You are on page 1of 85

Dan Dillon, Jeff Lee, and Chris Harris

Credits
Editor: Kim Mohan
Additional Editing: Meagan Maricle, Steve
Lead Winter, Marcie Wood
Fantasy Grounds Digital Edition: Linda
Designers: Dan Dillon, Chris Harris, and Jeff Lee Buth Roll20 Digital Edition: Nic Bradley
Designers: Wolfgang Baur, Scott Carter, Matthew
Corley, Jesse Jordan, Phillip Larwood, Chris Art Director: Marc Radle
Lockey, Cover Art: Marcel Mercado
Michael Ohl, Carlos Ovalle, Greg Marks, Interior Artists: Emile Denis, Rita Fei, Marcel
Shawn Merwin, Mike Welham, and Steve Mercado, Julia Metzger, David Auden Nash,
Winter
William O'Brien, Corwin Paradinha, Florian
Developer: Steve Winter Stitz, Bryan Syme, Addison Rankin, Egil
Thompson, Mateusz Wilma Graphic Designer: Fischer, Alex Fosth, Casey Geyer, Seth
Marc Radle Grimes, Kim Hanley, Chris D. Hansen, Randall
Publisher: Wolfgang Baur Hartman, Claire Hogan, Matthew House,
Kristopher R. Hunter, Jacob Johnson, John
Landis, Frank Licato, Michael Liebhart, James
McManus, Andre Montague, Fabrizio Nava,
Patrick Martin Frosz Nielsen, Xavier Noé,
Additional Design: Dan Abrahmsen, Conlan Parkman, Kelly Pawlik, Tim Prior, Brian
John-Michael Albrecht, Steven Andrews, Oppermann, Craig C. Robertson, Abbey Ross,
Anonymous (2), Brice Barnett, Mary Beaton, George Sager, Ricardo L. Santiago, Francisco
Tor Bittamnn, John H. Bookwalter Jr., Carl Santos, John Seidler, Skagasaurus, Kenneth
Brost, Joshua K. Brown, Nick Brown, Peter Smith, Brian Suskind, Dennis Sustare, Michael
Bruhn, Steve Collin, Trevor Lee Cooper, Swords, David Truman, Cody Tunison, Nsima
Andrew Croft, Kameron Crump, Wally D., Uwah, Andrew Vince, Adam Weiler, Joseph
Jordan Day, Stephen Diamond, Scott Dornian, Williams, and John Windsor
Melissa Doucette, Brandon Elms, William

A special thanks to the 4,456 backers who made this volume possible! Thanks also to the playtesters
who kept us sharp, the fans who wrote in with questions for clarification, and the designers of some of
these spells in prior editions of the game going back to the dawn of Zobeck and the ticking pendulum.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars,
and trade dress. (Elements that have previously been designated as Open Game Content are not included in this
declaration.)
Open Game Content: The Open Game Content includes the spells previously published and the backer
spells. All other material is Product Identity, especially place names, character names, locations, story
elements, and fiction. No other portion of this work may be reproduced in any form without permission.
©2020 Open Design LLC. All rights reserved.
Printed in China
www.koboldpress.com
ISBN: 978-1-936781-31-7
2 4 6 8 10 9 7 5 3 1
ABRACADABRA
ABRACADABR
ABRACADAB
ABRACADA
ABRACAD
ABRACA
ABRAC
ABRA
ABR AB Kirkland, WA 98083
A

2 PO Box 2811
Introduction
My first spell-slinger was a cleric of Thor who was these are updated, revised, and collected here
more about crushing the enemy than healing the together with almost 200 all-new spells, plus material
wounded. Choosing which spells he would be able to collected from the Warlock Patreon booklets, Tales of
cast was a thrill from the very beginning. Plus, the Old Margreve, Empire of the Ghouls, and other
announcing each spell with a shout of praise for sources. Topped off by the best spells submitted by
thunder and lightning felt, well, extremely metal. I was Kickstarter backers, this volume offers you a rich
12, and casting spells was the best part of playing collection of particular styles of magic as well as
D&D. everyday, highly useful spells for any caster. In its
Not that much has changed. This Deep Magic wide-ranging approach, it also includes spells
collection offers more than 700 new spells for your designed expressly for villains and variations on three
character or your campaign’s NPCs to enhance the traditional spells dating from the earliest days of the
richness of your adventures. That’s 700 new ways to game.
explore, explode, manipulate, disintegrate, and master This book will inspire you, spark encounters and
the fantasy campaign of your choice. When you add in nefarious plots, and give your hero new tools to
the subclasses, domains, and appendices, you’ll see outsmart and outfight the monstrous foes that await in
that this collection broadens the scope of what spells any dungeon. This volume enables all that and more.
can accomplish. If you enjoy magic in its endless Go forth and make magic!
variety, this book is a treasure trove of possibilities.
The Deep Magic series for 5th Edition started in 2016 Wolfgang Baur, Kirkland WA
and has expanded to twenty-some installments since April 2020
then;

contents Moon Domain..................... 130 141 Oath of Thunder ..................


Spell Lists .................................6
Mountain Domain................131 142 Ranger Archetypes
Spell Descriptions ................ 33 Ocean Domain .....................132 ................. 143 Griffon
Class Options........................ 123 Prophecy Domain.................132 Scout....................... 143 Vampire
Bard College Speed Domain......................133 Slayer..................... 144
...........................123 College of Time Domain .......................133 Sorcerous Origins .................. 145
Wyrdsingers .........123 Greenleaf Travel Domain..................... 134 Aristocratic.......................... 145
College ................ 124 Winter Domain ................... 134 Elemental Essence............... 146
Divine Domains Druid Farseer ................................ 147
......................125 Beer Domain Circles...........................136 Otherworldly Patrons.............
........................125 Cat Circle of Oaks .......................136 148 The Genie Lord....................
Domain......................... 126 Circle of Owls .......................136 148 The Sibyl..............................
Darkness Domain................ 126 Circle of Roses......................137 150
Dragon Domain .................. 127 Circle of the Spirits .............. 139 Arcane Tradition
Hunger Domain .................. 127 Martial Archetype .................. 139 .....................151
Hunting Domain................. 128 Prescient Knight.................. 139 Elementalist.........................151
Justice Domain.................... 129 Sacred Oaths .......................... White Necromancer..............153
Labyrinth Domain............... 129 141 Oath of Radiance ................. Arcane Backgrounds ..............
154 Archivist.............................. Dragon Magic....................... 195 Shadow Magic.......................244
154 Fey Dragon Magic Spell Lists........ Shadow Magic Spell Lists
Hostage..........................156 Soul 196 Spell Descriptions .......244 Spell Descriptions
Channeler.....................158 .................. 198 Dragon Mage ..................246 Shadow
Transformed Familiar...........159 .........................205 Bloodline ...................253
Alkemancy Magic................. 161
Elven Ritual Magic .............208 Temporal Magic ...................254
Magic in All Things................. Elven Ritual Spell Temporal Magic Spell Lists ....
162 Alkemancy Magic Spell Lists...........209 Spell 254 Spell Descriptions
Lists .. 162 Spell Descriptions Descriptions ..................210 .................. 257
...................163 Hieroglyph Magic ...............214 Timekeeper............................
Alkemancer............................ Invoking Hieroglyph Powers 263
167 The Six Elixirs ....215 Hieroglyph Winter Magic .......................265
........................ 169 Alkemancy Descriptions..........215 Winter Magic Spell Lists.........
Magic Items ......... 170 Illumination Magic.............221 265 Spell Descriptions
Mundane Alkemical Items ..... Illumination Magic ..................268 The Frozen
172 Spell Lists ............................ 221
One...................... 277 Boreal
Angelic Magic ...................... 173 Spell Descriptions
Bloodline .................... 278
Angelic Spells ......................... ..................224 Illuminator
............................ 227 Wizard’s Entourage ............280
174 Angelic Magic Spell
Apprentices............................280
Lists........ 174 Spell Ring Magic ............................229
Lereilel Cloudwood ............. 281
Descriptions ...................175 Ring Magic Spell Lists
Terindor Grayveil................. 282
Angelic Scribe ............230 Spell Descriptions
Erolimar.............................. 282
.........................177 ...................231 Ring Magic
Arn of Rowan ...................... 283
Chaos Magic..........................180 Feats.................... 234 Ring
Xelasora ..............................284
Chaos Magic Spell Lists.......... Warden.......................... 234
Magic Constructs................... 285
180 Spell Descriptions Rune Magic............................236 Bzeldruin’s Hundred ........... 285
.................. 182 Entropist Rune Powers .......................... Leothar’s Bust .....................286
...............................190 College 236 Invoking Rune Powers Nisruel’s Coachfly................ 287
of Entropy ................. 192 ........... 237 Rune Descriptions Sivvar’s Writing Desk........... 288
Chaos Magic Surges ................. 237
................193

4
Oddities for Every Occasion....289 C. Dark Magic .......................306 Blood Mage ......................... 322
Familiar Territory................... 291 Apocalypse Magic Fiendish Magic .......................323
Standard Familiars .............. 291 ..................306 Fiendish Magic Spell Lists.....323
Variant Familiars ................. 295 Apocalypse Magic Spell Descriptions................ 324
Spell Lists .........................306 Master of Fiends.................. 328
APPENDICES Spell Descriptions................309 Void Magic............................. 329
A. Clockwork Magic ........... 301 Apocalypse Domain............. 314 Void Magic Spell Lists.......... 330
Clockwork Familiars .............. Oath of the Annihilator........ 314 Spell Descriptions ............... 330
301 Clockwork Magic Spell Doomsayer...........................315 Touch of the Void..................333
Lists .. 301 Blood Magic............................316 Void Domain ....................... 334
B. Labyrinth Magic..............304 Blood Magic Spell Lists.........316 Void Caster...........................335
Labyrinth Magic Spell Lists Spell Descriptions.................317 Mythos
....304 Serophage.............................321 Magic.........................335
Essence of the Void ...............337 Unsavory Characters ..............344 Variant Spell Lists................... 347
Mythos Magic Spell Lists......337 Lust Domain .......................344 Charm Person Variants........... 349
Spell Descriptions ................337 Necrophage ......................... 345 Raise Dead Variants................
Grimoires of the D. Arcane Traps ....................346 350 Fireball Variants
Cthulhu Mythos................ 343 E. Spell Variations............... 347 ......................352

Spell Lists is found in a separate section devoted to that


The spells in Deep Magic for 5th Edition are all
category and its traditions and quirks.
listed here, and the great majority of the spells
A spell whose entry ends with “[clockwork]” is
listed are found in the spell descriptions
an example of clockwork magic, which is an
detailed in the section after this one. A spell
integral part of the Midgard Campaign Setting.
whose entry in the lists ends with a term in
The appendix of this book presents clockwork
brackets (such as [chaos] or [dragon] or [Void])
magic spell lists for each class capable of
Ale-dritch blast (conjuration)
using such magic
Allure (transmutation)
Similarly, a spell whose entry ends with
“[labyrinth]” belongs to a small group of rare Bewilderment (enchantment)
spells collectively known as labyrinth magic. Brawn boost (transmutation)
The appendix presents labyrinth magic spell
Clockwork bolt (evocation) [clockwork]
lists for each class capable of using such
Clumsiness (necromancy)
magic.
BARD SPELLS Dragon roar (evocation) [dragon] Encrypt /
decrypt (alteration)
CANTRIPS (0 LEVEL)
Enumerate (divination)
Abhorrence (enchantment)
Acumen (transmutation)

6 SPELL LISTS
Exceptional wit (transmutation) [temporal] Glamer of mundanity
Fortitude (transmutation) (illusion)
Frailty (necromancy) Gordolay's pleasant aroma
Hamstring (evocation) (transmutation) Guest of honor
Hobble (evocation) (enchantment) [elven ritual] Hard heart
Impotence (necromancy) (enchantment)
Iron hand (abjuration) Heart to heart (necromancy)
Nimbleness (transmutation) Ill-fated word (divination) [chaos]
Obtuse (enchantment) Kobold’s fury (transmutation)
Quicken (transmutation) [temporal] [dragon] Liar’s gift (enchantment)
[clockwork] Scribe (transmutation) Nourishing repast (transmutation)
Telekinetic trip (transmutation) Pendulum (enchantment)
Uncanny avoidance (divination) [clockwork] Proselytize
(enchantment) [apocalypse]
1ST LEVEL
Screaming ray (evocation)
Adjust position (transmutation)
Seer's reaction (divination)
Agonizing mark (evocation)
[temporal] Slippery fingers
Alter arrow’s fortune (divination)
(enchantment)
Anchoring rope (evocation)
Telekinetic parry (evocation)
Anticipate weakness (divination)
Tireless (transmutation) [clockwork]
[temporal] Auspicious warning
Trick question (enchantment)
(enchantment) [temporal] Avoid grievous
Undermine armor (transmutation)
injury (divination)
[chaos] Unluck on that (enchantment)
Blinding pain (enchantment)
Unruly item (transmutation) [chaos]
Broken charge (enchantment)
Withered sight (necromancy)
[labyrinth] Candle's insight
2ND LEVEL
(divination)
Converse with dragon (divination) Anticipate attack (divination)

[dragon] Earworm melody [temporal] Ashen memories

(enchantment) (divination)

Extract essence (transmutation) [elven Bad timing (divination) [chaos]

ritual] Fey glamer (illusion) Batsense (transmutation)

Foretell distraction (divination) Beguiling bet (enchantment)


Bleating call (enchantment) Glyph of shifting (conjuration)
Chaotic vitality (conjuration) [chaos] Grain of truth (divination)
Convoluted dictum (enchantment) Grave sense (divination) [apocalypse]
Detect dragons (divination) [dragon] Heartache (enchantment)
Discern weakness (divination) Heartstop (necromancy) [clockwork]
Distracting divination (divination) Holy warding (abjuration)
Distraction cascade (divination) Hypnotic missive (enchantment)
Dome of silence (abjuration) Indecision (enchantment)
Doom of the slippery rogue Lacerate (evocation)
(conjuration) Enhance greed Power word kneel (enchantment)
(divination) [dragon] Read object (divination)
Frenzied bolt (evocation) [chaos] Shade (abjuration) [dragon]
Gift of resilience (enchantment) Shadows brought to light (divination) [elven ritual]
Gift of luck (divination)

SPELL LISTS 7
Shifting the odds (divination) [chaos]
Life sense (divination)
Stench of rot (necromancy)
Opportunistic foresight (divination)
Timely distraction (evocation) [chaos]
Outflanking boon (illusion)
Time step (conjuration) [temporal]
Sidestep arrow (divination)
[clockwork] Trench (transmutation)
Sir Mittinz's move curse
Warning shout (divination) (transmutation) Soothing chant
3RD LEVEL (abjuration)
Accelerate (transmutation) [temporal] Soul borrowing (necromancy)
[clockwork] Aura of listlessness Surge dampener (abjuration) [chaos]
(enchantment) Targeting foreknowledge (divination)
Calm of the storm (abjuration) [chaos] Throes of ecstasy (transmutation)
Catch the breath (transmutation) Tongue of sand (illusion)
[dragon] Closing in (illusion) 4TH LEVEL
Compelled movement (enchantment)
Abhorrent apparition (illusion)
Curse of incompetence (necromancy)
Binding oath (necromancy)
Dimensional shove (conjuration)
Chaotic form (transmutation) [chaos]
[labyrinth] Doom of dancing blades
Cursed gift (abjuration)
(illusion) Distressing resonance (evocation)
Draconic majesty (enchantment) Draconic senses (divination) [dragon]
[dragon] Dragon’s pride (enchantment) Energy foreknowledge (divination)
[dragon] Entropic damage field Fluctuating alignment (enchantment)
(transmutation) [chaos] Glimpse the end [chaos] Fog of war (illusion)
(divination) [apocalypse] Hero’s steel Giant's jest (transmutation)
(transmutation)
Harry (enchantment)
Illusory trap (illusion) Inspiring speech (enchantment)
Iron mind (abjuration)
Keening wail (necromancy)
Laugh in the face of fear (abjuration)
Labyrinth mastery (divination)
Legion of rabid squirrels (conjuration) [labyrinth] Lovesick (enchantment)
Raid the lair (abjuration) [dragon] Fey crown (abjuration)
Reposition (conjuration) Kiss of the succubus (necromancy)
Reset (transmutation) [temporal] Maim (necromancy)
[clockwork] Sacrificial healing Mass surge dampener (abjuration)
(necromancy) [chaos] Recharge (evocation)
Scale rot (necromancy) [dragon] See beyond (divination)
Scry ambush (divination) [temporal] Tongue tied (enchantment)
Sudden stampede (conjuration) 6TH LEVEL
Wild shield (abjuration) [chaos]
Ally aegis (abjuration)
5TH LEVEL Chaotic world (illusion) [chaos]
Animated object swarm (conjuration) Claim lair (abjuration) [dragon]
Babble (enchantment) [chaos] Extract knowledge (necromancy)
Battle mind (divination) Misfortune (necromancy) [chaos]
Claws of the earth dragon (evocation) Time loop (transmutation) [temporal] [clockwork]
[dragon] Eidetic memory (transmutation)

8 SPELL LISTS
7TH LEVEL
Dark maw (necromancy)
Alter time flow (transmutation) [temporal] Decay (necromancy)
Celebration (enchantment) [elven ritual] Encrypt / decrypt (alteration)
Time jaunt (transmutation) [temporal] Exceptional wit (transmutation)
Uncontrollable transformation (transmutation) Fist of iron (transmutation) [clockwork]
[chaos] 8TH LEVEL Fortitude (transmutation)

Frailform (enchantment) [apocalypse] Frailty (necromancy)

Paragon of chaos (transmutation) [chaos] Hand of doom (necromancy) [apocalypse]

Time jump (transmutation) [temporal] [clockwork] Hobble (evocation)


Impotence (necromancy)
9TH LEVEL
Iron hand (abjuration)
Time in a bottle (transmutation) [temporal]
Memento mori (necromancy)
[clockwork]
Nimbleness (transmutation)
CLERIC SPELLS Obtuse (enchantment)
CANTRIPS (0 LEVEL) Quicken (transmutation) [temporal] [clockwork]

Abhorrence (enchantment) Scribe (transmutation)

Acumen (transmutation) Shiver (evocation) [winter]


1ST LEVEL
Allure (transmutation)
Adjust position (transmutation)
Benediction (abjuration) [angelic]
Agonizing mark (evocation)
Bewilderment (enchantment)
Alter arrow’s fortune (divination)
Bless the dead (abjuration)
Ancestor's strength (transmutation) Angelic
Brawn boost (transmutation)
guardian (conjuration) [angelic] Anticipate
Caustic touch (evocation)
weakness (divination) temporal] Avoid grievous
Clockwork bolt (evocation) [clockwork]
injury (divination) Blood scarab (necromancy)
Clumsiness (necromancy)
[blood] Bloody smite (necromancy) [blood] Bolster(enchantment)
undead (necromancy) Life transference arrow (necromancy) Mammon’s
Brimstone (conjuration) [apocalypse] Converse avarice (divination) [fiendish] Nourishing repast
with dragon (divination) [dragon] Deep breath (transmutation) Pendulum (enchantment)
(transmutation) [clockwork] Proselytize (enchantment)
Find kin (divination) [apocalypse] Seer's reaction (divination)
Flurry (transmutation) [winter] [temporal] Slippery fingers (enchantment)
Foretell distraction (divination) [temporal] Freeze Speak with inanimate object (divination) Stanch
potion (transmutation) [winter] Gird the spirit (transmutation) [blood]
(abjuration) Strength of an ox (transmutation) Twist the skein
Grim siphon (necromancy) [apocalypse] Hobble (enchantment)
mount (necromancy) Unluck on that (enchantment)
Hone blade (transmutation) Withered sight (necromancy)
Insightful maneuver (divination) Withering smite (necromancy) [apocalypse]
Kareef 's entreaty (abjuration)
Kobold’s fury (transmutation) [dragon] Liar’s gift

SPELL LISTS 9
2ND LEVEL
Grave sense (divination) [apocalypse]
Animate ghoul (necromancy) Holy warding (abjuration)
Anticipate attack (divination) [temporal] Ice hammer (conjuration) [winter]
As you were (necromancy) Jerilyn's cadaverous uprising (necromancy)
Ashen memories (divination) [apocalypse] Lacerate (evocation)
Blessed halo (evocation) [angelic] Mantle of the brave (abjuration)
Blessed rest (enchantment) Plaguebearer (abjuration) [fiendish]
Blood lure (enchantment) [blood] Poisonous flesh (transmutation)
Boreas's breath (transmutation) [winter] Power word kneel (enchantment)
By the light of the moon (divination) Prayer of resolve (evocation) [apocalypse]
[labyrinth] Cloak of fiendish menace Rotting corpse (necromancy)
(transmutation) [fiendish] Conjure scarab Shade (abjuration) [dragon]
swarm (conjuration) Shadows brought to light (divination) [elven
Conjure spectral dead (conjuration) ritual] Shared sacrifice (evocation)
Crushing trample (transmutation) Snow fort (conjuration) [winter]
[labyrinth] Distracting divination Stench of rot (necromancy)
(divination)
Time step (conjuration) [temporal]
Distraction cascade (divination) [clockwork] Trench (transmutation)
Dome of silence (abjuration) Unholy defiance (necromancy)
Doom of consuming fire (evocation) Warning shout (divination)
Enhance greed (divination) [dragon]
3RD LEVEL
Fire darts (evocation)
Accelerate (transmutation) [temporal]
Furious hooves (transmutation)
[clockwork] Alone (enchantment)
[labyrinth] Gift of luck (divination)
Anticipate arcana (divination)
Grain of truth (divination)
[temporal] Aura of protection or
Hero’s steel (transmutation)
destruction (abjuration) Blade of wrath
Invested champion (evocation)
(evocation) [angelic]
Iron mind (abjuration)
Bolstering brew (conjuration)
Lance of the sun god (evocation)
Bones of stone (transmutation)
Life from death (necromancy)
Catch the breath (transmutation)
Life sense (divination)
[dragon] Command undead
Mass hobble mount (necromancy)
(necromancy)
Mire (transmutation)
Confound senses (enchantment)
Mortal insight (divination)
[labyrinth] Conjure undead
Nest of infernal vipers (conjuration)
(conjuration)
[fiendish] Nightfall (evocation)
Curse of incompetence (necromancy)
Protective ice (abjuration) [winter]
Delayed healing (evocation)
Reaver spirit (enchantment)
Doom of blue crystal (transmutation)
Seeping death (necromancy)
Doom of dancing blades (illusion)
Sidestep arrow (divination)
Doom of disenchantment (abjuration)
Soothing chant (abjuration)
Glimpse the end (divination)
Soul borrowing (necromancy)
[apocalypse] Gloomwrought barrier
Spiteful weapon (necromancy)
(conjuration)
Sting of the scorpion goddess (transmutation)
Hematomancy (divination)

10 SPELL LISTS
Sudden dawn (evocation) [angelic] Doom of the earthen
Targeting foreknowledge (divination) maw (evocation) Doom of serpent
Throes of ecstasy (transmutation) coils (necromancy)
Thunderclap (evocation) Energy foreknowledge (divination)
Tongue of sand (illusion) Evercold (necromancy) [winter]
Touch of the unliving (necromancy) Inspiring speech (enchantment)
Vital mark (transmutation) [blood] Keening wail (necromancy)
Wave of corruption (necromancy) Lovesick (enchantment)

[fiendish] 4TH LEVEL Moon trap (abjuration) [labyrinth]


