capable of doing so. Vou ofyour choice within range, granting it a +2 bonus to AC can't use any special senses you have (for example, for the duration. darkvision) unless your new form also has that sense. Vou can only speak if the creature can normally speak. SHILLELAGH Transmutation cantrip When you transform, you choose whether your equipment falls to the ground, merges into the new Casting Time: 1 bonus action form, or is worn by it. Worn equipment functions as Range: Touch normal. The DM determines whether it is practical for Components: V, S, M (mistletoe, a shamrock leaf, and a the new form to wear a piece of equipment, based on the creature's shape and size. Vour equipment doesn't c1ub or quarterstaff) change shape or size to match the new form, and any Duration: 1 minute equipment that the new form can't wear must either fali to the ground or merge into your new formo Equipment The wood of a c1ub or quarterstaff you are holding is that merges has no effect in that state. imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for During this spell's duration, you can use your action to the atlack and damage rolls of melee attacks using assume a different form following the same restrictions that weapon, and the weapon's damage die becomes and rules for the original form, with one exception; if a d8. The weapon also becomes magical, if it isn't your new form has more hit points than your current already. The spell ends if you cast it again or if you let go one, your hit points remain at their current value. of the weapon. SHATTER SHOCKING GRASP 2nd.level evocation Evocat/on cantrip Casting Time: 1 action Casting Time: 1 action Range: 60 feet Range: Touch Components: V, S, M (a chip of mica) Components: V, S Duration: Instantaneous Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts Lightning springs from your hand to deliver a shock to from a point of your choice within range. Each creature a creature you try to touch. Make a melee spell atlack in a lO-foot-radius sphere centered on that point must against the target. Vou have advantage on the attack roll make a Constitution saving throw. A creature takes if the target is wearing armor made of metal. On a hit, 3d8 thunder damage on a failed save, or half as much the target takes ld8lightning damage, and it can't take damage on a successful one. A creature made of reactions until the start of its next turno inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. The spell's damage incrcases hy ld8 when you reach 5th levei (2d8), 11th levei (3d8), and 17th levei (4d8). A nonmagical object that isn't being worn or carried also takes the damage if it's in the spcll's arca. SILENCE 2nd-leveI iIlusion (ritl1al) At Higher LeveIs. When you cast this spell using a spell slot of 3rd levei or higher, the damage increases by Casting Time: 1 action up to 10 minutes ld8 for each slot levei above 2nd. Range: 120 feet Components: V, S Duration: Concentration, PART 3 SPEI LS
For the duration, no sound can be created within or If the simulacrum is damaged, you can repair it in an pass through a 20-foot-radius sphere centered on a alchemicallaboratory, using rare herbs and minerais point you choose within range. Any creature or object worth 100 gp per hit poim it regains. The simulacrum entirely inside the sphere is immune to thunder damage, lasts until it drops to O hit points, at which point it and creatures are deafened while entirely inside it. reverts to snow and melts instantly. Casting a spell that includes a verbal component is impossible there. If you cast this spell again, any currently active duplicates you created with this spell are SILENT IMAGE instantly destrayed. 1st-/evel iJlusion SLEEP Casting Time: 1 action 1st-levei enchantment Range: 60 feet Components: V, S, M (a bit of fleece) Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, Vou create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot or a cricket) cube. The image appears at a spot within range and Duration: 1 minute lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. This spell sends creatures into a magical slumber. RolI 5d8; the total is how many hit points of creatures Vou can use your action to cause the image to move to this spell can affect. Creatures within 20 feet of any spot within range. As the image changes location, a point you choose within range are affected in you can alter its appearance so that its movements ascending order of their currem hit points (ignoring appear natural for the image. For example, if you create unconscious creatures). an image of a creature and move it, you can alter the image so that it appears to be walking. Starting with the creature that has the lowest current hit points, each creature affected by this spell falls Physical interaction with the image reveals it to be an unconscious until the spell ends, the sleeper takes illusion, because things can pass through it. A creature damage, or someone uses an action to shake or slap the that uses its action to examine the image can determine sleeper awake. Subtract each creature's hit points fram that it is an illusion with a successful Intelligence the total before moving on to the creature with the next (Investigation) check against your spell save DC. If a lowest hit points. A creature's hit points must be equal creature disceros the illusion for what it is, the creature to or less than the remaining total for that creature can see through the image. to be affected. SIMULACRUM Undead and creatures immune to being charmed 7th-levei illusion aren't affected by this spell. Casting Time: 12 hours At Hil1her LeveIs. When you cast this spell using a Range: Touch spell slot of 2nd levei or higher, roll an additional 2d8 for Components: V, S, M (snow or ice in quantities each slot levei above 1st. sufficient to made a life-size copy of the duplicated SLEET STORM creature; some hair, fingeroail clippings, or other 3rd-/evel conjuration piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled Casting Time: 1 action over the duplicate and consumed by the spell) Range: 150 feet Duration: Until dispelled Components: V, S, M (a pinch of dust and a few Vou shape an illusory duplica te of one beast or drops of water) humanoid that is within range for the entire casting Duration: Concentration, up to 1 minute time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take Until the spell ends, freezing rain and sleet fali in a actions and otherwise be affected as a normal creature. 20-foot-tall cylinder with a 40-foot radius centered on It appears to be the same as the original, but it has half a point you choose within range. The area is heavily the creature's hit point maximum and is formed without obscured, and exposed flames in the area are doused. any equipment. Otherwise, the illusion uses ali the statistics of the creature it duplicates. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the The simulacrum is friendly to you and creatures you spell's area for the first time on aturo or starts its turo designa te. It obeys your spoken commands, moving there, it must make a Dexterity saving throw. On a failed and acting in accordance with your wishes and acting save, it falls prone. on your turo in combat. The simulacrum lacks the ability to learo or beco me more powerful, so it never If a creature is concentrating in the spell's area, the increases its levei or other abilities, nor can it regain creature must make a successful Constitution saving expended spell slots. throw against your spell save DC or lose concentration. PART 3 I SPELLS
SLOW mouth and can't be undead. The spell fails if the corpse 3rd-Ievel transmutation was the target of this spell within the last 10 days. Casting Time: 1 action Until the spell ends, you can ask the corpse up to five Range: 120 feet questions. The corpse knows only what it knew in life, Components: V, S, M (a drop of molasses) inc1uding the languages it knew. Answers are usually Duration: Concentration, up to 1 minute brief, cryptic, ar repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile Vou alter time around up to six creatures ofyour to it or it recognizes you as an enemy. This spell doesn't choice in a 40-foot cube within range, Each target must return the creature's soul to its body, only its animating succeed on a Wisdom saving throw ar be affected by spiril. Thus, the corpse can't learn new Information, this spell for the duration. doesn't comprehend anything that has happened since it died, and can't speculate about future events. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't SPEAK WITH PLANTS use reactions. On its turn, it can use elther an action ar 3rd-Ievel transmutation a bonus action, not both. Regardless of the creature's abilities ar magic items, it can't make more than one Casting Time: I action melee ar ranged attack during its turno Range: Sei f (30-foot radius) Components: V, S If the creature attempts to cast a spell with a casting Duration: 10 minutes time of 1 action, roll a d20. On an 11 ar higher, the spell doesn't take effect until the creature's next turn, and the Vou imbue plants within 30 feet of you with limited creature must use its action on that turn to complete the sentience and animation, giving them the ability spell. If it can't, the spell is wasted. to communicate with you and follow your simple commands. Vou can question plants about events in the A creature affected by this spell makes another spell's area within the past day, gaining information Wisdom savlng throw at the end of its turno On a about crealures that have passed, weather, and other successful save, the effect ends for lI. circumstances. SPARE THE DYING Vou can also turn difficult terrain caused by plant Necromancy cantrip growth (such as thickets and undergrowth) into ordinary terrain that lasls for the duratlon. Or you can turn Casting Time: I action ordinary terrain where plants are present into difficult Range: Touch terrain that lasts for the duration, causing vines and Components: V, S branches to hindcr pursuers, for example. Duration: Instantaneous Plants might be able to perform other tasks on your Vou touch a living creature that has O hit points. The behalf, at the DM's discretion. The spell doesn't enable creature becomes stable. This spell has no effect on plants to uproot themselves and move about, but they undead ar constructs. can freely move branches, tendrils, and stalks. SPEAK WITH ANIMALS lf a plant creature is in the area, you can communicate 1st-leveI divination (ritual) with it as if you shared a common language, but you gain no magical ability to influence it. Casting Time: I action Range: Sei f This spell can cause the plants created by the entangle Components: V, S spell to release a restrained creature. Duration: 10 minutes SPIDER CUMB Vou gain the ability to comprehend and verbally 2nd-leveI transmutation communicate with beasts for the duration. The knowledge and awareness of many beasts is limited Casting Time: I action by their intelligence, but at minimum, beasts can Range: Touch give you information about nearby locations and Components: V, S, M (a drop of bitumen and a spider) monsters, inc1uding whatever they can perceive ar have Duration: Concentration, up to I hour perceived within the past day. Vou mlght be able to persuade a beast to perform a small favor for you, at the Until the spell ends, one willing creature you touch DM's discretion. gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving SPEAK WITH DEAD its hands free. The target also gains a c1imbing speed 3rd-Ievel necromancy equal to its walking speed. Casting Time: I action SPIKE GROWTH Range: 10 feet 2nd-leveI transmutation Components: V, S, M (burning incense) Duration: 10 minutes Casting Time: I action Range: ISO feet Vou grant the semblance of life and intelligence to a Components: V, S, M (seven sharp thorns ar seven corpse of your choice within range, allowing It to answer the questions you pose. The corpse must still have a small twigs, each sharpened to a point) Duration: Concentration, up to 10 minutes 277 PART 3 I SPELLS
