Professional Documents
Culture Documents
Spells PDF
Spells PDF
Spells
Cleric
Spells
Divine
Power
Inflict
Critical
Wounds
Minor
Illusion
Prestidigitation
Ray
of
Frost
Cantrips
Cure
Minor
Wounds
Level
5
Spells
Read
Magic
Commune
Shocking
Grasp
Guidance
Lance
of
Faith
Dispel
Evil
Light
Flame
Strike
Level
1
Spells
Cure
Wounds,
Mass
Burning
Hands
Resistance
Raise
Dead
Cause
Fear
True
Seeing
Charm
Person
Level
1
Spells
Color
Spray
Bless
Cause
Fear
Level
6
Spells
Comprehend
Languages
Banishment
Detect
Magic
Command
Blade
Barrier
Disguise
Self
Create
Water
Greater
Dispel
Magic
Feather
Fall
Cure
Light
Wounds
Harm
Identify
Detect
Magic
Heal
Magic
Missile
Detect
Undead
Planar
Ally
Shield
Divine
Favor
Sleep
Inflict
Light
Wounds
Level
7
Spells
Thunderwave
Protection
from
Evil
Sanctuary
Destruction
Shield
of
Faith
Greater
Restoration
Level
2
Spells
Holy
Word
Darkness
Improved
Mass
Cure
Wounds
Invisibility
Level
2
Spells
Knock
Aid
Plane
Shift
Regenerate
Levitate
Augury
Resurrection
Melfs
Acid
Arrow
Cure
Moderate
Wounds
Mirror
Image
Hold
Person
Level
8
Spells
Phantasmal
Force
Inflict
Moderate
Wounds
Antimagic
Field
Rope
Trick
Lesser
Restoration
Earthquake
Scorching
Ray
Silence
Fire
Storm
Spider
Climb
Spiritual
Weapon
Holy
Aura
Web
Zone
of
Truth
Polymorph
Stoneskin
Wall
of
Fire
Level
5
Spells
Cloudkill
Cone
of
Cold
Dominate
Person
Hold
Monster
Passwall
Telekinesis
Teleport
Level
6
Spells
Banishment
Chain
Lightning
Disintegrate
Flesh
to
Stone
Greater
Dispel
Magic
Mass
Suggestion
Move
Earth
Sunbeam
Level
7
Spells
Finger
of
Death
Greater
Teleport
Mass
Invisibility
Plane
Shift
Prismatic
Spray
Level
8
Spells
Antimagic
Field
Clone
Ottos
Irresistible
Dance
Sunburst
Trap
the
Soul
Level
9
Spells
Astral
Projection
Gate
Meteor
Swarm
Power
Word
Kill
Time
Stop
Wish
Spell
Descriptions
The
spells
are
presented
in
alphabetical
order.
Magic
on
Creatures
and
Objects:
Any
magical
effect
on
a
creature
or
an
object
in
the
cloud
is
Aid
suppressed
while
the
creature
or
object
is
in
it.
2nd-level
enchantment
Magic
Items:
Magic
items
properties
and
powers
are
suppressed
in
the
cloud.
For
example,
You
awaken
courage
and
resolve
in
your
a
+1
long
sword
in
the
cloud
functions
as
an
companions
so
that
they
can
stand
fast
in
the
ordinary
long
sword
rather
than
as
a
magic
face
of
danger.
weapon.
Effect:
Choose
up
to
three
creatures
within
10
A
magic
weapons
properties
and
powers
are
feet
of
you
that
are
not
currently
affected
by
this
suppressed
whether
it
is
used
against
a
target
in
spell.
Each
creatures
maximum
and
current
hit
the
cloud
or
by
an
attacker
there.
The
exception
points
both
increase
by
5
for
the
next
8
hours.
is
when
a
magic
weapon
or
piece
of
magic
ammunition
fully
leaves
the
cloud.
For
example,
Antimagic
Field
if
you
fire
a
magic
arrow
out
of
the
cloud,
the
8th-level
abjuration
arrows
magic
ceases
to
be
suppressed
as
soon
With
this
invisible
field,
you
sever
your
as
it
exits.
immediate
surroundings
from
magic.
Spells
Magical
Travel:
Teleportation
fails
to
work
in
fizzle
out,
summoned
creatures
disappear,
and
the
cloud,
whether
the
area
in
the
cloud
is
the
even
magic
items
become
mundane
when
they
destination
or
the
departure
point
for
such
come
in
contact
with
the
suppressing
field.
magical
travel.
A
portal
to
another
world
or
Although
you
are
safe
from
hostile
magic
used
plane
of
existence,
as
well
as
an
opening
to
an
against
you,
the
magic
on
which
you
depend
is
extradimensional
space,
temporarily
closes
also
beyond
your
reach
while
the
field
holds.
while
in
the
cloud.
Effect:
A
10-foot-radius
invisible
cloud
of
Summoned
Creatures:
Creatures
summoned
by
antimagic
surrounds
you.
The
cloud
moves
with
magic
within
the
cloud
temporarily
wink
out
of
you,
centered
on
you.
The
cloud
lasts
until
your
existence.
They
instantly
reappear
once
the
concentration
is
broken,
but
for
no
longer
than
1
cloud
moves
away
from
the
space
they
occupied.
hour.
Dispel
Magic:
Spells
and
magical
effects
such
Magical
effects,
except
those
created
by
an
as
dispel
magic
and
greater
dispel
magic
have
no
artifact
or
a
deity,
are
suppressed
in
the
cloud
effect
on
the
cloud.
Likewise,
the
clouds
created
and
cannot
reach
into
it.
While
an
effect
is
by
multiple
antimagic
fields
have
no
effect
on
suppressed,
it
does
not
function,
but
the
time
it
each
other.
spends
suppressed
counts
against
its
duration,
if
any.
The
cloud
has
no
effect
on
an
object
(other
Astral
Projection
than
a
magic
item)
that
was
created
by
magic.
9th-level
necromancy
Targeted
Effects:
Spells
and
other
magical
You
loosen
the
bodys
hold
on
the
soul
to
enter
effects,
such
as
magic
missile
and
charm
person,
the
infinite
expanse
of
the
Astral
Plane.
The
body
that
target
a
creature
or
an
object
in
the
cloud
you
leave
behind
rests
inert
in
a
state
of
have
no
effect
on
that
target.
suspended
animation.
Areas
of
Magic:
The
area
of
another
spell
or
Requirement:
For
each
creature
you
affect
magical
effect,
such
as
fireball,
cannot
extend
with
this
spell,
you
must
provide
a
jacinth
worth
into
the
cloud,
and
if
the
cloud
overlaps
an
area
at
least
1,000
gp
and
one
ornately
carved
bar
of
of
magic,
the
part
of
that
area
that
is
covered
by
silver
worth
at
least
100
gp.
To
cast
it,
you
must
the
cloud
is
suppressed.
For
example,
the
flames
spend
1
hour
in
meditation
or
prayer.
At
the
end
created
by
a
wall
of
fire
are
suppressed
within
of
this
time,
as
part
of
your
action
to
cast
the
the
cloud,
potentially
creating
a
gap
in
the
fire.
spell,
you
give
a
silver
bar
to
each
creature
that
would
accompany
you
(keeping
one
for
yourself).
The
fire
ignites
unattended
flammable
objects
Effect:
Choose
a
living
humanoid
within
25
in
the
area.
feet
of
you.
It
must
make
a
Wisdom
saving
throw,
Special:
When
you
cast
this
spell
using
a
spell
and
does
so
with
advantage
if
you
or
your
slot
of
a
level
higher
than
1st,
the
damage
companions
are
fighting
it.
If
it
fails,
it
is
increases
by
1d6
for
each
level
above
1st.
charmed
by
you
for
1
hour,
or
until
you
or
your
companions
harm
it.
Cause
Fear
A
creature
charmed
by
this
spell
remembers
1st-level
enchantment
being
charmed.
Your
eyes
flow
with
pale
green
light,
and
your
visage
seems
to
undergo
a
horrifying
alteration,
Chill
Touch
Necromancy
cantrip
becoming
a
supernatural
image
of
dread
made
manifest.
Your
hand
glows
with
blue
energy
that
disrupts
Effect:
Each
creature
you
choose
within
10
the
life
force
of
living
creatures.
feet
of
you
must
succeed
on
a
Wisdom
saving
Effect:
Make
a
magic
attack
to
touch
a
throw
or
be
frightened
until
your
concentration
creature
of
your
choice.
On
a
hit,
the
target
takes
is
broken,
but
for
no
longer
than
1
minute.
On
its
1d10
necrotic
damage
and
cannot
regain
hit
turn,
a
creature
affected
by
this
spell
can
take
an
points
until
the
start
of
your
next
turn.
action
to
make
a
Wisdom
check
against
your
Special:
If
your
caster
level
is
7th
or
higher,
spell
save
DC
to
end
the
spell.
the
damage
is
2d10.
If
your
caster
level
is
11th
or
higher,
the
damage
is
3d10.
If
your
caster
Chain
Lightning
level
is
16th
or
higher,
the
damage
is
4d10.
6th-level
evocation
Arcs
of
lightning
flash
from
your
blazing
eyes
as
Clone
8th-level
necromancy
you
cast
this
spell.
When
you
release
its
magic,
a
bolt
of
lightning
leaps
from
you
to
strike
a
The
best
safeguard
against
the
unthinkable
is
a
creature,
and
then
splits
into
three
bolts
that
arc
copy
of
your
physical
body,
ready
to
take
your
toward
others.
place
should
you
be
disintegrated
by
a
trap,
Effect:
You
create
a
bolt
of
lightning
that
destroyed
by
a
demon
prince,
or
ground
to
strikes
a
target
you
choose
within
100
feet
of
powder
beneath
the
heel
of
a
titan.
you.
Three
bolts
then
leap
from
that
target
to
up
Casting
the
clone
spell
is
best
done
someplace
to
three
others.
Divide
the
bolts
among
the
out
of
the
way,
where
the
duplicate
can
mature
targets
as
you
wish.
A
target
can
be
a
creature
or
for
several
months
without
being
disturbed.
an
unattended
object,
and
it
can
be
struck
by
no
Requirement:
You
must
have
a
crystal
vessel,
more
than
two
of
the
bolts.
with
a
sealable
lid,
that
is
large
enough
to
hold
a
For
each
bolt
that
strikes
a
target,
that
target
Medium
creature;
a
quantity
of
seawater
must
make
a
Dexterity
saving
throw.
The
target
sufficient
to
fill
the
container;
a
piece
of
flesh
or
takes
10d6
lightning
damage
on
a
failed
save,
a
lock
of
hair
from
the
target
creature;
and
and
half
as
much
damage
on
a
successful
one.
knowledge
of
the
target
creatures
true
name.
(You
forgo
this
last
requirement
if
the
target
is
Charm
Person
yourself.)
The
vessel
must
be
worth
at
least
1st-level
enchantment
2,000
gp.
Before
casting
this
spell,
you
must
spend
1
This
spell
twists
a
creatures
mind
so
that
it
sees
hour
incanting
mystic
phrases
and
monitoring
you
in
the
best
possible
light
in
the
present
the
initial
growth
of
the
components.
At
the
end
circumstances.
A
hostile
creature,
for
example,
of
this
time,
as
part
of
your
action
to
cast
the
might
not
see
you
as
a
threat,
while
a
bored
spell,
you
must
crush
a
diamond
worth
no
less
shopkeeper
might
suddenly
regard
you
with
than
1,000
gp
and
sprinkle
the
powder
into
the
unfounded
trust.
mixture.
The
spell
consumes
the
gemstone
when
it
takes
effect.
Effect:
An
inert
duplicate
of
the
target,
known
save,
and
half
as
much
damage
on
a
successful
as
a
clone,
forms
inside
the
sealed
crystal
vessel
one.