Not dead yet (necromancy)
Binding oath (necromancy)
Power word pain (enchantment)
Blade of my brother (transmutation)
Reset (transmutation) [temporal]
Blood and steel (transmutation)
[clockwork] Scale rot (necromancy)
[blood] Blood puppet
[dragon]
(transmutation) [blood] Brittling
Scry ambush (divination) [temporal]
(transmutation) [winter]
Servant of doom (transmutation)
By the light of the watchful moon
[apocalypse] Shadowy retribution
(divination) Caustic waste (evocation)
(necromancy) [elven ritual] Shocking
[apocalypse] Cherub’s burning blade
shroud (evocation)
(evocation)
Shroud of death (necromancy)
Consult the storm (divination)
Spectral herd (conjuration)
Desiccating breath (evocation)
Staff of violet fire (evocation)
Deva’s wings (transmutation)
True light of revelation (abjuration)
5TH LEVEL [apocalypse]
Ancient shade (necromancy) Surprise blessing (abjuration)
Blazing chariot (conjuration) [angelic] Tongue tied (enchantment)
Chains of the goddess (enchantment) Wall of time (abjuration) [temporal]
[clockwork] Claws of the earth dragon [clockwork] 6TH LEVEL
(evocation) [dragon] Clockwork bodyguard
Ally aegis (abjuration)
(conjuration) [clockwork] Cruor of visions
Animate greater undead
(divination) [blood]
(necromancy) Aspect of the
Detonate corpses (necromancy)
firebird (transmutation)
[apocalypse] Eidetic memory
Burning radiance (evocation) [illumination]
(transmutation)
Exsanguinate (necromancy) [blood]
Exsanguinating cloud (necromancy)
[blood] Fiendish brand (necromancy)
[fiendish] Grasp of the tupilak
(necromancy)
Holy ground (evocation)
Ice fortress (conjuration) [winter]
Kiss of the succubus (necromancy)
Lay to rest (evocation)
Not this day! (abjuration)
Rain of blades (conjuration)
Recharge (evocation)
Sanguine horror (conjuration)
[blood] Souleater (evocation)

SPELL LISTS 11
Celestial fanfare (evocation) [angelic]
Defile healing (necromancy)
Curse of Boreas (transmutation) [winter]
Glacial fog (evocation) [winter]
Encroaching shadows (illusion) [elven ritual]
Ice soldiers (conjuration)
Extract knowledge (necromancy)
Ravages of time (transmutation) [temporal]
Fault line (evocation)
[clockwork] Seal of sanctuary (abjuration) [angelic]
Firewalk (transmutation)
Time jaunt (transmutation) [temporal]
Heavenly crown (enchantment)
Transmogrification (transmutation) [apocalypse]
Investiture of blight (transmutation) [apocalypse]
8TH LEVEL
Smiting arrow (evocation)
Time loop (transmutation) [temporal] [clockwork] Bloom (conjuration) [elven ritual]
Tolling doom (necromancy) Costly victory (evocation)

Winter’s radiance (evocation) [winter] Desolation (necromancy) [elven ritual]


Ghoul king's cloak (transmutation)
7TH LEVEL
Lower the veil (divination)
Alter time flow (transmutation) [temporal] Conjure
Quintessence (transmutation) [angelic]
greater spectral dead (conjuration)
Wind of the hereafter (conjuration)
Curse of dust (necromancy)
9TH LEVEL
Curse of the grave (necromancy)
Death god's touch (necromancy) Afflict line (necromancy) [elven ritual]
Form of the gods (transmutation) Impotence (necromancy)
Greater seal of sanctuary (abjuration) [angelic] Iron hand (abjuration)
Mammon’s due (conjuration) Memento mori (necromancy)
Time in a bottle (transmutation) [temporal] Obtuse (enchantment)
[clockwork] Shiver (evocation) [winter]
DRUID SPELLS
Starburst (evocation) [illumination] Tree heal
CANTRIPS (0 LEVEL) (evocation)
Abhorrence (enchantment) 1ST LEVEL
Acumen (transmutation)
Agonizing mark (evocation)
Ale-dritch blast (conjuration)
Alter arrow’s fortune (divination)
Allure (transmutation)
Ancestor's strength (transmutation) Anchoring
Animated scroll (transmutation)
rope (evocation)
Bewilderment (enchantment)
Anticipate weakness (divination) [temporal] Avoid
Biting arrow (evocation) [winter]
grievous injury (divination)
Bless the dead (abjuration)
Bloodhound (transmutation)
Brawn boost (transmutation)
Bloody smite (necromancy) [blood] Breathtaking
Caustic touch (evocation)
wind (evocation) [winter] Conjure mock animals
Clumsiness (necromancy)
(conjuration) Cure beast (evocation)
Decay (necromancy)
Deep breath (transmutation)
Exceptional wit (transmutation)
Doom of the cracked shield (transmutation)
Fortitude (transmutation) Draconic smite (evocation) [dragon] Extract
Frailty (necromancy) essence (transmutation) [elven ritual]
Hobble (evocation)

12 SPELL LISTS
Feather field (abjuration) bane (necromancy)
Fire under the tongue Mud pack (conjuration)
(transmutation) Flurry Nature’s aegis (abjuration)
(transmutation) [winter] Forest Scentless (transmutation)
affinity (illusion) Seer's reaction (divination)
Forest native (transmutation) [temporal] Slippery fingers
Freeze potion (transmutation) (enchantment)
[winter] Gird the spirit (abjuration) Snowy coat (transmutation)
Gliding step (abjuration) [winter] Stanch (transmutation)
Goat’s hoof charm (transmutation) [blood] Thin the ice
Gordolay's pleasant aroma (transmutation)
(transmutation) Green mantle Tree speak (divination)
(transmutation) Trick question (enchantment)
Grim siphon (necromancy) Withered sight (necromancy)
[apocalypse] Hobble mount Wolfsong (transmutation)
(necromancy)
2ND LEVEL
Hone blade (transmutation)
Animal spy (divination)
Illuminate spoor (divination)
Anticipate attack (divination)
Maw of needles
[temporal] Aspect of the ape
(transmutation) Mosquito
(transmutation) Aspect of the ram (transmutation)

SPELL LISTS 13
Batsense (transmutation) 3RD LEVEL
Boreas's breath (transmutation) Accelerate (transmutation) [temporal]
[winter] Boulder toss [clockwork] Aspect of the serpent
(transmutation) (transmutation)
By the light of the moon (divination) Blood offering (necromancy)
[labyrinth] Carmello-Volta's irksome Bones of stone (transmutation)
preserves (conjuration) Caustic blood Breeze compass (divination)
(transmutation) [blood] Cloak of vermin (conjuration)
Clearing the field (transmutation) [elven Conjure undead (conjuration)
ritual] Comprehend wild shape Cynophobia (enchantment)
(divination)
Dark heraldry (necromancy)
Conjure scarab swarm (conjuration) Deep focus (evocation)
Creeping ice (conjuration) [winter]
Defensive quills (transmutation)
Crushing trample (transmutation) [labyrinth]
Drown (evocation)
Decelerate (transmutation) [temporal]
Dryad's kiss (conjuration)
[clockwork] Detect dragons (divination)
Ears of the bat (transmutation)
[dragon]
Freezing fog (conjuration)
Distraction cascade (divination)
Frostbitten fingers (evocation) [winter]
Elemental horns (evocation)
Glimpse the end (divination)
[labyrinth] Feather travel
[apocalypse] Going in circles
(transmutation)
(illusion)
Fire darts (evocation)
Hedren's birds of clay (conjuration)
Furious hooves (transmutation)
Ice burn (conjuration) [winter]
[labyrinth] Heartstrike (divination)
Legion of rabid squirrels (conjuration)
Hunter’s cunning (divination)
Life sense (divination)
Iron stomach (transmutation)
Mass hobble mount (necromancy)
Magma spray (transmutation)
Mire (transmutation)
[apocalypse] Mark prey (divination)
Monstrous empathy (enchantment)
Nip at the heels (illusion)
Mortal insight (divination)
Phantom light (illusion)
Nightfall (evocation)
[illumination] Poisoned volley
Phantom dragon (illusion) [dragon]
(conjuration)
Phase bolt (evocation)
Revive beast (necromancy)
Potency of the pack (transmutation)
Sculpt snow (transmutation) [winter]
Quench (transmutation)
Snap the leash (enchantment)
Reaver spirit (enchantment)
Stench of rot (necromancy)
Remove scent (transmutation)
Thorn cage (conjuration)
Seeping death (necromancy)
Tree running (transmutation)
Sidestep arrow (divination)
Trench (transmutation)
Sir Mittinz's move curse (transmutation)
Vine trestle (conjuration) [elven ritual]
Song of the forest (transmutation) [elven
Weiler's ward (conjuration)
ritual] Soul borrowing (necromancy)
Wresting wind (evocation)
Storm god’s doom (evocation)
Sudden dawn (evocation)

14 SPELL LISTS
Targeting foreknowledge
Forest of spears (evocation)
(divination) Thunderous wave
Harrying hounds (enchantment)
(evocation)
Maim (necromancy)
Tongue of sand (illusion)
Necrotic leech (necromancy)
Tracer (divination)
Recharge (evocation)
4TH LEVEL See beyond (divination)
Brittling (transmutation) [winter] Starfall (evocation) [illumination]

By the light of the watchful moon Sun's bounty (transmutation)

(divination) Caustic waste (evocation) 6TH LEVEL


[apocalypse] Consult the storm Conjure forest defender (conjuration)
(divination) Fault line (evocation)
Desiccating breath (evocation) Firewalk (transmutation)
Doom of the earthen maw Investiture of blight (transmutation)
(evocation) Doom of serpent [apocalypse] Storm form (transmutation)
coils (necromancy) Time loop (transmutation) [temporal]
Energy foreknowledge (divination) [clockwork] Winterdark (transmutation)
Harry (enchantment) [winter]
Hunting stand (conjuration) Winter’s radiance (evocation) [winter]
Looping trail (transmutation)
7TH LEVEL
Moon trap (abjuration) [labyrinth]
Arcane parasite (transmutation)
Quick time (conjuration) [temporal] Ray of
Curse of dust (necromancy)
life suppression (necromancy) Reset
Glacial fog (evocation) [winter]
(transmutation) [temporal] [clockwork]
Ice soldiers (conjuration)
Scry ambush (divination) [temporal]
Servant of doom (transmutation) Transmogrification (transmutation)

[apocalypse] Shocking shroud (evocation) [apocalypse] Triumph of ice (transmutation)


[winter] Volley shield (abjuration)
Snow boulder (transmutation)
[winter] Storm of wings 8TH LEVEL
(conjuration) Awaken object (transmutation)
Sudden stampede (conjuration) Bloom (conjuration) [elven ritual]
Wintry glide (conjuration) [winter] Desolation (necromancy) [elven
5TH LEVEL ritual] Disruptive aura (evocation)

Clash of glaciers (evocation) Frailform (enchantment) [apocalypse]

[winter] Conjure fey hound Harsh light of summer’s glare


(conjuration) (enchantment) 9TH LEVEL
Control ice (transmutation) Forest sanctuary (abjuration)
[winter] Earth wave
(transmutation) PALADIN SPELLS

Eidetic memory (transmutation) 1ST LEVEL


Energy absorption (abjuration) Ancestor's strength (transmutation)
Fey crown (abjuration)
Angelic guardian (conjuration) Heart to heart (necromancy)
[angelic] Draconic smite (evocation) Hobble mount (necromancy)
[dragon] Insightful maneuver (divination)
Find kin (divination) Life transference arrow (necromancy)
Gird the spirit (abjuration)

SPELL LISTS 15
Litany of sure hands (divination) Aura of entropy (abjuration)
Pendulum (enchantment) [apocalypse] Binding oath
[clockwork] Spur mount (necromancy)
(transmutation) Blade of my brother (transmutation)
Strength of an ox (transmutation) By the light of the watchful moon
Withering smite (necromancy) (divination) Cherub’s burning blade
(evocation)
[apocalypse] 2ND LEVEL
Deva’s wings (transmutation)
Anticipate attack (divination)
[angelic] Echoes of steel
[temporal] Blessed halo (evocation)
(evocation)
[angelic]
Inspiring speech (enchantment)
Blessed rest (enchantment)
Reset (transmutation) [temporal]
Champion's weapon (conjuration)
[clockwork] Spectral herd (conjuration)
Decelerate (transmutation) [temporal]
True light of revelation (abjuration)
[clockwork] Holy warding (abjuration)
5TH LEVEL
Mantle of the brave (abjuration)
Prayer of resolve (evocation) [apocalypse] Battle mind (divination)

Shadows brought to light (divination) [elven Blazing chariot (conjuration)


ritual] Shared sacrifice (evocation) [angelic] Holy ground (evocation)

Trench (transmutation) Lay to rest (evocation)

Warning shout (divination) Rain of blades (conjuration)


Surprise blessing (abjuration)
3RD LEVEL
Anticipate arcana (divination) RANGER SPELLS
[temporal] Aura of protection or
1ST LEVEL
destruction (abjuration) Blade of wrath
Agonizing mark (evocation)
(evocation) [angelic]
Alter arrow’s fortune (divination)
Hellfire blitz (evocation) [apocalypse]
Anchoring rope (evocation)
Hero’s steel (transmutation)
Anticipate weakness (divination)
Holy vow (abjuration)
[temporal] Bleed (necromancy)
Invested champion (evocation)
Bloodhound (transmutation)
Iron mind (abjuration)
Bloody smite (necromancy) [blood]
Lance of the sun god (evocation)
Breathtaking wind (evocation)
Life from death (necromancy)
[winter] Cobra fangs
Life sense (divination)
(transmutation)
Mass hobble mount (necromancy)
Conjure mock animals (conjuration)
Sir Mittinz's move curse
Converse with dragon (divination)
(transmutation) 4TH LEVEL
[dragon] Cure beast (evocation)
Feather field (abjuration) Hobble mount (necromancy)
Fire under the tongue Hone blade (transmutation)
(transmutation) Flurry Hunter's endurance (enchantment)
(transmutation) [winter] Illuminate spoor (divination)
Forest affinity (illusion) Insightful maneuver (divination)
Foretell distraction (divination) Maw of needles (transmutation)
[temporal] Gliding step (abjuration) Mud pack (conjuration)
Goat’s hoof charm (transmutation)
Green mantle (transmutation)

16 SPELL LISTS
Nature’s aegis (abjuration) (evocation)
Scentless (transmutation) Heartstrike (divination)
Seer's reaction (divination) [temporal] Hunter’s cunning (divination)
Snowy coat (transmutation) [winter] Ice hammer (conjuration) [winter]
Spur mount (transmutation) Instant snare (abjuration)
Stanch (transmutation) [blood] Mark prey (divination)
Step like me (transmutation) Nip at the heels (illusion)
Thin the ice (transmutation) Poisoned volley (conjuration)
Thunderous charge (transmutation) Poisonous flesh (transmutation)
[labyrinth] Withered sight (necromancy) Revive beast (necromancy)
Wolfsong (transmutation) Stench of rot (necromancy)
Time step (conjuration) [temporal]
2ND LEVEL
[clockwork] Tree running (transmutation)
Animal spy (divination) Vine trestle (conjuration) [elven
Anticipate attack (divination) ritual] Wresting wind (evocation)
[temporal] Aspect of the ape
3RD LEVEL
(transmutation)
Blood offering (necromancy)
Aspect of the ram (transmutation)
Bones of stone (transmutation)
Batsense (transmutation)
Booster shot (evocation)
Bestial fury (enchantment)
Conjure undead (conjuration)
Bleating call (enchantment)
Cynophobia (enchantment)
Boreas's breath (transmutation) [winter]
By the light of the moon (divination) Defensive quills (transmutation)

[labyrinth] Caustic blood (transmutation) Frostbitten fingers (evocation)

[blood] [winter] Going in circles (illusion)

Clearing the field (transmutation) [elven Hedren's birds of clay (conjuration)

ritual] Conjure mantelet (abjuration) Hero’s steel (transmutation)

Creeping ice (conjuration) [winter] Legion of rabid squirrels

Crushing trample (transmutation) (conjuration) Life sense

[labyrinth] Dead walking (illusion) (divination)

Decelerate (transmutation) [temporal] Mass hobble mount (necromancy)

[clockwork] Distraction cascade (divination) Monstrous empathy (enchantment)


Mortal insight (divination)
Elemental horns (evocation)
[labyrinth] Grudge match Potency of the pack (transmutation)
Quench (transmutation)
[winter]
Reaver spirit (enchantment)
Remove scent (transmutation) Harry (enchantment)
Heart-seeking arrow
Sidestep arrow (divination)
(transmutation) Hunting stand
Song of the forest (transmutation) [elven
(conjuration)
ritual] Spiteful weapon (necromancy)
Labyrinth mastery (divination)
Targeting foreknowledge (divination)
[labyrinth] Looping trail
Tracer (divination)
(transmutation)
4TH LEVEL
Raid the lair (abjuration) [dragon]
Blood spoor (divination) [blood] Scale rot (necromancy) [dragon]
By the light of the watchful moon
Scry ambush (divination) [temporal]
(divination) Fusillade of ice (evocation)

SPELL LISTS 17
Snow boulder (transmutation) [winter] Storm of wings
Hoarfrost (evocation) [ring]
(conjuration)
Hobble (evocation)
Sudden stampede (conjuration) Wintry glide
Impotence (necromancy)
(conjuration) [winter] 5TH LEVEL Memento mori (necromancy)
Conjure fey hound (conjuration) Fey crown (abjuration) Misstep (enchantment) [labyrinth]
Harrying hounds (enchantment) Killing fields Nimbleness (transmutation)

(transmutation) Obtuse (enchantment)


Puff of smoke (evocation) [dragon]
Primal infusion (transmutation) See beyond
(divination) Pummelstone (conjuration)
Quicken (transmutation) [temporal] [clockwork] Shiver
Sun's bounty (transmutation)
(evocation) [winter]
SORCERER SPELLS Telekinetic trip (transmutation)
CANTRIPS (0 LEVEL) Thunder bolt (evocation) [dragon]
Uncanny avoidance (divination)
Abhorrence (enchantment)
Acumen (transmutation) Wind lash (evocation)

Allure (transmutation) 1ST LEVEL


Animated scroll (transmutation) Bewilderment Agonizing mark (evocation)
(enchantment) Anticipate weakness (divination) [temporal] Alter
Biting arrow (evocation) [winter] Blood tide arrow’s fortune (divination)
(necromancy) [blood] Brawn boost (transmutation) Analyze device (divination) [clockwork]
Caustic touch (evocation) Auspicious warning (enchantment) [temporal] Avoid
Claws of darkness (evocation) [shadow] Clumsiness grievous injury (divination)
(necromancy) Black ribbons (conjuration) [shadow]
Dark maw (necromancy) Blinding pain (enchantment)
Douse light (transmutation) [shadow] Dragon roar Bloodhound (transmutation)
(evocation) [dragon] Encrypt / decrypt (alteration) Bloody hands (necromancy) [blood]
Enumerate (divination) Bolster undead (necromancy)
Exceptional wit (transmutation) Fist of iron Breathtaking wind (evocation) [winter]
(transmutation) [clockwork] Fortitude (transmutation) Brimstone (conjuration) [apocalypse]
Frailty (necromancy) Chronal lance (transmutation) [temporal] [clockwork]
Hamstring (evocation)
Circle of wind (abjuration) [ring] Glamer of mundanity (illusion)
Converse with dragon (divination) [dragon] Deep Goat’s hoof charm (transmutation)
breath (transmutation) Gordolay's pleasant aroma (transmutation) Grim
Disquieting gaze (necromancy) siphon (necromancy) [apocalypse]
Fey glamer (illusion) Heart to heart (necromancy)
Forest affinity (illusion) Icicle daggers (conjuration) [winter]
Foretell distraction (divination) [temporal] Freeze Ill-fated word (divination) [chaos]
potion (transmutation) [winter] Insightful maneuver (divination)

18 SPELL LISTS
Kobold’s fury (transmutation)
Animate ghoul (necromancy)
[dragon] Mosquito bane
Anticipate attack (divination)
(necromancy)
[temporal] Bad timing (divination)
Mud pack (conjuration) [chaos]
Pendulum (enchantment)
Batsense (transmutation)
[clockwork] Ring strike
Bitter chains (transmutation)
(transmutation) [ring]
[ring] Black swan storm
Scentless (transmutation) (evocation)
Screaming ray (evocation)
Bleating call (enchantment)
Seer's reaction (divination)
Blood lure (enchantment) [blood]
[temporal] Shadow armor
Bloodshot (conjuration) [blood]
(abjuration) [shadow] Slippery
Boiling oil (conjuration)
fingers (enchantment)
[alkemancy] Caustic blood
Stanch (transmutation) [blood]
(transmutation) [blood] Chaotic
Step like me (transmutation)
vitality (conjuration) [chaos]
Strength of an ox (transmutation) Cloak of fiendish menace (transmutation)
Telekinetic parry (evocation) [fiendish] Convoluted dictum (enchantment)
Thin the ice (transmutation) Creeping ice (conjuration) [winter]
Thunderous charge (transmutation) Crushing trample (transmutation)
[labyrinth] Tidal barrier (abjuration) [labyrinth] Darkbolt (evocation) [shadow]
Tireless (transmutation) Dark path (conjuration) [shadow]
[clockwork] Trick question Dead walking (illusion)
(enchantment) Decelerate (transmutation) [temporal]
Twist the skein (enchantment) [clockwork] Detect dragons (divination)
Undermine armor (transmutation) [dragon]
[chaos] Unluck on that (enchantment) Discern weakness (divination)
Unruly item (transmutation) Distracting divination (divination)
[chaos] Waft (transmutation) Distraction cascade (divination)
[dragon] Dome of silence (abjuration)
Weapon of blood (transmutation) Doom of consuming fire (evocation)
[blood] Wind tunnel (evocation) Doom of the slippery rogue
Writhing arms (transmutation) (conjuration) Elemental horns
2ND LEVEL (evocation) [labyrinth] Elemental
Althea's travel tent (conjuration) twist (evocation) [chaos]
Enhance greed (divination) [dragon] [apocalypse] Mist of wonders
Entomb in ice (evocation) [winter] (conjuration) [chaos]
Exude acid (transmutation) Negative image (conjuration)
Frenzied bolt (evocation) [chaos] [shadow] Power word kneel
Furious hooves (transmutation) (enchantment)
[labyrinth] Gear barrage (conjuration) Reverberate (evocation) [ring]
[clockwork] Gift of resilience Rolling thunder (evocation)
(enchantment) Sculpt snow (transmutation) [winter]
Greater analyze device (divination) Shade (abjuration) [dragon]
[clockwork] Heartache (enchantment) Shadow puppets (illusion) [shadow]
Indecision (enchantment) Sheen of ice (evocation) [winter]
Lacerate (evocation) Shifting the odds (divination) [chaos]
Lock armor (transmutation) [clockwork] Snap the leash (enchantment)
Magma spray (transmutation) Snow fort (conjuration) [winter]

SPELL LISTS 19
Spin (enchantment) [clockwork]
Doom of blue crystal (transmutation)
Spy my shadow (transmutation)
Doom of dancing blades (illusion)
Stench of rot (necromancy)
Doom of disenchantment (abjuration)
Thunderous stampede (transmutation)
Draconic majesty (enchantment)
[labyrinth] Timely distraction (evocation)
[dragon] Dragon's pride
[chaos]
(enchantment) [dragon] Drown
Treasure chasm (enchantment) (evocation)
[dragon] Trench (transmutation) Entropic damage field (transmutation)
Vomit tentacles (transmutation) [chaos] Flesh to paper (transmutation)
Weiler's ward (conjuration)
Forceful repurposing (abjuration)
Wresting wind (evocation) [apocalypse] Freeze blood
3RD LEVEL (transmutation) [winter]
Accelerate (transmutation) [temporal] Freezing fog (conjuration)
[clockwork] Alone (enchantment) Frostbitten fingers (evocation) [winter]
Anticipate arcana (divination) Frozen razors (evocation)
[temporal] Aspect of the serpent Glimpse the end (divination)
(transmutation) [apocalypse] Gloomwrought barrier
Aura of listlessness (enchantment) (conjuration)
Blood armor (necromancy) [blood] Going in circles (illusion)

Blood offering (necromancy) Hellfire blitz (evocation)

Booster shot (evocation) [apocalypse] Hematomancy

Call shadow mastiff (conjuration) (divination)

[shadow] Chains of perdition Ice burn (conjuration) [winter]