The ground in a 20-foot radius centered on a point STAGGERING SMITE within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. 4th-levei evacatian When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Casting Time: 1 banus actian Range: Self The transformation of the ground is camoufiaged to Components: V look natura!. Any creature that can't see the area at the Duration: Canccntration, up to I minute time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the The next time you hit a creature with a melee weapon terrain as hazardous before entering it. attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra SPIRIT GUARDIANS 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has 3rd-/evel conjuration disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turno Casting Time: I action Range: SeI f (15-foot radius) STINKING CLOUD Components: V, S, M (a holy symbol) Duration: Concentration, up to lO minutes 3rd-/evel conjuratiaIl Vou call forth spirits to protect you. They fiit around you Casting Time: I action to a distance of 15 feet for the duration. If you are good Range: 90 feet or neutra!. their spectral form appears angelic or fey Components: V, S, M (a rotten egg or several skunk (your choice). If you are evil, they appear fiendish. cabbage leaves) When you cast this spell, you can designate any Duration: Concentration, up to I minute number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and Vou create a 20-foot-radius sphere of yellow, nauseating when the creature enters the area for the first time on gas centered on a point within range. The c10ud spreads a turn or starts its turn there, it must make a Wisdom around corners, and its area is hcavily obscured. The saving throw. On a failed save, the creature takes 3d8 cloud lingers in the air for the duratioll. radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, Each creature that is completely within the c1aud at the creature takes half as much damage. the start af its turn must make a Canstitutian saving throw against paisano On a failed save, the creature At Higher Leveis. When you cast this spell using a spends its actian that turn retching and reeling. spell slot of 4th leveI or higher, the damage increases by Creatures that dan't need to breathe ar are immune to Id8 for each slot leveI above 3rd. paison automatically succeed on this saving throw. SPIRITUAL WEAPON A maderate wind (at least 10 miles per hour) disperses the c10ud after 4 rounds. A strong wind (at Jeast 20 2nd-levei evacatian miles per haur) disperses it after I round. Casting Time: I bonus actian STONE SHAPE Range: 60 feet Components: V, S 4th-levei transmutation Duration: I minute Casting Time: I action You create a fioating, spectral weapon within range that Range: Touch lasts for the duration or until you cast this spell again. Components: V, S, M (50ft c1ay,which must be worked When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On into roughly the desired shape of the stone object) a hit, the target takes force damage equal to Id8 + your Duration: Instantaneous spellcasting ability modifier. Vou touch a stone object of Medium size or smaller or As a bonus action on your turn, you can move the a section of stone no more than 5 feet in any dimension weapon up to 20 feet and repeat the attack against a and form it into any shape that suits your purpose. So, creature within 5 feet of it. for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, The weapon can take whatever form yau choose. as long as the wall is less than 5 feet thick. Vou could Clerics of deities who are associated with a particular also shape a stone door or its frame to seal the door weapon (as SI. Cuthbert is known for his mace shut. The object you create can have up to two hinges and Thor for his hammer) make this spell's effect and a latch, but finer mechallical detail isn't possible. resemble that weapon. STONESKIN At Higher Leveis. When you cast this spell using a spell slot of 3rd leveI or higher, the damage increases by 4th-levei abjuration Id8 for every twa slot leveIs above the 2nd. Casting Time: I action Range: Touch Components: V, S, M (diamond dust worth 100 gp, which the spell consumes) Duration: COllcentration, up to I hour PART 3 I SI'ELLS
This spell turns the flesh of a willing creature you touch The target must make a Wisdom saving throw. On a as hard as stone. Until the spell ends, the target has failed save, it pursues the course of action you described resistance to nonmagical bludgeoning, piercing, and to the best of its ability. The suggested course of action slashing damage. can continue for the entire duration. Ir the suggested STORM OF VENGEANCE activity can be completed in a shorter time, the spell 9th-levei conjuration ends when the subject tinishes what it was asked to do. Casting Time: 1 action up to 1 minute Vou can also specify conditions lhat will trigger a Range: Sight special activity during the duration. For example, you Components: V, S might suggest that a knight give her warhorse to the Duration: Concentration, tirst beggar she meets. Ir the condition isn't met before A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 fee!. Lightning the spell expires, the activity isn't performed. flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 Ir you or any of your companions damage the target, feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature the spell ends. takes 2d6 thunder damage and becomes deafened for 5 minutes. SUNBEAM Each round you maintain concentration on this spell, 6th-levei evocation the storm produces additional effects on your turno Casting Time: 1 action Round 2. Acidic rain falls from the cloud. Range: Self (60-foot line) Each creature and object under the cloud takes Components: V, S, M (a magnifying glass) ld6 acid damage. Duration: Concentration, up to 1 minute Round 3. Vou call six bolts of lightning from the A beam of brilliant light flashes out from your hand cloud to strike six creatures or objects of your choice in a 5-foot-wide, 60-foot-long line. Each creature in beneath the cloud. A given creature or object can't be the line must make a Constitution saving throw. On a struck by more than one boi!. A struck creature must failed save, a creature takes 6d8 radiant damage and make a Dexterity saving throw. The creature takes is blinded until your next turno On a successful save, lOd6lightning damage on a failed save, or half as much it takes half as much damage and isn't blinded by this damage on a successful one. spell. Undead and oozes have disadvantage on this saving throw. Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 Vou can create a new line of radiance as your action bludgeoning damage. on any turn until the spell ends. Round 5-10. Gusts and freezing rain assail the For the duration, a mote of brilliant radiance shines in area under the cloud. The area becomes difficult your hand. It sheds bright light in a 30-foot radius and terrain and is heavily obscured. Each creature there dim light for an additional 30 fee!. This lighl is sunligh!. takes ld6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as SUNBURST a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind 8th-leveI evocation (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, Casting Time: 1 action whether mundane or magical. Range: 150 feet Components: V, S, M (tire and a piece of sunstone) SUGGESTlON Duration: Instantaneous 2nd-levei enchantment Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in Casting Time: 1 action that light must make a Constitution saving throw. On a Range: 30 feet failed save, a creature takes 12d6 radiant damage and is Components: V, M (a snake's tongue and either a bit of blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead honeycomb or a drop of sweet oil) and oozes have disadvantage on this saving throw. Duration: Concentration, up to 8 hours A creature blinded by this spell makes another Vou suggest a course of activity (limited to a sentence Constitution saving throw at the end of each of its turns. or two) and magically influence a creature you can On a successful save, it is no longer blinded. see within range that can hear and understand YOU. Creatures that can't be charmed are immune to this This spell dispels any darkness in its area that was effec!. The suggestion must be worded in such a manner created by a spell. as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto SWIFT QurVER a spear, immolate itself, or do some other obviously harmful act ends the spell. 5th-leveI transmutation Casting Time: 1 bonus action 279 Range: Touch Components: V, S, M (a quiver containing at least one piece of ammunition) Duration: Concentration, up to 1 minute PART 3 I SPELLS
Vou transmute your quiver so it produces an endless it is incapable of meaningful communication and has supply of nonmagical ammunition, which seems to leap disadvantage on attack rolls and ability checks. into your hand when you reach for it. Fear. Each target must make a Wisdom saving throw On each of your turns until the spell ends, you can use and becomes frightened for 1 minute on a failed save. a bonus action to make two attacks with a weapon that While frightened, the target drops whatever it is holding uses ammunition from the quiver. Each time you make and must move at least 30 feet away from the glyph on such a ranged attack, your quiver magically replaces each of its turns, if able. the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition Hope/essness. Each target must make a Charisma created by this spell disintegrate when the spell ends. ]f saving throw. On a failed save, the target is the quiver leaves your possession, the spell ends. overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful SYMBOL abilities, spells, or other magical effects. 