Any
living
creature
that
enters
the
cloud
or
and
matures
after
120
days.
A
duplicate
can
be
ends
its
turn
there
must
also
make
this
saving
grown
while
the
original
still
lives,
or
when
the
throw
(no
more
than
once
per
turn).
original
soul
is
unavailable,
but
the
resulting
The
cloud
moves
10
feet
away
from
you
at
the
body
is
soulless,
inert
flesh.
An
inert
clone
start
of
each
of
your
turns,
rolling
along
the
endures
indefinitely,
as
long
as
its
crystal
jar
surface
of
the
ground.
The
vapors,
being
heavier
remains
undisturbed.
than
air,
sink
to
the
lowest
level
of
the
land,
even
At
any
time
after
the
clone
matures,
if
the
pouring
down
openings.
original
creature
dies,
its
soul
immediately
A
moderate
wind
(at
least
11
miles
per
hour)
transfers
to
the
clone,
creating
a
replacement,
disperses
the
cloud
after
4
rounds.
A
strong
wind
provided
that
the
soul
is
free
and
willing
to
(at
least
21
miles
per
hour)
disperses
it
after
1
return.
The
clone
is
physically
identical
to
the
round.
original
and
possesses
the
same
personality,
Special:
When
you
cast
this
spell
using
a
spell
memories,
and
abilities,
but
none
of
the
slot
of
a
level
higher
than
5th,
the
damage
originals
equipment.
increases
by
1d8
for
each
level
above
5th.
If
the
originals
physical
remains
are
restored
to
life
after
a
clone
is
activated,
the
clone
Color
Spray
becomes
a
new
individual.
The
clone
starts
with
1st-level
illusion
the
memories
and
abilities
of
the
original
creature,
but
its
personality
diverges
This
spell
creates
a
dazzling
array
of
flashing
immediately.
There
is
a
75
percent
chance
that
colors
that
daze
and
disorient
onlookers.
A
the
new
individual
is
antagonistic
toward
the
creature
exposed
to
its
effects
feels
a
sense
of
original;
its
most
pressing
goal
becomes
to
vertigo
and
a
clash
of
emotions,
as
the
illusion
destroy
the
original,
to
take
the
originals
place,
overwhelms
its
senses
and
confuses
its
mind.
and
perhaps
even
to
corrupt
or
undo
anything
Effect:
Each
creature
in
a
15-foot
cone
the
original
accomplished.
originating
from
you
must
make
a
Wisdom
saving
throw,
provided
the
creature
can
see.
Choose
blue,
red,
or
yellow.
Every
creature
that
Cloudkill
fails
its
saving
throw
suffers
that
colors
effect
5th-level
conjuration
until
the
end
of
its
next
turn.
To
master
this
spell,
you
must
be
familiar
with
Blue:
The
creatures
speed
is
halved,
and
the
one
of
a
few
nameless,
reeking
Abyssal
layers
creature
has
disadvantage
on
all
attack
rolls
and
where
the
very
atmosphere
is
death
to
mortals
checks.
and
demons
alike.
Red:
The
creature
must
use
its
action
to
make
As
you
cast
this
spell,
you
hold
the
image
of
a
melee
or
ranged
attack
(its
choice)
against
a
the
toxic
Abyssal
layer
in
your
mind
while
the
randomly
determined
target
within
range.
words
of
your
conjuration
siphon
from
it
a
Yellow:
The
creature
is
frightened.
While
it
is
portion
of
what
you
behold.
Noisome,
yellow- frightened,
it
must
move
as
far
away
from
you
as
green
vapors
roll
across
the
ground,
bringing
possible
before
taking
an
action,
but
if
moving
death
to
creatures
caught
within.
would
provoke
an
opportunity
attack,
it
need
not
Effect:
You
create
a
20-foot-radius
cloud
of
move.
poisonous
fog
centered
on
a
point
you
can
see
within
100
feet
of
you.
The
clouds
area
is
Command
heavily
obscured.
It
lasts
until
your
1st-level
enchantment
concentration
is
broken,
but
for
no
longer
than
10
minutes.
You
channel
supernatural
authority
so
that
you
When
the
cloud
appears,
each
living
creature
can
compel
a
creature
into
obedience.
The
in
it
must
make
a
Constitution
saving
throw.
A
creature
acts
without
thinking,
doing
what
you
creature
takes
6d8
poison
damage
on
a
failed
command
to
the
best
of
its
ability.
Effect:
You
create
food
and
water
in
sufficient
Cure
Serious
Wounds
quantities
to
sustain
up
to
ten
humanoids
or
five
3rd-level
conjuration
(word
of
power)
steeds
for
1
day.
The
food
is
bland
but
nourishing,
and
spoils
if
uneaten
after
a
day.
The
Healing
energy
flows
through
you
to
mend
the
water
is
clean
and
does
not
go
bad.
most
serious
wounds.
Effect:
Choose
a
living
creature
within
50
feet
Create
Water
of
you.
It
regains
3d8
+
8
hit
points.
1st-level
Conjuration
Cure
Wounds,
Improved
Mass
Water
condenses
in
the
air
at
a
point
you
choose,
7th-level
conjuration
falling
like
rain
or
filling
a
container
such
as
a
bucket
or
a
skin.
You
flood
creatures
with
positive
energy
to
heal
Effect:
You
create
enough
wholesome,
their
injuries
and
restore
them
to
health.
drinkable
water
to
sustain
one
Small
or
Medium
Effect:
Choose
a
point
you
can
see
within
50
humanoid
for
a
day
(about
2
gallons).
You
can
feet
of
you.
Any
number
of
living
creatures
of
create
the
water
in
any
empty
container
within
your
choice
within
25
feet
of
that
point
regain
25
feet
that
will
contain
the
liquid
or
as
rain
3d8
+
8
hit
points.
falling
across
an
area
three
times
as
large.
Cure
Wounds,
Mass
Cure
Critical
Wounds
5th-level
conjuration
(word
of
power)
4th-level
conjuration
(word
of
power)
You
unleash
healing
energy
to
aid
the
injured
Your
magic
imbues
an
injured
creature
with
and
mend
their
wounds.
powerful
healing
energy,
potent
enough
to
heal
Effect:
Choose
a
point
you
can
see
within
50
even
grievous
wounds.
feet
of
you.
Any
number
of
living
creatures
of
Effect:
Choose
a
living
creature
within
50
feet
your
choice
within
25
feet
of
that
point
regain
of
you.
It
regains
4d8
+
8
hit
points.
1d8
+
4
hit
points.
Effect:
You
teleport
yourself
from
your
creation
of
magical
force,
such
as
the
wall
current
location
to
any
other
spot
within
400
created
by
the
wall
of
force
spell.
feet.
You
arrive
at
exactly
the
spot
desired,
If
the
target
is
a
creature,
it
must
make
a
whether
by
seeing
it,
by
imagining
it,
or
by
Dexterity
saving
throw.
On
a
failed
save,
the
ray
stating
direction,
such
as
200
feet
straight
strikes
the
target.
If
the
target
has
60
hit
points
downward
or
upward
to
the
northwest
at
a
45- or
fewer,
it
is
automatically
disintegrated.
degree
angle,
300
feet.
Otherwise,
the
target
takes
16d6
force
damage.
If
You
can
bring
along
objects
as
long
as
their
this
damage
reduces
the
target
to
0
hit
points
or
weight
doesnt
exceed
the
maximum
load
you
fewer,
it
is
disintegrated.
can
carry.
You
can
also
bring
one
willing
A
disintegrated
creature
and
all
its
creature
of
your
size
category
or
smaller
possessions
are
reduced
to
a
pile
of
fine
gray
carrying
gear
up
to
its
maximum
load.
The
dust.
The
disintegrated
creature
killed
can
be
creature
must
be
in
physical
contact
with
you
restored
to
life
only
with
a
true
resurrection
or
when
you
cast
this
spell.
wish
spell.
If
you
arrive
in
a
place
already
occupied
by
an
If
the
target
is
a
Large
or
smaller
object,
it
is
object
or
a
creature,
you
and
any
creature
automatically
disintegrated.
If
the
object
is
Huge
traveling
with
you
each
take
4d6
force
damage,
or
larger,
this
spell
instead
disintegrates
a
10-
and
the
spell
is
expended
but
fails
to
teleport
you.
foot-cube
portion
of
the
object.
For
magical
effects
that
are
not
spells,
the
DC
Effect:
You
gain
a
+4
bonus
to
Strength
checks.
needed
to
end
the
effect
equals
10
+
half
the
You
gain
the
same
bonus
to
attack
rolls
and
number
of
Hit
Dice
of
the
creature
that
created
damage
rolls
involving
a
weapon
that
uses
the
effect.
Strength.
The
bonus
lasts
until
your
concentration
is
broken,
but
for
no
longer
than
1
Divination
minute.
4th-level
divination
You
burn
incense
and
make
a
sacred
offering
Dominate
Person
5th-level
enchantment
appropriate
to
your
religion
to
gain
guidance
about
the
future
from
your
god
or
the
gods
Mastering
this
spell
requires
practice,
usually
by
servants.
repeating
its
magical
formula
again
and
again
in
Effect:
Ask
a
single
question
concerning
a
your
mind
while
focusing
your
concentration.
specific
goal,
event,
or
activity
to
occur
within
You
build
your
willpower
like
a
muscle
so
that
one
week.
The
DM
offers
a
truthful
reply.
The
you
can
overpower
another
creatures
mind.
reply
might
be
a
short
phrase,
a
cryptic
rhyme,
You
focus
all
your
attention
on
a
nearby
or
an
omen.
creature
and
forge
a
psychic
conduit
linking
your
The
spell
does
not
identify
any
circumstances
minds.
The
words
of
your
mental
binding
speed
that
might
change
the
outcome,
such
as
the
along
the
conduit,
words
of
obligation
and
casting
of
additional
spells,
the
loss
or
gain
of
a
mental
domination
that
seek
to
tie
the
target
to
companion,
and
so
on.
your
least
whim.
This
spell
contacts
otherworldly
entities
for
Effect:
Choose
a
living
humanoid
within
50
answers.
The
first
time
you
cast
it,
you
can
feet
of
you
that
you
can
see.
The
creature
must
receive
a
reliable
answer
based
on
your
query.
succeed
on
a
Charisma
saving
throw
to
avoid
Further
questions
in
a
single
day
about
any
topic
being
charmed
by
you
for
the
next
hour.
can
provide
false
readings.
Each
time
you
cast
For
the
duration,
you
have
a
telepathic
link
this
spell
in
the
same
day
after
the
first,
there
is
a
with
the
charmed
creature,
and
you
choose
its
25
percent
chance
(15
on
a
d20
roll)
that
you
actions
and
where
it
moves
by
commanding
it
will
get
a
false
reading.
The
DM
makes
this
roll
in
telepathically.
It
cannot
take
reactions.
If
you
secret.
give
it
no
commands,
it
does
nothing,
other
than
Ritual:
You
can
cast
this
spell
as
a
ritual.
To
do
the
basics
for
survival.
so,
you
must
burn
sacred
herbs
in
a
bronze
The
charmed
creature
can
make
a
new
saving
brazier
for
1
hour.
throw
against
the
spell
if
it
takes
damage
or
if
you
give
it
an
order
that
is
directly
counter
to
its
Divine
Favor
alignment.
The
spell
instantly
fails
if
you
give
the
1st-level
evocation
(word
of
power)
creature
an
obviously
self-destructive
order.
Your
telepathic
link
extends
across
any
Your
divine
patron
answers
your
prayer
and
distance
on
the
same
plane
only.
You
do
not
gain
places
a
spiritual
hand
upon
your
soul
as
a
mark
sensory
input
from
the
link,
but
the
creature
can
of
favor.