(conjuration) [fiendish] Chilling words Illusory trap (illusion)


(enchantment) Impending ally (conjuration)

Compelled movement (enchantment) Innocuous aspect (illusion) [ring]


Confound senses (enchantment) Ire of the mountain
[labyrinth] Cynophobia (enchantment) (transmutation) Legion

Deep focus (evocation) (conjuration) [shadow]


Lesser maze (conjuration) (divination) Thousand darts
[labyrinth] Life sense (divination) (evocation) [clockwork] Throes of
Opportunistic foresight ecstasy (transmutation)
(divination) Outflanking boon Thunderclap (evocation)
(illusion) Thunderous wave (evocation)
Phantom dragon (illusion) Touch of the unliving
[dragon] Phase bolt (evocation) (necromancy) Vital mark
Portal jaunt (conjuration) (transmutation) [blood] 4TH
Riptide (conjuration) LEVEL
Rune of imprisonment (abjuration)
Abhorrent apparition (illusion)
Shadow tendrils (necromancy)
By the light of the watchful moon
[shadow] Shield of starlight (abjuration)
(divination) Blood puppet
[illumination] Sidestep arrow
(transmutation) [blood] Boiling blood
(divination)
(necromancy) [blood] Caustic waste
Spiteful weapon (necromancy) (evocation) [apocalypse] Chaotic form
Steal warmth (necromancy) (transmutation) [chaos] Cursed gift
[winter] Storm god’s doom (abjuration)
(evocation)
Deep freeze (evocation) [winter]
Targeting foreknowledge Desiccating breath (evocation)

20 SPELL LISTS
Distressing resonance (evocation) [dragon] Pitfall (transmutation)
Doom of serpent coils (necromancy) Power word pain (enchantment)
Doom of the pit (conjuration) Ray of life suppression (necromancy)
Draconic senses (divination) Reposition (conjuration)
[dragon] Drain item (evocation) Sacrificial healing (necromancy)
Dread wings (necromancy) Scale rot (necromancy) [dragon]
Earthskimmer (transmutation) Scaly hide (transmutation) [dragon]
Endow attribute (transmutation) Scry ambush (divination) [temporal]
Energy foreknowledge (divination) Searing sun (transmutation) [illumination]
Evercold (necromancy) [winter] Servant of doom (transmutation)
Flame wave (evocation) [apocalypse] Shadow monsters (illusion)
Fluctuating alignment (enchantment) [shadow] Shadow step (conjuration)
[chaos] Fog of war (illusion) [shadow]

Fusillade of ice (evocation) [winter] Shadowy retribution (necromancy) [elven


Giant's jest (transmutation) ritual] Shocking shroud (evocation)
Harry (enchantment) Spinning axes (evocation) [ring]
Hide in one's shadow (transmutation) Steam blast (evocation) [clockwork]
[shadow] Labyrinth mastery (divination) Time vortex (evocation) [temporal]
[labyrinth] Looping trail (transmutation) [clockwork] Torrent of fire (conjuration)
Lovesick (enchantment) [dragon]
Night terrors (illusion) Visage of the dead (necromancy)

Not dead yet (necromancy) Wayward strike (transmutation)

Overwhelming greed (enchantment) 5TH LEVEL


Acid rain (conjuration) [alkemancy] Exsanguinating cloud (necromancy)
Animated object swarm (conjuration) [blood] Frostbite (evocation) [winter]

Babble (enchantment) [chaos] Grasp of the tupilak (necromancy)


Battle mind (divination) Harrying hounds (enchantment)

Channel fiendish power (transmutation) Ice fortress (conjuration) [winter]


[fiendish] Clash of glaciers (evocation) Kiss of the succubus (necromancy)
[winter] Labyrinthine howl (illusion)
Claws of the earth dragon (evocation) [labyrinth] Magnetize (evocation)
[dragon] Clockwork bodyguard Maim (necromancy)
(conjuration) [clockwork] Conjure fey Necrotic leech (necromancy)
hound (conjuration) Prismatic ray (evocation)
Control ice (transmutation) [winter] Recharge (evocation)
Cruor of visions (divination) [blood] Sanguine horror (conjuration)
Curse ring (necromancy) [ring] [blood] Shadow gateway
Dark dementing (illusion) [shadow] (conjuration) [shadow] Starfall
Dark lord’s mantle (enchantment) (evocation) [illumination]
[fiendish] Dragon breath (evocation) Swift exchange (conjuration)
[dragon] Thunderstorm (transmutation) [dragon] Wall
Energy absorption (abjuration) of time (abjuration) [temporal] [clockwork]
Essence instability (transmutation)

SPELL LISTS 21
6TH LEVEL [apocalypse] Misfortune (necromancy)
Absorbing field (abjuration) [chaos]

Ally aegis (abjuration) Mithral dragon's might (transmutation)


Aspect of the firebird (transmutation) [dragon] Time loop (transmutation) [temporal]

Become nightwing (enchantment) [clockwork] Walk the twisted path

[shadow] Catapult (transmutation) (conjuration) [labyrinth] Winterdark

[clockwork] (transmutation) [winter]

Cave dragon's dominance (transmutation) Winter’s radiance (evocation) [winter]

[dragon] Chaotic world (illusion) [chaos] 7TH LEVEL


Claim lair (abjuration) [dragon] Amplify gravity (transmutation)
Curse of Boreas (transmutation) [winter] Arcane parasite (transmutation)
Enchant ring (enchantment) [ring] Aspect of the dragon (transmutation)
Encroaching shadows (illusion) [elven [dragon] Blizzard (conjuration) [winter]
ritual] Entomb (transmutation) Celebration (enchantment) [elven ritual]
Fault line (evocation) Conjure shadow titan (conjuration)
Fire dragon's fury (transmutation) [shadow] Curse of the grave
[dragon] Firewalk (transmutation) (necromancy)
Icy manipulation (transmutation) Death god's touch (necromancy)
Investiture of blight (transmutation) Dying of the light (evocation) [shadow]
(abjuration)
Glacial fog (evocation) [winter]
Ice soldiers (conjuration) Roaring winds of Limbo (conjuration)
[chaos] Steam whistle (evocation)
Last rays of the dying sun (evocation)
[clockwork]
[illumination] Legend killer (divination)
[dragon] Time jump (transmutation) [temporal]

Ravages of time (transmutation) [temporal] [clockwork] 9TH LEVEL


[clockwork] Ring ward (abjuration) [ring] Black hole (conjuration) [apocalypse]
Symbol of sorcery (evocation) Circle of devastation (evocation) [ring]
Talons of a hungry land (evocation)
Greater maze (conjuration) [labyrinth]
Transmogrification (transmutation)
Pyroclasm (evocation)
[apocalypse] Triumph of ice (transmutation)
Star’s heart (transmutation) [illumination] Time in a
[winter]
bottle (transmutation) [temporal] [clockwork]
Uncontrollable transformation (transmutation)
Umbral storm (necromancy) [shadow]
[chaos] Volley shield (abjuration)
Unshackled magic (enchantment) [chaos]
Walking wall (transmutation)
Wild trajectory (transmutation) [chaos] WARLOCK SPELLS
8TH LEVEL CANTRIPS (0 LEVEL)
Arcane sight (divination) Bless the dead (abjuration)
Black sunshine (illusion) Claws of darkness (evocation) [shadow]
Caustic torrent (conjuration) [alkemancy] Dark maw (necromancy)
Create ring servant (transmutation) [ring] Decay (necromancy)
Creeping darkness (conjuration) [shadow] Douse light (transmutation) [shadow]
Deadly sting (transmutation) [dragon] Encrypt / decrypt (alteration)
Disruptive aura (evocation) Fist of iron (transmutation) [clockwork]
Harsh light of summer’s glare Hamstring (evocation)
(enchantment) Malevolent waves Hand of doom (necromancy) [apocalypse]

22 SPELL LISTS
Hoarfrost (evocation) [ring] Blinding pain (enchantment)
Hobble (evocation) Blood scarab (necromancy)
Memento mori (necromancy) [blood] Bloody hands
Pummelstone (conjuration) (necromancy) [blood] Bolster
Shadow blindness (illusion) undead (necromancy)
[shadow] Starburst (evocation) Breathtaking wind (evocation)
[illumination] Uncanny avoidance [winter] Brimstone (conjuration)
(divination) [apocalypse] Broken charge
Wind lash (evocation) (enchantment) [labyrinth] Candle's
insight (divination)
1ST LEVEL
Circle of wind (abjuration) [ring]
Adjust position (transmutation)
Disquieting gaze (necromancy)
Anticipate weakness (divination)
Extract essence (transmutation) [elven
[temporal] Avoid grievous injury
ritual] Feather field (abjuration)
(divination)
Fire under the tongue
Black ribbons (conjuration)
(transmutation) Flurry
[shadow] Bleed (necromancy)
(transmutation) [winter]
Writhing arms (transmutation)
Foretell distraction (divination)
2ND LEVEL
[temporal] Freeze potion
Bitter chains (transmutation) [ring]
(transmutation) [winter] Grim siphon
Black swan storm (evocation)
(necromancy) [apocalypse] Hobble
mount (necromancy) Bloodshot (conjuration) [blood]
Caustic blood (transmutation) [blood]
Hunter's endurance
(enchantment) Icicle daggers Conjure spectral dead (conjuration)

(conjuration) [winter] Insightful Convoluted dictum (enchantment)

maneuver (divination) Creeping ice (conjuration) [winter]

Kobold’s fury (transmutation) Dead walking (illusion)

[dragon] Liar’s gift (enchantment) Decelerate (transmutation) [temporal]

Mammon’s avarice (divination) [clockwork] Darkbolt (evocation) [shadow]

[fiendish] Mosquito bane Dark path (conjuration) [shadow]

(necromancy) Distracting divination (divination)

Proselytize (enchantment) Distraction cascade (divination)

[apocalypse] Ring strike Enhance greed (divination) [dragon]


(transmutation) [ring] Entomb in ice (evocation) [winter]
Shadow armor (abjuration) [shadow] Exude acid (transmutation)
Shadow hands (evocation) [shadow] Gear barrage (conjuration)
Slippery fingers (enchantment) [clockwork] Gift of luck (divination)
Stanch (transmutation) [blood] Grain of truth (divination)
Strength of an ox (transmutation) Grudge match (evocation)
Thin the ice (transmutation) Heartache (enchantment)
Thunderous charge (transmutation) Heartstop (necromancy) [clockwork]
[labyrinth] Tidal barrier (abjuration) Lock armor (transmutation) [clockwork]
Trick question (enchantment) Magma spray (transmutation)
Twist the skein (enchantment) [apocalypse] Negative image

Unluck on that (enchantment) (conjuration) [shadow] Orb of light

Wind tunnel (evocation) (evocation) [illumination]

Withered sight (necromancy)

SPELL LISTS 23
Plaguebearer (abjuration) [fiendish]
Spy my shadow (transmutation)
Poisonous flesh (transmutation)
Stench of rot (necromancy)
Power word kneel (enchantment)
Thorn cage (conjuration)
Read object (divination)
Thunderous stampede (transmutation)
Reverberate (evocation) [ring] [labyrinth] Time step (conjuration)
Rolling thunder (evocation) [temporal] [clockwork] Vomit tentacles
Rotting corpse (necromancy) (transmutation)
Shade (abjuration) [dragon]
3RD LEVEL
Shadow puppets (illusion) [shadow]
Alone (enchantment)
Shadows brought to light (divination) [elven
Anticipate arcana (divination)
ritual] Sheen of ice (evocation) [winter]
[temporal] Blood armor
Spin (enchantment) [clockwork]
(necromancy) [blood] sense (divination)
Blood offering (necromancy) Mass hobble mount
Booster shot (evocation) (necromancy) Mire
Call shadow mastiff (conjuration) (transmutation)
[shadow] Catch the breath Mortal insight (divination)
(transmutation) [dragon] Chains of Nightfall (evocation)
perdition (conjuration) [fiendish] Opportunistic foresight
Chilling words (enchantment) (divination) Outflanking boon
Cloak of vermin (conjuration) (illusion)
Closing in (illusion) Phase bolt (evocation)
Confound senses (enchantment) Potency of the pack
[labyrinth] Curse of hostility (transmutation) Riptide
(necromancy) (conjuration)
Curse of incompetence (necromancy) Seeping death (necromancy)
Cynophobia (enchantment) Shadow tendrils (necromancy)
Dark heraldry (necromancy) [shadow] Sidestep arrow
Deep focus (evocation) (divination)
Dimensional shove (conjuration) Sir Mittinz's move curse
[labyrinth] Ears of the bat (transmutation) Spiteful weapon
(transmutation) (necromancy)
Forceful repurposing (abjuration) Steal warmth (necromancy)
[apocalypse] Freeze blood [winter] Sudden dawn
(transmutation) [winter] Frostbitten (evocation)
fingers (evocation) [winter] Terrifying lash (conjuration)
Frozen razors (evocation) Thousand darts (evocation)
Glimpse the end (divination) [clockwork] Throes of ecstasy
[apocalypse] Gloomwrought barrier (transmutation) Touch of the
(conjuration) Going in circles
unliving (necromancy) 4TH LEVEL
(illusion)
Black hand (necromancy)
Hellfire blitz (evocation)
[shadow] Boiling blood
[apocalypse] Ice burn
(necromancy) [blood] Chains of
(conjuration) [winter]
torment (conjuration)
Impending ally (conjuration)
Cloak of serpents (abjuration)
Innocuous aspect (illusion) [ring]
Conjure fiends (conjuration)
Ire of the mountain
[fiendish] Drain item (evocation)
(transmutation) Legion
Dread wings (necromancy)
(conjuration) [shadow] Lesser
Earthskimmer (transmutation)
maze (conjuration) [labyrinth] Life

24 SPELL LISTS
Endow attribute (transmutation)
Giant's jest (transmutation)
Evercold (necromancy) [winter]
Hide in one's shadow (transmutation)
Flame wave (evocation) [shadow] Keening wail (necromancy)
Fog of war (illusion)
Labyrinth mastery (divination)
Fusillade of ice (evocation) [winter]
[labyrinth] Looping trail
Fiendish brand (necromancy)
(transmutation)
[fiendish] Frostbite (evocation)
Lovesick (enchantment) [winter]
Moon trap (abjuration) [labyrinth]
Grasp of the tupilak (necromancy)
Night terrors (illusion) Harrying hounds (enchantment)
Not dead yet (necromancy) Kiss of the succubus (necromancy)
Overwhelming greed (enchantment) Necrotic leech (necromancy)
[dragon] Power word pain
Not this day! (abjuration)
(enchantment)
Recharge (evocation)
Ray of life suppression (necromancy)
Sanguine horror (conjuration) [blood]
Reposition (conjuration)
Shadow gateway (conjuration)
Scale rot (necromancy) [dragon]
[shadow] Souleater (evocation)
Scry ambush (divination) [temporal] [apocalypse]
Servant of doom (transmutation)
Tongue tied (enchantment)
[apocalypse] Shadow monsters (illusion)
6TH LEVEL
[shadow]
Aura of wrath (enchantment) [fiendish]
Shadow step (conjuration) [shadow]
Avronin's astral assembly
Shadowy retribution (necromancy) [elven
(necromancy) Become nightwing
ritual] Spinning axes (evocation) [ring]
(enchantment) [shadow] Catapult
Steam blast (evocation) [clockwork]
(transmutation) [clockwork]
Time vortex (evocation) [temporal]
[clockwork] Visage of madness Entomb (transmutation)

(enchantment) Extract knowledge (necromancy)

Visage of the dead (necromancy) Investiture of blight (transmutation)

Wayward strike (transmutation) [apocalypse] Shadow metamorphosis


(transmutation) [shadow] Time loop
5TH LEVEL
(transmutation) [temporal] [clockwork] Tolling
Acid rain (conjuration) [alkemancy]
doom (necromancy)
Channel fiendish power (transmutation)
Winterdark (transmutation) [winter]
[fiendish] Clash of glaciers (evocation)
[winter] 7TH LEVEL

Conjure nightmare (conjuration) Amplify gravity (transmutation)


[fiendish] Cruor of visions (divination) Blizzard (conjuration) [winter]
[blood] Conjure greater spectral dead
Curse ring (necromancy) [ring] (conjuration) Conjure shadow titan
Detonate corpses (necromancy) (conjuration) [shadow] Curse of dust
[apocalypse] Dark dementing (illusion) (necromancy)
[shadow] Curse of the grave (necromancy)
Dark lord’s mantle (enchantment) Death god's touch (necromancy)
[fiendish] Dark web of the spider Defile healing (necromancy)
monarch (conjuration) Dying of the light (evocation) [shadow]
Dragon breath (evocation) [dragon] Symbol of sorcery (evocation)
Energy absorption (abjuration) Talons of a hungry land (evocation)
Exsanguinate (necromancy) [blood] Transmogrification (transmutation) [apocalypse]
Fey crown (abjuration)
SPELL LISTS 25
8TH LEVEL
Exceptional wit (transmutation)
Arcane sight (divination) Fist of iron (transmutation)
Caustic torrent (conjuration) [clockwork] Fortitude
[alkemancy] Creeping darkness (transmutation)

(conjuration) [shadow] Disruptive Frailty (necromancy)

aura (evocation) Hamstring (evocation)

Frailform (enchantment) [apocalypse] Hand of doom (necromancy)

Ghoul king's cloak (transmutation) [apocalypse] Hoarfrost (evocation)


[ring]
Malevolent waves (abjuration)
Hobble (evocation)
Time slippage (enchantment) [temporal]
Impotence (necromancy)
[clockwork] 9TH LEVEL
Memento mori (necromancy)
Circle of devastation (evocation) [ring] Misstep (enchantment) [labyrinth]
Mammon’s due (conjuration) Nimbleness (transmutation)
Pyroclasm (evocation) Obtuse (enchantment)
Umbral storm (necromancy) [shadow] Pummelstone (conjuration)
Quicken (transmutation) [temporal]
WIZARD SPELLS
[clockwork] Scribe (transmutation)
CANTRIPS (0 LEVEL)
Semblance of dread (illusion)
Abhorrence (enchantment)
[mythos] Shadow bite (illusion)
Acumen (transmutation) [shadow]
Ale-dritch blast (conjuration)
Shadow blindness (illusion) [shadow]
Allure (transmutation) Shiver (evocation) [winter]
Animated scroll (transmutation) Silhouette (illusion) [shadow]
Benediction (abjuration) [angelic] Starburst (evocation) [illumination]
Bewilderment (enchantment) Telekinetic trip (transmutation)
Biting arrow (evocation) [winter] Uncanny avoidance (divination)
Black Goat’s blessing (enchantment) Wind lash (evocation)
[mythos] Blood tide (necromancy)
Word of misfortune (enchantment)
[blood]
[Void] 1ST LEVEL
Brawn boost (transmutation)
Brimstone infusion (transmutation) Adjust position (transmutation)

[alkemancy] Caustic touch (evocation) Agonizing mark (evocation)

Claws of darkness (evocation) [shadow] Alter arrow’s fortune (divination)

Clockwork bolt (evocation) [clockwork] Amplify light (transmutation) [illumination]

Clumsiness (necromancy) Analyze device (divination) [clockwork]


Angelic guardian (conjuration) [angelic]
Crushing curse (enchantment) [Void]
Anticipate weakness (divination)
Dark maw (necromancy)
[temporal] Auspicious warning
Decay (necromancy)
(enchantment) [temporal] Avoid grievous
Douse light (transmutation) [shadow]
injury (divination)
Dragon roar (evocation) [dragon]
Black ribbons (conjuration) [shadow]
Encrypt / decrypt (alteration)
Bloodhound (transmutation)
Enumerate (divination)
Bloody hands (necromancy) [blood]
Bloody smite (necromancy) [blood] Bottomless stomach (transmutation) [alkemancy]
Bolster undead (necromancy)

26 SPELL LISTS
Breathtaking wind (evocation) [winter]
Shadow armor (abjuration) [shadow]
Brimstone (conjuration) [apocalypse]
Shadow hands (evocation) [shadow]
Broken charge (enchantment) [labyrinth]
Slippery fingers (enchantment)
Candle's insight (divination)
Speak with inanimate object (divination)
Chronal lance (transmutation) [temporal]
Stanch (transmutation) [blood]
[clockwork] Circle of wind (abjuration) [ring]
Step like me (transmutation)
Cloak of shadow (illusion) [shadow] Strength of an ox (transmutation)
Converse with dragon (divination) Telekinetic parry (evocation)
[dragon] Deep breath (transmutation) Thin the ice (transmutation)
Disquieting gaze (necromancy) Thunderous charge (transmutation)
Extract essence (transmutation) [elven [labyrinth] Tidal barrier (abjuration)
ritual] Feather field (abjuration) Tireless (transmutation) [clockwork]
Forest affinity (illusion) Trick question (enchantment)
Foretell distraction (divination) Twist the skein (enchantment)
[temporal] Freeze potion Undermine armor (transmutation)
(transmutation) [winter] [chaos] Unluck on that (enchantment)
Goat’s hoof charm (transmutation) Unruly item (transmutation) [chaos]
Gordolay's pleasant aroma Voorish sign (divination) [mythos]
(transmutation) Guest of honor Weapon of blood (transmutation)
(enchantment) [elven ritual] Guiding [blood] Wind tunnel (evocation)
star (divination) [illumination] Withered sight (necromancy)
Hard heart (enchantment) Writhing arms (transmutation)
Heart to heart (necromancy)
2ND LEVEL
Hobble mount (necromancy)
Althea's travel tent (conjuration)
Icicle daggers (conjuration) [winter]
Animate ghoul (necromancy)
Ill-fated word (divination) [chaos]
Anticipate attack (divination)
Insightful maneuver (divination)
[temporal] As you were
Kobold’s fury (transmutation) [dragon]
(necromancy)
Mammon’s avarice (divination)
Ashen memories (divination)
[fiendish] Mosquito bane
Bad timing (divination) [chaos]
(necromancy)
Bitter chains (transmutation) [ring]
Mud pack (conjuration)
Black swan storm (evocation)
Pendulum (enchantment) [clockwork]
Bleating call (enchantment)
Protection from the Void (abjuration)
Blessed halo (evocation) [angelic]
[Void] Ring strike (transmutation)
Blood lure (enchantment) [blood]
[ring]
Bloodshot (conjuration) [blood]
Roaming pain (necromancy) [chaos]
Boiling oil (conjuration) [alkemancy]
Scentless (transmutation)
Boreas's breath (transmutation) [winter]
Screaming ray (evocation)
By the light of the moon (divination)
Seer's reaction (divination) [temporal]
[labyrinth] Caustic blood (transmutation)
[blood] swarm (conjuration)
Chaotic vitality (conjuration) [chaos] Conjure spectral dead (conjuration)
Clearing the field (transmutation) [elven Convoluted dictum (enchantment)
ritual] Cloak of fiendish menace Creeping ice (conjuration) [winter]
(transmutation) [fiendish] Conjure scarab Daggerhawk (transmutation)

SPELL LISTS 27
Darkbolt (evocation) [shadow] (transmutation)
Dark path (conjuration) [shadow] Lacerate (evocation)
Dead walking (illusion) Lair sense (divination) [dragon]
Decelerate (transmutation) [temporal] Lock armor (transmutation) [clockwork]
[clockwork] Delay potion (transmutation) Maddening whispers (enchantment)
[alkemancy] Destructive resonance [Void] Magma spray (transmutation)
(enchantment) [Void] Detect dragons [apocalypse] Mephitic croak
(divination) [dragon] (conjuration) [alkemancy] Mist of
Discern weakness (divination) wonders (conjuration) [chaos]
Distracting divination (divination) Negative image (conjuration)
Distraction cascade (divination) [shadow] Orb of light (evocation)
Doom of consuming fire (evocation) [illumination]
Doom of the slippery rogue (conjuration) Phantom light (illusion)
Ectoplasm (necromancy) [mythos] [illumination] Plaguebearer
Elemental horns (evocation) [labyrinth] (abjuration) [fiendish]