7th-levei abjuration Insanity. Each target must make an lntelligence saving throw. On a failed save, the target is driven insane for Casting Time: 1 minute 1 minute. An insane creature can't take actions, can't Range: Touch understand what other creatures say, can't read, and Components: V, S, M (mercury, phosphorus, and speaks only in gibberish. The DM contrais its movement, which is erratic. powdered diamond and opa I with a total value of at least 1,000 gp, which the spell consumes) Pain. Each target must make a Constitution saving Duration: Until dispelled or triggered throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or S/eep. Each target must make a Wisdom saving throw a table) or within an object that can be c10sed to conceal and falls unconscious for 10 minutes on a failed save. A the glyph (such as a book, a scroll, or a treasure chest). creature awakens if it takes damage or if someone uses ]f you choose a surface, the glyph can cover an area of an action to shake or slap it awake. the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if Stunning. Each target must make a Wisdom saving the object is moved more than 10 feet from where you throw and becomes stunned for 1 minute on a failed save. cast this spell, the glyph is broken, and the spell ends without being triggered. TASHA'S HIDEOUS LAUGHTER 1st-levei enchantment The glyph is nearly invisible, requiring an Intelligence (lnvestigation) check against your spell save Casting Time: 1 action DC to find it. Range: 30 feet Components: V, S, M (tiny tarts and a feather that is Vou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical waved in the air) triggers include touching or stepping on the glyph, Duration: Concentration, up to 1 minute removing another object covering it, approaching within a certain distance of it, or manipulating the object A creature of your choice that you can see within range that holds it. For glyphs inscribed within an object, perceives everything as hilariously funny and falls the most common triggers are opening the object, into fits of laughter if this spell affects it. The target approaching within a certain distance of it, or seeing or must succeed on a Wisdom saving throw or fali prone, reading the glyph. becoming incapacitated and unable to stand up for the duration. A creature with an lntelligence score of 4 or Vou can further refine the trigger so the spell is less isn't affected. activated only under certain circumstances or according to a creature's physical characteristics (such as height At the end of each of its turns, and each time it takes or weight), or physical kind (for example, the ward could damage, the target can make another Wisdom saving be set to affect hags or shapechangers). Vou can also throw. The target has advantage on the saving throw if specify creatures that don't trigger the glyph, such as it's triggered by damage. On a success, the spell ends. those who say a certain password. TELEKINESIS When you inscribe the glyph, choose one of the 5th.level trallsmutation options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim Iight Casting Time: 1 action up to 10 minutes for 10 minutes, after which time the spell ends. Each Range: 60 feet creature in the sphere when the glyph activates is Components: V, S targcted by its effect, as is a creature that enters the Duration: Concentration, sphere for the first time on a turn or ends its turn there. Vou gain the ability to move or manipulate creatures Death. Each target must make a Constitution saving or objects by thought. When you cast the spell, and as throw, taking IOdlO necrotic damage on a failed save, or your action each round for the duration, you can exert half as much damage on a successful save. your will on one creature or object that you can see within range, causing the appropriate effect below. Vou Discord. Each target must make a Constitution saving can affect the same target round after round, or choose throw. On a failed save, a target bickers and argues a new one at any time. ]f you switch targets, the prior with other creatures for 1 minute. During this time, target is no longer affected by the spell. 280 PART 3 I SPELLS
Creature. Vou can lry to move a Huge or smaller you. Vour familiarily with the destinalion determines crealure. Make an abilily check wilh your spellcasting whelher you arrive lhere successfully. The DM rolls ability contested by the crealure's Strength check. ]f dlOO and consults the table. you win lhe contesl, you move the creature up to 30 feet in any direclion, including upward but not beyond the Familiarily Mishap Similar Off On range of lhis spel!. Until the end of your nexllurn, the Permanent circle Area Targel Targel creature is restrained in your telekinetic gripo A creature Associaled objecl 01-05 01-100 Iifled upward is suspended in mid.air. Very familiar 01-33 06-13 14-24 01-100 Seen casually 01-43 34-43 44-53 25-100 On subsequenl rounds, you can use your action lO Viewed once 01-43 44-53 54-73 54-100 atlempl to maintain your telekinetic grip on the creature Descriplion 01-50 44-53 54-73 74-100 by repealing lhe contest. False destinalion 51-100 74-100 Object. Vou can try to move an objecl thal weighs Familiarity. \"Permanent circle\" means a permanent up to 1,000 pounds.lfthe object isn't being worn or teleportation circle whose sigil sequence you know. carried, you automalically move il up lo 30 feet in any \"Associaled object\" means that you possess an objecl direction, but not beyond lhe range of lhis spell. taken from the desired destination within the last six months, such as a book from a wizard's Iibrary, bed If the object is worn or carried by a creature, you must linen from a royal suite, or a chunk of marble from a make an ability check wilh your spellcasting ability lich's secret tombo contesled by lhat creature's Strenglh check. ]f you succeed, you pull the object away from that creature and \"Very familiar\" is a place you have been very often, a can move il up to 30 feel in any direclion but nol beyond place you have carefully studied, or a place you can see the range of this spel!. when you cast the spell. \"Seen casually\" is someplace you have seen more than once bul wilh which you aren't Vou can exert fine conlrol on objecls with your very familiar. \"Viewed once\" is a place you have seen telekinetic grip, such as manipulaling a simple tool, once, possibly using magic. \"Description\" is a place opening a door or a conlainer, stowing or relrieving whose Iocation and appearance you know through an item from an open container, or pouring the someone else's description, perhaps from a map. contents from a via!' \"False destination\" is a place that doesn't exist. TELEPATHY Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are atlempting lo 8th./evel evocation teleport to a familiar localion that no longer exists. Casting Time: I aclion 00 Target. Vou and your group (or the target objecl) Range: Unlimited appear where you wanllo. Components: V, S, M (a pair of Iinked silver rings) Duration: 24 hours OffTarget. Vou and your group (or the larget object) appear a random dislance away from the deslination Vou create a telepathic link between yourself and in a random direclion. Distance off target is Id 10 x a willing crealure with which you are familiar. The Id lO percent of the distance that was to be traveled. creature can be anywhere on the same plane of For example, if you tried to traveI 120 miles, landed off exislence as you. The spell ends if you or the largel are largel, and rolled a 5 and 3 on the two dlOs, lhen you no longer on the same plane. would be off largel by 15 percent, or 18 miles. The DM determines lhe direction off targel randomly by rolling a Until the spell ends, you and the target can d8 and designaling I as north, 2 as northeast, 3 as easl, inslantaneously share words, images, sounds, and and so on around lhe points of lhe compasso ]f you were other sensory messages with one another through the teleporting lo a coastal city and wound up 18 miles out Iink, and lhe target recognizes you as the creature it at sea, you could be in trouble. is communicating with. The spell enables a creature wilh an Intelligence score of at least I to understand Similar Area. Vou and your group (or the targel lhe meaning of your words and lake in lhe scope of any object) wind up in a different area that's visually or sensory messages you send lo 11. themalically similar to the target area. ]f you are heading for your home laboratory, for example, you TELEPORT might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same 7th./evel conjuration tools and implemenls as your laboratory. Generally, you appear in the closest similar place, bul since the Casting Time: I action spell has no range Iimit, you could conceivably wind up Range: 10 feel anywhere on the plane. Components: V Duration: Inslantaneous Mishap. The spell's unpredictable magic results in a difficultjourney. Each leleporting crealure (or the largel This spell instantly transports you and up to eight objecl) lakes 3d 10 force damage, and lhe DM rerolls on willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. Ifyou target an object, il must be able to fit enlirely inside a lO.fool cube, and il can't be held or carried by an unwilling crealure. The destination you choose must be known to you, and il musl be on the same plane of exislence as PART 3 PELLS 281
the table to see where you wind up (multiple mishaps THAUMATURGY can occur, dealing damage each time). Transmutation cantrip TELEPORTATION CIRCLE Casting Time: 1 action 5th-leveI conjuration Range: 30 feet Components: V Casting Time: 1 minute Duration: Up to 1 minute Range: 10 feet Components: V, M (rare chalks and inks infused with Vou manifest a minor wonder, a sign of supernatural power, within range. Vou create one of the following precious gems with 50 gp, which the spell consumes) magical effects within range: Duration: 1 round Vour voice booms up to three times as loud as normal As you cast the spell, you draw a lO-foot-diameter for 1 minute. circle on the ground inscribed with sigils that Iink Vou cause liames to lIicker, brighten, dim, or change your location to a permanent teleportation circle of color for 1 minute. your choice whose sigil sequence you know and that is Vou cause harmless tremors in the ground for 1 on the same plane of existence as you. A shimmering minute. portal opens within the circle you drew and remains Vou create an instantaneous sound that originates open until the end of your next turn. Any creature that from a point of your choice within range, such as a enters the portal instantly appears within 5 feet of the rumble of thunder, the cry of a raven, or ominous destination circle or in the nearest unoccupied space if whispers. that space is occupied. Vou instantaneously cause an unlocked door or win- dow to lIy open or slam shut. Many major tempIes, guilds, and other important Vou alter the appearance of your eyes for 1 minute. places have permanent teleportation circles inscribed somewhere within their confines. Each such circle If you cast this spell multi pIe times, you can have up to includes a unique sigil sequence-a string of magical three of its l-minute effects active at a time, and you can runes arranged in a particular pattern. When you first dismiss such an effect as an action. gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, THORNWHIP determined by the DM. Vou can learn additional sigil Transmutation cantrip sequences during your adventures. Vou can commit a new sigil sequence to memory after studying it Casting Time: 1 action for 1 minute. Range: 30 feet Components: V,S, M (the stem of a plant with thorns) Vou can create a permanent teleportation circle by Duration: 1nstantaneous casting this spell in the same location every day for one year. Vou need not use the circle to teleport when you Vou create a long, vine-Iike whip covered in thorns that cast the spell in this way. lashes out at your command toward a creature in range. Make a melee spell attack against the target. ]f the TENSER'S FLOATING DISK attack hits, the creature takes 1d6 piercing damage, and 1st-leveI conjuration (ritual) if the creature is Large or smaller, you pull the creature up to 10 feet c10ser to you. Casting Time: 1 action Range: 30 feet This spell's damage increases by 1d6 when you reach Components: V,S, M (a drop of mercury) 5th leveI (2d6), 11th levei (3d6), and 17th leveI (4d6). Duration: 1 hour THUNDEROUS SMITE This spell creates a circular, horizontal plane of force, 1st-leveI evocation 3 feet in dia meter and 1 inch thick, that lIoats 3 feet above the ground in an unoccupied space of your choice Casting Time: 1 bonus action that you can see within range. The disk remains for the Range: Self duration, and can hold up to 500 pounds. If more weight Components: V is placed on it, the spell ends, and everything on the disk Duration: Concentration, up to 1 minute falls to the ground. The first time you hit with a melee weapon attack The disk is immobile while you are within 20 feet of during this spell's duration, your weapon rings with it. If you move more than 20 feet away from it, the disk thunder that is audible within 300 feet of you, and the follows you so that it remains within 20 feet of YOU. It attack deals an extra 2d6 thunder damage to the target. can move across uneven terrain, up or down stairs, Additionally, if the target is a creature, it must succeed slopes and the Iike. but it can't cross an e1evation change on a Strength saving throw or be pushed 10 feet away of 10 feet or more. For example, the disk can't move from you and knocked prone. across a IO-foot-deep pit, nor could it leave such a pit if it was created at the bottom. THUNDERWAVE 1st-leveI evocation If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), Casting Time: 1 action the spell ends. Range: Self (15-foot cube) PART 3 I SrELLS