For
as
long
as
this
blessing
remains,
you
communicate
simple
concepts
through
it
to
you.
fight
with
greater
might.
As
an
action,
you
can
gain
an
awareness
of
the
Effect:
You
gain
a
+1
bonus
to
attack
rolls
and
creatures
surroundings
until
the
start
of
your
damage
rolls
until
your
concentration
is
broken,
next
turn,
as
interpreted
through
the
creatures
but
for
no
longer
than
1
minute.
senses.
Effect:
Choose
a
point
on
the
ground
within
Open
Ground:
Fissures
open
throughout
the
500
feet
of
you
that
you
can
see.
An
intense
spells
area
at
the
start
of
your
turn
after
you
tremor
rips
through
the
ground
in
a
100-foot
cast
the
spell.
Each
Medium
or
smaller
creature
radius
centered
on
that
point
and
shakes
on
the
ground
in
the
spells
area
must
make
a
creatures
and
structures
in
contact
with
the
Dexterity
saving
throw.
On
a
failed
save,
the
ground
in
the
area.
The
tremor
lasts
until
your
creature
falls
1d10
10
feet
into
a
fissure,
concentration
is
broken,
but
for
no
longer
than
1
taking
falling
damage
as
normal.
The
DC
to
climb
minute.
out
is
the
same
as
the
spell
save
DC.
The
fissures
The
ground
in
the
area
becomes
difficult
close
when
the
spell
ends
and
kill
any
creatures
terrain.
Each
creature
on
it
that
is
concentrating
still
inside
them.
on
a
spell
must
make
a
Constitution
saving
Any
pools
of
liquid
in
the
area
drain
into
the
throw.
On
a
failed
save,
the
creatures
fissures
at
the
DMs
discretion.
concentration
is
broken.
Structures:
The
tremor
deals
50
bludgeoning
When
you
cast
the
spell
and
at
the
end
of
each
damage
to
any
structure
in
contact
with
the
turn
you
spend
concentrating
on
it,
each
ground
when
you
cast
the
spell
and
at
the
start
creature
on
the
difficult
terrain
must
make
a
of
each
of
your
turns
until
the
spell
ends.
If
a
Dexterity
saving
throw.
On
a
failed
save,
the
structure
drops
to
0
hit
points
or
fewer,
it
creature
falls
prone,
and
if
it
has
50
hit
points
or
collapses.
Each
creature
inside
a
collapsed
fewer,
it
cannot
take
actions
until
it
leaves
the
structure
made
of
wood,
stone,
or
a
similar
hard
area
or
the
spell
ends.
material
must
make
a
Dexterity
saving
throw.
On
This
spell
has
additional
effects
depending
on
a
failed
save,
the
creature
takes
5d6
bludgeoning
the
terrain
in
the
area.
damage,
falls
prone,
and
becomes
buried
in
Locations
with
Ceilings:
If
the
spells
area
rubble.
On
a
successful
save,
it
just
takes
half
this
touches
or
includes
a
vertical
surface,
such
as
a
damage.
wall
or
a
column,
that
connects
to
a
ceiling,
Buried
in
Rubble:
A
creature
buried
in
rubble
debris
falls
from
the
ceiling
in
the
area.
At
the
cannot
move
and
might
not
be
able
to
see
or
start
of
each
of
your
turns
after
you
cast
the
spell
hear
beyond
the
rubble.
For
each
full
minute
the
and
until
it
ends,
each
creature
under
the
ceiling,
creature
spends
buried,
it
takes
2d6
bludgeoning
including
flying
creatures,
must
make
a
Dexterity
damage.
A
buried
creature
can
use
its
action
to
saving
throw.
On
a
failed
save,
a
creature
takes
make
a
Strength
check
to
try
to
dig
out
of
the
5d6
bludgeoning
damage
and
falls
prone;
if
the
rubble.
The
DM
sets
the
DC
based
on
the
creature
is
already
prone,
it
is
buried
in
rubble
material:
DC
15
is
appropriate
for
a
mixture
of
(see
below).
On
a
successful
save,
the
creature
earth
and
stone.
The
creature
digs
itself
free
just
takes
half
this
damage.
after
1d6
successful
checks.
Other
creatures
can
Cliffs:
If
the
spells
area
touches
or
includes
a
help
dig,
provided
they
know
the
buried
vertical
surface,
such
as
a
cliff,
that
does
not
have
creatures
approximate
location.
Each
minute
a
ceiling,
the
surface
crumbles
into
a
landslide.
per
creature
clearing
away
rubble
reduces
the
The
landslide
pushes
out
from
the
affected
number
of
checks
the
buried
creature
needs
to
surface
horizontally
as
far
as
it
falls
vertically;
make
by
one.
for
example,
if
the
affected
area
of
a
cliff
is
100
feet
tall,
the
landslide
spreads
out
100
feet
from
Feather
Fall
the
cliffs
base.
The
landslide
begins
at
the
start
1st-level
transmutation
of
your
turn
after
you
cast
the
spell.
Each
creature
in
the
landslides
path
must
You
can
turn
a
plunging
free
fall
into
a
gentle
make
a
Dexterity
saving
throw.
On
a
failed
save,
descent.
it
takes
5d6
bludgeoning
damage
and
falls
prone;
Requirement:
You
can
cast
this
spell
only
as
a
if
already
prone,
it
is
buried
in
rubble.
On
a
reaction
when
you
or
a
creature
within
50
feet
of
successful
save,
the
creature
just
takes
half
this
you
falls.
damage,
and
the
landslide
pushes
it
to
the
Effect:
The
falling
creatures
rate
of
descent
nearest
space
of
the
slides
leading
edge.
slows
to
10
feet
per
round.
The
spell
ends
when
the
creature
lands
or
has
fallen
1,000
feet.
If
it
failed
save,
and
half
as
much
damage
on
a
lands
before
the
spell
ends,
it
takes
no
falling
successful
one.
damage
and
can
land
on
its
feet.
The
fire
ignites
unattended
flammable
objects
and
damages
objects
in
the
area.
Finger
of
Death
Special:
When
you
cast
this
spell
using
a
spell
7th-level
necromancy
slot
of
a
level
higher
than
3rd,
the
damage
increases
by
1d6
for
each
level
above
3rd.
When
you
cast
this
spell,
you
forge
a
link
to
the
Negative
Energy
Plane
and
point
your
finger
at
a
creature.
Pain
like
liquid
fire
runs
through
its
Flame
Strike
5th-level
evocation
body,
bringing
terrible
death.
Effect:
Choose
a
living
creature
within
50
feet
You
call
down
a
roaring
column
of
divine
fire
of
you.
If
the
creature
has
40
hit
points
or
fewer,
that
immolates
your
foes.
it
dies.
Otherwise,
it
must
make
a
Wisdom
saving
Effect:
Each
creature
in
a
10-foot-radius,
40-
throw.
The
creature
takes
12d8
necrotic
damage
foot-high
cylinder
centered
at
a
point
within
50
on
a
failed
save,
or
half
as
much
damage
on
a
feet
of
you
must
make
a
Dexterity
saving
throw.
successful
one.
A
creature
takes
4d6
fire
damage
and
4d6
A
creature
killed
by
this
spell
rises
at
the
start
radiant
damage
on
a
failed
save,
and
half
as
of
your
next
turn
as
a
zombie
under
your
much
damage
on
a
successful
one.
command.
Special:
When
you
cast
this
spell
using
a
spell
slot
of
a
level
higher
than
5th,
the
fire
or
the
Fire
Storm
radiant
damage
(your
choice)
increases
by
1d6
7th-level
evocation
for
each
level
above
5th.
Sheets
of
roaring
flame
race
across
the
area,
spreading
out
in
all
directions
and
consuming
Flesh
to
Stone
6th-level
transmutation
creatures
in
their
path.
The
flames
respond
to
your
commands,
and
you
can
direct
them
to
flow
As
you
cast
this
spell,
your
motions
become
around
creatures
you
choose.
slower
and
slower,
and
a
noise
of
crashing
Effect:
Choose
a
point
within
100
feet
of
you.
boulders
echoes
around
your
target.
The
A
100-foot
cube
of
flame
appears
centered
on
creature
stiffens
and
becomes
as
hard
as
stone.
that
point.
Choose
any
number
of
creatures
in
Effect:
Choose
one
living
creature
within
50
the
spells
area.
Each
target
must
make
a
feet
of
you
that
you
can
see.
If
the
targets
body
is
Dexterity
saving
throw.
A
target
takes
7d10
fire
made
of
flesh
or
similar
tissue,
it
must
make
a
damage
on
a
failed
save,
or
half
that
much
Constitution
saving
throw.
On
a
failed
save,
the
damage
on
a
successful
one.
creature
is
restrained.
On
a
successful
one,
the
The
fire
ignites
unattended
flammable
objects
creature
is
not
affected
and
your
action
is
wasted,
and
damages
objects
in
the
area.
but
you
retain
the
spell.
A
creature
restrained
by
this
spell
must
make
Fireball
another
Constitution
saving
throw
at
the
start
of
3rd-level
evocation
your
next
turn.
On
a
successful
save,
the
creature
breaks
free
of
the
spell.
On
a
failed
save,
the
You
hurl
a
spinning
ball
of
fire
with
a
pea-sized
creature
turns
to
stone
and
remains
that
way
point
of
flame
bright
as
the
sun
at
its
center.
The
until
your
concentration
is
broken,
but
for
no
ball
streaks
to
its
target
and
detonates
with
an
longer
than
1
minute.
explosion
of
flame
and
a
low
roar.
A
creature
turned
to
stone
by
this
spell
is
Effect:
Choose
a
point
within
50
feet
of
you.
stunned
and
resistant
to
all
damage.
If
it
is
Each
creature
in
a
20-foot-radius
cloud
centered
physically
broken
or
damaged
while
in
this
state,
on
that
point
must
make
a
Dexterity
saving
the
creature
has
similar
damage
or
deformities
throw.
A
creature
takes
6d6
fire
damage
on
a
on
reverting
to
its
original
state.
If
you
maintain
your
concentration
on
this
your
side
of
the
portal.
Uttering
a
creatures
true
spell
for
1
minute,
the
creature
is
permanently
name
in
this
way
gives
you
no
power
over
the
turned
to
stone
and
dies.
creature,
and
it
is
free
to
act
in
whatever
manner
the
Dungeon
Master
deems
appropriate.
It
might
Fly
leave
(possibly
through
the
same
portal),
attack
3rd-level
conjuration
you,
or
help
you.
Deities
and
other
planar
rulers
can
usually
You
extend
a
hand
like
a
swooping
wing
toward
prevent
gates
from
opening
in
their
presence
or
the
recipient
of
the
spell.
The
creature
you
touch
anywhere
within
their
personal
demesnes.
gains
the
ability
to
fly
for
a
time.
Effect:
You
touch
a
willing
creature.
That
creature
gains
a
fly
speed
of
60
feet
until
your
Guidance
Divination
cantrip
concentration
is
broken,
but
for
no
longer
than
1
hour.
When
the
spell
ends,
the
creature
falls
at
You
call
upon
the
gods
to
guide
you
or
your
the
start
of
its
next
turn
if
it
is
still
aloft
and
has
friend,
granting
a
small
but
useful
boost
in
no
means
to
stop
the
fall.
competence,
knowledge,
or
insight.
Effect:
Choose
an
ability
score,
and
touch
one
Gate
creature.
For
the
next
minute,
or
until
you
cast
9th-level
conjuration
this
spell
again,
that
creature
gains
a
+1
bonus
to
checks
using
the
chosen
ability.
A
shuddering
pinhole
appears
at
a
point
in
space
you
choose
and
then
rapidly
yawns
wide
to
become
a
portal
to
another
plane
of
existence.