Elemental twist (evocation) [chaos] Poisoned volley (conjuration)


Enhance familiar (transmutation) Power word kneel (enchantment)

Enhance greed (divination) [dragon] Read object (divination)

Entomb in ice (evocation) [winter] Reverberate (evocation) [ring]

Exude acid (transmutation) Rolling thunder (evocation)

Feather travel (transmutation) Rotting corpse (necromancy)

Fire darts (evocation) Sculpt snow (transmutation) [winter]

Frenzied bolt (evocation) [chaos] Shade (abjuration) [dragon]

Furious hooves (transmutation) Shadow puppets (illusion) [shadow]


[labyrinth] Gear barrage (conjuration) Shadows brought to light (divination) [elven
[clockwork] ritual] Sheen of ice (evocation) [winter]

Gift of resilience (enchantment) Shifting the odds (divination) [chaos]


Glyph of shifting (conjuration) Slither (transmutation) [shadow]
Grave sense (divination) [apocalypse] Snap the leash (enchantment)
Greater analyze device (divination) Snow fort (conjuration) [winter]
[clockwork] Heartache (enchantment) Spin (enchantment) [clockwork]
Heartstop (necromancy) [clockwork] Spy my shadow (transmutation)
Holy warding (abjuration) Thunderous stampede (transmutation)
Hypnotic missive (enchantment) [labyrinth] Timely distraction (evocation)
Indecision (enchantment) [chaos]

Jerilyn's cadaverous uprising (necromancy) Time step (conjuration) [temporal]


[apocalypse] Kavelin’s instant aerosol [clockwork] Trench (transmutation)
Vine trestle (conjuration) [elven ritual] [temporal] Aspect of the serpent
Vomit tentacles (transmutation) (transmutation)
Warning shout (divination) Aura of listlessness (enchantment)
Weiler's ward (conjuration) Blade of wrath (evocation) [angelic]
Unholy defiance (necromancy) Blood armor (necromancy) [blood]

3RD LEVEL Blood offering (necromancy)


Breeze compass (divination)
Accelerate (transmutation) [temporal]
Call shadow mastiff (conjuration) [shadow]
[clockwork] Alone (enchantment)
Anticipate arcana (divination)

28 SPELL LISTS
Calm of the storm (abjuration) [chaos] [winter] Frozen razors (evocation)
Catch the breath (transmutation) Glimpse the end (divination)
[dragon] Chains of perdition [apocalypse] Gloomwrought barrier
(conjuration) [fiendish] Chilling words (conjuration) Gluey globule
(enchantment) (conjuration) [alkemancy] Going in
Closing in (illusion) circles (illusion)
Command undead (necromancy) Hedren's birds of clay (conjuration)
Compelled movement Hematomancy (divination)
(enchantment) Compelling fate Ice burn (conjuration) [winter]
(divination) Illusory trap (illusion)
Confound senses (enchantment) Impending ally (conjuration)
[labyrinth] Curse of hostility Innocuous aspect (illusion) [ring]
(necromancy) Ire of the mountain
Curse of incompetence (transmutation) Legion
(necromancy) Cynophobia (conjuration) [shadow]
(enchantment) Lesser maze (conjuration)
Deep focus (evocation) [labyrinth] Life sense (divination)
Dimensional shove (conjuration) Mass hobble mount (necromancy)
[labyrinth] Doom of blue crystal Mind exchange (transmutation)
(transmutation) Doom of dancing [mythos] Mire (transmutation)
blades (illusion) Nest of infernal vipers (conjuration)
Doom of disenchantment (abjuration) [fiendish] Opportunistic foresight
Draconic majesty (enchantment) (divination)
[dragon] Dragon's pride Outflanking boon (illusion)
(enchantment) [dragon] Drown Phantom dragon (illusion)
(evocation) [dragon] Phase bolt (evocation)
Entropic damage field (transmutation) Portal jaunt (conjuration)
[chaos] Flesh to paper (transmutation) Protective nimbus (abjuration)
Forceful repurposing (abjuration) [illumination] Riptide (conjuration)
[apocalypse] Freeze blood Rune of imprisonment (abjuration)
(transmutation) [winter] Freezing fog Salt lash (conjuration) [alkemancy]
(conjuration) Shadow tendrils (necromancy) [shadow]
Frostbitten fingers (evocation) Shadow trove (transmutation) [shadow]
Shield of starlight (abjuration) (divination) Thousand darts
[illumination] Sidestep arrow (divination) (evocation) [clockwork] Throes of
Sir Mittinz's move curse ecstasy (transmutation)
(transmutation) Sleep of the deep Tongue of sand (illusion)
(illusion) [mythos] Thunderclap (evocation)
Song of the forest (transmutation) [elven Thunderous wave (evocation)
ritual] Spiteful weapon (necromancy) Touch of the unliving (necromancy)
Steal warmth (necromancy) Tracking beacon (divination)
[winter] Storm god’s doom [illumination] Unseen strangler
(evocation) (conjuration) [mythos] Vital mark
Sudden dawn (evocation) (transmutation) [blood] Void strike
Surge dampener (abjuration) (evocation) [Void]
[chaos] Targeting foreknowledge Wave of corruption (necromancy) [fiendish]

SPELL LISTS 29
4TH LEVEL [dragon] Drain item (evocation)

Abhorrent apparition (illusion) Dread wings (necromancy)


Black hand (necromancy) [shadow] Earthskimmer (transmutation)
Blood and steel (transmutation) Emanation of Yoth (necromancy)
[blood] Blood puppet [mythos] Endow attribute
(transmutation) [blood] Boiling (transmutation)
blood (necromancy) [blood] Energy foreknowledge (divination)
Brittling (transmutation) [winter] Evercold (necromancy) [winter]
By the light of the watchful moon Flame wave (evocation)
(divination) Caustic waste (evocation) Flickering fate (divination) [temporal]
[apocalypse] Chains of torment Fluctuating alignment (enchantment)
(conjuration) [chaos] Fog of war (illusion)

Chaotic form (transmutation) Fusillade of ice (evocation) [winter]


[chaos] Conjure fiends Giant's jest (transmutation)
(conjuration) [fiendish] Cursed gift Green decay (necromancy)
(abjuration) [mythos] Harry (enchantment)

Deep freeze (evocation) [winter] Heart-seeking arrow (transmutation) Hide


Desiccating breath (evocation) in one's shadow (transmutation) [shadow]
Deva’s wings (transmutation) Hunger of Leng (enchantment) [mythos]
[angelic] Distressing resonance Instant siege weapon (transmutation)
(evocation) Labyrinth mastery (divination) [labyrinth]

Doom of serpent coils (necromancy) Lava stone (transmutation)


Doom of the pit (conjuration) Looping trail (transmutation)
Draconic senses (divination) Lovesick (enchantment)
Moon trap (abjuration) [labyrinth]
Nether weapon (enchantment) [Void] Shadow step (conjuration) [shadow]

Night terrors (illusion) Shadowy retribution (necromancy) [elven

Not dead yet (necromancy) ritual] Shocking shroud (evocation)

Overwhelming greed (enchantment) Shroud of death (necromancy)

[dragon] Pitfall (transmutation) Spinning axes (evocation) [ring]

Power word pain (enchantment) Staff of violet fire (evocation)

Quicksilver mantle (transmutation) Steam blast (evocation) [clockwork]

[alkemancy] Raid the lair (abjuration) Time vortex (evocation) [temporal]

[dragon] [clockwork] Tome curse (necromancy)


[fiendish]
Ray of alchemical negation (transmutation)
[alkemancy] Ray of life suppression (necromancy) Visage of madness (enchantment)
Visage of the dead (necromancy)
Reposition (conjuration)
Wild shield (abjuration) [chaos]
Reset (transmutation) [temporal]
Wintry glide (conjuration) [winter]
[clockwork] Sacrificial healing
Yellow sign (enchantment) [mythos]
(necromancy)
Sand ship (transmutation) 5TH LEVEL

Scale rot (necromancy) [dragon] Acid rain (conjuration) [alkemancy]


Scry ambush (divination) [temporal] Ancient shade (necromancy)
Searing sun (transmutation) Animated object swarm (conjuration)
[illumination] Shadow monsters Babble (enchantment) [chaos]
(illusion) [shadow] Battle mind (divination)

30 SPELL LISTS
Blazing chariot (conjuration) [angelic] breath (evocation) [dragon]
Bottled arcana (transmutation) [alkemancy] Eidetic memory (transmutation)
Channel fiendish power (transmutation) Eldritch communion (divination)
[fiendish] Clash of glaciers (evocation) [mythos] Energy absorption
[winter] (abjuration)
Claws of the earth dragon (evocation) Essence instability (transmutation)
[dragon] Clockwork bodyguard Exsanguinate (necromancy) [blood]
(conjuration) [clockwork] Conjure fey Exsanguinating cloud (necromancy)
hound (conjuration) [blood] Fiendish brand (necromancy)
Conjure minor voidborn (conjuration) [fiendish]
[Void] Conjure nightmare (conjuration) Forest of spears (evocation)
[fiendish] Control ice (transmutation) Frostbite (evocation) [winter]
[winter] Grasp of the tupilak (necromancy)
Cruor of visions (divination) [blood] Greater protective nimbus (abjuration)
Curse of Yig (transmutation) [mythos] [illumination] Harrying hounds (enchantment)
Curse ring (necromancy) [ring] Ice fortress (conjuration) [winter]
Dark dementing (illusion) [shadow] Instant fortification (transmutation)
Dark lord’s mantle (enchantment) Kiss of the succubus (necromancy)
[fiendish] Detonate corpses Labyrinthine howl (illusion) [labyrinth]
(necromancy) [apocalypse] Dragon Living shadows (enchantment) [Void]
Magnetize (evocation)
[clockwork]
Maim (necromancy)
Mass surge dampener (abjuration) Cave dragon's dominance (transmutation)

[chaos] Necrotic leech (necromancy) [dragon] Celestial fanfare (evocation)


[angelic]
Prismatic ray (evocation)
Recharge (evocation) Chaotic world (illusion) [chaos]

Sanguine horror (conjuration) [blood] Claim lair (abjuration) [dragon]


See beyond (divination) Curse of Boreas (transmutation)
Shadow gateway (conjuration) [winter] Enchant ring (enchantment)
[shadow] Souleater (evocation) [ring]
[apocalypse] Encroaching shadows (illusion) [elven
Starfall (evocation) [illumination] ritual] Entomb (transmutation)
Summon eldritch servitor (conjuration) Extract knowledge (necromancy)
[mythos] Swift exchange (conjuration) Fault line (evocation)
Tongue tied (enchantment) Fire dragon's fury (transmutation)
Wall of time (abjuration) [temporal] [dragon] Firewalk (transmutation)
[clockwork] 6TH LEVEL Heavenly crown (enchantment)
Icy manipulation (transmutation)
Absorbing field (abjuration)
Investiture of blight (transmutation)
Alchemical form (transmutation)
[apocalypse] Life drain (evocation) [Void]
[alkemancy] Ally aegis (abjuration)
Misfortune (necromancy) [chaos]
Animate greater undead (necromancy)
Mithral dragon's might (transmutation)
Aura of wrath (enchantment) [fiendish]
[dragon] Shadow metamorphosis
Avronin's astral assembly
(transmutation) [shadow] Time loop
(necromancy) Become nightwing
(transmutation) [temporal] [clockwork] Walk
(enchantment) [shadow] Black well
the twisted path (conjuration) [labyrinth] Warp
(necromancy) [shadow]
mind and matter (transmutation) [mythos]
Burning radiance (evocation)
[illumination] Catapult (transmutation)

SPELL DESCRIPTIONS 31
Winterdark (transmutation) [winter] Dying of the light (evocation) [shadow]
Winter’s radiance (evocation) [winter] Glacial fog (evocation) [winter]
7TH LEVEL Ice soldiers (conjuration)
Acid gate (conjuration) [alkemancy] Icy grasp of the Void (evocation) [Void]
Amplify gravity (transmutation) Last rays of the dying sun (evocation)
Arcane parasite (transmutation) [illumination] Legend killer (divination)
Blizzard (conjuration) [winter] [dragon]
Celebration (enchantment) [elven ritual] Ravages of time (transmutation) [temporal]
Conjure greater spectral dead (conjuration) [clockwork] Right the stars (divination) [temporal]
Conjure shadow titan (conjuration) Ring ward (abjuration) [ring]
[shadow] Conjure voidborn Seal of sanctuary (abjuration) [angelic]
(conjuration) [Void] Sign of Koth (abjuration) [mythos]
Curse of the grave (necromancy) Starry vision (divination)
Create thunderstaff (transmutation) Symbol of sorcery (evocation)
Death god's touch (necromancy) Talons of a hungry land (evocation)
[chaos] Seed of destruction
Transmogrification (transmutation)
(enchantment) [mythos] Steam whistle
[apocalypse] Triumph of ice (transmutation)
(evocation) [clockwork]
[winter]
Summon star (conjuration) [illumination]
Uncontrollable transformation (transmutation)
Time jump (transmutation) [temporal]
[chaos] Volley shield (abjuration)
[clockwork] Time slippage (enchantment)
Walking wall (transmutation)
[temporal] [clockwork] Wind of the hereafter
Wild trajectory (transmutation) [chaos]
8TH LEVEL (conjuration)

Arcane sight (divination) 9TH LEVEL


Black sunshine (illusion) Afflict line (necromancy) [elven ritual]
Bloom (conjuration) [elven ritual] Black hole (conjuration) [apocalypse]
Caustic torrent (conjuration) [alkemancy] Blood to acid (transmutation)
Create ring servant (transmutation) [ring] [alkemancy] Circle of devastation
Creeping darkness (conjuration) [shadow] (evocation) [ring]
Deadly sting (transmutation) [dragon] Greater maze (conjuration) [labyrinth]
Desolation (necromancy) [elven ritual] Greater seal of sanctuary (abjuration)
Disruptive aura (evocation) [angelic] Mammon’s due (conjuration)
Frailform (enchantment) [apocalypse]
Pyroclasm (evocation)
Glimpse of the Void (enchantment) [Void]
Star’s heart (transmutation)
Harsh light of summer’s glare
[illumination] Summon avatar
(enchantment) Life hack (necromancy)
(conjuration) [mythos]
[alkemancy]
Time in a bottle (transmutation) [temporal]
Lower the veil (divination) [clockwork] Umbral storm (necromancy) [shadow]
Malevolent waves (abjuration)
Unleash effigy (transmutation)
Paragon of chaos (transmutation) [chaos]
Unshackled magic (enchantment) [chaos]
Quintessence (transmutation) [angelic]
Void rift (evocation) [Void]
Roaring winds of Limbo (conjuration)

32 SPELL DESCRIPTIONS

Spell Descriptions Casting Time: 1 action


This section contains more than four hundred spells Range: 30 feet
designed for use by player characters and NPCs. The Components: V, S
spell descriptions are presented in alphabetical Duration: 1 minute
order.
You temporarily make a creature within range less
appealing to others. The target makes a Wisdom
ABHORRENCE saving throw against your spell. On a successful
Enchantment cantrip
save, the spell is ineffective. On a failed save, the ahead of you to a spot of your choosing within range.
next time the creature makes a Charisma check Each creature within 15 feet of that spot takes 6d8
before the spell ends, roll a d6 and subtract the psychic damage and becomes frightened of you for 1
result from the roll. The spell then ends. minute; a successful Wisdom saving throw halves the
ABHORRENT APPARITION damage and negates the fright. A creature frightened
in this way repeats the saving throw at the end of
4th-level illusion
each of its turns, ending the effect on itself on a
Casting Time: 1 action success.
Range: 60 feet
At Higher Levels. If you cast this spell using a spell slot
Components: M (a gourd with a face carved on
of 5th level or higher, the damage increases by 1d8 for
it) Duration: Instantaneous
each slot level above 4th.
You imbue a terrifying visage onto a gourd and toss it

SPELL DESCRIPTIONS 33
ABSORBING FIELD position. You move one willing creature within range
6th-level abjuration 5 feet. This movement does not provoke opportunity
Casting Time: 1 action attacks. The creature moves bodily through the
intervening space (as opposed to teleporting), so
Range: Self
there can be no physical obstacle (such as a wall or a
Components: V, S
door) in the path.
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a
You cloak yourself in a protective field that absorbs
spell slot of 2nd level or higher, you can target an
incoming magic, rejuvenating your spell slots. When
additional willing creature for each slot level above
you are the target of a spell (including spells that
1st.
affect multiple targets, but not area spells such as
AGONIZING MARK
fireball), make an ability check using your spellcasting
ability. The DC equals 10 + the spell’s level. On a 1st-level evocation
successful check, the spell has no effect on you and Casting Time: 1 action
is absorbed by the field. You regain a spell slot of the Range: 90 feet
same level as the spell that was cast against you. If Components: S
you have no expended spell slots of that level, you Duration: Concentration, up to 1 minute
don’t regain a spell slot, but this spell remains in You choose a creature you can see within range to
effect. mark as your prey, and a ray of black energy issues
Even if the spell manages to bypass the field, you forth from you. Until the spell ends, each time you
gain advantage on your saving throw. deal damage to the target it must make a Charisma
saving throw. On a failed save, it falls prone as its
ACUMEN body is filled with torturous agony.
Transmutation cantrip
Casting Time: 1 action ALE-DRITCH BLAST
Range: Touch Conjuration cantrip
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet
You touch a willing creature. Once before the spell Components: V, S
ends, the target can roll a d6 and add the result to Duration: Instantaneous
one Wisdom check of its choice. It can roll the die A stream of ice-cold ale blasts from your outstretched
before or after making the check. The spell then hands toward a creature or object within range. Make
ends. a ranged spell attack against the target. On a hit, it
takes 1d8 cold damage and it must make a
ADJUST POSITION successful Constitution saving throw or be poisoned
1st-level transmutation until the end of its next turn. A targeted creature has
Casting Time: 1 bonus action disadvantage on the saving throw if it has drunk any
Range: 30 feet alcohol within the last hour.
Components: V The damage increases when you reach higher
Duration: Instantaneous levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at
17th level.
You adjust the location of an ally to a better tactical
ALLURE ALLY AEGIS
Transmutation cantrip 6th-level abjuration
Casting Time: 1 action Casting Time: 1 reaction, which you take when your
Range: Touch ally is hit by an attack or is targeted by a spell that
Components: V, S deals damage other than psychic damage
Duration: Concentration, up to 1 minute Range: 60 feet
Components: V, S
You touch a willing creature. Once before the spell
ends, the target can roll a d6 and add the result to Duration: 1 round
one Charisma check of its choice. It can roll the die When you see an ally within range in imminent
before or after making the check. The spell then danger, you can use your reaction to protect that
ends. creature with a

34 SPELL DESCRIPTIONS
shield of magical force. Until the start of your next turn, attack is resolved using the lower of the two rolls
your ally has a +5 bonus to AC and is immune to force (effectively giving the enemy disadvantage on the
damage. In addition, if your ally must make a saving attack).
throw against an enemy’s spell that deals damage, the
ally takes half as much damage on a failed saving ALTHEA'S TRAVEL TENT
throw and no damage on a successful save. Ally aegis 2nd-level conjuration (ritual)
offers no protection, however, against psychic damage Casting Time: 5 minutes
from any source. At Higher Levels. When you cast this Range: Touch
spell using a spell slot of 7th level or higher, you can
Components: V, S, M (a canvas tent)
target one additional ally for each slot level above 6th.
Duration: 8 hours

ALONE You touch an ordinary, properly pitched canvas


tent to create a space where you and a
3rd-level enchantment
companion can sleep in
Casting Time: 1 action comfort. From the outside, the tent appears normal,
Range: 30 feet but inside it has a small foyer and a larger
Components: V, S bedchamber. The foyer contains a writing desk with a
Duration: Concentration, up to 1 minute chair; the bedchamber holds a soft bed large enough
You cause a creature within range to believe its allies to sleep two, a small nightstand with a candle, and a
have been banished to a different realm. The target small clothes rack. The floor of both rooms is a clean,
must succeed on a Wisdom saving throw, or it treats dry, hard-packed version of the local ground. When
its allies as if they were invisible and silenced. The the spell ends, the tent and the ground return to
affected creature cannot target, perceive, or otherwise normal, and any creatures inside the tent are expelled
interact with its allies for the duration of the spell. If to the nearest unoccupied spaces. At Higher Levels.
one of its allies hits it with a melee attack, the affected When the spell is cast using a 3rd level slot, the foyer
creature can make another Wisdom saving throw. On becomes a dining area with seats for six and enough
a successful save, the spell ends. floor space for six people to sleep, if they bring their
own bedding. The sleeping room is unchanged. With
ALTER ARROW’S FORTUNE a 4th-level slot, the temperature inside the tent is
1st-level divination comfortable regardless of the outside temperature,
and the dining area includes a small kitchen. With a
Casting Time: 1 reaction, which you take when
an enemy makes a ranged attack that hits 5th-level slot, an unseen servant is conjured to
prepare and serve food (from your supplies). With a
Range: 100 feet
6th-level slot, a third room is added that has three
Components: S
two-person beds. With a slot of 7th level or higher, the
Duration: Instantaneous
dining area and second sleeping area can each
You clap your hands, setting off a chain of tiny events accommodate eight persons.
that culminate in throwing off an enemy’s aim. When
an enemy makes a ranged attack with a weapon or a AMPLIFY GRAVITY
spell that hits one of your allies, this spell causes the
7th-level transmutation
enemy to reroll the attack roll unless the enemy
Casting Time: 1 action
makes a successful Charisma saving throw. The
Range: 100 feet Dexterity checks and ranged attack rolls.
Components: V, S, M (a piece of lead)
Duration: Concentration, up to 1 minute ANALYZE DEVICE

This spell intensifies gravity in a 50-foot-radius area 1st-level divination (clockwork)


within range. Inside the area, damage from falling is Casting Time: 1 hour
quadrupled (2d6 per 5 feet fallen) and maximum Range: Touch
damage from falling is 40d6. Any creature on the Components: V, S, M (a set of clockworker's
ground in the area when the spell is cast must make a tools) Duration: Instantaneous
successful Strength saving throw or be knocked You discover all mechanical properties, mechanisms,
prone; the same applies to a creature that enters the and functions of a single construct or clockwork
area or ends its turn in the area. A prone creature in device, including how to activate or deactivate those
the area must make a successful Strength saving functions, if appropriate.
throw to stand up. A creature on the ground in the
area moves at half speed and has disadvantage on