Components: V, S TREE STRIDE Duration: Instantaneous 5th-leveI conjuration A wave of thunderous foree sweeps out from you. Eaeh ereature in a 15-foot eube originating from you must Casting Time: 1 action up to 1 minute make a Constitution saving throw. On a failed save, a Range:Self ereature takes 2d8 thunder damage and is pushed 10 Components: V, S feet away from you. On a sueeessful save, the ereature Duration: Coneentration, takes half as mueh damage and isn't pushed. Vou gain the ability to enter a tree and move from inside In addition, unseeured objeets that are eompletely it to inside another tree of the same kind within 500 within the area of effeet are automatically pushed 10 feet feet. Both trees must be living and at least the same size away from you by the spell's effeet, and the spell emits a as you. Vou must use 5 feet of movement to enter a tree. thunderous boom audible out to 300 feet. Vou instantly know the location of ali other trees of the same kind within 500 feet and, as part of the move used At Higher LeveIs. When you east this spell using a to enter the tree, ean either pass into one of those trees spell slot of 2nd leveI or higher, the damage inereases by or step out of the tree you're in. Vou appear in a spot of ld8 for eaeh slot leveI above 1st. your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement TIME STOP left, you appear within 5 feet of the tree you entered. 9th-levei transmutation Vou can use this transportation ability once per round for the duration. Vou must end each turn outside a tree. Casting Time: 1 aetion Range: Self TRUE POLYMORPH Components: V Duration: Instantaneous 9th-levei transmutation Vou briefly stop the flow of time for everyone but Casting Time: 1 action yourself. No time passes for other ereatures, while you Range: 30 feet take Id4 + 1 turns in a row, during which you ean use Components: V, S, M (a drop of mereury, a dolIop of aetions and move as normal. gum arabic, and a wisp of smoke) This spell ends if one of the aetions you use during Duration: Concentration, up to 1 hour this period, or any effeets that you ereate during this period, affeets a ereature other than you or an objeet Choose one ereature or nonmagical objeet that you being worn or earried by someone other than you. In can see within range. Vou transform the creature into addition, the spell ends if you move to a plaee more than a different creature, the ereature into an object, or the 1,000 feet from the loeation where you east it. objeet into a creature (the object must be neither worn nor earried by another creature). The transformation TONGUES lasts for the duration, or until the target drops to O hit points or dies. If you concentrate on this spelI for the fulI 3rd-/evel divination duration, the transformation beeomes permanent. Casting Time: I aetion Shapechangers aren't affected by this spell. An Range: Toueh unwilIing creature ean make a Wisdom saving throw, Components: V, M (a small day model of a ziggurat) and if it sueeeeds, it isn't affected by this spell. Duration: 1 hour Creature into Creature. If you turn a creature into This spell grants the ereature you toueh the ability to another kind of creature, the new form can be any kind understand any spoken language it hears. Moreover, you choose whose ehalIenge rating is equal to or less when the target speaks, any ereature that knows at than the target's (or its leveI. if the target doesn't have a least one language and ean hear the target understands chalIenge rating). The target's game statistics, induding what it says. mental ability scores, are replaced by the statisties of the new formo It retains its alignment and personality. TRANSPORT VIA PLANTS The target assumes the hit points of its new form, 6th-levei eonjuration and when it reverts to its normal form, the creature returns to the number of hit points it had before it Casting Time: 1 aetion transformed. If it reverts as a result of dropping to Range: 10 feet O hit points, any excess damage carries over to its Components: V, S normal formo As long as the excess damage doesn't Duration: 1 round reduce the creature's normal form to O hit points, it isn't knocked unconscious. This spell ereates a magieallink between a Large or larger inanimate plant within range and another plant, The creature is limited in the actions it can perform by at any distanee, on the same plane of existence. Vou the nature of its new form, and it can't speak, east spelIs, must have seen or touched the destination plant at least or take any other action that requires hands or speech, onee before. For the duration, any creature can step into unless its new form is capable of such actions. the target plant and exit from the destination plant by using 5 feet of movement. The target's gear melds into the new formo The creature can't activate, use, wield, or otherwise benelit from any of its equipment. PART 3 SPELLS
Object into Creature. Vou can turn an object into target's defenses. On your next turn, you gain advantage any kind of creature, as long as the creature's size on your first attack roll against lhe target, provided that is no larger than the object's size and the creature's this spe11hasn't ended. cha11enge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. TSUNAMI Vou decide what action it takes and how it moves. The 8th-levei conjuration DM has the creature's statislics and resolves ali of its actions and movement. Casting Time: I minute up to 6 rounds Range: Sight [f the spe11becomes permanent, you no longer control Components: V, S the creature. It might remain friendly to you, depending Duration: Concentralion, on how you have treated it. A wall of water springs into existence at a point you Creature into Object. If you turn a creature into an choose within range, Vou can make the wall up to 300 object, it transforms along with whatever it is wearing feel long, 300 feet high, and 50 feet thick. The walllasts and carrying into that formo The creature's statistics for the duration. become those of the object, and the creature has no rÍlemory of time spent in this form, after the spe11ends When lhe wall appears, each creature within its area and it returns to its normal formo must make a Strength saving throw. On a failed save, a creature takes 6dlO bludgeoning damage, or half as TRUE RESURRECTION much damage on a successful save. 9th.level necromancy At the start of each of your turns after the wall Casting Time: 1 hour appears, the wa11,along with any creatures in it, moves Range: Touch 50 feet away from YOU. Any Huge or smaller creature Components: V, S, M (a sprinkle of holy water and inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or diamonds worth at least 25,000 gp, which the take 5dlO bludgeoning damage. A creature can take spe11consumes) this damage only once per round. At the end of the turn, Duration: Instantaneous the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is Vou touch a creature that has been dead for no longer reduced by IdlO. When the wa11reaches O feet in height, than 200 years and that died for any reason except the spe11ends. old age. If the creature's sou I is free and wi11ing,the creature is restored to life with a11its hit points. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature This spe11doses a11wounds, neutralizes any poison, must make a successful Strength (Athletics) check cures a11diseases, and lifts any curses affecting the against your spell save DC in order to move at alI. If it crealure when it died. The spell replaces damaged or fails the check, it can't move, A creature that moves out missing organs and limbs. of the area faIls to the ground. The spe11can even provi de a new body if the original UNSEEN SERVANT no longer exists, in which case you must speak the creature's name, The creature then appears in an 1st-levei conjuration (ritual) unoccupied space you choose within 10 feet of you. Casting Time: 1 action TRUE SEEING Range: 60 feet 6th.level divination Components: V, S, M (a piece of string and Casting Time: 1 action a bit of wood) Range: Touch Duration: 1 hour Components: V, S, M (an ointment for the eyes that This speIl creates an invisible, mindless, shapeless costs 25 gp; is made from mushroom powder, saffron, force that performs simple tasks at your command until and fat; and is consumed by the spe11) the speIl ends. The servant springs into existence in an Duration: 1 hou r unoccupied space on the ground within range. It has AC 10, I hit point, and a Strength of 2, and it can't attack. [f This spe11gives the willing creature you touch the ability it drops to Ohit points, the speIl ends. to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by Once on each of your turns as a bonus action, you can magic, and can see into the Ethereal Plane, ali out to a mentaIly command the servant to move up to 15 feet and range of 120 feet. interact with an object. The servant can perform simple tasks that a human servant could do, such as felching TRUE STRIKE things, c1eaning, mending, folding c1othes, lighting Divination cantrip fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of Casting Time: 1 action up to 1 round its ability until it completes the task, then waits for your Range: 30 feet next command. Components: S Duration: Concentration, If you command the servant to perform a task that would move it more than 60 feet away from you, Vou extend your hand and point a finger at a target in the spe11ends. range. Vour magic grants you a brief insight into the I'ART 3 I SI'ELLS