Harm
6th-level
necromancy
The
interdimensional
connection
lets
you
and
others
instantly
travel
from
one
plane
to
another.
You
unleash
a
virulent
disease
imbued
with
Requirement:
To
cast
this
spell,
you
must
negative
energy
to
run
rampant
in
a
creatures
have
a
large
diamond
worth
at
least
5,000
gp.
body.
The
sickness
leaves
the
creature
with
Casting
the
spell
consumes
the
diamond.
significant
injuries
and
an
inability
to
withstand
Effect:
Choose
a
point
within
100
feet
of
you.
further
wounds.
You
conjure
a
portal
linked
to
a
precise
location
Effect:
Choose
a
living
creature
within
50
feet
on
a
plane
of
existence
other
than
the
one
you
of
you.
Roll
13d6.
are
on.
You
determine
the
portals
shape,
size,
If
the
target
has
fewer
hit
points
than
the
total
and
orientation
when
you
cast
the
spell.
The
you
rolled,
its
hit
point
maximum
becomes
1
for
portal
can
be
a
circular
hoop
or
a
disk
from
5
to
1
hour,
and
if
the
target
has
more
than
1
hit
20
feet
in
diameter.
You
can
orient
the
portal
in
point,
its
current
hit
points
drop
to
1.
any
direction
you
choose.
The
portal
lasts
until
If
the
targets
hit
points
are
equal
to
or
greater
your
concentration
is
broken,
but
for
no
longer
than
the
total
you
rolled,
it
must
make
a
than
1
minute.
Constitution
saving
throw.
It
takes
necrotic
The
portal
has
a
front
and
a
back
on
each
damage
equal
to
the
total
you
rolled
on
a
failed
plane
where
it
appears;
it
is
not
visible
from
the
save,
and
half
as
much
damage
on
a
successful
back.
Travel
through
the
portal
is
possible
only
one.
This
damage
cannot
reduce
the
target
hit
by
moving
through
its
front.
Anything
moving
points
below
1.
through
the
front
of
the
portal
is
instantly
shunted
to
the
nearest
unoccupied
space
to
the
Haste
portal
on
the
other
plane.
3rd-level
transmutation
When
you
cast
this
spell,
you
can
also
speak
a
creatures
true
name
you
have
learned.
If
that
Smoke
pours
from
your
blurring
fingers
as
the
creature
is
on
a
plane
other
than
the
one
you
are
mere
act
of
casting
this
spell
speeds
your
on,
the
portal
opens
at
the
named
creatures
gestures
to
supernatural
quickness.
Your
spell
immediate
vicinity
and
draws
the
creature
cracks
a
tiny
imperfection
in
times
faade,
through
it
to
the
nearest
unoccupied
space
on
allowing
the
target
of
your
spell
to
move
slightly
greater
control
and
knowledge
than
the
lesser
faster
than
everything
around
it.
spell
because
it
can
affect
all
living
creatures,
not
Rumors
persist
that
the
recipients
of
this
spell
just
people.
age
at
an
unnatural
rate,
though
it
is
more
likely
Focusing
on
a
rod
of
iron,
you
draw
forth
its
that
such
stories
are
an
attempt
to
discourage
its
properties
and
impose
them
on
a
creature
you
use.
can
see.
Until
the
creature
breaks
free,
it
Effect:
Choose
a
willing
creature
within
25
becomes
like
the
iron,
stiff
and
inert,
frozen
in
feet
of
you.
That
creatures
speed
is
doubled,
it
place.
gains
a
+2
bonus
to
AC,
it
has
advantage
on
Effect:
Choose
a
living
creature
within
100
Dexterity
saving
throws,
and
it
gains
an
feet
of
you
that
you
can
see.
The
target
must
additional,
hasted
action
on
each
of
its
turns.
succeed
on
a
Wisdom
saving
throw
or
be
These
benefits
last
until
your
concentration
is
paralyzed
until
your
concentration
is
broken,
but
broken,
but
for
no
longer
than
1
minute.
for
no
longer
than
1
minute.
On
its
turn,
a
The
hasted
action
can
be
used
only
for
the
creature
affected
by
this
spell
can
take
an
action
following
actions:
to
make
a
Wisdom
check
against
your
spell
save
DC
to
end
the
spell.
cast
a
cantrip
make
a
single
attack
Hold
Person
disengage
2nd-level
enchantment
hustle
initiate
a
contest,
such
as
a
grapple
Focusing
on
a
small,
straight
piece
of
iron,
you
draw
forth
its
properties
and
impose
them
on
a
When
the
spell
ends,
the
creature
loses
its
creature
you
can
see.
Until
the
creature
breaks
next
turn,
as
a
wave
of
lethargy
sweeps
over
it.
free,
it
becomes
like
the
iron,
stiff
and
inert,
frozen
in
place.
Heal
Effect:
Choose
a
living
humanoid
within
100
6th-level
conjuration
feet
of
you
that
you
can
see.
The
target
must
succeed
on
a
Wisdom
saving
throw
or
be
A
surge
of
positive
energy
washes
away
injury
paralyzed
until
your
concentration
is
broken,
but
and
sickness
to
restore
a
living
creature
to
for
no
longer
than
1
minute.
On
its
turn,
a
health
and
vitality.
creature
affected
by
this
spell
can
take
an
action
Effect:
Choose
a
living
creature
within
50
feet
to
make
a
Wisdom
check
against
your
spell
save
of
you.
The
creature
regains
50
hit
points.
This
DC
to
end
the
spell.
spell
also
ends
blindness,
deafness,
and
any
diseases
affecting
the
target.
Holy
Aura
8th-level
abjuration
Heal,
Mass
9th-level
conjuration
Divine
radiance
shines
around
you
and
creatures
you
choose,
a
sign
of
your
gods
favor
and
A
flood
of
healing
energy
flows
from
you
and
protection.
The
aura
dims
to
a
soft,
persistent
into
injured
creatures
around
you
to
restore
glow
that
shields
you
all
from
evil.
Should
an
evil
health
to
those
who
need
it
most.
creature
strike
you
or
your
companions,
the
light
Effect:
You
restore
up
to
500
hit
points
flares
with
sudden,
blinding
intensity.
divided
as
you
choose
among
any
number
of
Requirement:
To
cast
this
spell,
you
must
living
creatures
within
20
feet
of
you.
have
a
tiny
reliquary
worth
at
least
1,000
gp
that
contains
a
sacred
relic,
such
as
a
scrap
of
cloth
Hold
Monster
from
a
saints
robe
or
a
piece
of
parchment
from
5th-level
enchantment
a
holy
text.
This
spell
is
of
the
same
lineage
as
hold
person.
Effect:
You
and
up
to
eight
willing
creatures
However,
mastering
hold
monster
requires
much
within
20
feet
of
you
each
emit
dim
light
in
a
5-
foot
radius.
This
light
lasts
until
your
concentration
is
broken,
but
for
no
longer
than
1
Effect:
Each
creature
in
a
20-foot-radius,
40-
minute.
foot-high
cylinder
centered
on
a
point
within
50
A
creature
under
this
spells
protection
has
feet
of
you
must
make
a
Dexterity
saving
throw.
advantage
on
all
saving
throws,
and
other
A
creature
takes
2d8
bludgeoning
damage
and
creatures
have
disadvantage
on
attack
rolls
4d6
cold
damage
on
a
failed
save,
and
half
as
against
it.
In
addition,
when
a
fiend
or
an
undead
much
damage
on
a
successful
one.
creature
hits
a
protected
creature
with
a
melee
Until
your
next
turn
ends,
hailstones
turn
the
attack,
the
attacker
must
succeed
on
a
storms
area
into
difficult
terrain.
Constitution
saving
throw
to
avoid
being
blinded
Special:
When
you
cast
this
spell
using
a
spell
until
the
spell
ends.
slot
of
a
level
higher
than
4th,
the
bludgeoning
damage
increases
by
1d8
for
each
level
above
Holy
Word
4th.
7th-level
evocation
(word
of
power)
Legend
holds
the
gods
formed
the
world
and
the
Identify
1st-level
divination
creatures
living
in
it
by
speaking
words
of
creation.
This
spell
gives
you
the
means
to
speak
Discovering
a
magic
items
effects
is
usually
a
divine
word
aloud,
the
sound
of
which
drives
possible
through
trial
and
error.
But
to
precisely
off
otherworldly
creatures
and
overpowers
your
catalog
every
facet
of
its
lore
and
ability
requires
enemies.
an
academic
approach
refined
by
years
of
Effect:
Each
celestial,
elemental,
and
fiend
you
spellcraft.
choose
within
20
feet
of
you
and
that
can
hear
You
incant
the
magical
phrases
of
revelation
you
must
make
a
Charisma
saving
throw.
On
a
as
you
brush
your
fingers
across
an
item,
failed
save,
the
creature
is
forced
back
to
its
drawing
up
any
magic
that
might
be
hidden
plane
of
origin
and
cannot
return
to
your
current
within
it.
Upon
casting
identify,
you
discover
the
plane
for
24
hours
by
any
means
short
of
a
wish
properties
and
pertinent
lore
of
a
magic
item.
spell.
Effect:
You
learn
the
properties
of
a
magic
In
addition,
choose
any
number
of
creatures
item
you
touch.
If
the
item
has
any
special
lore
that
can
hear
you
and
are
within
20
feet
of
you.
associated
with
it,
you
learn
that
as
well.
Each
one
must
make
a
Charisma
saving
throw.
This
spell
reveals
if
an
item
has
a
secret,
On
a
failed
save,
the
creature
suffers
an
effect
though
not
the
nature
of
the
secret.
based
on
its
current
hit
point
total:
Ritual:
You
can
cast
this
spell
as
a
ritual
by
spending
at
least
10
minutes
intoning
hierarchal
50
hit
points
or
fewerdeafened
for
1
minute
questions
to
spirits
of
knowledge
and
lore,
and
40
hit
points
or
fewerdeafened
and
blinded
scribing
marks
upon
the
object
to
be
identified
for
10
minutes
with
special
chalks.
30
hit
points
or
fewerblinded,
deafened,
and
stunned
for
1
hour
Inflict
Critical
Wounds
20
hit
points
or
fewerdeath
4th-level
necromancy
Your
touch
causes
wounds
to
open
all
over
your
Ice
Storm
foes
body.
4th-level
evocation
Effect:
Make
a
magic
attack
to
touch
a
living
You
utter
the
words
of
this
spell,
cold
and
heavy
creature
of
your
choice.
The
target
takes
7d8
in
your
mouth,
describing
a
future
where
the
necrotic
damage
on
a
hit,
and
half
as
much
world
has
ended
and
ice
ceaselessly
pummels
damage
on
a
miss.
the
frozen
landscape.
As
you
finish,
your
breath
If
you
target
an
undead
creature,
it
instead
steams
as
white
as
the
hail
of
rock-hard
ice
that
regains
4d8
+
8
hit
points.
pounds
down,
pulverizing
everything
in
reach
of
the
brief
storm.
you
use
knock
as
a
ritual,
you
can
open
an
object
change
the
targets
altitude,
moving
it
up
to
20
that
requires
a
DC
15
or
lower
check
to
open,
feet
up
or
down.
rather
than
DC
20.
A
creature
being
levitated
can
move
only
by
pushing
or
pulling
against
a
fixed
object
or
Lance
of
Faith
surface
in
reach
(such
as
a
wall
or
a
ceiling),
Evocation
cantrip
which
allows
the
creature
to
move
at
half
speed
at
its
current
altitude.
The
creature
could
push
Your
devotion
reveals
itself
as
a
beam
of
light
against
the
ceiling
to
lower
itself
a
distance
equal
that
shines
from
your
holy
symbol
or
weapon
to
to
its
limb
length.
burn
a
path
through
your
foes.