SPELL DESCRIPTIONS 35
ANCESTOR'S STRENGTH and take no falling damage. You can
1st-level transmutation dismiss the rope as a bonus action.
Casting Time: 1 action At Higher Levels. When you cast
Range: Touch this spell using a spell slot of 3rd
Components: V, S level or higher, you can create one
Duration: Concentration, up to 8 hours additional rope for every two slot
levels above 1st. Each rope must be
Choose a willing creature you can see and touch. Its
attached to a different creature.
muscles bulge and become invigorated. For the
ANCIENT SHADE
duration, the target is considered one size category
larger for determining its carrying capacity, the 5th-level necromancy
maximum weight it can lift, push, or pull, and its Casting Time: 1 action
ability to break objects. It also has advantage on Range: 10 feet
Strength checks. Components: V, S, M (burning candles of planar
origin worth 500 gp)
ANCHORING ROPE Duration: 10 minutes
1st-level evocation You grant the semblance of life and intelligence to a
Casting Time: 1 action, or 1 reaction that you take pile of bones (or even bone dust) of your choice
while falling within range, allowing the ancient spirit to answer the
Range: 30 feet questions you pose. These remains can be the
Components: V, S remnants of undead, including animated but
Duration: 5 minutes unintelligent undead, such as skeletons and
zombies. (Intelligent undead are not affected.)
You create a spectral lanyard. One end is tied around
Though it can have died centuries ago, the older the
your waist, and the other end is magically anchored in
spirit called, the less it remembers of its mortal life.
the air at a point you select within range. You can
Until the spell ends, you can ask the ancient spirit
choose to make the rope from 5 to 30 feet long, and it
up to five questions if it died within the past year, four
can support up to 800 pounds. The point where the
questions if it died within ten years, three within one
end of the rope is anchored in midair can’t be moved
hundred years, two within one thousand years, and
after the spell is cast. If this spell is cast as
but a
a reaction while you are falling, you stop
at a point of your choosing in midair
36 SPELL DESCRIPTIONS
single question for spirits more than one thousand touch—and another bonus action on any
years dead. The ancient shade knows only what it subsequent turn to return your awareness to your
knew in life, including languages. Answers are body. You can use an action to dismiss the spell
usually brief, cryptic, or repetitive, and the corpse is entirely.
under no compulsion to offer a truthful answer if you This spell affects normal beasts, including giant
are hostile to it or it recognizes you as an enemy. This versions of animals, but not conjured animals or
spell doesn’t return the creature’s soul to its body, familiars. The spell does not allow you to control the
only its animating spirit. Thus, the corpse can’t learn beast or make it friendly to you. While you experience
new information, doesn’t comprehend anything that the world through the beast’s senses, your body is
has happened since it died, and can’t speculate motionless, unaware of the outside world and
about future events. effectively unconscious.
The spell ends if the distance between you and the
ANIMAL SPY beast is ever greater than 1 mile, or if the beast is
2nd-level divination killed. If you are using the beast’s senses when it is
Casting Time: 1 action killed, you must succeed on a DC 14 Wisdom saving
Range: 30 feet throw or be stunned for 1d4 rounds from the shock
Components: V, S of experiencing its death.
Duration: 1 hour
ANIMATE GHOUL
You create a mental link between you and a beast
within range. Until the spell ends, you can use a 2nd-level necromancy
bonus action to transfer your awareness to the Casting Time: 1 action
beast—using its vision, hearing, smell, taste, and Range: Touch
Components: V, S, M (piece of rotting flesh and an control of the creature for another 24 hours, you must
onyx gemstone worth 100 gp) cast this spell on it again while you have it controlled.
Duration: Instantaneous Casting the spell for this purpose reasserts your
control over up to four creatures you have previously
You raise one Medium or Small humanoid corpse as
animated rather than animating a new one.
a ghoul under your control. Any class levels or
abilities the creature had in life are gone, replaced At Higher Levels. When you cast this spell using a
by the standard ghoul stat block. spell slot of 7th level or higher, you can reanimate
one additional creature for each slot level above
At Higher Levels. When you cast this spell using a
6th.
3rd-level spell slot, it can be used on the corpse of a
Large humanoid to create a Large ghoul. When you
ANIMATED OBJECT SWARM
cast this spell using a spell slot of 4th level or higher,
this spell 5th-level conjuration
creates a ghast, but the material component changes Casting Time: 1 action
to an onyx gemstone worth at least 200 gp. Range: 120 feet
Components: V, S
ANIMATE GREATER UNDEAD Duration: Concentration, up to 1 minute
6th-level necromancy Myriad Tiny objects animate at your command, forming
Casting Time: 1 hour a swarm. The objects’ abilities conform to the rules
Range: 15 feet stated in the animate objects spell, except that you
Components: V, S, M (a pint of blood, a pound of animate only Tiny objects, which gather together into a
flesh, and an ounce of bone dust, all of which the Medium swarm. The area of the swarm is considered
spell consumes) difficult terrain, and creatures in it are lightly obscured.
Duration: Instantaneous The swarm has the following statistics:
Animate greater undead creates an undead servant Armor Class 18
from a pile of bones or from the corpse of a Large or Hit Points 20
Huge humanoid within range. The spell imbues the Str 4; Dex 18
target with a foul mimicry of life, raising it as an Damage Resistances bludgeoning, piercing,
undead skeleton or zombie. A skeleton uses the stat slashing Condition Immunities charmed, frightened,
block of a minotaur skeleton, or a zombie uses the grappled, paralyzed, petrified, prone, restrained,
stat block of an ogre zombie, unless a more stunned Melee Weapon Attack +8 to hit, reach 0 ft.,
appropriate stat block is available. one target in the swarm’s space. Hit: 6 (1d4 + 4)
damage.
The creature is under your control for 24 hours, after
which it stops obeying your commands. To maintain

SPELL DESCRIPTIONS 37
ANIMATED SCROLL know.
Transmutation cantrip The duration increases by 24 hours at 5th level
Casting Time: 1 action (48 hours), 11th level (72 hours), and 17th level
Range: Touch (96 hours).
Components: V, S, M (intricately folded paper
or parchment) ARCANE PARASITE
Duration: 24 hours 7th-level transmutation (ritual)
Casting Time: 1 action
The paper or parchment must be folded into the shape
of an animal before casting the spell. It then becomes Range: Self
an animated paper animal of the kind the folded paper Components: V, S
most closely resembles. The creature uses the stat Duration: 2 hours
block of any beast that has a challenge rating of 0. It This spell creates a link between you and a nearby
is made of paper, not flesh and bone, but it can do source of arcane power, allowing you to draw on its
anything the real creature can do: a paper owl can fly strength to bolster your spellcasting ability. When
and attack with its talons, a paper frog can swim you cast a spell, you can use a bonus action to draw
without disintegrating in water, and so forth. It follows on the link. Doing so means you expend no spell
your commands to the best of its ability, including slots to cast the spell, the energy instead comes
carrying messages to a recipient whose location you from the external power.
The more you draw on the link, the harder it is to while it was healthy and uninjured. The target must
maintain. Each spell you cast in this manner have a physical body; the spell fails if the target is
decreases the duration of the arcane parasite spell by normally noncorporeal.
10 minutes per level of the spell you cast using the If as you were is cast on a corpse, its effect is identical
link. For example, if you cast a fireball spell using the to that of gentle repose, except that the corpse’s
link, you would not expend a spell slot in the casting, appearance is restored to that of a healthy, uninjured
but the duration of this spell would decrease by 30 (albeit dead) person.
minutes. If you cast a spell using the link and your If the target is an undead creature, it also is
remaining duration is equal to or less than the spell’s restored to the appearance it had in life, even if it
level × 10 minutes, then this spell ends as soon as died from disease or from severe wounds, or
that spell is cast. centuries ago. The target looks, smells, and sounds
ARCANE SIGHT (if it can speak) as it did in life. Friends and family
8th-level divination can tell something is wrong only with a successful
Casting Time: 1 action Wisdom (Insight) check against your spell save DC,
and only if they have reason to be suspicious.
Range: Touch
(Knowing that the person should be dead is sufficient
Components: V, S, M (a piece of clear
reason.) Spells and abilities that detect undead are
quartz) Duration: Concentration, up to 1
also fooled, but the creature remains susceptible to
hour
Turn Undead as normal.
The recipient of this spell gains the benefits of both This spell doesn’t confer the ability to speak on
true seeing and detect magic until the spell ends, undead that normally can’t speak. The creature eats,
and also knows the name and effect of every spell drinks, and breathes as a living creature does; it can
he or she witnesses during the spell’s duration. mimic sleep, but it has no more need for it than it had
before.
AS YOU WERE
The effect lasts for a number of hours equal to your
2nd-level necromancy caster level. You can use an action to end the spell
Casting Time: 1 minute early. Any amount of radiant or necrotic damage
Range: Touch dealt to the
Components: V, S, M (a piece of flesh from a creature creature, or any effect that reduces its Constitution,
of the target’s race) also ends the spell.
Duration: Instantaneous If this spell is cast on an undead creature that isn’t
When cast on a dead or undead body, as you were your ally or under your control, it makes a Charisma
returns that creature to the appearance it had in life saving throw to resist the effect.

38 SPELL DESCRIPTIONS
The GM determines the details of what is revealed.
ASHEN MEMORIES
2nd-level divination (ritual) ASPECT OF THE APE
Casting Time: 1 minute
2nd-level transmutation
Range: Touch
Casting Time: 1 action
Components: V, S
Range: Touch
Duration: Instantaneous
Components: V, S
You touch the ashes, embers, or soot left behind by a Duration: Concentration, up to 1 hour
fire and receive a vision of one significant event that
You alter the appearance of a creature you touch,
occurred in the area while the fire was burning. For
giving it a more simian form. While this spell is in
example, if you were to touch the cold embers of a
effect, the subject gains a climbing speed equal to its
campfire, you might witness a snippet of a
normal walking speed, and gains advantage on
conversation that occurred around the fire. Similarly,
Strength (Athletics) checks made when jumping or
touching the ashes of a burned letter might grant you
climbing. When up in a tree’s branches (or in a similar
a vision of the person who destroyed the letter or the
area, at the GM’s discretion) the target can move up to
contents of the letter. You have no control over what
its climbing speed as a bonus action, using brachiation
information the spell reveals, but your vision usually is
to reach a nearby tree if the branches are close
tied to the most meaningful event related to the fire.
enough together. This bonus action can be Dexterity saving throw reduces the damage by half
taken only if the subject has at least two and negates the blindness. Each time you use this
hands free, or one hand free if the subject is feature of the spell, its duration is reduced by 1 hour.
barefoot. When you expend the last hour of the duration, the
spell ends at the start of your next turn.
ASPECT OF THE FIREBIRD
6th-level transmutation ASPECT OF THE RAM
Casting Time: 1 action 2nd-level transmutation
Range: Self Casting Time: 1 action
Components: V, S, M (a lit candle and the Range: Self
tail feather of a bird) Components: V, S
Duration: Concentration, up to 8 hours Duration: Concentration, up to 10 minutes
You take on the aspect of a firebird (Tome of Beasts, You take on the aspect of a ram, including some
p. 201), including some physical attributes. A fiery physical attributes. Your body hair grows thick and
mantle descends upon you, resembling feathery woolly, and a curling pair of horns sprouts from your
wings and an expansive tail. You gain immunity to head. You can make a ram attack with these horns
fire and a flying speed of 60 feet. Any creatures as an action, and you are proficient with this attack.
within 5 feet of you gain immunity to natural, You deal 1d6 bludgeoning damage on a hit.
environmental cold. If you move at least 20 feet straight toward a target
As an action, you can emit a blast of light 5 feet wide and hit with a ram attack on the same turn, the target
and 50 feet long. All creatures in its path take 6d6 fire takes an
damage and are blinded for 1d4 rounds. A successful

SPELL DESCRIPTIONS 39
extra 1d6 bludgeoning damage. If the target is a You ignore difficult terrain caused by rubble, ice
creature, it must succeed on a Strength check against sheets, scree, or steep slopes. You also gain
your spell save DC or be knocked prone. advantage on Strength (Athletics) checks made while
climbing or jumping, and Dexterity (Acrobatics)
checks made for balance or to stay on your feet. AURA OF PROTECTION OR DESTRUCTION
3rd-level abjuration
ASPECT OF THE SERPENT
Casting Time: 1 action
3rd-level transmutation Range: Self (30-foot radius)
Casting Time: 1 action Components: V, S
Range: Touch Duration: Instantaneous
Components: V, S, M (a dried snakeskin)
When you cast this spell, you radiate an otherworldly
Duration: Concentration, up to 1 minute
energy that warps the fate of all creatures within 30
A creature you touch takes on snakelike aspects for feet of you. Decide whether to call upon either a
the duration of the spell. Its tongue becomes long and celestial or a fiend for aid. Choosing a celestial
forked, its canine teeth become fangs with venom charges a 30-foot-radius around you with an aura of
sacs, and its pupils become sharply vertical. The nonviolence; until the start of your next turn, every
target gains darkvision with a range of 60 feet and attack roll made by or against a creature inside the
blindsight with a range of 30 feet. As a bonus action aura is treated as a natural 1. Choosing a fiend
when you cast the spell, the target can make a ranged charges the area with an aura of violence; until the
weapon attack with a normal range of 60 feet that start of your next turn, every attack roll made by or
deals 2d6 poison damage on a hit. against a creature inside the aura, including you, is
As an action, the target can make a bite attack using treated as a natural 20.
either Strength or Dexterity (Melee Weapon Attack: At Higher Levels. When you cast this spell using
range 5 ft., one creature; Hit: 2d6 piercing damage), a spell slot of 4th level or higher, you can extend
and the creature must make a successful DC 14 the duration by 1 round for each slot level above
Constitution saving throw or be paralyzed for 1 3rd.
minute. A creature paralyzed in this way repeats the
saving throw at the end of each of its turns, ending the
AVOID GRIEVOUS INJURY
effect on itself on a success). At Higher Levels. When
you cast this spell using a spell slot of 4th level or 1st-level divination
higher, both the ranged attack and bite attack damage Casting Time: 1 reaction, which you take when you
increase by 1d6 for each slot level above 3rd. are struck by a critical hit
Range: Self
AURA OF LISTLESSNESS Components: V, S
Duration: Instantaneous
3rd-level enchantment
Casting Time: 1 action You cast this spell when a foe strikes you with a
Range: Self (20-foot radius) critical hit but before damage dice are rolled. The
Components: V, S, M (a lump of clay or a piece of critical hit against you becomes a normal hit.
wet paper)
AVRONIN’S ASTRAL ASSEMBLY
Duration: Concentration, up to 1 minute
6th-level necromancy (ritual)
You create an aura of power around you that saps
the will and determination from creatures, making Casting Time: 10 minutes
them unable to act. Any creature within 20 feet of Range: Unlimited
you must Components: V, M (a spool of fine copper wire and
a gem worth at least 100 gp for each target)
succeed on a Wisdom saving throw or be unable to
take actions, reactions, or bonus actions on its Duration: Concentration, up to 1 hour
turn, except for the Disengage action. Affected You alert a number of creatures that you are familiar
creatures can move, with, up to your spellcasting ability modifier (minimum
but only to distance themselves from harmful of 1), of your intent to communicate with them
conditions, such as attacks by other creatures or through spiritual projection. The invitation can extend
hazardous effects that damage or cause ill effects. A any distance and even cross to other planes of
creature that moves out of the area can act normally existence. Once notified, the creatures can choose to
in the following round. accept this communication at any time during the
Any creature that remains in the area must make duration of the spell.
another successful saving throw on its turn or
continue to be affected by the spell.
40 SPELL DESCRIPTIONS
When a creature accepts, its spirit is projected into speed of 30 feet and it can hover. Its sight and hearing
one of the gems used in casting the spell. The are equivalent to a typical human's senses.
material body it leaves behind falls unconscious and Intelligence, Wisdom, and Charisma can be adjusted
doesn't need food or air. The creature's up or down by the GM to fit unusual circumstances. A
consciousness is present in the room with you, and beautiful statue might awaken with increased
its normal form appears as an astral projection within Charisma, for example, or the bust of a great
5 feet of the gem its spirit occupies. You can see and philosopher could have surprisingly high Wisdom.
hear all the creatures who have joined in the An awakened object needs no air, food, water, or
assembly, and they can see and hear you and each sleep. Damage to an awakened object can be
other as if they were present (which they are, healed or mechanically repaired.
astrally). They can't interact with anything physically.
A creature can end the spell's effect on itself BATSENSE
voluntarily at any time, as can you. When the effect 2nd-level transmutation
ends or the duration expires, a creature's spirit returns Casting Time: 1 action
to its body and it regains consciousness. A creature Range: Touch
that withdraws voluntarily from the assembly can't Components: V, S, M (a bit of fur from a bat’s
rejoin it even if the spell is still active. If a gem is
ear) Duration: 1 hour
broken while occupied by a creature's astral self, the
spirit in the gem returns to its body and the creature For the duration of the spell, a creature you touch can
suffers two levels of exhaustion. produce and interpret squeaking sounds used for
echolocation, giving it blindsight out to a range of 60
feet. The target cannot use its blindsight while
AWAKEN OBJECT
deafened, and its blindsight doesn't penetrate areas
8th-level transmutation of magical silence. While using blindsight, the target
Casting Time: 8 hours has disadvantage on Dexterity (Stealth) checks that
Range: Touch rely on being silent. Additionally, the target has
Components: V, S, M (a ruby worth at least 1,000 advantage on Wisdom (Perception) checks that rely
gp, which the spell consumes) on hearing.
Duration: Permanent
After spending the casting time enchanting a ruby BATTLE MIND
along with a Large or smaller nonmagical object in 5th-level divination (ritual)
humanoid form, you touch the ruby to the object. The Casting Time: 1 action
ruby dissolves into the object, which becomes a Range: Self
living construct imbued with sentience. If the object Components: V, S, M (a bit of spiderweb or a
has no face, a humanoid face appears on it in an small crystal orb)
appropriate location. The awakened object's Duration: Concentration, up to 10 minutes
statistics are determined by its size, as shown on the
You gain a preternatural sense of the surrounding
table below. An awakened object can use an action to
area, allowing you insights you can share with
make a melee weapon attack against a target within 5
comrades to provide them with an edge in combat.
feet of it. It has free will, acts independently, and
You gain advantage on Wisdom (Perception) checks
speaks one language you know. It is initially friendly
made when determining surprise at the beginning of
to anyone who assisted in its creation.
a combat encounter. If you are not surprised, then
An awakened object's speed is 30 feet. If it has no
neither are your allies. When you
apparent legs or other means of moving, it gains a
flying

Size HP AC Attack Str Dex Con Int Wis Cha


T 20 18 +8 to hit, 1d4 + 4 damage 4 18 10 2d6 2d6 2d6 6 14 10 3d6 2d6 2d6 10 12 10

S 25 16 +6 to hit, 1d8 + 2 damage


3d6 3d6 2d6 14 10 10 3d6 3d6 2d6 + 2
M 40 13 +5 to hit, 2d6 + 1 damage
L 50 10 +6 to hit, 2d10 + 2 damage
SPELL DESCRIPTIONS 41
are engaged in combat while the spell is active, you spell ends when it expires or when the creature wins
can use a bonus action on your turn to produce one the contest. At Higher Levels. When you cast this
of the following effects (allies must be able to see or spell using a spell slot of 4th level or higher, you can
hear you in order to benefit): target one
• One ally gains advantage on its next attack roll, additional creature for every two slot levels above
saving throw, or ability check. 2nd. Each creature must be within 30 feet of
another creature when you cast the spell.
• An enemy has disadvantage on the next attack
roll it makes against you or an ally.
BESTIAL FURY
• You divine the location of an invisible or hidden
creature and impart that knowledge to any allies 2nd-level enchantment
who can see or hear you. This knowledge does Casting Time: 1 action
not negate any advantages the creature has, it Range: 30 feet
only allows your allies to be aware of its location at Components: V, S
the time. If the creature moves after being Duration: Concentration, up to 1 minute
detected, its new location is not imparted to your You instill primal fury into a creature you can see
allies. within range. The target must make a Charisma
• Three allies who can see and hear you on your turn saving throw; a creature can choose to fail this saving
are given the benefit of a bless, guidance, or throw. On a failure, the target must use its action to
resistance spell on their turns; you choose the attack its nearest enemy it can see with unarmed
benefit individually for each ally. An ally must use strikes or natural weapons. For the duration, the
the benefit on its turn, or the benefit is lost. target’s attacks deal an extra 1d6 damage of the
same type dealt by its weapon, and the target can’t
BEGUILING BET be charmed or frightened. If there are no enemies
2nd-level enchantment within reach, the target can use its action to repeat
Casting Time: 1 action the saving throw, ending the effect on a success.
Range: 30 feet This spell has no effect on undead or
Components: V, S constructs. At Higher Levels. When you cast this
Duration: 1 minute spell using a spell slot of 3rd level or higher, you
You issue a challenge against one creature you can can target one additional creature for each slot
see within range, which must make a successful level above 2nd.
Wisdom saving throw or become charmed. On a failed
save, you can make an ability check as a bonus BEWILDERMENT
action. For example, you could make a Strength Enchantment cantrip
(Athletics) check to climb a difficult surface or to jump Casting Time: 1 action
as high as possible; you could make a Dexterity Range: 30 feet
(Acrobatics) check to perform a backflip; or you could Components: V, S
make a Charisma (Performance) check to sing a high Duration: 1 minute
note or to extemporize a clever rhyme. You can choose
You temporarily inhibit the cognitive ability of a
to use your spellcasting ability modifier in place of the
creature within range. If the target makes a
usual ability modifier for this check, and you add your
successful Wisdom saving throw, the spell is
proficiency bonus if you're proficient in the skill being
ineffective. On a failed save, the next time the
used.
creature makes an Intelligence check before the spell
The charmed creature must use its next action
ends, roll a d6 and subtract the result from the roll.
(which can be a legendary action) to make the same
The spell then ends.
ability check in a contest against your check. Even if
the creature can't perform the action—it may not be
BINDING OATH
close enough to a wall
to climb it, or it might not have appendages suitable 4th-level necromancy
for strumming a lute—it must still attempt the action Casting Time: 10 minutes
to the best of its capability. If you win the contest, the Range: 30 feet
spell (and the contest) continues, with you making a Components: V, S
new ability check as a bonus action on your turn. The Duration: Until dispelled
both the oath and the consequences of breaking it
You seal an agreement between two or more willing
are set: if any of the sworn break this vow, they are
creatures with an oath in the name of the god of
struck by a curse. For each
justice, using ceremonial blessings during which

42 SPELL DESCRIPTIONS
individual that does so, you choose one of the options bright light to dim light, and from dim light to
given in the bestow curse spell. When the oath is darkness). Creatures that make a successful
broken, all participants are immediately aware that Dexterity saving throw take half the damage and
this has occurred, but they know no other details. are still affected by the change in light.
The curse effect of binding oath can’t be dismissed At Higher Levels. When you cast this spell using a
by dispel magic, but it can be removed with dispel evil spell slot of 3rd level or higher, the feathers deal an
and good, remove curse, or wish. Remove curse extra 1d8 force damage for each slot level above
functions only if the spell slot used to cast it is equal to 2nd.
or higher than the spell slot used to cast binding oath.
Depending on the nature of the oath, one creature’s BLADE OF MY BROTHER
breaking it may or may not invalidate the oath for the 4th-level transmutation
other targets. If the oath is completely broken, the Casting Time: 1 action
spell ends for every affected creature, but curse Range: Touch
effects already bestowed remain until dispelled. Components: V, S, M (melee weapon owned by a
dead ally of the target)
BLACK SUNSHINE
Duration: Concentration, up to 4 rounds
8th-level illusion
You touch a melee weapon that was used by an ally
Casting Time: 1 action who is now dead, and it leaps into the air and flies to
Range: Self (60-foot radius) another ally (chosen by you) within 15 feet of you.
Components: V, M (a discolored pearl, which the The weapon enters that ally’s space and moves when
spell consumes) the ally moves. If the weapon or the ally is forced to
Duration: Concentration, up to 1 minute move more than 5 feet from the other, the spell ends.
You hold up a flawed pearl and it disappears, leaving The weapon acts on your turn by making an attack
behind a magic orb in your hand that pulses with dim if a target presents itself. Its attack modifier equals
purple light. Allies that you designate become invisible your spellcasting level + the weapon’s inherent
if they're within 60 feet of you and if light from the orb magical bonus, if any; it receives only its own
can reach the space they occupy. An invisible creature inherent magical bonus to damage. The weapon
still casts a faint, purple shadow. fights for up to 4 rounds or until your concentration is
The orb can be used as a thrown weapon to attack broken, after which the spell ends and it falls to the
an enemy. On a hit, the orb explodes in a flash of light ground.
and the spell ends. The targeted enemy and each
creature within 10 feet of it must make a successful BLEATING CALL
Dexterity saving throw or be blinded for 1 minute. A 2nd-level enchantment
creature blinded in this way repeats the saving throw Casting Time: 1 action
at the end of each of its turns, ending the effect on Range: 90 feet
itself on a success. Components: S, M (a bit of fur or hair from a
young beast or humanoid)
BLACK SWAN STORM
Duration: 1 minute
2nd-level evocation
You create a sound on a point within range. The
Casting Time: 1 action sound’s volume can range from a whisper to a
Range: 30 feet scream, and it can be any sound you choose. The
Components: V, S, M (a feather from a black sound continues unabated throughout the duration, or
swan) Duration: Concentration, up to 1 minute you can make discrete sounds at different times
You call forth a whirlwind of black feathers that fills a before the spell ends.
5-foot cube within range. The feathers deal 2d8 Each creature that starts its turn within 30 feet of the
force damage to creatures in the cube’s area and sound and can hear it must make a Wisdom saving
radiate darkness, causing the illumination level throw. On a failed save, the target must take the Dash
or Disengage action and move toward the sound by
within 20 feet of the cube to drop by one step (from
the safest available route on each of its turns. When it
arrives to the source of the sound, the target must use affected by the sound again for the duration of the
its action to examine the sound. Once it has examined spell. If a target takes damage from you or a creature
the sound, the target determines the sound is illusory friendly to you, it is no longer under the effects of this
and can no longer hear it, ending the spell’s effects on spell.
that target and preventing the target from being Creatures that can’t be charmed are immune to this spell.