VAMPIRIC TOUCH WALL OF FORCE 3rd-Jevel necromancy 5th-leveI evocation Casting Time: I action up to I minute Casting Time: I action Range: Self Range: 120 feet Components: V, S Components: V, S, M (a pinch of powder made by Duration: Concentration, crushing a clear gemstone) The touch of your shadow-wreathed hand can siphon life Duration: Concentration, up to 10 minutes force from others to heal your wounds. Make a melee spell attack against a creature wilhin your reach. On An invisible wall of force springs into existence at a a hit, the target takes 3d6 necrotic damage, and you point you choose within range. The wall appears in regain hit points equal to half the amount of necratic any orientation you choose, as a horizontal ar vertical damage dealt. Until the spell ends, you can make the barrier ar at an angle. It can be free floating ar resting attack again on each of your turns as an action. on a solid surface. Vou can form it into a hemispherical dome ar a sphere with a radius of up to 10 feet, ar you At Higher LeveIs. When you cast this spell using a can shape a flat surface made up of ten IO-foot-by- spell slot of 4th levei ar higher, the damage increases by IO-foot panels. Each panel must be contiguous with Id6 for each slot levei above 3rd. another pane!. In any form, the wall is 1/4 inch thick. 1t lasts for the duration. If the wall cuts through a VICIOUS MOCKERY creature's space when it appears, the creature is pushed Enchantmentcantrip to one side of the wall (your choice which side). Casting Time: I action Nothing can physically pass through the wal!. It is Range: 60 feet immune to ali damage and can't be dispelled by dispel Components: V magic. A disintegrate spell destroys the wall instantly, Duration: Instantaneous however. The wall also extends into the Ethereal Plane, blocking ethereal travei through the wall. Vou unleash a string of insults laced with subtle enchantments at a creature you can see within range. lf WALL OF ICE the target can hear you (though it need not understand 6th-leveI evocation you), it must succeed on a Wisdom saving throw ar take Id4 psychic damage and have disadvantage on the next Casting Time: I action attack rall it makes before the end of its next turo. Range: 120 feet Components: V, S, M (a small piece of quartz) This spell's damage increases by Id4 when you reach Duration: Concentration, up to 10 minutes 5th levei (2d4), 11th levei (3d4), and 17th levei (4d4). Vou create a wall of ice on a solid surface within range. WALL OF FIRE Vou can form it into a hemispherical dome ar a sphere 4th-leveI evocation with a radius of up to 10 feet, ar you can shape a flat surface made up of ten IO-foot-square panels. Each Casting Time: I action panel must be contiguous with another pane!. In any Range: 120 feet form, the wall is I foot thick and lasts for the duration. Components: V, S, M (a small piece of phosphorus) Duration: Concentration, up to I minute If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one Vou create a wall of fire on a solid surface within side of the wall and must make a Dexterity saving throw. range. Vou can make the wall up to 60 feet long, 20 On a failed save, the creature takes IOd6 cold damage, feet high, and I foot thick, ar a ringed wall up to 20 feet ar half as much damage on a successful save. in diameter, 20 feet high, and I foot thick. The wall is opaque and lasts for the duration. The wall is an object that can be damaged and thus breached. 1t has AC 12 and 30 hit points per IO-foot When the wall appears, each creature within its area section, and it is vulnerable to fire damage. Reducing must make a Dexterity saving throw. On a failed save, a a 10-foot section ofwall to O hit points destrays it and creature takes 5d8 fire damage, ar half as much damage leaves behind a sheet of frigid air in the space the wall on a successful save. occupied. A creature moving thraugh the sheet of frigid air for the first time on aturo must make a Constitution One side of the wall, selected by you when you cast saving thraw. That creature takes 5d6 cold damage on a this spell, deals 5d8 fire damage to each creature lhat failed save, ar half as much damage on a successful one. ends its turo within 10 feet of that side ar inside the wal!. A creature takes the same damage when it enters At Higher LeveIs. When you cast this spell using a the wall for the first time on a turo ar ends its turo there. spell slot of 7th levei ar higher, the damage the wall The other side of the wall deals no damage. deals when it appears increases by 2d6, and the damage fram passing through the sheet of frigid air increases by At Higher LeveIs. When you cast lhis spell using a Id6, for each slot levei above 6th. spell slot of 5th levei ar higher, the damage increases by Id8 for each slot levei above 4th. PAR'I 3 I SPELLS
WALL OF STONE make a Dexlerily saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a 5th-leveI evocation successful one. Casting Time: 1 aclion At Hil1her LeveIs. When you casllhis spe11using a Range: 120 feel spe11slol of 71h levei or higher, boIh lypes of damage Components: V,S, M (a small block of granile) increase by Id8 for each slollevel above 61h. Duration: Concenlralion, up lO 10 minules WARDING BOND A nonmagical wall of solid slone springs inlo exislence aI a poinl you choose wilhin range. The wa11is 6 inches 2nd-leveI abjuration lhick and is composed of len lO-foOl-by-lO-foOpIanels. Each panel musl be conliguous wilh alleasl one olher Casting Time: 1 action pane!. AIlernatively. you can creale 10-foOl-by-20-fool Range: Touch panels lhat are only 3 inches lhick. Components: V,S, M (a pair of plalinum rings worlh aI If lhe wall culs lhrough a crealure's space when il leasl 50 gp each, which you and lhe largel musl wear appears, lhe crealure is pushed lo one side of lhe wa11 for lhe duralion) (your choice). lf a creature would be surrounded on a11 Duration: 1 hour sides by lhe wa11(or lhe wa11and anolher solid surface), lhal crealure can make a Dexlerity saving lhrow. On a This spell wards a willing crealure you louch and success, il can use ils reaclion lo move up lo ils speed so creales a myslic conneclion belween you and lhe largel lhat il is no longer enclosed by lhe wall. unlillhe spell ends. While lhe largel is wilhin 60 feel of you. il gains a +1 bonus lo AC and saving lhrows, and The wall can have any shape you desire, lhough il il has resislance lo ali damage. AIso, each lime il lakes can'l occupy lhe same space as a crealure or objecl. damage, you lake lhe same amount of damage. The wall doesn'l need lo be verlical or resl on any firm foundalion. It musl. however, merge wilh and be solidly The spell ends if you drop lo Ohil poinls or if you supporled by exisling slone. Thus, you can use lhis spell and lhe largel become separaled by more lhan 60 feel. lo bridge a chasm or creale a ramp. It also ends if lhe spell is casl again on eilher of lhe connecled crealures. Vou can also dismiss lhe spell Ifyou creale a span grealer lhan 20 feel in lenglh, you as an aclion. musl halve lhe size of each panello creale supporls. Vou can crudely shape lhe walllo creale crenellalions, WATER BREATHING balllemenls, and so on. 3rd-Ievel transmutation (ritual) The wall is an objecl ma de of stone that can be damaged and lhus breached. Each panel has AC 15 and Casting Time: 1 aclion 30 hit points per inch of thickness. Reducing a panel Range: 30 feel lo O hit points destroys it and might cause connected Components: V,S, M (a shorl reed or piece of slraw) panels to collapse aI the DM's discrelion. Duration: 24 hours lf you maintain your concentralion on this spell for This spell granls up lo ten willing crealures you can see its whole duralion, the wall becomes permanenl and wilhin range lhe abilily lo brealhe underwaler unlillhe can't be dispelled. Olherwise, lhe wall disappears when spell ends. Affecled crealures also relain lheir normal the spell ends. mode of respiralion. WALL OF THORNS WATERWALK 6th-leveI conjuration 3rd-Ievel transmutation (ritual) Casting Time: 1 action Casting Time: 1 aclion Range: 120 feel Range: 30 feel Components: V,S, M (a handful of lhorns) Components: V, S, M (a piece of cork) Duration: Concenlralion, up to 10 minules Duration: 1 hour Vou creale a wa11of lough, pliable. langled brush This spell granls lhe abilily lo move across any Iiquid brislling with needle-sharp lhorns. The wa11appears surface-such as waler, acid, mud, snow, quicksand, within range on a solid surface and lasls for lhe or lava-as if il were harmless solid ground (crealures duralion. Vou choose lOmake lhe wall up lo 60 feel crossing mollen lava can slilllake damage from lhe long, 10 feel high, and 5 feellhick or a circle lhal has heal). Up lo len willing crealures you can see wilhin a 20-fool diameler and is up lo 20 feel high and 5 feel range gain lhis abilily for the duralion. lhick. The wall blocks line of sighl. lf you largel a crealure submerged in a Iiquid, the When lhe wall appears, each crealure wilhin ils area spell carries lhe largello lhe surface of the liquid aI a musl make a Dexlerily saving lhrow. On a failed save, rale of 60 feel per round. a crealure lakes 7d8 piercing damage, or half as much damage on a successful save. WEB A crealure can move lhrough lhe wall, albeil slowly 2nd-leveI conjuration and painfully. For every 1 fool a creature moves lhrough lhe wa11,il musl spend 4 feel of movemenl. Casting Time: 1 aclion Furlhermore, lhe firsllime a crealure enlers lhe wall Range: 60 feel on a lurn or ends its lurn lhere, lhe crealure musl Components: V,S, M (a bil of spiderweb) Duration: Concenlration, up to 1 hour PART.3 Pil
Vou conjure a mass of thiek, stieky webbing at a point of Vou and up to ten willing ereatures you ean see your ehoice within range, The webs fill a 20-foot eube within range assume a gaseous form for the duration, from that point for the duration, The webs are diffieult appearing as wisps of c1oud. While in this c10ud form, terrain and lightly obseure their area. a ereature has a flying speed of 300 feet and has resistanee to damage from nonmagieal weapons. The If the webs aren't anehored between two solid masses only aetions a ereature ean take in this form are the (sueh as walls or trees) or layered aeross a floar, wall, Dash aetion or to revert to its normal formo Reverting or eeiling, the eonjured web eollapses on itself, and the takes I minute, during whieh time a ereature is spell ends at the start of your next turn. Webs layered ineapacitated and ean't move. Until the spell ends, a over a flat surfaee have a depth of 5 feel. ereature ean revert to c10ud form, whieh also requires the I-minute transformation. Eaeh ereature that starts its turn in the webs or that enters them during its turn must make a Dexterity If a ereature is in c10ud form and flying when the effeet saving throw. On a failed save, the ereature is restrained ends, the ereature deseends 60 feet per round for 1 as long as it remains in the webs or until it breaks free. minute until it lands, which it does safely. If it ean't land after 1 minute, the ereature falls the remaining distanee. A ereature restrained by the webs ean use its aetion to make a Strength eheek against your spell save De. If it WINDWALL sueeeeds, it is no longer restrained. 3rd-/evel evocation The webs are flammable. Any 5-foot eube of webs exposed to fire burns away in 1 round, dealing 2d4 fire Casting Time: 1 action damage to any ereature that starts its turn in the /ire. Range: 120 feet Components: V, S, M (a tiny fan and a feather of WEIRD exotic origin) 9th-levei illusion Duration: Concentration, up to I minute Casting Time: 1 aetion up to one minute A wall of strong wind rises from the ground at a point Range: 120 feet you choose within range. Vou ean make the wall up Components: V, S to 50 feet long, 15 feet high, and 1 foot thick. Vou ean Duration: Coneentration, shape the wall in any way you ehoose so long as it makes one continuous path along the ground. Thewall Drawing on the deepest fears of a group of ereatures, lasts for the duration. you ereate illusory ereatures in their minds, visible only to them. Eaeh ereature in a 30-foot-radius When the wall appears, each creature within its area sphere eentered on a point of your ehoice within must make a Strength saving throw. A ereature takes range must make a Wisdom saving throw. On a failed 3d8 bludgeoning damage on a failed save, or half as save, a ereature beeomes frightened for the duration. much damage on a successful one. The illusion ealls on the ereature's deepest fears, manifesting its worst nightmares as an implaeable The strong wind keeps fog, smoke, and other gases at threal. At the start of eaeh of the frightened ereature's bay. Small or smaller flying ereatures or objects can't turns, it must sueeeed on a Wisdom saving throw or pass through the wall. Loose, Iightweight materiais take 4dlO psyehie damage. On a sueeessful save, the brought into the wall fly upward. Arrows, bolts, and spell ends for that ereature. other ordinary projectiles launehed at targets behind the wall are deflected upward and automatically miss. WIND WALK (Boulders hurled by giants or siege engines, and similar projectiles, are unaffeeted.) Creatures in gaseous form 6th-levei transmutation can't pass through il. Casting Time: I minute WISH Range: 30 feet 9th-levei conjuration Components: V, S, M (/ire and holy water) Duration: 8 hours Casting Time: I aelion Range: Self Components: V Duration: Instantaneous Wish is the mightiest spell a mortal ereature can easl. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplieate any other spell of 8th levei or lower. Vou don't need to meet any requirements in that spell, including costly eomponents. The spell simply takes effecl. Alternatively, you ean ereate one of the following effecls of your ehoice: Vou ereale one object of up to 25,000 gp in value thal isn't a magic item. The objeel ean be no more than 288 PART 3 I SPELLS