Effect:
Make
a
magic
attack
against
one
creature
within
50
feet
of
you.
On
a
hit,
the
Light
Evocation
cantrip
target
takes
2d6
radiant
damage.
Special:
If
your
caster
level
is
7th
or
higher,
You
cause
an
object
you
touch
to
shine
with
light
the
damage
is
4d6.
If
your
caster
level
is
11th
or
for
a
time.
higher,
the
damage
is
6d6.
If
your
caster
level
is
Effect:
You
touch
an
object.
It
sheds
bright
16th
or
higher,
the
damage
is
8d6.
light
in
a
20-foot-radius
sphere
and
dim
light
for
an
additional
20
feet.
The
light
may
be
colored
as
Lesser
Restoration
you
choose.
The
light
lasts
for
1
hour,
until
you
2nd-level
conjuration
freely
dismiss
it,
or
until
you
cast
this
spell
again.
Covering
the
object
with
a
solid
object,
such
as
You
restore
a
creature
to
its
full
ability
by
ending
a
bowl
or
a
helm,
blocks
the
glow.
an
effect
that
impairs
it.
Effect:
You
touch
a
creature
and
choose
one
of
the
following
effects.
Lightning
Bolt
3rd-level
evocation
Neutralize
Poison:
If
the
creature
is
suffering
from
any
poisons,
choose
one
of
them
and
You
release
a
crackling
stroke
of
lightning
that
neutralize
it.
leaves
a
thunderclap
and
eye-searing
Remove
Disease:
If
the
creature
is
suffering
afterimages
in
its
wake.
from
any
diseases,
choose
one
of
them
and
cure
Effect:
A
line
of
lightning
120
feet
long
and
5
it.
feet
wide
emanates
from
you
in
a
direction
you
Remove
Paralysis:
If
the
creature
is
subjected
choose.
Each
creature
in
the
line
must
make
a
to
any
paralyzing
effects,
choose
one
of
them
and
Dexterity
saving
throw.
A
creature
takes
6d6
end
it.
lightning
damage
on
a
failed
save,
and
half
as
much
damage
on
a
successful
one.
Levitate
The
lightning
ignites
unattended
flammable
2nd-level
transmutation
objects
and
damages
objects
in
the
line.
Special:
When
you
cast
this
spell
using
a
spell
As
you
cast
this
spell,
you
imagine
shining
wires
slot
of
a
level
higher
than
3rd,
the
damage
that
hang
the
subject
of
your
levitate
spell
in
the
increases
by
1d6
for
each
level
above
3rd.
air.
You
finish
this
spell
with
a
grand
upward
gesture,
and
a
creature
rises
into
the
air
as
if
being
reeled
up.
Mage
Armor
Abjuration
cantrip
Effect:
Choose
a
willing
creature,
or
an
object,
weighing
500
pounds
or
less
within
50
feet
of
While
you
incant
this
spell,
your
stylized
you.
The
target
rises
vertically,
up
to
20
feet,
and
gestures
recall
the
motions
of
a
knight
donning
remains
suspended
at
that
height
for
up
to
10
armor.
As
you
finish,
a
pulse
of
light
reveals
the
minutes
or
until
you
end
the
spell
as
an
action.
extent
and
design
of
the
magical
protection
Each
round
as
an
action,
or
in
place
of
your
plating
your
body
before
the
armor
fades
to
movement
if
you
are
the
spells
target,
you
can
invisibility.
eponymous
irresistible
dance
spell
is
any
Special:
Casting
this
spell
multiple
times
lets
indication,
something
of
practical
joker.
you
create
a
deeper
passage.
When
you
cast
this
spell,
your
hand
motions
mimic
that
of
a
cavorting
fool
as
you
command
a
Phantasmal
Force
creature
to
begin
a
comic
dance:
shuffling,
foot
2nd-level
illusion
tapping,
and
capering.
Effect:
Choose
one
living
creature
within
20
The
magic
of
illusion,
fear,
and
mental
feet
of
you
that
you
can
see.
The
target
must
manipulation
come
together
to
create
a
make
a
Wisdom
saving
throw.
On
a
successful
phantasm:
an
illusion
so
powerful
that
it
takes
save,
the
creature
is
not
affected
and
your
action
root
in
its
victims
mind.
is
wasted,
but
you
retain
the
spell.
On
a
failed
A
phantasm
is
visible
only
to
those
creatures
save,
the
target
must
dance
in
place
until
your
affected
by
it.
Onlookers
might
assume
that
an
concentration
is
broken,
but
for
no
longer
than
1
invisible
creature
is
on
the
loose.
minute.
Effect:
Choose
a
living
creature
that
you
can
A
dancing
creature
must
use
all
its
movement
see
within
50
feet
of
you.
You
create
an
illusory
to
dance
in
place
(remaining
in
the
same
space)
object,
creature,
or
force
of
your
choice
that
is
and
has
disadvantage
on
all
saving
throws;
all
visible
only
to
that
creature.
The
illusion
lasts
creatures
attacking
the
dancer
have
advantage
until
your
concentration
is
broken,
but
for
no
on
their
attack
rolls.
The
only
action
the
dancing
longer
than
10
minutes.
creature
can
take
is
to
make
a
Wisdom
check
The
illusion
includes
sound,
temperature,
and
against
the
spells
save
DC
to
regain
control
of
other
stimuli,
though
these
are
evident
only
to
itself.
On
a
successful
check,
the
spell
ends.
the
creature.
The
illusion
can
occupy
up
to
500
Special:
If
you
know
and
use
the
targets
true
cubic
feet.
name
when
you
cast
this
spell,
the
enchantment
When
the
creature
first
tries
to
interact
with
instead
lasts
for
10
days,
or
until
you
release
the
the
illusion,
the
creature
can
make
a
Wisdom
creature
as
an
action
or
it
dies
of
exhaustion.
saving
throw
to
discern
it
as
a
phantasm.
Otherwise,
the
creature
must
use
an
action
to
attempt
to
disbelieve
and
make
another
saving
Using
True
Names
throw.
On
a
successful
save,
the
spell
ends.
On
a
Any
time
you
use
a
spell
that
requires
a
creatures
true
failed
save,
the
creature
rationalizes
any
illogical
name,
that
name
evolves
to
something
new
afterward,
rendering
your
knowledge
of
the
creatures
previous
events
prompted
by
the
phantasm.
For
instance,
true
name
inaccurate.
if
the
creature
falls
through
a
phantasmal
bridge
but
clearly
doesnt
fall,
the
creature
believes
that
Passwall
it
must
have
slipped
instead
and
falls
prone.
5th-level
transmutation
If
the
phantasm
is
an
illusory
creature,
it
can
attack
the
chosen
creature
each
round
on
your
With
a
word
and
a
gesture,
you
open
a
space
in
a
turn
if
you
so
choose.
It
automatically
deals
1d6
wall
to
grant
you
passage.
psychic
damage.
Effect:
Choose
a
point
on
a
wooden,
plaster,
or
stone
surface
(such
as
a
wall,
a
ceiling,
or
a
floor)
Planar
Ally
within
30
feet
of
you.
A
passage
appears
at
that
6th-level
conjuration
point.
You
choose
the
openings
dimensions:
up
to
5
feet
wide,
8
feet
tall,
and
20
feet
deep.
The
You
beseech
your
deity
or
planar
patron
to
send
opening
lasts
for
1
hour.
It
magically
creates
no
an
ally
to
aid
you
in
your
endeavors.
When
the
instability
in
a
structure
surrounding
it.
potential
ally
appears,
light,
music,
smoke,
and
When
the
opening
disappears,
any
creatures
other
phenomena
might
accompany
it
as
or
objects
still
in
the
passage
are
safely
ejected
appropriate
for
its
kind.
The
spells
power
only
to
an
unoccupied
space
nearest
to
the
surface
on
calls
the
otherworldly
creature;
you
must
offer
which
you
cast
the
spell.
suitable
payment
in
exchange
for
its
aid.
Requirement:
Before
casting
this
spell,
you
receiving
a
full
share
of
the
experience
points
must
spend
10
minutes
assembling
appropriate
awarded.
offerings
and
making
prayers
to
a
planar
power.
Ritual:
You
may
cast
this
spell
as
a
ritual.
To
Effect:
Choose
an
otherworldly
entity
known
do
so,
you
must
spend
at
least
1
hour
inscribing
to
you,
such
as
a
god,
an
archfey,
a
primordial,
or
a
hermetic
circle
using
materials
the
creature
some
other
being
of
cosmic
power.
That
entity
might
favor:
powdered
silver
for
celestials,
causes
a
celestial,
an
elemental,
or
a
fiend
loyal
powdered
gemstones
for
earth
elementals,
blood
to
it
to
appear
in
an
unoccupied
space
within
50
and
burning
dung
for
fiends,
and
so
on.
feet
of
you.
If
you
know
a
creatures
true
name,
you
can
instead
speak
it
when
you
cast
this
spell
Plane
Shift
to
call
that
specific
creature.
In
that
case,
the
7th-level
conjuration
creature
can
be
of
any
type.
When
the
creature
appears,
it
acts
normally.
Infusing
a
tuning
fork
with
magic
and
striking
it
You
may
ask
the
creature
to
perform
a
service
in
to
create
a
tone
keyed
to
a
particular
plane,
you
exchange
for
payment.
The
requested
task
could
create
instantaneous
passage
from
one
plane
of
range
from
the
simple
(fly
us
across
the
chasm,
existence
to
another.
You
can
use
this
spell
to
help
us
fight
a
battle)
to
the
complex
(spy
on
our
transport
yourself
and
willing
companions,
or
enemies,
protect
us
during
our
foray
into
the
banish
a
creature
you
touch.
The
spell
can
bridge
dungeon).
You
must
be
able
to
communicate
any
distance,
allowing
travel
even
to
an
entirely
with
the
creature
to
bargain
for
its
services.
The
different
reality.
bargaining
takes
at
least
1
minute.
Requirement:
To
cast
this
spell,
you
must
Payment
can
take
a
variety
of
forms.
A
have
a
small,
forked
metal
rod
worth
at
least
250
celestial
might
require
a
sizable
donation
of
gold
gp,
inscribed
with
a
sigil
sequence
attuned
to
a
or
magic
items
to
an
allied
temple,
while
a
fiend
permanent
teleportation
circle
on
any
plane
of
might
demand
a
living
sacrifice
or
a
direct
gift
of
existence,
an
alternate
dimension,
or
a
different
treasure.
Some
creatures
might
exchange
their
reality.
Rods
keyed
to
certain
planes
or
service
for
a
favor
from
you.
dimensions
might
be
difficult
to
come
by,
as
the
After
the
creature
completes
the
task,
or
when
Dungeon
Master
decides.
the
duration
of
service
expires,
the
creature
Effect:
You
and
up
to
eight
willing
creatures
returns
to
its
home
plane
after
reporting
back
to
who
link
hands
in
a
circle
are
instantly
shunted
you,
if
appropriate
to
the
task
and
if
possible.
to
an
unoccupied
space
within
the
teleportation
Some
general
guidelines
about
payments
for
circle
whose
forked
rod
you
used
when
you
cast
tasks
follow.
The
DM
can
adjust
these
payments
this
spell.
If
the
space
is
too
small
to
hold
all
the
based
on
the
circumstances
under
which
you
creatures
you
transported,
they
appear
in
the
cast
the
spell.
If
the
task
is
strongly
aligned
with
closest
unoccupied
spaces
next
to
the
circle.
the
creatures
ethos,
the
payment
might
be
You
can
use
this
spell
to
banish
an
unwilling
halved
or
even
waived.
creature
to
another
plane.
Choose
a
creature
you
can
touch.