SPELL DESCRIPTIONS 43
BLEED BLESSED REST
1st-level necromancy 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (a drop of blood) Components: V, S, M (a sprinkling of holy
Duration: Concentration, up to 1 minute water) Duration: 8 hours
Crackling energy coats the blade of one weapon you You place a benediction upon a creature, ensuring
are carrying that deals slashing damage. Until the it a healthy rest. If the target takes a short rest, it
spell ends, when you hit a creature with the weapon, can reroll any Hit Die spent for regaining hit points
the weapon deals an extra 1d4 necrotic damage and and take the higher roll.
the creature must make a Constitution saving throw. If the target takes a long rest, it regains up to two
On a failed save, the creature suffers a bleeding extra Hit Dice when resting, up to its maximum Hit
wound. Each time you hit a creature with this weapon Dice. For example, if the target has eight Hit Dice, it
while it suffers from a bleeding wound, your weapon can regain six spent Hit Dice upon finishing a long
deals an extra 1 necrotic damage for each time you rest.
have previously hit the creature with this weapon (to a Once the target has taken one rest (long or short),
maximum of 10 necrotic damage). the spell ends.
Any creature can take an action to stanch the At Higher Levels. When you cast this spell using a
bleeding wound by succeeding on a Wisdom spell slot of 4th level or higher, you can target one
(Medicine) check against your spell save DC. The additional humanoid for every two slot levels above
wound also closes if the target receives magical 2nd.
healing. This spell has no effect on undead or
constructs.
44 SPELL DESCRIPTIONS
BLESS THE DEAD
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace.
A creature that benefits from bless the dead can’t become undead. The spell has no effect on living
creatures or the undead.

BLINDING PAIN
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (an ice pick)
Duration: 1 minute
You cause a creature within range to suffer severe pain in its head. At the start of its turn, the target takes
1d4 psychic damage and is blinded for 1 round. On a successful Wisdom saving throw, the creature takes
half as much damage and is not blinded. A cure wounds or healing word spell cast on the target ends this
spell, in addition to its regular effects.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one
additional creature for each slot level above 1st.

BLOOD OFFERING
3rd-level necromancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: Instantaneous
You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must
have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour.
You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The
creature can be restored to life only by means of a true resurrection or a wish spell.

BLOODHOUND
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of ammonia) Duration: 8 hours
You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has
advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow
tracks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you also grant the target
blindsight out to a range of 30 feet for the duration.

BOLSTER UNDEAD
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sprinkle of unholy water) Duration: 1 hour
You suffuse an area with negative energy to increase the difficulty of harming or affecting undead
creatures. Choose up to three undead creatures within range. When a targeted creature makes a saving
throw against being turned or against spells or effects that deal radiant damage, the target has advantage
on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,
you can affect one additional undead creature for each slot level above 1st.

BOLSTERING BREW
3rd-level conjuration (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a silver tankard worth 100 gp, which the spell consumes)
Duration: Instantaneous
Calling upon the patron deity of brewers, you bring forth a vibrant brew of beer or ale. Up to six other
creatures within range can partake of this drink with you and share in its magical benefits, each drawing a
mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains
advantage on either all Strength checks or all Charisma checks (chosen when it drinks), is immune to
being frightened, and makes all Constitution saving throws with advantage. These benefits last for 8
hours.

SPELL DESCRIPTIONS 45
BONES OF STONE
3rd-level transmutation At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, all damage
Casting Time: 1 action
increases by 1d10 for each slot level above 3rd.
Range: Touch
BOULDER TOSS
Components: V, S, M (a pebble and a sliver of
bone) Duration: Concentration, up to 1 minute 2nd-level transmutation
Casting Time: 1 action
The bones of a creature you touch gain the strength
Range: Self
and density of stone. Until the spell ends, the target
has resistance to slashing damage and bludgeoning Components: V, S
damage, and it gains advantage on Strength checks Duration: Concentration, up to 1 minute
against effects that would move the target against You draw the power of the mountains into you,
its will. gaining a surge of strength that allows you to take
an action to hurl a rock (or similar object) as a giant
BOOSTER SHOT does. Your Strength is considered to be 19 for the
3rd-level evocation purpose of determining damage from objects that
Casting Time: 1 action you hurl.
Range: Touch Your hurled rock has a range of 60/240 feet and
Components: V, S deals 2d10 bludgeoning damage on a hit. If the target
is a creature, it must succeed on a Strength check
Duration: Concentration, up to 1 minute
against your spell save DC or be knocked prone.
You imbue a two-handed ranged weapon (typically a
At Higher Levels. If you cast this spell using a spell
shortbow, longbow, light crossbow, or heavy
slot of 4th or 5th level, your Strength is considered to
crossbow) that you touch with a random magical
be 21, and the bludgeoning damage increases to
benefit. While the spell lasts, a projectile fired from
3d10. If you cast this spell using a spell slot of 6th
the weapon has an effect that occurs on a hit in
level or higher, your Strength is considered to be 23,
addition to its normal damage. Roll a d6 to determine
and the bludgeoning damage increases to 4d10.
the additional effect for each casting of this spell.

D6 EFFECT BRAWN BOOST


1 2d10 acid damage to all creatures within 10 feet Transmutation cantrip
of the target Casting Time: 1 action
2 2d10 lightning damage to the target and 1d10 Range: Touch
lightning damage to all creatures in a Components: V, S
5-foot-wide line between the weapon and the Duration: Concentration, up to 1 minute
target You touch a willing creature. Once before the spell
3 2d10 necrotic damage to the target, and the ends, the target can roll a d6 and add the result to
target has disadvantage on its first attack roll one Strength check of its choice. It can roll the die
before the start of the weapon user’s next turn before or after making the check. The spell then
4 2d10 cold damage to the target and 1d10 cold ends.
damage to all other creatures in a 60-foot
cone in front of the weapon BREEZE COMPASS
5 2d10 force damage to the target, and the target 3rd-level divination
is pushed 20 feet Casting Time: 1 action
6 2d10 psychic damage to the target, and the target Range: Self
is stunned until the start of the weapon user’s Components: V, S, M (a magnetized
next turn needle) Duration: Concentration, up to 1
hour that destination. Only you can sense this breeze, and
When you cast breeze compass, you must clearly whenever it brings you to a decision point (a fork in a
imagine or mentally describe a location. It doesn’t passageway, for example), you must make a
need to be a location you’ve been to as long as successful DC 8 Intelligence (Arcana) check to
you know it exists on deduce which way the breeze indicates you should
the Material Plane. Within moments, a gentle breeze go. On a failed check, the spell ends. The breeze
arises and blows along the most efficient path toward

46 SPELL DESCRIPTIONS
guides you around cliffs, lava pools, and other natural (or from the ceiling if you are indoors), illuminating all
obstacles, but it doesn’t avoid enemies or hostile spaces within range that contain threats, whether
creatures. they are enemies, traps, or hidden hazards. An
enemy creature that makes a successful Charisma
BROKEN CHARGE saving throw resists the effect and is not picked out
1st-level enchantment (labyrinth) by the moon’s glow.
Casting Time: 1 reaction, which you take when The glow does not make invisible creatures visible,
an enemy approaches to within 5 feet of you but it does indicate an invisible creature’s general
Range: 10 feet location (somewhere within the 5-foot beam). The
Components: V light continues
Duration: Instantaneous to illuminate any target that moves, but a target that
moves out of the spell’s area is no longer illuminated.
When an enemy that you can see moves to within 5
A threat that enters the area after the spell is cast is
feet of you, you utter a perplexing word that alters the
not subject to the spell’s effect.
foe’s course. The enemy must make a successful
Wisdom saving throw or take 2d4 psychic damage CANDLE’S INSIGHT
and use the remainder of its speed to move in a
1st-level divination
direction of your choosing. At Higher Levels. When you
cast this spell using a spell slot of 2nd level or higher, Casting Time: 1 action
the target takes an additional 2d4 psychic damage for Range: 10 feet
each slot level above 1st. Components: V, S, M (a blessed candle)
Duration: 10 minutes
BY THE LIGHT OF THE MOON Candle’s insight is cast on its target as the component
2nd-level divination (labyrinth) candle is lit. The candle burns for up to 10 minutes
Casting Time: 1 action unless it’s extinguished normally or by the spell’s
Range: Self (30-foot radius) effect. While the candle burns, the caster can question
the spell’s target, and the candle reveals whether the
Components: V, S
target speaks truthfully. An intentionally misleading or
Duration: Concentration, up to 1 minute
partial answer causes the flame to flicker and dim. An
The area within 30 feet of you becomes bathed in outright lie causes the flame to flare and then go out,
magical moonlight. In addition to providing dim light, it ending the spell. The candle judges honesty, not
highlights objects and locations that are hidden or absolute truth; the flame burns steadily through even
that hold a useful clue. Until the spell ends, all an outrageously false statement, as long as the target
Wisdom (Perception) and Intelligence (Investigation) believes it’s true.
checks made in the area are made with advantage.
Candle’s insight is used across society: by
merchants while negotiating deals, by inquisitors
BY THE LIGHT OF THE WATCHFUL
investigating heresy, and by monarchs as they
MOON 4th-level divination interview foreign diplomats. In some societies, casting
Casting Time: 1 action candle’s insight without the consent of the spell’s
Range: 90 feet target is considered a serious breach of hospitality.
Components: V, S
Duration: Concentration, up to 1 minute CARMELLO-VOLTA'S IRKSOME PRESERVES

Regardless of the time of day or your location, you 2nd-level conjuration


command the watchful gaze of the moon to illuminate Casting Time: 1 action
threats to you and your allies. Shafts of bright Range: 30 feet
moonlight, each 5 feet wide, shine down from the sky Components: V, S, M (a small berry or a piece of
fruit) Duration: Concentration, up to 1 minute jam's flavor is determined by the material component.
At your command, delicious fruit jam oozes from a The spell can affect constructs, with two limitations.
small mechanical device (such as a crossbow trigger, First, the target creature negates the effect with a
a lock, or a clockwork toy), rendering the device successful Dexterity saving throw. Second, unless the
inoperable until the spell ends and the device is construct is Tiny, only one component (an eye, a knee,
cleaned with a damp cloth. Cleaning away the jam an elbow, and so forth) can be disabled. The affected
takes an action, but doing so has no effect until the construct has disadvantage on attack rolls and ability
spell ends. One serving of the jam can be collected in checks that depend on the disabled component until
a suitable container. If it's eaten (as a bonus action) the spell ends and the jam is removed.
within 24 hours, the jam restores 1d4 hit points. The

SPELL DESCRIPTIONS 47
CATAPULT Casting Time: 1 action
6th-level transmutation (clockwork) Range: 90 feet
Casting Time: 1 action Components: V, S, M (1 foot of iron chain)
Range: 400 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a small platinum lever Choose a creature you can see within 90 feet. The
and fulcrum worth 400 gp) target must make a successful Wisdom saving throw
Duration: Instantaneous or be restrained by chains of psychic force and take
6d8 bludgeoning damage. A restrained creature can
You magically hurl an object or creature weighing 500
repeat the saving throw at the end of each of its
pounds or less 40 feet through the air in a direction of
turns, ending the
your choosing (including straight up). Objects hurled at
effect on itself on a successful save. While restrained
specific targets require a spell attack roll to hit. A
in this way, the creature also takes 6d8 bludgeoning
thrown creature takes 6d10 bludgeoning damage from
damage at the start of each of your turns.
the force of the throw, plus any appropriate falling
damage, and lands prone. If the target of the spell is
CHAINS OF TORMENT
thrown against another creature, the total damage is
divided evenly between them and both creatures are 4th-level conjuration
knocked prone. Casting Time: 1 action
At Higher Levels: When you cast this spell using a Range: Self
spell slot of 7th level or higher, the damage increases Components: V, S, M (an iron chain link dipped in
by 1d10, the distance thrown increases by 10 feet, blood) Duration: Concentration, up to 1 minute
and the weight thrown increases by 100 pounds for You are surrounded by an aura of dim light in a
each slot level above 6th. 10-foot radius as you conjure an iron chain that
extends out to a creature you can see within 30
CAUSTIC TOUCH feet. The creature must
Evocation cantrip make a successful Dexterity saving throw or be
Casting Time: 1 action grappled (escape DC equal to your spell save DC).
While grappled in this way, the creature is also
Range: Touch
restrained. A creature that’s restrained at the start of
Components: V, S
its turn takes 4d6 psychic damage. You can have
Duration: Instantaneous
only one creature restrained in this way at a time.
Your hand sweats profusely and becomes coated in a As an action, you can scan the mind of the creature
film of caustic slime. Make a melee spell attack against that’s restrained by your chain. If the creature gets a
a creature you touch. On a hit, the target takes 1d8 failure on a Wisdom saving throw, you learn one
acid damage. If the target was concentrating on a discrete piece of information of your choosing known
spell, it has disadvantage on its Constitution saving by the creature (such as a name, a password, or an
throw to maintain concentration. important number). The effect is otherwise harmless.
This spell’s damage increases by 1d8 when you
At Higher Levels. When you cast this spell using
reach 5th level (2d8), 11th level (3d8), and 17th level
a spell slot of 5th level or higher, the psychic
(4d8).
damage increases by 1d6 for each slot level
above 4th.
CHAINS OF THE GODDESS
5th-level enchantment (clockwork) CHAMPION’S WEAPON
light in a 10-foot radius. You have proficiency with
2nd-level conjuration
this weapon for the spell’s duration. The weapon can
Casting Time: 1 bonus action
be wielded only by the caster; the spell ends if the
Range: Self
weapon is held by a creature other than you or if you
Components: V, S
start your turn more than 10 feet from the weapon.
Duration: Concentration, up to 10 minutes
At Higher Levels. When you cast this spell using a
A spectral version of a melee weapon of your choice spell slot of 3rd level or higher, the weapon deals an
materializes in your hand. It has standard statistics for extra 1d8 force damage for each slot level above
a weapon of its kind, but it deals force damage 2nd.
instead of its normal damage type and it sheds dim

48 SPELL DESCRIPTIONS
CHERUB’S BURNING BLADE you cast the spell can use an action to utter the
4th-level evocation phrase, which causes the target to freeze in fear. Each
Casting Time: 1 action of you can use the phrase against the target once
only, and the target must be within 30 feet of the
Range: Self
speaker for the phrase to be effective.
Components: V, S
When the target hears the phrase, it must make a
Duration: Concentration, up to 10 minutes
successful Constitution saving throw or take 1d6
A sword made of holy fire blazes to life in your hand. psychic damage and become restrained for 1 round.
The size and shape of the blade conforms to your Whether this saving throw succeeds or fails, the
will, but it is never larger than a one-handed weapon target can’t be affected by the phrase for 1 minute
sized for a Medium creature. If you let go of the afterward.
blade, it disappears, but if you maintain
You can end the spell early by making a final
concentration on the spell, you can evoke the blade
utterance of the phrase (even if you’ve used the
again as a bonus action.
phrase on this target previously). On hearing this
You can use your action to make a melee attack final utterance, the target
with the burning blade. On a hit, the target takes 2d6
fire and 2d6 radiant damage. On a critical hit, the
target catches fire; until someone takes
an action to douse the fire, the target
takes 2d6 fire damage at the start of
each of its turns. The burning blade
sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, both the fire damage
and radiant damage increase by 1d6 for every two
slot levels above 4th.

CHILLING WORDS
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a strip of paper with writing on
it) Duration: Concentration, up to 1 hour
You utter a short phrase and designate a creature
within range to be affected by it. The target must make
a Wisdom saving throw to avoid the spell. On a failed
save, the target is susceptible to the phrase for the
duration of the spell. At any later time while the spell is
in effect, you and any of your allies within range when
minute or, with a successful Constitution saving
throw, it takes half the damage and is restrained
for 1 round.

CLOAK OF SERPENTS
4th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a snake scale)
Duration: 10 minutes
A mass of writhing, translucent snakes drapes your
body, protecting you from harm and fending off
enemies. You can end the spell early by using an
action to dismiss it.
For the duration of the spell, you gain resistance to
poison damage and immunity to the poisoned
condition. In addition, whenever a creature within 5
feet hits you with a melee attack, that creature is
struck by one of the serpents. The attacker takes 2d8
poison damage and must succeed on a Constitution
saving throw or be poisoned for 1 minute. A
successful saving throw halves the damage and
negates the poisoned effect.

takes 4d6 psychic damage and is restrained for 1

SPELL DESCRIPTIONS 49
CLOAK OF VERMIN
3rd-level conjuration CLOCKWORK BODYGUARD
Casting Time: 1 action 5th-level conjuration (clockwork)
Range: Self Casting Time: 1 action
Components: V, S, M (a handful of dead Range: 60 feet
flies) Duration: Concentration, up to 10 Components: V, S
minutes Duration: Concentration, up to 1 hour
You conjure a writhing garment of living insects that You summon clockwork minions to fight for you.
protect you and harm your foes. While the spell is Choose one of the following options for what appears
active, you gain a +1 bonus to AC. Whenever a (refer to Tome of Beasts, p. 62-65, for statistics):
creature within 5 feet of you hits you with a melee • One clockwork huntsman
attack, the insects lash out, dealing 2d4 piercing • Two clockwork hounds
damage to the attacker.
• Four clockwork watchmen
As a bonus action, you can command your cloak to
leave your body, becoming a swarm of insects, and The clockwork creatures are friendly to you and your
enter the space of an adjacent foe. The swarm companions for the duration. Roll initiative for the
attacks that foe until you use a bonus action to creatures, which have their own turns. They obey any
command it to return to you, the foe moves more than verbal commands you issue to them (no action
5 feet away from you, the spell ends, or the swarm required by you). If you don’t issue commands, the
dies. You lose the protective benefit of the cloak when clockwork creatures defend themselves or you from
using it in this fashion. hostile creatures but otherwise take no actions. The
clockwork creatures disappear when they drop to 0 hit
points or when the spell ends. At Higher Levels. When 1d8 slashing damage to the target, and the target
you cast this spell using certain higher-level spell slots, takes an additional 1d8 slashing damage (2d8 total) if
more creatures of your choice appear: twice as many the embedded ammunition isn’t removed. Both
with a 6th-level slot, three times as many with a damage amounts increase by 1d8 again at 11th level
7th-level slot, and four times as many with an 8th-level and at 17th level.
slot.
CLOCKWORK BOLT CLOSING IN
Evocation cantrip (clockwork) 3rd-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S, M (an arrow or crossbow Components: V, S
bolt) Duration: 1 round Duration: Concentration, up to 1 minute
You imbue an arrow or crossbow bolt with Choose a creature you can see within range. The
clockwork magic just as you fire it at your target; target must succeed on a Wisdom saving throw, which
spinning blades materialize on the missile after it it makes with disadvantage if it’s in an enclosed space.
strikes to further mutilate your enemy. On a failed save, the creature believes the world
As part of the action used to cast this spell, you around it is closing in and threatening to crush it. Even
make a ranged weapon attack with a bow or a in open or clear terrain, the creature feels as though it
crossbow against one creature within range. If the is sinking into a pit, or that the land is rising around it.
attack hits, the missile embeds in the target. Unless The creature has disadvantage on ability checks and
the target (or an ally of it within 5 feet) uses an action attack rolls for the duration, and it takes 2d6 psychic
to remove the projectile (which deals no additional damage at the end of each of its turns. An affected
damage), the target takes an additional 1d8 slashing creature repeats the saving throw at the end of each of
damage at the end of its next turn from spinning its turns, ending the effect on itself on a success. At
blades that briefly sprout from the missile’s shaft. Higher Levels. When you cast this spell using a spell
Afterward, the projectile reverts to normal. slot of 4th level or higher, you can target one additional
This spell deals more damage when you reach higher creature for each slot level above 3rd.
levels. At 5th level, the ranged attack deals an extra

50 SPELL DESCRIPTIONS
CLUMSINESS
The spell causes the target to grow great, snake-like
Necromancy cantrip fangs. An unwilling creature must make a Wisdom
Casting Time: 1 action saving throw to avoid the effect. The spell fails if the
Range: 30 feet target already has a bite attack that deals poison
Components: V, S damage.
Duration: 1 minute If the target doesn’t have a bite attack, it gains one.
You temporarily make a creature within range less The target is proficient with the bite, and it adds its
dexterous. If the target makes a successful Strength modifier to the attack and damage rolls.
Constitution saving throw, the spell is ineffective. On The damage is piercing and the damage die is a d4.
a failed save, the next time the creature makes a When the target hits a creature with its bite attack,
Dexterity check before the spell ends, roll a d6 and the creature must make a Constitution saving
subtract the result from the roll. The spell then ends. throw, taking 3d6 poison damage on a failed save,
or half as much damage on a successful one.
COBRA FANGS At Higher Levels. When you cast this spell using a
1st-level transmutation spell slot of 3rd level or higher, the target’s bite
Casting Time: 1 action counts as magical for the purpose of overcoming
Range: Touch resistance and immunity to nonmagical attacks and
Components: V, S, M (a drop of snake venom or a damage.
patch of snakeskin)
Duration: 1 minute COMMAND UNDEAD
fused again, however, if it’s within 5 feet of a creature
3rd-level necromancy
that’s still under the spell’s effect at the end of either
Casting Time: 1 action
creature’s turn.
Range: 60 feet
Compelled movement doesn’t affect a creature that
Components: V
can’t be charmed or that is incorporeal.
Duration: Concentration
At Higher Levels. When you cast this spell using a
You speak a one-word command to all undead
spell slot of 5th level or higher, the number of
creatures you can see within range. Any target must
creatures you can affect increases by one for
succeed on a Wisdom saving throw or follow the
every two slot levels above 3rd.
command on its next turn. The spell has no effect if
the target is living, if it doesn't understand your
COMPELLING FATE
language, or if your command is directly harmful to it.
COMPELLED MOVEMENT 3rd-level divination
Casting Time: 1 action
3rd-level enchantment
Range: 30 feet
Casting Time: 1 action
Components: V, M (a sprinkling of silver dust
Range: 60 feet
worth 20 gp)
Components: V, S, M (the embalmed body of a
Duration: 1 round
millipede with its right legs removed, worth at least 50
gp) Duration: Concentration, up to 1 minute You view the actions of a single creature you can
see through the influence of the stars, and you read
Choose two living creatures (not constructs or undead)
what is written there. If the target fails a Charisma
you can see within range. Each must make a Charisma
saving throw, you can predict that creature’s actions.
saving throw. On a failed save, a creature is compelled
This has the following effects:
to use its movement to move toward the other
creature. Its route must be as direct as possible, but it • You have advantage on attack rolls against the
avoids dangerous terrain and enemies. If the target. • For every 5 feet the target moves, you can
creatures are within 5 feet of each other at the end of move 5 feet (up to your normal movement) on the
either one’s turn, their bodies fuse together. Fused target’s turn
creatures still take their own turns, but they can’t when it has completed its movement. This is
move, can’t use reactions, and have disadvantage on deducted from your next turn’s movement.
attack rolls, Dexterity saving throws, and Constitution • As a reaction at the start of the target’s turn, you
checks to maintain concentration. can warn yourself and allies that can hear you
A fused creature can use its action to make a of the
Charisma saving throw. On a success, the creature
breaks free and can move as it wants. It can become

SPELL DESCRIPTIONS 51
target’s offensive intentions; any creature targeted telepathic link; you simply understand each other’s
by the target’s next attack gains a +2 bonus to AC verbal communication, similar to the effect of a speak
or to its saving throw against that attack. with animals spell. This effect doesn’t allow a druid in
At Higher Levels. When you cast this spell using a beast shape to cast spells. At Higher Levels. When you
spell slot of 4th level or higher, the duration is cast this spell using a spell slot of 3rd level or higher,
extended by 1 round for each slot level above 3rd. you can increase the number of target creatures by
two for each slot level above 2nd. Each creature must
COMPREHEND WILD SHAPE receive a matching carved totem.