300 feet in any dimension, and it appears in an unoc- also ends if the target is ever outside the spell's range or cupied space you can see on the ground, if it has total cover from you. Vou allow up to twenty creatures that you can see to regain ali hit points, and you end ali effects on them At Higher Leveis. When you cast this spell using described in the greater restoration spel!. a spell slot of 2nd levei ar higher, the initial damage Vou grant up to ten creatures that you can see resis- increases by ldl2 for each slot levei above 1st. tance to a damage type you choose. Vou grant up to ten creatures you can see immunity to WORD OF RECALL a single spell or other magical effect for 8 hours. For 6th-ievel conjuration instance, you could make yourself and ali your com- panions immune to a Iich's Iife drain attack. Casting Time: I action Vou undo a single recent event by forcing a reroll of Range: 5 feet any roll made within the last round (including your Components: V last tum). Reality reshapes itself to accommodate the Duration: Instantaneous new result. For example, a wish spell could undo an opponent's successful save, a foe's criticai hit, or a Vou and up to five willing creatures within 5 feet of you friend's failed save. Vou can force the reroll to be made instantly teleport to a previously designated sanctuary. with advantage or disadvantage, and you can choose Vou and any creatures that teleport with you appear in whether to use the reroll or the original roll. the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). ]f you Vou might be able to achieve something beyond the cast this spell without first preparing a sanctuary, the scope of the above examples. State your wish to the DM spell has no effect. as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the Vou must designate a sanctuary by casting this spell wish, the greater the Iikelihood that something goes within a location, such as a temple, dedicated to or wrong. This spell might simply fail, the effect you desire strongly Iinked to your deity. If you attempt to cast the might only be partly achieved, or you might suffer some spell in this manner in an area that isn't dedicated to unforeseen consequence as a result of how you worded your deity, the spell has no effect. the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that WRATHFUL SMITE villain is no longer alive, effectively removing you from 1st-ievei evocation the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence Casting Time: I bonus action of the item's current owner. Range:Self Components: V The stress of casting this spell to produce any effect Duration: Concentration, up to I minute other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until The next time you hit with a melee weapon attack you finish a long rest, you take IdlO necrotic damage during this spell's duration, your attack deals an extra per leveI of that spel!. This damage can't be reduced or Id6 psychic damage. Additionally, if the target is a prevented in any way. In addition, your Strength drops creature, it must make a Wisdom saving throw or be to 3, if it isn't 3 or lower already, for 2d4 days. For each frightened of you until the spell ends. As an action, the of those days that you spend resting and doing nothing creature can make a Wisdom check against your spell more than Iight activity, your remaining recovery time save DC to steel its resolve and end this spel!. decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you ZONE OF TRUTH suffer this stress. 2nd-ievei enchantment WITCH BOLT Casting Time: I action 1st-levei evocation Range: 60 feet Components: V, S Casting Time: I action Duration: 10 minutes Range: 30 feet Components: V, S, M (a twig from a tree that has been Vou create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your struck by lightning) choice within range. Until the spell ends, a creature Duration: Concentration, up to I minute that enters the spell's area for the first time on atum or starts its tum there must make a Charisma saving A beam of crackling, blue energy lances out toward throw. On a failed save, a creature can't speak a a creature within range, forming a sustained are of deliberate lie while in the radius. Vou know whether Iightning between you and the target. Make a ranged each creature succeeds or fails on its saving throw. spell attack against that creature. On a hit, the target takes Idl2 lightning damage, and on each ofyour tums An affected creature is aware of the spell and can thus for the duration, you can use your action to deal ldl2 avoid answering questions to which it would normally lightning damage to the target automatically. The spell respond with alie. Such a creature can be evasive in ends if you use your action to do anything else. The spell its answers as long as it remains within the boundaries af lhe lrulh. PART 3 I SPELLS 289
ApPENDIX A: CONDITIONS ONDITIONS ALTER A CREATURE'S CAPABIUTlES IN The charmer has advantage on any ability check to interact socially with the creature, a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, DEAFENED or other effect, Most conditions, such as • A deafened creature can't hear and automatically fails blinded, are impairments, but a few, such as invisible, can be advantageous, any ability check that requires hearing, A condition lasts either until it is countered (the prone condition is countered by standing FRIGHTENED up, for example) or for a duration specified by the effect A frightened creature has disadvantage on ability that imposed the condition, checks and attack rolls while the source of its fear is If multi pie effects impose the same condition on a within line of sight. creature, each instance of the condition has its own The creature can't willingly move closer to the source duration, but the condition's effects don't get worse, of its fear, A creature either has a condition or doesn't. The following definitions specify what happens to GRAPPLED a creature while it is subjected to a condition, A grappled creature's speed becomes O,and it can't benefit from any bonus to its speed. BUNDED The condition ends if the grappler is incapacitated A blinded creature can't see and automatically fails (see the condition), any ability check that requires sight. The condition also ends if an effect removes the Atlack rolls against the creature have advantage. and grappled creature fram the reach of the grappler or the creature's atlack ralls have disadvantage, grappling effect, such as when a creature is hurled away by the thunderwave spell. CHARMED A charmed creature can't attack the charmer or target INCAPACITATED the charmer with harmful abilities or magical effects, An incapacitated creature can't take actions or reactions.
INVISIBLE •• ••• An invisible creature is impossible to see without the EXHAUSTION aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The crea- Some special abilities and environmental hazards, such as ture's location can be detected by any noise it makes starvation and the long-term effects offreezing or scorching or any tracks it leaves. temperatures, can lead to a special condition called Attack rolls against the creature have disadvantage, exhaustion. Exhaustion is measured in six leveis. An effect and the creature's attack rolls have advantage. can give a creature one or more leveis Df exhaustion, as specified in the effect's description. PARALYZED A paralyzed creature is incapacitated (see the condi- Levei Elfeel tion) and can't move or speak. 1 Disadvantage on ability checks The creature aulomatically fails Strength and 2 Speed halved Dexterity saving throws. 3 Disadvantage on attack rolls and saving throws Attack rolls against the creature have advantage. 4 Hit point maximum halved Any attack that hits the creature is a criticai hit if the 5 Speed reduced to O attacker is within 5 feet of the creature. 6 Death PETRIFIED If an already exhausted creature suffers another effeet that A petrified creature is transformed, along with any causes exhaustion, its current levei af exhaustion increases nonmagical object it is wearing or carrying, into a by the amount specified in the effect's description. solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. A creature suffers the effect ofits current levei of The creature is incapacitated (see the condition), can't exhaustion as well as alllower leveis. For example, a creature move or speak, and is unaware of its surroundings. suffering levei 2 exhaustion has its speed halved and has Attack rolls against the creature have advantage. disadvantage on ability checks. The creature automatically fails Strength and Dexterity saving throws. An effect that removes exhaustion reduces its levei as The creature has resistance to ali damage. specified in the effect's description, with ali exhaustion The creature is immune to poison and disease, effects ending if a creature's exhaustion levei is reduced although a poison or disease already in its system below 1. is suspended, not neutralized. Finishing a long rest reduces a creature's exhaustion levei by 1, provided that the creature has also ingested some food and drink. INVISIBLE DEAFENEO APPENDIX A. CONDITIONS
PorSONED PRONE ReSTRAINEO A poisoned creature has disadvantage on attack rolls and ability checks. •• • o• • PRONE o A prone creature's only movement option is to crawl, o unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. () An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. RESTRAINED A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. STUNNED A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. The creature automatica11y fails Strength and Dexterity saving throws. Attack ro11sagainst the creature have advantage. UNCONSCIOUS An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings The creature drops whatever it's holding and fa11s prone. The creature automatica11y fails Strength and Dexterity saving throws. Attack ro11sagainst the creature have advantage. Any altack that hits the creature is a criti. cal hit if the attacker is within 5 feet of the creature. UNCONSCIOUS STUNNEO APPENDIX A I CONDITIONS