That
creature
must
make
a
Dexterity
100
gp
per
minute
for
a
task
taking
up
to
10
saving
throw.
On
a
failed
saving
throw,
you
minutes
touch
the
creature,
which
must
then
make
a
1,000
gp
per
hour
for
a
task
taking
up
to
1
day
Charisma
saving
throw.
If
the
creature
fails
this
10,000
gp
per
day
for
a
long-term
task,
taking
save,
it
is
immediately
shunted
to
an
unoccupied
up
to
10
days
space
within
the
permanent
circle
whose
forked
rod
you
used
when
you
cast
this
spell.
A
creature
Nonhazardous
tasks
typically
require
only
half
so
transported
must
find
its
own
way
back
to
the
suggested
payment,
while
especially
your
current
plane
of
existence.
dangerous
tasks
may
require
a
greater
gift.
Creatures
rarely
accept
tasks
that
seem
suicidal.
A
creature
enlisted
to
join
your
group
counts
as
a
full
member
of
your
adventuring
party,
Polymorph
Prayer
4th-level
transmutation
3rd-level
conjuration
(word
of
power)
Mastering
polymorph
demands
knowledge
of
You
beseech
the
gods
for
special
favor
to
aid
physiology
and
the
sympathetic
links
that
link
all
yourself
and
your
allies
in
your
present
trial.
living
creatures.
Effect:
Choose
any
number
of
creatures
within
When
you
cast
this
spell,
you
hold
clear
in
20
feet
of
you.
Each
creature
gains
a
+1
bonus
to
your
mind
the
images
of
both
the
target
of
your
AC,
attack
rolls,
weapon
damage
rolls,
ability
magic
and
of
the
living
creature
whose
form
you
checks,
and
saving
throws.
The
effect
lasts
until
wish
to
impart.
Your
words
mold
the
creatures
your
concentration
is
broken,
but
for
no
longer
current
form
into
the
new
shape.
than
1
minute.
Effect:
Choose
a
living
creature
within
50
feet
of
you.
If
the
target
is
willing,
you
transform
it
Prestidigitation
into
another
kind
of
living
creature.
The
Transmutation
cantrip
transformation
lasts
until
your
concentration
is
broken,
but
for
no
longer
than
1
hour.
Magical
study
often
means
learning
a
little
If
the
target
is
unwilling
and
has
a
hit
point
something
about
how
to
manipulate
the
maximum
of
150
or
more,
or
if
it
is
a
underlying
arcane
principles
in
a
trivial
but
often
shapechanger,
it
is
unaffected.
If
the
target
is
useful
fashion.
unwilling
and
has
a
hit
point
maximum
of
less
You
perform
an
amusing
magical
trick,
such
as
than
150,
it
must
make
a
Wisdom
saving
throw.
creating
a
dancing
wisp
of
light,
freshening
a
If
the
creature
fails
the
saving
throw,
it
takes
on
wilting
flower,
making
a
coin
invisible,
or
the
new
form
for
1
minute.
warming
a
cold
drink.
The
new
form
can
be
any
beast
whose
number
Effect:
You
create
one
of
the
following
magical
of
Hit
Dice
is
equal
to
or
less
than
that
of
the
effects
within
10
feet
of
you.
target
creature.
The
target
creature
gains
all
the
You
color,
clean,
or
soil
an
item
no
larger
than
abilities
and
limitations
of
the
new
form,
and
a
cubic
foot
for
up
to
1
hour.
loses
all
the
abilities
and
limitations
of
its
You
chill,
warm,
or
flavor
up
to
1
pound
of
original
form.
But
the
creature
retains
its
current
nonliving
material
for
up
to
1
hour.
hit
points
as
well
as
its
Intelligence,
Wisdom,
and
You
create
an
instantaneous
sensory
effect
Charisma
scores.
that
is
harmless,
such
as
a
shower
of
sparks,
a
The
creature
continues
to
wear
or
carry
any
puff
of
wind,
faint
musical
notes,
or
an
odd
gear
in
its
new
form
if
that
form
is
physically
odor.
capable
of
doing
so.
Otherwise,
the
gear
melds
You
instantly
light
or
snuff
out
a
candle,
a
into
the
new
form
and
becomes
nonfunctional.
torch,
or
a
small
campfire.
You
make
a
small
mark
or
symbol
appear
on
Power
Word
Kill
an
object
or
a
surface
for
up
to
1
hour.
9th-level
enchantment
You
produce
out
of
nothingness
a
small
trinket
You
speak
aloud
a
single-syllable
word
of
power
or
illusory
image
that
lasts
until
the
end
of
that
can
compel
a
creature
to
die
instantly.
your
next
turn.
Effect:
Choose
one
creature
within
50
feet
of
You
make
a
small
handheld
item
invisible
until
you
that
can
hear
you.
If
the
creature
has
50
hit
the
end
of
your
next
turn.
points
or
fewer,
it
dies.
Special:
If
you
know
and
speak
the
creatures
Special:
If
you
cast
this
spell
multiple
times,
true
name
as
part
of
the
spells
casting,
that
you
can
have
no
more
than
three
of
its
effects
creature
dies
if
it
has
100
hit
points
or
fewer.
active
at
a
time.
Requirement:
Casting
this
spell
requires
not
removed
prior
to
casting
the
spell,
they
diamond
dust
worth
at
least
100
gp,
which
is
afflict
the
target
on
its
return
to
life.
consumed
in
the
casting.
This
spell
closes
all
mortal
wounds
and
Effect:
You
touch
a
creature
and
choose
one
of
restores
any
missing
body
parts.
the
following
effects.
Coming
back
from
the
dead
is
an
ordeal.
The
Break
Enchantment:
You
end
one
charm
effect
target
takes
a
4
penalty
to
all
attack
rolls,
on
the
target.
saving
throws,
and
checks.
At
the
end
of
each
Lift
Curse:
You
end
one
curse
on
the
target.
long
rest,
the
penalty
is
reduced
by
1
until
it
This
benefit
also
breaks
attunement
to
one
reaches
0,
at
which
point
it
ends.
cursed
item.
Special:
Casting
this
spell
to
restore
life
to
a
Restore
Ability:
You
restore
any
of
the
targets
creature
dead
for
one
year
or
longer
taxes
you
reduced
ability
scores
to
their
normal
values.
greatly.
Until
you
complete
a
long
rest,
you
Restore
Maximum
Hit
Points:
You
end
any
cannot
cast
spells
again,
and
you
make
all
attacks,
effect
that
would
reduce
the
targets
hit
point
checks,
and
saving
throws
with
disadvantage.
maximum.
Stone
to
Flesh:
You
restore
a
creature
turned
Rope
Trick
to
stone
or
some
other
inorganic
material
back
2nd-level
transmutation
to
its
original
form.
Lesser
Restoration:
Choose
and
apply
one
Your
magic
raises
a
length
of
rope
into
the
air
to
effect
of
the
lesser
restoration
spell
to
the
target.
a
point
you
choose.
The
ropes
upper
end
leads
Ritual:
You
can
cast
this
spell
as
a
ritual.
You
into
an
invisible
extradimensional
space,
where
must
spend
1
hour
preparing
a
special
ointment
the
rope
is
affixed.
The
space
can
serve
as
a
made
from
diamond
dust
and
mystic
herbs.
refuge
for
several
creatures.
When
you
finish,
you
must
paint
the
targets
Requirement:
You
must
have
a
length
of
rope
body
with
the
ointment
until
the
substance
no
less
than
50
feet
long
to
cast
this
spell.
covers
the
creature
completely.
Effect:
You
create
an
invisible
entrance
within
50
feet
of
you
that
leads
to
an
extradimensional
space.
The
entrance
lasts
for
1
hour.
The
Resurrection
entrance
is
marked
by
a
rope
that
dangles
7th-level
conjuration
beneath
it,
which
seems
to
be
fixed
in
empty
air.
You
channel
positive
energy
into
the
deceased
to
The
extradimensional
space
can
be
reached
by
restore
it
to
life.
The
creature
shudders,
gasps
creatures
that
climb
up
the
rope
all
the
way
to
for
air,
and
rises,
shaking
off
all
effects
of
being
the
top,
at
which
point
they
enter
the
space.
The
dead.
space
holds
as
many
as
eight
Medium
or
smaller
Requirement:
Before
you
cast
this
spell,
you
creatures.
A
creature
in
the
space
can
pull
the
must
spend
1
hour
in
prayer
or
meditation
over
rope
up
into
the
space,
making
the
rope
a
specially
prepared
corpse.
At
the
end
of
this
disappear.
time,
as
part
of
your
action
to
cast
the
spell,
you
Creatures
in
the
extradimensional
space
are
place
a
diamond
worth
no
less
than
1,000
gp
on
on
another
plane.
Attacks
and
spells
cannot
the
dead
creatures
body.
The
spell
consumes
the
cross
through
the
entrance
into
the
space,
but
gemstone
when
it
takes
effect.
those
in
the
space
can
see
out
of
it
as
if
through
a
Effect:
You
touch
a
dead
creature,
which
must
3-foot-by-5-foot
window
centered
on
the
rope.
have
died
sometime
within
the
last
100
years,
Anything
inside
the
extradimensional
space
did
not
die
as
a
result
of
old
age,
and
is
not
drops
out
when
the
spell
ends.
undead.
If
its
soul
is
free
and
willing,
the
target
returns
to
life
with
all
of
its
hit
points.
Sanctuary
This
spell
neutralizes
any
poisons
and
cures
1st-level
abjuration
(word
of
power)
normal
diseases
afflicting
the
creature
when
it
died.
It
does
not,
however,
remove
magical
Clerics
sometimes
cast
sanctuary
on
themselves
diseases,
curses,
and
the
like;
if
such
effects
are
to
move
to
injured
allies
or
to
cast
more
challenging
spells
without
the
risk
of
Shield
of
Faith
The
fine
sand
you
fling
into
the
air
sparkles
1st-level
abjuration
(word
of
power)
when
this
spells
magic
takes
hold.
Creatures
touched
by
the
scintillating
granules
grow
You
call
out
a
prayer
to
protect
an
imperiled
ally.
drowsy
and
might
fall
asleep.
A
shimmering
field
surrounds
and
shields
your
Effect:
Choose
a
point
that
you
can
see
within
target,
helping
to
deflect
attacks.
100
feet
of
you,
roll
3d8,
and
add
them
up.
The
Effect:
Choose
a
creature
within
50
feet
of
you.
total
is
how
many
hit
points
of
living
creatures
That
creature
gains
a
+1
bonus
to
AC.
The
bonus
this
spell
can
affect
within
20
feet
of
the
point
lasts
until
your
concentration
is
broken,
but
for
you
chose.
The
spell
ignores
any
creature
that
is
no
longer
than
1
minute.
unconscious.
Starting
with
the
creature
that
has
the
lowest
current
hit
points,
each
creature
affected
by
this
spell
falls
unconscious
for
1
minute
or
until
it
takes
damage
or
someone
uses
an
action
to
Ritual:
You
can
cast
this
spell
as
a
ritual
if
you
shake
or
slap
the
sleeper
awake.
Subtract
each
spend
10
minutes
preparing
the
corpse
to
creatures
hit
points
from
the
total
before
receive
the
spirit,
a
process
involving
intoning
moving
on
to
the
creature
with
the
next
lowest
ritual
phrases,
burning
incense,
and
the
painting
hit
points.
A
creatures
hit
points
must
be
no
of
sigils
with
magical
oils
on
the
body.
more
than
the
remaining
total
for
that
creature
to
be
affected.
Spider
Climb
Special:
When
you
cast
this
spell
using
a
spell
2nd-level
transmutation
slot
of
a
level
higher
than
1st,
roll
an
additional
d8
for
each
level
above
1st
to
determine
which
The
gesticulations
you
make
while
casting
this
creatures
fall
asleep.
spell
mimic
that
of
a
spider
climbing
an
imaginary
wall,
conferring
on
a
creature
the
ability
to
climb
any
surface.