2nd-level divination
CONFOUND SENSES
Casting Time: 1 action
Range: Touch 3rd-level enchantment (labyrinth)
Components: V, S, M (two or more matching Casting Time: 1 action
carved totems) Range: 30 feet
Duration: 1 hour Components: V, S, M (a broken compass)
Duration: Concentration, up to 10 minutes
Give one of the carved totems to an ally while keeping
the other yourself. For the duration of the spell, you This spell befuddles the minds of up to six creatures
and whoever holds the other totem can communicate that you can see within range, causing the creatures
while either of you is in a beast shape. This isn’t a to see images of shifting terrain. Each target that fails
an Intelligence saving throw is reduced to half speed spell slot, you summon three hounds.
until the spell ends because of confusion over its
surroundings, and it makes ranged attack rolls with CONJURE FOREST DEFENDER
disadvantage. 6th-level conjuration
Affected creatures also find it impossible to keep Casting Time: 1 hour
track of their location. They automatically fail Wisdom
Range: 30 feet
(Survival) checks to avoid getting lost. Whenever an
Components: V, S, M (one humanoid body, which
affected creature must choose between one or more
the spell consumes)
paths, it chooses at random and immediately forgets
Duration: Until destroyed
which direction it came from.
When you cast this spell in a forest, you fasten sticks
CONJURE FEY HOUND
and twigs around a body. The body comes to life as a
5th-level conjuration forest defender (see below). The forest defender is
Casting Time: 1 action friendly to you and your companions. Roll initiative for
Range: 60 feet the forest defender, which has its own turns. It obeys
Components: V, S, M (a wooden or metal any verbal or mental commands that you issue to it
whistle) Duration: Concentration, up to 1 hour (no action required by you), as long as you remain
within its line of sight. If you don’t issue any
You summon a fey hound to fight by your side. A
hound of the night (Tome of Beasts, p. 251) appears commands to the forest defender, if you are out of its
in an unoccupied space that you can see within line of sight, or if you are unconscious, it defends
range. The hound disappears itself from hostile creatures but otherwise takes no
actions. A body sacrificed to form the forest defender
when it drops to 0 hit points or when the spell ends.
The summoned hound is friendly to you and your is permanently destroyed and can be restored to life
companions. Roll initiative for the summoned hound, only by means of a true resurrection or a wish spell.
which has its own turns. It obeys any verbal You can have only one forest defender under your
commands that you issue to it (no action required by control at a time. If you cast this spell again, the
you). If you don’t issue any commands to the hound, it previous forest defender crumbles to dust.
stands by your side and attacks nearby creatures that At Higher Levels. When you cast this spell using a
are hostile to you but otherwise takes no actions. 9th-level spell slot, you summon two forest
At Higher Levels. When you cast this spell using a defenders instead of one, and you can control up
spell slot of 7th level or higher, you summon two to two forest defenders at a time.
hounds. When you cast this spell using a 9th-level

52 SPELL DESCRIPTIONS
FOREST DEFENDER spell or effect that would alter its form.
Medium construct, neutral Magic Resistance. The forest defender has advantage on
saving throws against spells and other magical effects.
Armor Class 14
Plant Camouflage. The forest defender has advantage on
Hit Points 67 (9d8 + 27) Dexterity (Stealth) checks it makes in any terrain with ample
Speed 30 ft., climb 30 ft. obscuring plant life.
ACTIONS
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 17 (+3) 6
(–2) 10 (+0) 5 (–3) Multiattack. The forest defender makes two thorned vine
attacks.
Skills Perception +2, Stealth +6 Thorned Vine. Melee Weapon Attack: +6 to hit, reach 15 ft.,
one creature. Hit: 8 (1d8 + 4) piercing damage, and the
Damage Vulnerabilities slashing
target must succeed on a DC 14 Strength saving throw or
Damage Resistances bludgeoning and piercing from be pulled 10 feet toward the forest defender.
nonmagical attacks not made with adamantine weapons
Thorned Embrace. Melee Weapon Attack: +6 to hit, reach
Damage Immunities poison 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4)
Condition Immunities charmed, exhaustion, piercing damage, and the target is grappled (escape DC
frightened, paralyzed, poisoned 11). Until the grapple ends, the target is restrained, and
Senses darkvision 60 ft., passive Perception 12 the forest defender can’t embrace another target.
Languages understands the languages of its creator but
can’t speak CONJURE GREATER SPECTRAL DEAD
Challenge 3 (700 XP)
7th-level conjuration
Immutable Form. The forest defender is immune to any Casting Time: 1 minute
Range: 60 feet summon a deathwisp (Tome of Beasts, p. 72) or two
Components: V, S, M (a handful of bone dust, a ghosts instead.
crystal prism worth at least 100 gp, and a platinum
coin) Duration: Concentration, up to 1 hour CONJURE MANTELET
You summon an incorporeal undead creature that 2nd-level abjuration
appears in an unoccupied space you can see within Casting Time: 1 action
range. You choose one of the following options for Range: Self
what appears: • One wraith Components: V, S
• One spectral guardian (Tome of Beasts, p. Duration: Concentration, up to 1 minute
358) • One swarm of wolf spirits (Tome of You summon a transparent, faintly luminous barrier
Beasts, p. 377) with a single arrow slit. The magical mantelet provides
you with three-quarters cover for the duration of the
Summoned creatures disappear when they drop to
0 hit points or when the spell ends. spell. If you move on your turn, the mantelet moves
with you.
The summoned creature doesn’t attack you or your
companions for the duration. Roll initiative for the
CONJURE MOCK ANIMALS
summoned creature, which has its own turns. The
creature attacks your enemies and tries to stay within 1st-level conjuration
60 feet of you, but it otherwise controls its own Casting Time: 1 action
actions. The summoned creature despises being Range: 30 feet
bound and might harm or impede you and your Components: V, S
companions by any means at its disposal other than Duration: Concentration, up to 10 minutes You
direct attacks if the opportunity arises. At the summon fey spirits that take the outward appearance
beginning of the creature’s turn, you can use your of animals, but merely to serve as a distraction and
reaction to verbally command it. The creature obeys trap for the unwary. The spell functions as conjure
your commands for that turn, and you take 1d6 psychic animals, but each mock animal has only 1 hit point
damage at the end of the turn. If your concentration is and deals only 1 damage on a hit regardless of its
broken, the creature doesn’t disappear. Instead, you appearance.
can no longer command it, it becomes hostile to you
When a mock animal is dropped to 0 hit points, it
and your companions, and it attacks you and your
explodes in a flash of light, dealing 2d4 radiant
allies if it believes it has a chance to win the fight or to damage to all creatures within 5 feet of it. Each
inflict meaningful harm; otherwise it flees. You can’t creature that takes damage must make a Dexterity
dismiss the uncontrolled creature, but it disappears 1 saving throw. On a failed save, the creature is
hour after you summoned it. At Higher Levels. When blinded for 1 round.
you cast this spell using a 9th-level spell slot, you

SPELL DESCRIPTIONS 53
CONJURE SCARAB SWARM
CONJURE SPECTRAL DEAD
2nd-level conjuration
2nd-level conjuration
Casting Time: 1 action
Casting Time: 1 minute
Range: 60 feet
Range: 60 feet
Components: V, S, M (a beetle carapace)
Components: V, S, M (a handful of bone dust, a
Duration: Concentration, up to 10 minutes
crystal prism, and a silver coin)
You summon swarms of scarab beetles to attack your Duration: Concentration, up to 1 hour
foes. Two swarms of insects (beetles) appear in
unoccupied spaces that you can see within range. You summon a shroud (Tome of Beasts, p. 348) to do
your bidding. The creature appears in an unoccupied
Each swarm disappears when it drops to 0 hit points
space that you can see within range. The creature is
or when the spell ends. The swarms are friendly to
friendly to you and your allies for the duration. Roll
you and your allies. Make one initiative roll for both
initiative for the creature, which has its own turns. It
swarms, which have their own turns. They obey verbal
obeys any verbal commands that you issue to it (no
commands that you issue to them (no action required
action required by you). If you don't issue any
by you). If you don’t issue any commands to them,
commands to the creature, it defends itself from
they defend themselves from hostile creatures but
hostile creatures but otherwise takes no actions. The
otherwise take no actions.
creature disappears when it drops to 0 hit points or
when the spell ends.
You ask a question of an entity connected to storms,
At Higher Levels. When you cast this spell using a such as an elemental, a deity, or a primal spirit, and
3rd-level spell slot, you can choose to summon two the entity replies with destructive fury.
shrouds or one specter. When you cast this spell with As part of the casting of the spell, you must speak
a spell slot of 4th level or higher, you can choose to a question consisting of fifteen words or fewer.
summon four shrouds or one will-o’-wisp. Choose a point within range. A short, truthful
answer to your
CONJURE UNDEAD question booms from that point. It can be heard
3rd-level conjuration clearly by any creature within 600 feet. Each creature
Casting Time: 1 minute within 15 feet of the point takes 7d6 thunder damage,
Range: 30 feet or half as much damage with a successful
Components: V, S, M (a humanoid skull) Constitution saving throw. At Higher Levels. When you
Duration: Concentration, up to 1 hour cast this spell using a spell slot of 5th level or higher,
the damage increases by 1d6 for each slot level
You summon a shadow to do your bidding. The
above 4th.
creature appears in an unoccupied space that you
can see within range. The creature is friendly to you
CONVOLUTED DICTUM
and your allies for
the duration. Roll initiative for the shadow, which has 2nd-level enchantment
its own turns. It obeys any verbal commands that Casting Time: 1 action
you issue to it (no action required by you). If you Range: 60 feet
don’t issue any commands to the creature, it Components: V, S, M (a long, twisted piece of
defends itself from hostile creatures but otherwise red ribbon)
takes no actions. The shadow disappears when the Duration: Concentration, up to 1 minute
spell ends. You manipulate the thinking of a creature within range,
At Higher Levels. When you cast this spell using a compelling it to take longer, more elaborate means to
4th-level spell slot, you can choose to summon a complete actions. The target must succeed on a
wight or a shadow. When you cast this spell with a Wisdom saving throw or take only one action or bonus
spell slot of 5th level or higher, you can choose to action on its turn until the spell ends.
summon a ghost, a shadow, or a wight. If the target tries to cast a spell with a casting time of
1 action, roll a d20. On an 11 or higher, the spell
CONSULT THE STORM doesn’t take effect until the creature’s next turn, and
4th-level divination the creature must use its action on that turn to
Casting Time: 1 action complete the spell. If it can’t do so, the spell is
Range: 90 feet wasted. If the target interacts with an object while
Components: V taking its action, such as drawing a sword
Duration: Instantaneous

54 SPELL DESCRIPTIONS
as part of an attack, it must also roll a d20. On an 11 or Duration: 1 hour
higher, it must make the interaction with the object its
You select up to ten enemies you can see that are
sole action on that round, taking the Use An Object
within range. Each target must make a Wisdom
action. In the example given, the target would take its
saving throw. On a failed save, that creature is cursed
action drawing the sword with an extensive amount of
to burst into flame if it reduces one of your allies to 0
flourish or drama and be unable to attack with it until
hit points before this spell’s duration expires. The
its next turn.
affected creature takes 6d8 fire damage and 6d8
At the end of each of its turns, the target can make radiant damage when it bursts into flame.
another Wisdom saving throw. On a successful
If the affected creature is wearing flammable material
save, the spell ends.
(or is made of flammable material, such as a plant
creature), it catches on fire and continues burning; the
COSTLY VICTORY
creature takes fire damage equal to your spellcasting
8th-level evocation ability modifier at the end of each of its turns until the
Casting Time: 1 action creature or one of its allies within 5 feet of it uses an
Range: 90 feet action to extinguish the fire.
Components: V, S
damage. If you have hooves, add your Strength
CREATE THUNDERSTAFF modifier (minimum of +1) to the damage.
7th-level transmutation You move through the spaces of foes whether or not
Casting Time: 10 minutes they succeed on their Strength saving throws. You do
Range: Touch not provoke opportunity attacks while moving under
Components: V, S, M (a quarterstaff) the effect of crushing trample.
Duration: Instantaneous
CURE BEAST
After you cast create thunderstaff on a normal
1st-level evocation
quarterstaff, the staff must then be mounted in a noisy
location, such as a busy marketplace, and left there Casting Time: 1 bonus action
for 60 days. During that time, the staff gradually Range: 60 feet
absorbs ambient sound. Components: V, S
After 60 days, the staff is fully charged and can’t Duration: Instantaneous
absorb any more sound. At that point, it becomes a A beast of your choice that you can see within
thunderstaff, a +1 quarterstaff that has 10 charges. range regains a number of hit points equal to
When you hit on a melee attack with the staff and 1d6 + your spellcasting modifier.
expend 1 charge, the target takes an extra 1d8 At Higher Levels. When you cast this spell using a
thunder damage. You can cast a thunderwave spell spell slot of 2nd level or higher, the healing
from the staff as a bonus action by expending 2 increases by 1d6 for each slot level above 1st.
charges. The staff cannot be recharged.
If the final charge is not expended within 60 days, CURSE OF DUST
the staff becomes nonmagical again.
7th-level necromancy
CRUSHING TRAMPLE Casting Time: 10 minutes
2nd-level transmutation (labyrinth) Range: 500 feet
Casting Time: 1 action Components: V, S, M (a piece of spoiled
Range: Self food) Duration: 5 days
Components: V, S You cast a curse on a creature within range that
Duration: 1 round you’re familiar with, causing it to be unsatiated by
Upon casting this spell, you are filled with a desire to food no matter how much it eats. This effect isn’t
overrun your foes. You immediately move up to twice merely an issue of perception; the target physically
your speed in a straight line, trampling every foe in can’t draw sustenance from food. Within minutes
your path that is of your size category or smaller. If after the spell is cast, the target feels constant
you try to move through the space of an enemy hunger no matter how much food it consumes. The
whose size is larger than yours, your movement (and target must make a Constitution saving throw 24
the spell) ends. Each enemy whose space you move hours after the spell is cast and every 24 hours
through must make a successful Strength saving thereafter. On a failed save, the target gains one level
throw or be knocked prone and take 4d6 bludgeoning of

SPELL DESCRIPTIONS 55
exhaustion. The effect ends when the duration following: aberrations, beasts, celestials, dragons,
expires or when the target makes two consecutive elementals, fey, fiends, giants, humanoids,
successful saves. monstrosities, plants, or undead. In situations
involving creatures of the selected type, the following
CURSE OF HOSTILITY effects apply.
3rd-level necromancy • In encounters with creatures of the selected type
Casting Time: 1 action when the creatures are already hostile, they will
Range: Touch attack the target of this spell in preference to other
Components: V, S targets.
Duration: Concentration, up to 1 minute • A creature of the selected type gains advantage on
You touch a creature, and that creature must succeed any attack rolls made against the target if the
on a Wisdom saving throw or become cursed with the target has attacked and hit that creature at least
antipathy of a certain type of creature, chosen by you once during the encounter.
when you cast the spell. Choose from one of the • The target has disadvantage on any
Charisma-based checks made against creatures Components: V, S, M (a pinch of dirt from a freshly
of the chosen type. A remove curse spell ends this dug grave)
effect. Duration: Until dispelled
At Higher Levels. If you cast this spell using a spell You tap your connection to death to curse a
slot of 4th level, the duration is concentration, up to humanoid, making the grim pull of the grave
10 minutes. If you use a spell slot of 5th or 6th level, stronger on that creature’s soul.
the duration is 8 hours. If you use a spell slot of 7th
Choose one humanoid you can see within range.
or 8th level, the duration is 24 hours. If you use a
The target must succeed on a Constitution saving
9th-level spell slot, the spell lasts until dispelled.
throw or become cursed. A remove curse spell or
similar magic ends this curse. While cursed in this
CURSE OF INCOMPETENCE way, the target suffers the following effects:
3rd-level necromancy • The target fails death saving throws on any roll but
Casting Time: 1 action a 20. • If the target dies while cursed, it rises 1 round
Range: 60 feet later as a vampire spawn under your control and is
Components: V, S no longer cursed.
Duration: Concentration, up to 1 minute
• The target, as a vampire spawn, seeks you out in
By making mocking gestures toward one creature an attempt to serve its new master. You can have
within range that can see you, you leave the creature only one vampire spawn under your control at a
incapable of performing at its best. If the target fails time through this spell. If you create another, the
on an Intelligence existing one turns to dust. If you or your
saving throw, roll a d4 and refer to the following table companions do anything harmful to the target, it
to determine what the target does on its turn. An can make a Wisdom saving throw. On a success,
affected target repeats the saving throw at the end it is no longer under your control.
of each of its turns, ending the effect on itself on a
success or applying the result of another roll on the CURSED GIFT
table on a failure.
4th-level abjuration
D4 RESULT Casting Time: 1 action
1 Target spends its turn shouting mocking words at Range: Touch
caster and takes a -5 penalty to its initiative roll. 2 Components: V, S, M (an object worth at least 75
Target stands transfixed and blinking, takes no gp) Duration: 24 hours
action.
Cursed gift imbues an object with a harmful magical
3 Target flees or fights (50 percent chance of effect that you or another creature in physical contact
each). 4 Target charges directly at caster, enraged. with you is currently suffering from. If you give this
object to a creature that freely accepts it during the
duration of the spell, the recipient must make a
CURSE OF THE GRAVE
Charisma saving throw. On a failed save, the harmful
7th-level necromancy effect is transferred to the recipient for the duration of
Casting Time: 1 action the spell (or until the effect ends).
Range: 120 feet

56 SPELL DESCRIPTIONS
Returning the object to you, destroying it, or giving it to Casting Time: 1 action
someone else has no effect. Remove curse and Range: 30 feet
comparable magic can relieve the individual who Components: V, S, M (a dog’s tooth)
received the item, but the harmful effect still returns to Duration: 8 hours
the previous victim when this spell ends if the effect’s
Choose a creature that you can see within range. The
duration has not expired. At Higher Levels. When you
target must succeed on a Wisdom saving throw or
cast this spell using a spell slot of 5th level or higher,
develop an overriding fear of canids, such as dogs,
the duration increases by 24 hours for each slot level
wolves, foxes, and worgs. For the duration, the first
above 4th.
time the target sees a canid, the target must succeed
on a Wisdom saving throw or become frightened of
CYNOPHOBIA
that canid until the end of its next turn. Each time the
3rd-level enchantment target sees a different canid, it must make the saving
throw. In addition, the target has disadvantage on modifier (minimum of one) that you can see within
ability checks and attack rolls while a canid is within 10 range and that have an alignment different from
feet of it. yours. Each of those creatures takes 5d8 psychic
At Higher Levels. When you cast this spell using a damage and becomes frightened of you; a creature
5th-level spell slot, the duration is 24 hours. When you that makes a successful Wisdom saving throw takes
use a 7th-level spell slot, the duration is 1 month. half as much damage and is not frightened.
When you use a spell slot of 8th or 9th level, the spell A creature frightened in this way repeats the saving
lasts until it is dispelled. throw at the end of each of its turns, ending the
effect on itself on a success. The creature makes
DAGGERHAWK this saving throw with disadvantage if you can see
it.
2nd-level transmutation
Casting Time: 1 action At Higher Levels. When you cast this spell using
Range: Self a spell slot of 4th level or higher, you can target
one additional creature for each slot level above
Components: V, S, M (a dagger)
3rd.
Duration: 1 minute
When daggerhawk is cast on a nonmagical dagger, a DARK MAW
ghostly hawk appears around the weapon. The hawk
Necromancy cantrip
and dagger fly into the air and make a melee attack
against one creature you select within 60 feet, using Casting Time: 1 action
your spell attack modifier and dealing piercing Range: Touch
damage equal to 1d4 + your Intelligence modifier on a Components: V, S
hit. On your subsequent turns, you can use an action Duration: 1 round
to cause the daggerhawk to attack the same target. Thick, penumbral ichor drips from your
The daggerhawk has AC 14 and, although it’s shadow-stained mouth, filling your mouth with giant
invulnerable to all damage, a successful attack against shadow fangs. Make a melee spell attack against the
it that deals bludgeoning, force, or slashing damage target. On a hit, the target takes 1d8 necrotic
sends the daggerhawk tumbling, so it can’t attack damage as your shadowy fangs sink into it. If you
again until after your next turn. have a bite attack (such as from a racial trait or a
DARK HERALDRY spell like alter self), you can add your spellcasting
ability modifier to the damage roll but not to your
3rd-level necromancy
temporary hit points.
Casting Time: 1 action
If you hit a humanoid target, you gain 1d4 temporary
Range: 60 feet
hit points until the start of your next turn.
Components: V
This spell’s damage increases by 1d8 when you
Duration: Concentration, up to 1 minute
reach 5th level (2d8), 11th level (3d8), and 17th level
Dark entities herald your entry into combat, instilling (4d8).
an existential dread in your enemies. Designate a
number of creatures up to your spellcasting ability

SPELL DESCRIPTIONS 57
DARK WEB OF THE SPIDER silk) Duration: Concentration, up to 1 hour

MONARCH 5th-level conjuration A 30-foot cube centered on you, fills with sticky,
night-black webbing. The webs are difficult terrain
Casting Time: 1 action
and lightly obscure the area. You are unaffected by
Range: Self (30-foot cube) the aforementioned effects of the webs and gain a
Components: V, S, M (a thread of black climbing speed of 30 feet when moving on the
webs. of webs exposed to radiant damage dissipates
If the webs aren’t anchored between two solid to nothing in 1 round.
masses (such as walls or trees) or layered across a
floor, wall, or ceiling, the web collapses on itself, and DEAD WALKING
the spell ends at the start of your next turn. Webs 2nd-level illusion
layered over a flat surface Casting Time: 1 action
have a depth of 5 feet. Range: 10 feet
Each creature that starts its turn in the webs or that Components: V, S, M (a copper piece)
enters the webs during its turn must make a Duration: Concentration, up to 1 hour
Dexterity saving throw. On a failed save, the
As part of the casting of this spell, you place a copper
creature is restrained for as long as it remains in the
piece under your tongue. This spell makes up to six
webs or until it breaks free.
willing creatures you can see within range invisible to
Each turn that you are in the webs, you can use a
undead for the duration. Anything a target is wearing
bonus action to siphon life force from every creature
or carrying is invisible as long as it is on the target’s
restrained by the webs. Each creature takes 3d6
person. The spell ends for all targets if one target
necrotic damage, and you regain hit points equal to
attacks or casts a spell. At Higher Levels. When you
half the damage dealt.
cast this spell using a 3rd-level spell slot, it lasts for 1
A creature restrained by the webs can use its
hour without requiring your concentration. When you
action to make a Strength check against your spell
cast this spell using a spell slot of 4th level or higher,
save DC. On a successful check, it is no longer
the duration increases by 1 hour for each slot level
restrained.
above 3rd.
The webs are not flammable, but are
susceptible to radiant damage. Any 5-foot cube