ApPENDIX B: GODS OF THE MULTIVERSE ELIGION ISAN IMPORTANT PART OF LIFE IN GREYHAWK THE worlds of the D&D multiverse. When The gods of Greyhawk come from at least four different gods walk the world, clerics channel divine pantheons, representing the faiths of the various ethnic power, evil cults perform dark sacrifices in groups that populated lhe continent of Oerik over the subterranean lairs, and shining paladins ages. As a result, there's a great deal of overlap in lheir stand Iike beacons against the darkness, it's portfolios: Pelor is the Flan god of the sun and Pholtus hard to be ambivalent about the deities and is the Oeridian sun god, for example. deny thei r existence. Many people in the worlds of D&D worship different DRAGONLANCE gods at different times and eircumstances. People in the Forgotten Realms, for example. might pray to Sune The gods of the world of Krynn are three families: seven for luck in love, make an offering to Waukeen before gods of good headed by Paladine and Mishakal, seven of heading to the market, and pray to appease Talos when neutrality headed by Gilean, and seven of evil headed by a severe storm blows in-ali in the same day. Many Takhisis and Sargonnas. These deities have been called people have a favorite among the gods, one whose ideais by many different names and held in varying leveis of and teachings they make their own. And a few people esteem by different peoples and cultures through the dedicate themselves entirely to a single god, usually world's history, but they are the only gods of this world- serving as a priest or champion of lhat god's ideais. their place fixed in the stars as constellations. Your DM determines which gods, if any, are worshiped in his or her campaign. From among the gods available, EBERRON you can choose a single deity for your character to serve, worship, or pay Iip service to. ar you can pick The world of Eberron has many different religions, but a few that your character prays to most often. ar just the most important revolves around a pantheon called make a mental note of lhe gods who are revered in your the Sovereign Host and their malign shadow, the Dark DM's campaign so you can invoke their names when Six. The gods of the Sovereign Host are thought to have appropriate. ]f you're playing a deric or a character with dominion over every aspect of existence, and to speak the Acolyte background, decide which god your deity with a unified voice. But the Dark Six are the primitive, serves or served, and consider the deity's suggested bloody, and cruel gods who offer a dissenting voice. domains when selecting your character's domain. Eberron's other religions are very different from the D&D PANTHEONS traditional D&D pantheons. The monotheistic Church of the Silver Flame is devoted to fighting against evil in Each world in the D&D multiverse has its own the world, but plagued by corruption in its own ranks. pantheons of deities, ranging in size from the teeming The philosophy of the Blood of Vol teaches that divinity pantheons of the Forgotten Realms and Greyhawk to Iies within ali mortal beings and reveres the undead the more focused religions of Eberron and Dragonlance. who have secured lhat immortality. Various mad cults Many of the nonhuman races worship the same gods on are devoted to the demons and horrors imprisoned different worlds-Moradin, for example, is revered by in Eberron's Underdark (called Khyber, lhe Dragon dwarves of the Forgotten Realms, Greyhawk, and many Below). The followers of the Path of Light believe that other worlds. the world is heading toward a glorious future where the shadows that cloud this world will be transformed THE FORGOTTEN REALMS into Iight. And two relaled nations of e1ves revere their ancestral spirits: lhe Undying Court, preserved as Dozens of deities are revered, worshiped, and feared spirits or even undead forms, and the glorified Spirits throughout the world of the Forgotten Realms. At least of the Past, the great heroes of aneient wars. thirly deities are widely known across the Realms, and many more are worshiped locally, by individual tribes, NONHUMAN DEITIES small cults, or certain sects of larger religious tem pies. Certain gods closely associated with nonhuman races \"\"\" ••• are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten THE lIFE ANO DEATH DOMAINS Realms and Greyhawk share these deities. Many deities in this section suggest the Life domain, •• Nonhuman races often have whole pantheons of particularly if they are dosely associated with healing, their own. Besides Moradin, for example, the dwarf protection, childbirth, nurturing, ar fertility. As described in gods include Moradin's wife, Berronar Truesilver, and the chapter 3, though, the Life domain is incredibly broad, a number of other gods thought to be their children and a deric of any non-evil deity can choose il. and grandchildren: Abbathor, Clangeddin Silverbeard, Dugmaren Brightmantle, Dumathoin, Gorm Gullhyn, A number of other deities, mostly evil ones, suggest the Haela Brightaxe, Marthammor Duin, Sharindlar, Thard Death domain, which is detailed in the Dungeon Mas!er's Harr, and Vergadain. Individual dans and kingdoms of Cuide. Most derics who choose this domain are evil N PCs, dwarves might revere some, ali, or none of these deities, but if you want to worship a god af death, consult your and some have other gods unknown (or known by other Dungeon Master . names) to outsiders. •• APPENOIX B I CO os OF THE MULTIVERSE 293
DEITIES OF THE FORGOTTEN REALMS Suggested Domains Symbol Nature, Tempest Six.pointed snowflake Deity Alignment Knowledge Left hand pointing upward, outlined in fire Auril, goddess of winter NE War Upright black right hand, thumb and fingers together Azuth, god of wizards LN Trickery Black antlers Bane, god of tyranny Death Skull surrounded bya ring of blood droplets Beshaba, goddess of misfortune LE Life Sheaf of grain or a blooming rose over grain Bhaal, god of murder Trickery White jawless skull on black or purple sunburst Chauntea, goddess of agriculture CE Knowiedge Lit candle above an open eye Cyric, god of lies NE Life, Nature Waterfall plunging into still pool Deneir, god ofwriting NG Knowledge Toothed cog with four spokes Eldath, goddess of peace CE Life, Light Staring eye on upright left gauntlet Gond, god of craft NG Life Hands bound at the wrist with red cord Helm, god of protection NG Death Upright skeletal arm holding balanced scales limater, god of endurance N Life, Light Road traveling into a sunrise Kelemvor, god of the dead LN Trickery Point.down triangle containing a swirl of mist Lathander, god of birth and renewal LG Life Triangle of three six.pointed stars Leira, goddess of i1lusion LN Death Nine.tailed barbed scourge L1iira, goddess of joy NG Nature Clawed paw Loviatar, goddess of pain CN Trickery Black mask Malar, god of the hunt CG Nature Unicorn's head Mask, god of thieves Light Five.stringed harp made of leaves Mielikki, goddess of forests LE Death White human skull Milil, god of poetry and song Knowledge Orcle af seven stars, or nine stars encircling a Myrkul, god of death CE flowing red mist, or a single star Mystra, goddess of magic CN Knowledge Blank scroll NG Knowledge Crystal ball containing many kinds of eyes NG Knowledge, Life Pair of eyes surrounded by seven stars NE Death, Trickery Black disk encircled with a border NG Nature Oak leaf Life, Light Face of a beautiful red.haired woman Oghma, god of knowledge N Death Three teardrops on a triangle Savras, god of divination and fate LN Tempest Three lightning bolts radiating from a central point SelOne, goddess of the moon CG War Upright flaming sword Shar, goddess of darkness and 1055 War White right gauntlet Silvanus, god of wild nature NE Trickery Face.up coin Sune, goddess of love and beauty War Balanced scales resting on a warhammer Talona, goddess of disease and poison N Tempest Wave curling left and right Talos, god of storms Knowledge, Trickery Upright coin with Waukeen's profile facing left Tempus, god of war CG Torm, god of courage and self.sacrifice CE Tymora, goddess of good fortune CE Tyr, god of justice Umberlee, goddess of the sea N Waukeen, goddess of trade LG CG LG CE N \\ 294 APPEN[)IX B i OODS OF TIIE MULTIVERSE
DElllES OF GREYHAWK Alignment Suggested Domains Symbol N Nature Green disk Deity N Knowledge Eye within a pentagram Beory, goddess of nature N Knowledge Arc of seven stars inside a cirele Boccob, god of magic NG Life, Nature Unicorn horn Ce[estian, god of stars and wanderers CE War Blood drop Ehlonna, goddess of woodlands NG Know[edge, lrickery Cirele crossed by a curved horizon line Erythnul, god of envy and slaughter LG War Lightning bolt Fharlanghn, god ofhorizons and travei LE War Six arrows facing downward in a fan Heironeous, god of chivalry and valor CG lempest, War Four spears and four maces radiating out Hextor, god of war and discord from a central point Kord, god of athletics and sport Death Reptilian eye with a horizontal diamond Know[edge Weaver's spindle with three strands Incabulos, god of plague and famine NE Death Grinning human skull Istus, goddess of fate and destiny N Death Skull with either a sickle or a scythe luz, god of pain and oppression CE Nature Oak leaf and acorn Nerull, god of death NE lrickery Laughing mask Obad.Hai, god of nature N Life, Light Sun Olidammara, god of revelry CN Light Silver sun or fu[1 moon partia[ly eelipsed bya Pelor, god ofthe sun and hea[ing NG smaller crescent moon Pholtus, god of [ight and law LG Trickery Three bone fate.casting sticks Know[edge White heart Ralishaz, god of illluck and insanity CN Knowledge Cirele at the center of a starburst of [ines Rao, god of peace and reason LG Trickery Dark spiral or inverted ziggurat St. Cuthbert, god of common sense and zeal LN War lriskelion lharizdun, god of eterna[ darkness CE Life, War Mountain with a cirele at its heart Trithereon, god ofliberty and retribution CG Knowledge Hand with eye in the paim Ulaa, goddess of hills and mountains LG Death, Knowledge Red skull in front of fireba[1 Vecna, god of evil secrets NE Wee las, goddess of magic and death LN DElllES OF DRAGONLANCE Alignment Suggested Domains Symbol LG War Silver triangle lhe Gods of Good NG Light Bard's harp Paladine, god of rulers and guardians NG Nature, Tempest Blue bird Branchala, god of music LG War Bison's horns Habbakuk, god of animal rife and the sea LG Knowledge Copper spider Kiri.Jolith, god ofhonor and war LG Knowledge, Life B[ue infinity sign Majere, god of meditation and order LG no c1erics White circle or sphere Mishakal, goddess of healing Solinari, god of good magic Alignment Suggested Domains Symbol N Knowledge Open book lhe Gods of Neutrality N Nature Feather Gilean, god ofknowledge N Know[edge Forging hammer Chis[ev, goddess of nature N Knowledge, Trickery Griffon's wing Reorx, god of craft N Nature Mu[ti.colored fire Shinare, goddess of wea[th and trade N Knowledge Great green or gold tree Sirrion, god offire and change N no c1erics Red circ[e or sphere Zivilyn, god of wisdom Lunitari, goddess of neutral magic Alignment Suggested Domains Symbol LE Death B[ack crescent lhe Gods of Evil LE Death Ye[low skull Takhisis, goddess of night and hatred CE Trickery Broken merchant's scales Chemosh, god of the undead NE Death Hood with two red eyes Hiddukel, god oflies and greed LE War Sty[ized red condor Morgion, god of disease and secrecy CE Tempest Turtle shell Sargonnas, god ofvengeance and fire LE no derics Black cirele or sphere Zeboim, goddess of the sea and storms Nuitari, god of evil magic APPENDIX B I GODS OF THE MULTI\" ERSE 295