Sound
Burst
Effect:
You
touch
a
willing
creature.
That
2nd-level
evocation
creature
gains
the
ability
to
move
up,
down,
You
blast
an
area
with
a
tremendous
cacophony,
across
vertical
surfaces,
or
even
upside
down
potentially
deafening
creatures
in
the
area.
along
ceilings
while
leaving
its
hands
free.
The
Effect:
Choose
a
point
within
50
feet
of
you.
creature
can
move
in
this
way
at
its
normal
Each
creature
in
a
10-foot-radius
cloud
centered
speed
and
without
needing
to
make
a
check,
on
that
point
must
make
a
Constitution
saving
unless
the
surface
its
traversing
is
exceedingly
throw.
A
creature
takes
4d6
thunder
damage
on
slippery.
These
benefits
last
until
your
a
failed
save,
and
half
as
much
damage
on
a
concentration
is
broken,
but
for
no
longer
than
successful
one.
A
creature
that
fails
this
save
is
10
minutes.
also
deafened
for
1
minute.
Special:
When
you
cast
this
spell
using
a
spell
Spiritual
Weapon
slot
of
a
level
higher
than
2nd,
the
damage
2nd-level
evocation
increases
by
1d6
for
each
level
above
2nd.
Calling
out
for
aid
from
your
divine
patron,
you
evoke
magical
force
in
the
shape
of
a
glowing
Speak
with
Dead
weapon
to
smash
your
foes.
The
weapon
created
3rd-level
necromancy
is
typically
a
hammer,
though
it
can
take
The
rotting
remains
twitch
and
stir
when
the
whatever
form
you
choose.
spirit
you
called
returns
to
the
corpse.
For
as
Effect:
You
create
a
floating,
spectral
weapon
long
as
your
magic
holds
the
spirit
to
its
body,
it
within
50
feet
of
you
that
lasts
for
1
minute
or
must
answer
the
questions
you
put
to
it.
until
you
cast
this
spell
again.
Make
a
magic
Requirement:
You
can
cast
this
spell
only
on
attack
against
a
creature
within
5
feet
of
the
a
dead
creature
that
still
has
a
mouth,
that
has
weapon.
On
a
hit,
the
target
takes
1d8
force
not
been
turned
into
an
undead
creature,
and
damage.
that
has
not
been
the
target
of
this
spell
within
Once
during
each
of
your
turns,
when
you
take
the
last
seven
days.
an
action,
you
can
also
move
the
weapon
up
to
Effect:
You
touch
a
creatures
corpse.
For
10
20
feet
and
repeat
the
attack
against
a
creature
minutes,
you
can
ask
the
corpse
up
to
five
within
5
feet
of
it.
questions.
The
corpse
knows
only
what
it
knew
Special:
When
you
cast
this
spell
using
a
spell
in
life.
Answers
are
usually
brief,
cryptic,
or
slot
of
a
level
higher
than
2nd,
the
damage
repetitive.
This
spell
does
not
return
the
increases
by
1
for
each
level
above
2nd.
creatures
soul
to
its
bodyonly
its
animating
spirit.
Thus,
the
corpse
cannot
learn
new
information,
does
not
comprehend
anything
that
has
happened
since
it
died,
including
questions
put
to
it
by
this
spell,
nor
can
it
speculate
about
future
events.
cloud
must
make
a
Constitution
saving
throw.
A
Object:
You
can
also
use
an
action
and
select
creature
takes
12d6
radiant
damage
and
an
object
within
50
feet
of
you
to
manipulate.
becomes
blinded
for
1
minute
on
a
failed
save,
or
The
spell
works
the
same
as
if
you
had
targeted
a
takes
just
half
as
much
damage
on
a
successful
creature,
except
as
follows.
one.
You
automatically
affect
an
unattended
object
Undead,
oozes,
fungi,
and
mold
always
fail
this
weighing
300
pounds
or
less.
saving
throw.
If
the
object
is
held,
worn,
or
otherwise
This
spell
ends
darkness
created
by
spells
of
attended
by
a
creature,
you
must
make
a
check
9th
level
or
lower.
with
your
magic
ability
opposed
by
that
creatures
Strength
check.
Telekinesis
You
can
also
exert
fine
control
on
objects
with
5th-level
transmutation
your
telekinetic
grip:
manipulating
an
object,
opening
a
door
or
a
container,
stowing
or
When
casting
this
spell,
you
utter
a
few
syllables
retrieving
an
item
from
an
open
container,
or
designed
to
focus
your
mind
as
a
fulcrum,
and
pouring
the
contents
from
a
vial.
harden
your
will
as
a
lever.
Along
the
lever,
you
extend
a
powerful
telekinetic
grip
you
can
use
to
pick
up
creatures
or
objects
and
move
them
Teleport
5th-level
conjuration
about.
Effect:
You
gain
the
ability
to
telekinetically
Most
major
temples,
important
wizards
guilds,
manipulate
creatures
and
objects
until
your
and
large
cities
have
permanent
teleportation
concentration
is
broken,
but
for
no
longer
than
circles,
each
with
a
unique
set
of
magic
sigils
10
minutes.
etched
or
inlaid
into
the
ground.
This
spell
Creature:
As
your
action,
you
can
choose
a
transports
you
and
your
companions
to
a
creature
within
50
feet
of
you
that
is
no
more
permanent
teleportation
circle
on
the
same
than
two
size
categories
larger
than
you.
Make
a
plane.
You
must
know
the
circles
exact
sequence
check
with
your
magic
ability
opposed
by
the
of
sigils.
creatures
Constitution
check.
Effect:
You
touch
up
to
five
willing
creatures.
If
you
win
the
contest,
you
move
the
creature
You
and
each
creature
you
touched
are
instantly
up
to
30
feet
in
any
direction.
Until
the
start
of
shunted
to
an
unoccupied
space
within
the
your
next
turn,
the
creature
is
restrained
in
your
permanent
circle
whose
sequence
you
chose
telekinetic
grip.
when
you
cast
this
spell.
The
circle
must
be
on
Each
round
as
your
action,
you
can
attempt
to
the
same
plane
where
you
cast
the
spell.
If
the
maintain
your
telekinetic
grip
on
the
creature.
If
space
is
too
small
to
hold
all
the
creatures
you
the
creature
is
being
held
in
the
air
without
teleported,
they
appear
in
the
closest
contact
with
the
ground
or
another
surface
unoccupied
spaces
next
to
the
circle.
capable
of
supporting
the
creature,
you
Ritual:
You
may
cast
this
spell
as
a
ritual.
You
automatically
maintain
your
grip,
and
you
can
must
spend
1
hour
inscribing
a
circle.
The
move
the
creature
up
to
30
more
feet
in
any
required
components
include
minerals
native
to
direction,
as
long
as
you
dont
move
it
to
a
the
plane,
such
as
amethyst,
diamond,
quartz,
position
farther
than
50
feet
from
you.
and
so
on.
Upon
completion
of
the
ritual,
the
If
the
creature
in
your
telekinetic
grip
can
get
physical
representation
of
the
circle
flares
and
purchase
on
an
immovable
surface
or
is
size
burns
away
to
ash.
Large
or
larger,
you
must
engage
it
in
another
You
can
create
a
new
permanent
circle
that
contest.
If
the
creature
wins
the
contest,
the
spell
you
can
use
as
an
endpoint
for
other
teleport
ends.
If
you
choose
not
to
maintain
your
spells
by
casting
this
spell
as
a
ritual
every
day
telekinetic
grip
as
your
action,
the
spell
also
ends.
for
one
year
in
the
same
location.
You
need
not
Either
way,
if
the
creature
was
being
held
above
use
the
circle
to
teleport
when
you
cast
the
spell
the
ground,
it
falls.
in
this
way.
Special:
When
you
learn
this
spell,
you
also
but
instead
viewed
an
illusion,
or
you
are
learn
two
sigil
sequences
chosen
by
the
Dungeon
attempting
to
teleport
to
a
familiar
location
that
Master.
You
can
commit
a
new
sigil
sequence
to
no
longer
exists.
When
traveling
to
a
false
memory
after
studying
it
for
about
a
minute.
destination,
roll
1d20
+
80
rather
than
d%,
since
there
is
no
real
destination
for
you
to
arrive
at
or
Teleport,
Greater
be
off
target
from.
7th-level
conjuration
Associated
object
means
that
you
possess
an
object
taken
from
the
desired
destination
within
Permanent
teleportation
circles
are
safe
end
the
last
six
months,
such
as
a
book
from
a
points
for
teleport
spells.
However,
those
who
wizards
library,
a
sheet
from
a
royal
suite,
a
master
and
cast
greater
teleport
fling
caution
to
chunk
of
marble
from
a
lichs
secret
tomb,
or
the
wind
and
attempt
to
teleport
to
any
location.
some
other
object
linked
to
the
location.
As
you
cast
this
spell,
you
envision
the
location
On
Target:
You
appear
where
you
want
to.
where
you
want
to
appear,
attempting
to
Off
Target:
You
appear
safely
a
random
imagine
it
clearly
in
your
mind.
When
you
finish
distance
away
from
the
destination
in
a
random
the
spell,
the
air
around
you
seems
to
take
fire
as
direction.
Distance
off
target
is
d%
of
the
you
and
your
chosen
companions
are
instantly
distance
that
was
to
be
traveled.
The
DM
whisked
elsewhere.
determines
the
direction
off
target
randomly
by
Effect:
You
touch
up
to
five
willing
creatures.
rolling
a
d8.
On
a
1,
north;
2,
northeast;
3,
east;
4,
You
and
each
creature
you
touched
are
instantly
southeast;
5,
south;
6,
southwest;
7,
west;
8,
shunted
from
your
current
location
to
a
northwest.
destination
that
is
known
to
you
and
is
on
the
Similar
Area:
You
wind
up
in
an
area
thats
same
plane
as
you.
Your
familiarity
with
the
visually
or
thematically
similar
to
the
target
area.
destination
determines
whether
you
arrive
there
Generally,
you
appear
in
the
closest
similar
place,
successfully.
Roll
d%
and
consult
the
table.
but
since
the
spell
has
no
range
limit,
you
could
On
Off
Similar
conceivably
wind
up
anywhere
on
the
plane.
Familiarity
Target
Target
Area
Mishap
Mishap:
You
and
anyone
else
teleporting
with
Permanent
circle
100
you
are
assaulted
by
the
spells
magic.
You
each
Very
familiar
0196
9799
100
Studied
carefully
0176
7787
8895
96100
take
1d10
force
damage,
and
you
reroll
on
the
Seen
casually
0146
4756
5766
67100
table
to
see
where
you
wind
up.
For
these
rerolls,
Viewed
once,
or
0126
2746
4756
57100
roll
1d20
+
80
instead
of
d%.
Each
time
this
description
False
destination
(1d20+80)
8192
93100
result
comes
up,
you
take
another
1d10
force
Associated
object
100
damage
and
reroll.
Ritual:
You
may
cast
this
spell
as
a
ritual.
You
Familiarity:
Permanent
circle
means
a
must
spend
8
hours
inscribing
a
circle
on
the
permanent
teleportation
circle
whose
sigil
ground.
The
required
components
include
sequence
you
know.
Very
familiar
is
a
place
minerals
native
to
the
plane,
such
as
amethyst,
you
have
been
very
often
and
where
you
feel
at
diamond,
quartz,
and
so
on.
Upon
completion
of
home.
Studied
carefully
is
a
location
you
know
the
ritual,
the
physical
representation
of
the
well,
because
you
have
been
there
often
or
you
circle
flares
and
burns
away
to
ash.
have
used
other
means
to
study
the
place.
Seen
casually
is
someplace
you
have
seen
more
than
Thunderwave
once
but
with
which
you
are
not
very
familiar.
1st-level
evocation
Viewed
once
is
a
place
you
have
seen
once,
possibly
using
magic.
Description
is
a
place
You
evoke
a
whip-crack
of
thunder,
creating
a
whose
location
and
appearance
you
know
wave
of
energy
that
can
sweep
aside
creatures
through
someone
elses
description,
perhaps
and
objects
it
contacts.
from
a
map.
Thunderwave
is
a
popular
spell
among
battle
False
destination
is
a
place
that
doesnt
exist.
wizards.
In
the
crush
and
grind
of
melee,
it
is
a
Perhaps
you
tried
to
scry
an
enemys
sanctum
key
weapon
in
breaking
enemy
lines
and
turning
targets
body
and
all
the
equipment
it
is
carrying
a
tightly
fought
battle
into
a
rout.
cease
to
exist.
Effect:
Each
creature
in
a
15-foot
cone
The
gem
holds
the
target
indefinitely
or
until
originating
from
you
must
make
a
Dexterity
the
gem
is
broken,
at
which
point
the
targets
saving
throw.
If
a
creature
fails,
it
takes
2d8
body
re-forms
in
an
unoccupied
space
nearest
to
thunder
damage
and
is
pushed
15
feet
away
the
gem
exactly
as
it
was
when
this
spell
was
from
you.
If
it
succeeds,
it
takes
half
as
much
cast
on
it.
damage
and
is
not
pushed.
You,
and
you
alone,
can
communicate
In
addition,
unsecured
objects
that
weigh
less
telepathically
with
the
trapped
soul.
Other
than
50
pounds
are
automatically
pushed
15
feet
creatures
inspecting
the
gemstone
see
a
tiny
by
the
spells
effect,
and
the
spell
emits
a
figure
inside
it.
thunderous
boom
audible
within
300
feet
of
it.
Special:
If
you
speak
the
targets
true
name
Special:
When
you
cast
this
spell
using
a
spell
when
you
cast
the
spell,
the
target
has
slot
of
a
level
higher
than
1st,
the
damage
disadvantage
on
the
saving
throw.
increases
by
1d8
and
the
distance
of
the
push
increases
by
5
feet
for
each
level
above
1st.
True
Resurrection
9th-level
conjuration
Time
Stop
You
beseech
the
powers
of
the
cosmos
to
9th-level
transmutation
intercede
on
behalf
of
a
creature
you
believe
to
White-hot
sparks
spray
from
your
blurring
have
been
wrongly
slain,
restoring
life
to
the
fingers,
eroding
the
fabric
of
space
and
time.
dead
creature.
While
the
spell
persists,
you
can
take
several
Requirement:
Before
you
cast
this
spell,
you
actions
as,
all
around
you,
everything
else
stands
must
first
cast
the
commune
spell
and
explain
to
frozen
in
time.
the
being
contacted
why
the
dead
creature
Effect:
You
stop
time
for
yourself
for
up
to
10
should
be
restored
to
life.
You
then
make
an
rounds,
during
which
you
can
act
and
move
as
offering
of
treasureusually
diamondsworth
normal.
This
spell
ends
immediately
if
you
take
at
least
25,000
gp,
which
is
consumed
when
you
any
action
during
those
rounds
that
affects
a
cast
this
spell.
creature
other
than
yourself
(this
includes
Effect:
You
speak
the
name
of
a
creature
that
casting
spells
that
summon
other
creatures)
or
has
been
dead
for
no
longer
than
200
years
and
that
affects
an
attended
object
other
than
your
that
died
for
any
reason
except
old
age.
If
the
own
equipment,
if
your
concentration
is
broken,
creatures
soul
is
free
and
willing,
the
creature
is
or
if
you
move
more
than
1,000
feet
from
where
restored
to
life
with
maximum
hit
points.
This
you
first
cast
this
spell.
spell
closes
all
wounds,
neutralizes
any
poison,
cures
all
diseases,
and
lifts
any
curses
affecting
Trap
the
Soul
the
creature
when
it
died.
It
replaces
damaged
or
8th-level
conjuration
missing
organs
and
limbs
and
can
even
provide
a
new
body
if
the
original
no
longer
exists
(in
You
ensnare
a
creatures
essence
and
trap
it
which
case
the
creature
appears
in
an
inside
a
gem.
unoccupied
space
you
choose
within
30
feet
of
Requirement:
To
cast
this
spell,
you
must
you).
have
a
gemstone
worth
at
least
1,000
gp
for
each
Hit
Die
of
the
creature
you
would
trap.
If
the
gemstone
is
not
valuable
enough,
it
shatters
True
Seeing
5th-level
divination
when
you
cast
the
spell.
Effect:
Choose
a
creature
within
50
feet
of
you.
A
creature
affected
by
this
spell
sees
with
perfect
The
target
must
make
a
Wisdom
saving
throw.
clarity,
able
to
pierce
darkness,
illusions,
and
On
a
failed
save,
you
force
the
targets
soul
into
even
transmutations
to
perceive
things
as
they
the
gemstone.
While
its
soul
is
so
trapped,
the
truly
are.
Effect:
You
touch
a
creature.
For
1
hour,
the
Special:
When
you
cast
this
spell
using
a
spell
creature
can
see
things
as
they
actually
are
out
slot
of
a
level
higher
than
4th,
the
damage
to
a
range
of
120
feet.
The
creature
sees
in
increases
by
1d8
for
each
level
above
4th.
normal
and
magical
darkness,
notices
secret
doors
hidden
by
magic,
sees
invisible
creatures,
Water
Breathing
automatically
detects
and
succeeds
on
saving
3rd-level
transmutation
throws
against
visual
illusions,
and
perceives
the
true
forms
of
creatures
affected
by
Those
who
live
on
dry
land
instinctively
fear
the
transmutation
spells.
Furthermore,
the
target
deeps.
Mastering
this
spell
requires
that
the
can
see
into
the
Ethereal
Plane.
caster
face
and
overcome
these
fears.
Ritual:
You
can
cast
this
spell
as
a
ritual
if
you
When
you
cast
this
spell,
the
suggestion
of
gills
spend
10
minutes
creating
an
ointment
from
appears
on
each
affected
creatures
neck.
Each
mushroom
powder,
saffron,
fat,
and
other
gains
the
ability
to
breathe
underwater
for
ingredients.
You
apply
the
ointment
to
the
extended
periods.
creatures
forehead.
Effect:
Choose
up
to
ten
willing
creatures
within
50
feet
of
you.
In
addition
to
retaining
its
normal
mode
of
respiration,
each
creature
can
Wall
of
Fire
also
now
breathe
water
as
if
it
were
a
fish.
This
4th-level
evocation
benefit
lasts
for
24
hours.
When
you
evoke
wall
of
fire,
you
visualize
the
Elemental
Plane
of
Fire.
The
blazing
planes
Web
ground
is
ever-shifting
plates
of
compressed
2nd-level
conjuration
flame,
the
air
a
continual
firestorm,
and
its
seas
and
rivers
boiling
magma.
You
conjure
a
mass
of
thick
webbing
that
chokes
With
a
rippling
wave
of
your
hand,
you
draw
a
corridor,
a
chamber,
a
small
grove
of
trees,
or
up
from
the
ground
a
vertical
sheet
of
flame,
anyplace
where
the
web
can
be
anchored.
which
burns
as
hot
as
that
blazing
plane.
Creatures
in
the
area
are
stuck
fast.
Effect:
You
create
a
wall
of
fire
within
100
feet
Effect:
Choose
a
point
you
can
see
within
50
of
you
on
a
solid
surface.
You
choose
to
make
the
feet
of
you.
A
20-foot-radius
cloud
centered
on
wall
up
to
30
feet
long,
10
feet
high,
and
1
foot
that
point
fills
with
sticky
webs.
The
webs
last
wide
or
a
circle
that
has
up
to
a
10-foot
radius
until
your
concentration
is
broken,
but
for
no
and
is
up
to
20
feet
high.
The
wall
lasts
until
your
longer
than
10
minutes.
concentration
is
broken,
but
for
no
more
than
1
If
the
webs
are
not
anchored
between
two
minute.
The
wall
heavily
obscures
creatures
solid
masses
or
layered
across
a
floor,
wall,
or
behind
it.
ceiling,
the
conjured
web
collapses
on
itself
and
One
side
of
the
wall,
selected
by
you
when
you
disappears
at
the
start
of
your
next
turn.
Webs
cast
this
spell,
deals
3d8
fire
damage
to
each
layered
over
a
flat
surface
have
a
depth
of
5
feet.
creature
within
10
feet
of
that
side.
The
wall
Each
creature
that
starts
its
turn
in
the
webs
deals
this
damage
when
it
appears,
when
a
or
that
enters
the
webs
for
the
first
time
during
creature
passes
through
the
wall
(no
more
than
its
turn
must
make
a
Dexterity
saving
throw.
On
once
per
turn),
and
when
a
creature
ends
its
turn
a
failed
save,
the
creature
is
restrained
as
long
as
inside
the
wall
or
within
10
feet
of
the
walls
it
remains
in
the
webs
or
until
it
breaks
free.
damaging
side.
The
other
side
of
the
wall
deals
A
creature
restrained
by
the
webs
can
use
its
no
damage.
action
to
make
a
Strength
check
against
your
If
you
create
the
wall
on
top
of
a
creature,
that
spell
save
DC.
If
it
succeeds,
it
is
no
longer
creature
must
succeed
on
a
Dexterity
saving
restrained.
throw
or
take
damage
as
if
it
passed
through
the
The
webs
lightly
obscure
any
creature
caught
wall.
On
a
success,
the
creature
can
move
5
feet
in
them.
so
that
it
is
not
in
the
fire.
The
webs
strands
are
flammable.
Once
lit,
webs
burn
away
at
the
rate
of
one
5-foot
cube
per
round.
Any
creature
that
starts
its
turn
in
the
simply
fails,
the
effect
you
desire
is
only
partly
burning
webs
takes
2d4
fire
damage.
achieved,
or
you
suffer
some
unforeseen
consequence
as
a
result
of
a
poorly
worded
Wish
instruction.
For
example,
wishing
that
a
villain
9th-level
conjuration
were
dead
might
propel
you
forward
in
time
to
a
period
when
that
villain
is
no
longer
alive,
Your
arcane
knowledge
has
advanced
so
much
effectively
removing
you
from
the
game.
that
youre
able
to
glimpse
the
foundations
of
Similarly,
wishing
for
a
legendary
magic
item
or
reality
itself.
Youve
come
to
understand
that
artifact
might
instantly
transport
you
to
the
every
spell
evokes
just
a
minuscule
fraction
of
presence
of
the
items
current
owner.
that
ultimate
formula.
Special:
The
stress
of
casting
this
spell
to
Wish
is
the
mightiest
spell
a
mortal
creature
produce
any
effect
other
than
duplicating
can
cast.
By
simply
speaking
aloud,
you
can
alter
another
spell
weakens
you.
Until
the
end
of
your
reality
in
accord
with
your
desires.
next
long
rest,
you
lose
the
ability
to
cast
spells.
Effect:
The
simplest
use
of
this
spell
is
to
In
addition,
your
Strength
drops
to
3,
if
it
is
not
3
duplicate
any
other
spell
of
8th
level
or
lower.
or
lower
already,
for
a
period
of
2d4
days.
For
You
do
not
need
to
meet
that
spells
each
day
you
spend
resting
and
doing
nothing
requirements.
The
spell
simply
takes
effect.
more
than
light
activity,
you
reduce
this
Alternatively,
you
can
achieve
any
one
of
the
recovery
time
by
two
days.
following
effects.