DEITIES OF EBERRON Alignmenl Suggesled Domains Symbol NG Life, Nalure Sheaf of wheallied wilh green ribbon The Sovereign Hosl LN Knowledge Open lome Arawai, goddess offerlilily N Life, Nalure Pair of anllers Aureon, god oflaw and knowledge LG Life Fire in a slone hearlh Balinor, god ofbeasls and lhe hunl LG Lighl, War Rising sun Boldrei, goddess of communily and home CG War Longsword crossed over a shield Doi Arrah, goddess of sunlighl and honor N Trickery Nine-sided gold coin Doi Dorn, god of slrenglh aI arms NG Life, Trickery Domino Kol Korran, god of Irade and weallh NG Knowledge Crossed hammer and tongs Olladra, goddess of good forlune Onalar, god of crafl Alignmenl Suggesled Domains Symbol NE Tempest Bundle of five sharpened bones The Dark Si. NE War Winged wyrm wilh woman's head and The Devourer, god of nature's wralh upper body The Fury, goddess ofwralh and madness NE Death Dragonshard stone in the shape of a fang NE War Five blood-spatlered tools The Keeper, god of greed and dealh CE Knowledge Obsidian tower The Mockery, god of violence and treachery CN Knowledge, Trickery Four crossed, rune-inscribed bones The Shadow, god of dark magic The Traveler, deity of chaos and change Alignmenl Suggesled Domains Symbol LG Life, Light, War Flame drawn on silver or molded from silver Olher Failhs of Eberron LN Death, Life Slylized dragon skull on red teardrop gem The Silver Flame, deily of protection and good The Blood ofVol, philosophy ofimmortality NE Trickery Varies LN Life, Lighl Brilliant cryslal and undeath Cults of the Dragon Below, deities of madness NG Knowledge, Life Varies The PaI h of Light, philosophy of light and CG War Varies self-improvemenl The Undying Courl, elven ancestors The Spirits of the Past, elven ancestors NONHUMAN DEITIES Alignmenl Suggesled Domains Symbol LG Life, War Dragon's head in profile Deily NE Death Lobster head or black pearl Bahamut, dragon god of good CG Light Quarter moon or starburst Blibdoolpoolp, kuo-toa goddess CG Nature, Tempest Dolphin Corellon Larethian, elf deity of art and magic N Nature, Tempest Spiral design Deep Sashelas, elf god of the sea LG Trickery Gold nugget Eadro, merfolk deity ofthe sea CE War Wooden c1ub Gari Glitlergold, gnome god oflrickery and wiles CE Tempest, War Unblinking eye Grolantor, hill giant god of war CE War Morningstar Gruumsh, ore god of storms and war LE War Gnome skull Hruggek, bugbear god ofviolence CE Death Image ofthe lizardjload god Kurtulmak, kobold god of war and mining CE Trickery Spider Laogzed, troglodyte god ofhunger LE War Bloodyaxe Lolth, drow goddess of spiders LG Knowledge Hammer and anvil Maglubiyel, goblinoid god of war CG Nature Oak Moradin, dwarf god of crealion CG Knowledge Crescent moon Rillifane Rallathil, wood elf god of nature LE Nature, Tempesl Shark Sehanine Moonbow, elf goddess of the moon N Life Egg Sekolah, sahuagin god of lhe hunt N Nature Oak growing from acorn Semuanya, lizardfolk deity of survival N Knowledge Slalactite Skerrit, centaur and satyr god of nature LE Knowledge, War Flaming sword Skoraeus Stonebones, god of stone gianls and arl CE War White double-bladed axe Surlur, god offire giants and craft LE Trickery Dragon head with five claw marks Thrym, god of frost giants and strength LG Life Shield Tiamat, dragon goddess of evil Yondalla, halfling goddess of ferlility and protection 296 APPEND1X B I GODS or THE MU LTIVERSE
FANTASy-HISTORICAL PANTHEONS The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities tha! are most appropriate for use in a 0&0 game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game. THE CELTlC PANTHEON It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling aI night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heighlened by lhe strength of the oak and lhe beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being. The Celtic gods are as often served by druids as by c1erics. for they are c10sely aligned with the forces of nature lhat druids revere. THE GREEK PANTHEON The gods of Olympus make lhemselves known wilh the gentle lap of waves against the shores and lhe crash of the thunder among the c1oud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Everyaspect of nature echoes with their presence, and they've made a place for themselves inside the human hearl, 100. THE EGYPTIAN PANTHEON These gods are a young dynasty of an ancienl divine family, heirs to the rulership of lhe cosmos and lhe mainlenance of the divine principie of Ma'al-lhe fundamental order of lrulh, juslice, law, and order lhal puts gods, mortal pharaohs, and ordinary men and women in lhcir logical and rightful place in lhe universe. The Egyptian panlheon is unusual in having lhree gods wilh the Dealh domain of differenl alignmenls. Anubis is lhe lawful neulral god of lhe aflerlife, who
judges lhe souls of lhe dead. Set is a chaotic evil god lhe needs of lheir environment. Given lhe necessity of of murder, perhaps besl known for killing his brother raiding for food and wealth, il's surprising lhe mortais Osiris. And Nephlhys is a chaolic good goddess of lurned out as well as lhey did. Their powers reflecl mourning. Thus, allhough most c1erics of lhe Dealh the need lhese warriors had for slrong leadership and domain (found in lhe Dungeon Master's Cuide) are decisive action. Thus, lhey see lheir deities in every villainous characlers, c1erics who serve Anubis or bend of a river, hear them in lhe crash of lhe thunder Nephlhys need nol be. and lhe booming of lhe glaciers, and smell them in lhe smoke of a burning longhouse. THE NORSE PANTHEON Where lhe land plummels from the snowy hills inlo lhe The Norse pantheon includes two main families, the icy fjords below, where lhe longboals draw up on lo lhe Aesir (deilies of war and destiny) and lhe Vanir (gods beach, where the glaciers flow forward and relreal wilh of ferlilily and prosperily). Once enemies, these lwo every fali and spring-lhis is lhe land of the Vikings, families are now c10sely allied againsl lheir common the home of lhe Norse panlheon. It's a brulal clime, enemies, the gianls (including lhe gods Surlur and and one lhal calls for brulalliving. The warriors of Thrym). Like lhe gods of Greyhawk, gods in different the land have had lo adapl lo lhe harsh condilions in families somelimes have overlap in their spheres of order lO survive, but lhey haven't been 100 lwisled by influence: Frey (of lhe Vanir) and Odur (of the Aesir) are both associated with lhe sun, for example. CELTIC DEITIES Alignment Suggested Domains Symbol Nature, Trickery Bubbling cauldron or shield Deity CG Life, Death Black star on gray background The Daghdha, god of wealher and crops NE Light Solar disk and standing stones Arawn, god oflife and dealh NG Life Footbridge Belenus, god of sun, light, and warmth Life Crossed oak and mistletoe branches Briganlia, goddess of rivers and livestock NG Nature Red sun-capped mountain peak Diancecht, god of medicine and healing LG Knowledge, Life Giant mallet over sword Dunatis, god of mountains and peaks N Knowledge, Life Pair of long hands Goibhniu, god of smiths and healing NG Nature, Tempest Wave of white water on green Lugh, god of arts, travei, and commerce Knowledge Staff Manannan mac Lir, god of oceans and sea creatures CN War Two crossed spears Math Mathonwy, god of magic War Silver hand on black background Morrigan, goddess ofbattle LN Knowledge Unfurled scroll Nuada, god of war and warriors NE Nature Summer oak tree Oghma, god of speech and writing CE Silvanus, god of nature and forests N NG N GREEK DEITlES Alignment Suggested Domains Symbol N Tempest Fist full of lightning bolts Deity CG Light Sea shell Zeus, god of the sky, ruler of the gods CG Knowledge, Life, Light Lyre Aphrodite, goddess of love and beauty CE War Spear Apollo, god of light, music, and healing Life, Nature Bow and arrow on lunar disk Ares, god of war and strife NG Knowledge, War Owl Artemis, goddess ofhunting and childbirth Life Mare's head Athena, goddess of wisdom and civilization LG Life Thyrsus (staff tipped with pine cone) Demeter, goddess of agriculture NG Death Black ram Dionysus, god of mirth and wine Knowledge, Trickery Setting moon Hades, god ofthe underworld CN Knowledge Hammer and anvil Hecale, goddess of magic and the moon LE Trickery Fan of peacock feathers Hephaestus, god of smithing and craft Tempest, War Lion's head Hera, goddess of marriage and intrigue CE Trickery Caduceus (winged staff and serpents) Hercules, god of strength and adventure NG Life Hearth Hermes, god cf travei and commerce War Winged woman Hestia, goddess of home and family CN Nature Syrinx (pan pipes) Nike, goddess of victory CG Tempest Trident Pan, god of nature Trickery Red pentagram Poseidon, god of the sea and earthquakes CG Tyche, goddess of good fortune NG LN CN CN N APPENDlX B I GOuS OFTHE MULTIVERSE
ECYPTlAN DEITIEs Alignment Suggested Domains Symbol LG Life, Light Solar dísk encírcled by serpent Deity LN Death Black jackal Re-Horakhty, god ofthe sun, ruler ofthe gods NE Trickery Flaming snake Anubis, god of judgment and death CG War Cat Apep, god of evil, fire, and serpents CN Tríckery Image ofthe misshapen deíty Bast, goddess of cats and vengeance NG Life, Light Horned cow's head with lunar disk Bes, god of luck and musíc Hathor, goddess of love, music, and NG Knowledge Step pyramid NG Knowledge, Life Ankh and star motherhood CG Death Horns around a lunar dísk Imhotep, god of crafts and medicine LG Life, Nature Crook and fiail Isis, goddess of fertilíty and magíc LN Knowledge Buli Nephthys, goddess of death and grief CE Death, Tempest, Coiled cobra Osiris, god of nature and the underworld Ptah, god of crafts, knowledge, and secrets Trickery Crocodile head with horns and plumes Set, god of darkness and desert storms LE Nature, Tempest Ibis N Knowledge Sobek, god of water and crocodiles Thoth, god of knowledge and wisdom NORSE DEITIES Alignment Suggested Domains Symbol NG Knowledge, War Watching blue eye Deity NE Tempest Rough ocean waves Odin, god ofknowledge and war NG Life, Light Gem-encrusted silver chalice Aegir, god of the sea and storms N Light Head of a bearded man Balder, god of beauty and poetry NG Life, Light Ice-blue greatsword Forsetí, god ofjustice and law NG Life Falcon Frey, god of fertilíty and the sun N Life, Light Cat Freya, goddess of fertility and love LG Light, War Curling musical horn Frigga, goddess ofbirth and fertility NE Death Woman's face, rottíng on one side Heimdall, god of watchfulness and loyalty CN Trickery Winged scroll Hei, goddess of the underworld CE Trickery Flame Hermod, god of luck NG Nature, Tempest Gold coin Loki, god of thíeves and trickery CG Light Solar disk Njord, god of sea and wind CG War Upraísed sword Odur, god oflíght and the sun N Nature Mountain peak Síf, goddess of war LE War Flaming sword Skadi, god of earth and mountains CG Tempest, War Hammer Surtur, god of fire giants and war CE War White double-bladed axe Thor, god of storms and thunder LN Knowledge, War Sword Thrym, god of fire giants and cold CN Nature Longbow Tyr, god of courage and strategy Uller, god ofhunting and winter J f APPENOIX B I CO os OF THE MULTIVfRSE 299
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