58 SPELL DESCRIPTIONS
DEATH GOD’S TOUCH This spell's damage increases by 1d10 when you
7th-level necromancy reach 5th level (2d10), 11th level (3d10), and 17th
Casting Time: 1 action level (4d10).
Range: Touch
DEEP BREATH
Components: V, S
Duration: Instantaneous 1st-level transmutation
Casting Time: 1 action
This spell allows you to shred the life force of a
creature you touch. You become invisible and make a Range: Touch
melee spell attack against the target. On a hit, the Components: V, S
target takes 10d10 necrotic damage. If this damage Duration: 2 hours
reduces the target to 0 hit points, the target dies. The recipient of this spell can breathe and function
Whether the attack hits or misses, you remain normally in thin atmosphere, suffering no ill effect at
invisible until the start of your next turn. At Higher altitudes of up to 20,000 feet. If more than one
Levels. When you cast this spell using a spell slot of creature is touched during the casting, the duration is
8th level or higher, the damage increases by 2d10 for divided evenly among all creatures touched.
each slot level above 7th. At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the duration increases
DECAY by 2 hours for each slot level above 1st.
Necromancy cantrip DEEP FOCUS
Casting Time: 1 action 3rd-level evocation (ritual)
Range: Touch Casting Time: 1 action
Components: V, S, M (a handful of ash) Range: Self
Duration: Instantaneous Components: V, S
Make a melee spell attack against a creature you Duration: Special
touch. On a hit, the target takes 1d10 necrotic
You tap into ambient magical energy to stabilize and
damage. If the target is a Tiny or Small nonmagical
maintain a spell. The next spell you cast that normally
object that isn’t being worn or carried by a creature, it
requires concentration will last its full normal duration
automatically takes maximum damage from the spell.
without the need for concentration, as long as it is cast
within 1 minute of your casting of this spell, and the damage from your quills. A creature that grapples you
spell to be affected is of 4th level or lower. At the end takes damage from the quills at the beginning of each
of the duration, or if 1 minute goes by without your of its turns in which it is grappling you. If a creature
casting a spell that requires concentration, the spell swallows you, it takes damage from the quills each
ends. round at the start of your turn.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you can affect any spell DEFILE HEALING
you can cast that requires concentration and is up to 7th-level necromancy
one level higher than the spell slot you used to cast Casting Time: 1 reaction, which you take when you
deep focus. see a creature cast a healing spell
Range: 60 feet
DEFENSIVE QUILLS Components: V, S
3rd-level transmutation Duration: Instantaneous
Casting Time: 1 action You attempt to reverse the energy of a healing spell so
Range: Self that it deals damage instead of healing. If the healing
Components: V, S, M (a porcupine’s quill) spell is being cast with a spell slot of 5th level or lower,
Duration: 10 minutes the slot is expended
Sharp quills grow from your skin. You can end the but the spell restores no hit points. In addition, each
creature that was targeted by the healing spell takes
spell early by using an action to dismiss it. You gain a
necrotic damage equal to the healing it would have
+1 bonus to AC for the duration. If a creature hits you
received, or half as much damage with a successful
with an attack made by a light weapon, a natural
Constitution saving throw.
attack, or an unarmed strike, it takes 2d8 piercing

SPELL DESCRIPTIONS 59
At Higher Levels. When you cast this spell using a moisture from a 30-foot cone. Each animal in the cone
spell slot of 8th level, it can reverse a healing spell takes 4d10 necrotic damage, or half as much damage
being cast using a spell slot of 6th level or lower. If if it makes a successful Constitution saving throw. The
you use a 9th-level spell slot, it can reverse a healing damage is 6d10 for plants and plant creatures, also
spell being cast using a spell slot of 7th level or halved on a successful Constitution saving throw.
lower.
DIMENSIONAL SHOVE
DELAYED HEALING 3rd-level conjuration (labyrinth)
3rd-level evocation Casting Time: 1 action
Casting Time: 1 minute Range: Touch
Range: Touch Components: V, S
Components: V, M (a bloodstone worth 100 gp, Duration: Instantaneous
which the spell consumes) This spell pushes a creature you touch through a
Duration: Instantaneous dimensional portal, causing it to disappear and then
Touch a living creature (not a construct or undead) as reappear a short distance away. If the target fails a
you cast the spell. The next time that creature takes Wisdom saving throw, it disappears from its current
damage, it immediately regains hit points equal to location and reappears 30 feet away from you in a
1d4 + your spellcasting ability modifier (minimum of direction of your choice. This travel can take it through
1). At Higher Levels. When you cast this spell using walls, creatures, or other solid surfaces, but the target
a spell slot of 4th level or higher, the healing can’t reappear inside a solid object or not on solid
increases by 1d4 for each slot level above 3rd. ground; instead, it reappears in the nearest safe,
unoccupied space along the path of travel.
DESICCATING BREATH At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the target is
4th-level evocation
shoved an additional 30 feet for each slot level
Casting Time: 1 action
above 3rd.
Range: Self (30-foot cone)
Components: V, S, M (a clump of dried
DISCERN WEAKNESS
clay) Duration: Instantaneous
2nd-level divination
You spew forth a cloud of black dust that draws all
Casting Time: 1 action
Range: Self
Components: V, S, M (a glass lens) DISRUPTIVE AURA
Duration: Concentration, up to 1 minute 8th-level evocation
You divine the weak points in your foes’ defenses, Casting Time: 1 action
allowing you to strike with deadly effect. If you score a Range: 150 feet
critical hit or a successful sneak attack on an Components: V, S
opponent, roll damage twice and take the better Duration: Concentration, up to 1 minute
result. A warping, prismatic aura surrounds and outlines each
creature inside a 10-foot cube within range. The aura
DISQUIETING GAZE sheds dim light out to 10 feet, and the the locations of
1st-level necromancy hidden or invisible creatures are outlined. If a creature
Casting Time: 1 action in the area tries to cast a spell or use a magic item, it
Range: Self must make a Wisdom saving throw. On a successful
Components: V, S save, the spell or item functions normally. On a failed
Duration: 1 minute save, the effect of the spell or the item is suppressed
for the duration of the aura. Time spent suppressed
Your eyes burn with scintillating motes of unholy
counts against the duration of the spell’s or item’s
crimson light. Until the spell ends, you have
effect.
advantage on Charisma (Intimidation) checks made
against creatures that can see you, and you have At Higher Levels. When you cast this spell using a
advantage on spell attack rolls that deal necrotic 9th-level spell slot, the cube is 20 feet on a side.
damage to creatures that can see your eyes.

60 SPELL DESCRIPTIONS
DISTRACTING DIVINATION attacks against it are made with advantage until the
2nd-level divination end of this turn.
Casting Time: 1 reaction, which you take when
an enemy tries to cast a spell DISTRESSING RESONANCE
Range: Touch 4th-level evocation
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
Components: V, S
Foresight tells you when and how to be just
distracting enough to foil an enemy spellcaster. Duration: Concentration, up to 1 minute
When an adjacent enemy tries to cast a spell, You create a field of subsonic vibrations in a
make a melee spell attack against that enemy. On 30-foot-radius sphere, centered on a point you choose
a hit, the enemy’s spell fails and has no effect; the within range, that causes physical distress and
enemy’s action is used up but the spell slot isn’t extreme discomfort. A creature in this area or that
expended. enters it after you cast the spell must succeed on a
Constitution saving throw or be incapacitated until the
DISTRACTION CASCADE beginning of its next turn. On a successful save, the
2nd-level divination creature can act normally. If a creature begins its turn
Casting Time: 1 reaction, which you take when an in the area, it must make another successful save to
ally declares an attack against an enemy you can avoid being incapacitated. Constructs, deafened
see Range: 30 feet creatures, oozes, plants, and undead are not affected
by this spell.
Components: V, S
The vibrations from the distressing resonance
Duration: Instantaneous
interfere with tremorsense, negating any use of that
With a flash of foresight, you throw a foe off balance. ability in the spell’s area.
Choose one creature you can see that your ally has
DOME OF SILENCE
just declared as the target of an attack. Unless that
creature makes a successful Charisma saving throw, 2nd-level abjuration
Casting Time: 1 action
Range: Self lasting 3 rounds. Creatures within 5 feet of you,
Components: V, S including yourself, must make a Constitution saving
Duration: Concentration, up to 10 minutes throw when the spell is cast and again at the start of
each of your turns while the spell is in effect. A
An invisible dome encompasses a 10-foot-radius
creature whose saving throw fails is restrained; a
around you, creating a damper for any sound
restrained creature whose saving throw fails is
traveling into or out of the area. Creatures can pass
paralyzed; and a paralyzed creature whose saving
through the dome normally, but sound does not. You
throw fails is petrified and transforms into a statue of
and any creatures in the dome can hear one another,
blue crystal. As with all concentration spells, you can
but nothing outside. Likewise, any noise made in the
end the field at any time (no action required). If you
dome of silence cannot be heard outside it.
are turned to crystal, the spell ends after all affected
Any attack that deals thunder damage dispels the creatures make their saving throws. Restrained and
dome, but the dome reduces that damage to any paralyzed creatures recover immediately when the
creatures inside it by half. spell ends, but petrification is permanent.
Creatures turned to crystal can see, hear, and smell
DOOM OF BLUE CRYSTAL
normally, but they don’t need to eat or breathe. If
3rd-level transmutation shatter is cast on a crystal creature, it must succeed
Casting Time: 1 action on a Constitution saving throw against the caster’s
Range: Self spell save DC or be killed.
Components: V, S, M (a blue crystal) Creatures transformed into blue crystal can be
Duration: Concentration, up to 3 rounds restored with dispel magic, greater restoration, or
You are surrounded by a field of glowing, blue energy comparable magic.

SPELL DESCRIPTIONS 61
DOOM OF CONSUMING FIRE 3rd-level illusion
2nd-level evocation Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self Components: V, S
Components: V, S, M (a dead coal or a fistful of Duration: Concentration, up to 1 hour
ashes) Duration: Concentration, up to 1 minute When you cast doom of dancing blades, you create
You are wreathed in cold, purple fire that damages 1d4 illusory copies of your weapon that float in the air
creatures near you. You take 1d6 cold damage each 5 feet from you. These images move with you,
round for the duration of the spell. Creatures within 5 spinning, shifting, and mimicking your attacks. When
feet of you when you cast the spell and at the start of you are hit by a melee attack but the attack roll
each of your turns while the spell is in effect take 1d8 exceeded your Armor Class by 3 or less, one illusory
cold damage. At Higher Levels. When you cast this weapon parries the attack; you take no damage and
spell using a 3rd level spell slot, the purple fire extends the illusory weapon is destroyed. When you are hit by
10 feet from you, you take 1d8 cold damage, and a melee attack that an illusory weapon can’t parry (the
other creatures take 1d10 cold damage. When you attack roll exceeds your AC by 4 or more), you take
cast this spell using a 4th-level slot, the fire extends only half as much damage from the attack, and an
15 feet from you, you take1d10 cold damage, and illusory weapon is destroyed. Spells and effects that
other creatures take 1d12 cold damage. When you affect an area or don’t require an attack roll affect you
cast this spell using a slot of 5th level or higher, the fire normally and don’t destroy any illusory weapons.
extends to 20 feet, you take 1d12 cold damage, and If you make a melee attack that scores a critical hit
other creatures take 1d20 cold damage. while doom of dancing blades is in effect on you, all
your illusory weapons also strike the target and deal
DOOM OF DANCING BLADES 1d8 bludgeoning, piercing, or slashing damage (your
choice) each.
4th-level necromancy
The spell ends when its duration expires or when all Casting Time: 1 action
your illusory weapons are destroyed or expended.
Range: Self (10-foot radius)
An attacker must be able to see the illusory Components: V, S, M (a vial of poison)
weapons to be affected. The spell has no effect if you
Duration: Instantaneous
are invisible or in total darkness or if the attacker is
blinded. You drink a dose of venom or other poison and spread
DOOM OF DISENCHANTMENT the effect to other living things around you. If the
poison normally allows a saving throw, your save
3rd-level abjuration
automatically fails. You suffer the effect of the poison
Casting Time: 1 action normally before spreading the poison to all other living
Range: Self creatures within 10 feet of you. Instead of making the
Components: V, S usual saving throw against the poison, each creature
Duration: Concentration, up to 5 rounds around you makes a Constitution saving throw against
When you cast doom of disenchantment, your armor the spell. On a successful save, a target suffers no
and shield glow with light. When a creature hits you damage or other effect from the poison and is immune
with an attack, the spell counters any magic that to further castings of doom of serpent coils for 24
provides the attack with a bonus to hit or to damage. hours. On a failed save, a target doesn't suffer the
For example, a +1 weapon would still be considered poison’s usual effect; instead, it takes 4d6 poison
magical, but it gets neither +1 to hit nor +1 to damage damage and is poisoned. While poisoned in this way, a
on any attack against you. creature repeats the saving throw at the end of each of
The spell also suppresses other magical properties its turns. On a subsequent failed save, it takes 4d6
of the attack. A sword of wounding, for example, poison damage and is still poisoned. On a subsequent
can’t cause ongoing wounds on you, and you successful save, it is no longer poisoned and is
recover hit points lost immune to further castings of doom of serpent coils for
to the weapon's damage normally. If the attack was a 24 hours.
spell, it’s affected as if you had cast counterspell, Multiple castings of this spell have no additional
using Charisma as your spellcasting ability. Spells effect on creatures that are already poisoned by it.
with a duration of instantaneous, however, are The effect can be ended by protection from poison or
unaffected. comparable magic.

DOOM OF SERPENT COILS

62 SPELL DESCRIPTIONS
DOOM OF THE CRACKED SHIELD 4th-level evocation
1st-level transmutation Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Touch Components: V, S
Components: V, S Duration: 1 minute
Duration: Instantaneous The ground within 30 feet of a point you designate
Doom of the cracked shield is cast on a melee turns into filthy and slippery muck. This spell affects
weapon. The next time that weapon is used, it sand, earth, mud, and ice, but not stone, wood, or
destroys the target’s nonmagical shield or damages other material. For the duration, the ground in the
nonmagical armor, in addition to the normal effect of affected area is difficult terrain. A creature in the area
the attack. If the foe is using a nonmagical shield, it when you cast the spell must succeed on a Strength
breaks into pieces. If the foe doesn’t use a shield, its saving throw or be restrained by the mud until the
nonmagical armor takes a -2 penalty to AC. If the spell ends. A restrained creature can free itself by
target doesn’t use armor or a shield, the spell is using an action to make a successful Strength saving
expended with no effect. throw. A creature that frees itself or that enters the
area after the spell was cast is affected by the difficult
DOOM OF THE EARTHEN MAW terrain but doesn’t become restrained.
Each round, a restrained creature sinks deeper into in. Creatures subjected to a successful pushing
the muck. A Medium or smaller creature that is effect (such as by a spell like gust of wind) may not
restrained for 3 rounds becomes submerged at the make this saving throw. Creatures that fall into the pit
end of its third turn. A Large creature becomes take falling damage as normal.
submerged after 4 rounds. Submerged creatures The walls of the pit are slick and slimy, requiring a
begin suffocating if they aren’t holding their breath. A DC 15 Strength (Athletics) check to climb. Creatures
creature that is still submerged when the spell ends is and objects that remain in the pit take 1d6 necrotic
sealed beneath the newly solidified ground. The damage at the start of each of their turns. If you fall
creature can escape only if someone else digs it out into your own pit, you take damage; then the spell
or it has a burrowing speed. ends and you are incapacitated for 2 rounds. When
DOOM OF THE PIT the spell ends, the floor of the pit rises, bringing
4th-level conjuration creatures in the pit back up to the original surface.
Each creature in the pit must then make a
Casting Time: 1 action
Constitution saving throw. On a failed save, the
Range: 120 feet
creature is stunned for 2 rounds after the spell ends.
Components: V, S, M (dust from a stone
At Higher Levels. When you cast this spell using a
quarry) Duration: 1 minute
spell slot of 4th level or higher, you can increase the
You create a ripple of dark energy that destroys depth of the pit by 10 feet for each slot level above
everything it touches. A 10-foot-radius, 10-foot-deep, 3rd.
cylindrical extradimensional hole appears on a
horizontal surface of sufficient size. Since it extends DOOM OF THE SLIPPERY ROGUE
into another dimension, the pit has no weight and
2nd-level conjuration
does not otherwise displace the original underlying
Casting Time: 1 action
material. You can create the pit in the deck of a ship
as easily as in a dungeon floor or the ground of a Range: 40 feet
forest. Components: V, S, M (bacon fat)
The pit’s radius expands by 10 feet at the start of Duration: 1 minute
your turn each round for the duration. Any creature A doom of the slippery rogue spell covers a
standing in the original conjured space, or on a 20-foot-by-20-foot section of wall or floor within range
space taken up by with a thin coating of grease. If a vertical surface is
the pit as it grows, must succeed on a Dexterity affected, each climber on that surface must make a
saving throw to avoid falling in. Any creature successful DC 20 Strength (Athletics) check or
adjacent to the pit when it expands must likewise immediately fall from the surface unless it is held in
succeed on a Dexterity saving throw to avoid falling place by ropes or other climbing gear. A

SPELL DESCRIPTIONS 63
creature standing on an affected floor falls prone a melee spell attack to touch the item, against the
unless it makes a successful Dexterity saving throw. wielder’s AC. On a hit, the item loses 1d3 charges.
Creatures that try to climb or move through the If this reduction drops the item’s charges to 0, any
affected area can move no faster than half speed effects that occur when the item loses all its
(this is cumulative with the usual reduction for charges immediately take effect.
climbing), and any movement must be followed by a At Higher Levels. When you cast this spell
Strength saving throw (for climbing) or a Dexterity using a spell slot of 5th level or higher, you
saving throw (for walking). On a failed save, the can drain more charges from an item: 1d4
moving creature falls or falls prone. for a
5th-level slot, 1d6 for a 6th-level slot, 1d8 for
DRAIN ITEM a 7th-level slot, or 2d6 for an 8th- or
4th-level evocation 9th-level slot.
Casting Time: 1 action
Range: Touch DREAD WINGS
Components: V, S 4th-level necromancy
Duration: Instantaneous Casting Time: 1 action
You touch a magic item and cause its magical Range: 60 feet
energies to drain away. If the item is currently Components: V, S
carried or held by another creature, you must make Duration: Concentration, up to
1 minute Casting Time: 1 action
A swarm of flying, bat-like shapes Range: 90 feet
swirl into existence in a 20-foot-radius Components: V, S, M (a small piece of flotsam
cloud around the point you target or seaweed)
your spell. Each round a creature Duration: Instantaneous
begins its turn in the swarm, it You cause a creature's lungs to fill with seawater.
takes 4d8 necrotic damage and Unless the target makes a successful Constitution
must succeed on a Wisdom saving saving throw, it immediately begins suffocating. A
throw or become frightened for 1d4 suffocating creature can’t speak or perform verbal
rounds. Creatures that are immune to spell components. It can hold its breath, and
necrotic damage are not susceptible to the thereafter can survive for a number of rounds equal
frightened effect. to its Constitution modifier (minimum of 1 round),
You can use an action on your turn to move after which it drops to 0 hit points and is dying. Huge
the swarm up to 40 feet in any direction. or larger creatures are unaffected, as are creatures
DROWN that can breathe water or that don’t require air.
3rd-level evocation

64 SPELL DESCRIPTIONS
A suffocating (not dying) creature can repeat the the effect on a success.
saving throw at the end of each of its turns, ending At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target Range: Self
one additional creature for each slot level above Components: V, S, M (a piece of shale or
3rd. slate) Duration: Concentration, up to 1
minute
DRYAD’S KISS
You cause earth and stone to rise up beneath your
3rd-level conjuration feet, lifting you up to 5 feet. For the duration, you can
Casting Time: 1 action use your movement to cause the slab to skim along
Range: 120 feet the ground or other solid, horizontal surface at a
Components: V, M (a flower petal or a drop of speed of 60 feet. This movement ignores difficult
blood) Duration: Concentration, up to 1 minute terrain. If you are pushed or moved against your will
You perform an ancient incantation that summons flora by any means other than teleporting, the slab moves
from the fey realm. A creature you can see within with you.
range is covered with small, purple buds and takes Until the end of your turn, you can enter the space of
3d8 necrotic damage; a successful Wisdom saving a creature up to one size larger than yourself when
throw negates the damage but doesn’t prevent the you take the Dash action. The creature must make a
plant growth. The buds can be removed by the target Strength saving throw. It takes 4d6 bludgeoning
or an ally of the target within 5 feet who uses an damage and is knocked prone on a failed save, or
action to make a successful Intelligence (Nature) or takes half as much damage and isn’t knocked prone
Wisdom (Medicine) check against your spell save DC, on a succesful one.
or by a greater restoration or blight spell. While the
buds remain, whenever the target takes damage from EARTH WAVE
a source other than this spell, one bud blossoms into a 5th-level transmutation
purple and yellow flower that deals an extra 1d8 Casting Time: 1 action
necrotic damage to the target. Once four blossoms Range: Self (15-foot radius)
have formed in this way, the buds can no longer be Components: V, S
removed by nonmagical means. The buds and Duration: Concentration, up to 8 hours
blossoms wilt and fall away when the spell ends,
You command the earth beneath your feet to rise and
provided the creature is still alive.
surge forward, carrying you and your companions
If a creature affected by this spell dies,
where you bid while rolling over enemies and
sweet-smelling blossoms quickly cover its body.
obstacles in your path. The earth rises in a
The flowers wilt and die after one month.
15-foot-high, 15-foot-radius swell that can carry you
At Higher Levels. If this spell is cast using a spell slot and up to eight other Medium creatures, propelling
of 5th level or higher, the number of targets you in whatever direction you choose at a rate of up
increases by one for every two slot levels above 3rd. to 90 feet per round. You use a bonus action to
direct the wave each round. Your movement is
EARS OF THE BAT limited to the surface of the wave to maintain control.
3rd-level transmutation If you move off the wave, it continues on the same
Casting Time: 1 action course you directed it, then the spell ends at the
Range: Self beginning of your next turn.
Components: V, S, M (a bit of bat fur) Natural obstacles do not impede the spell’s
Duration: Concentration, up to 1 hour movement; trees, rocks, and other natural obstacles
simply rise up and around the swell and settle back
You gain the keen hearing and echolocation abilities
into place behind it. The wave can travel up or down
of a bat. For the duration of the spell, you have
natural slopes with angles as great as 60 degrees.
advantage on Wisdom (Perception) checks that rely
on hearing, and you gain blindsight out to a range of You can direct the wave to surge over man-made
60 feet. obstacles and creatures in its path. The swell washes
over walls and other manufactured obstacles up to 15
You cannot use the blindsight ability while deafened.
feet high and 10 feet thick with no loss of movement,
While the spell is in effect, you have disadvantage on
dealing 6d6 bludgeoning damage to an object as it
saving throws against spells and effects that deal
passes. Resolve this damage against larger, rigid
thunder damage.
objects, such as walls, vehicles, or other similar
EARTHSKIMMER structures; smaller or malleable objects
4th-level transmutation
Casting Time: 1 action
SPELL DESCRIPTIONS 65
such as unsecured ropes or cloth are simply buried
When you hit a creature with a melee weapon attack,
by the swell’s passing. Larger objects are subject to
you can use a bonus action to cast echoes of steel.
the damage, but the wave cannot move over them
All creatures
unless the damage is enough to destroy the object.
you designate within 30 feet of you take thunder
Creatures of Large size or smaller in the path of the damage equal to the damage from the melee attack,
wave take 6d6 bludgeoning damage and are buried.
or half as much damage with a successful Constitution
Buried creatures are considered restrained and must
saving throw.
hold their breath or begin to suffocate. A creature in
the path of the wave can make a Dexterity saving EIDETIC MEMORY
throw against your spell save DC. On a successful
5th-level transmutation (ritual)
save, the creature takes half as much damage and
avoids being buried. Each round, a buried creature Casting Time: 1 action
can use an action to make a Strength check against Range: Self
your spell save DC to dig itself out. Components: V, S, M (a string tied in a
You can cast earth wave only when standing on knot) Duration: Concentration, up to 1 hour
natural earth or stone. The spell can be cast When you cast this spell, you can recall any piece of
underground, but not inside buildings unless they information you’ve ever read or heard in the past.
have no floor. This ability translates into a +10 bonus on
Intelligence checks for the duration of the spell.
EARWORM MELODY
1st-level enchantment ELEMENTAL HORNS
Casting Time: 1 action 2nd-level evocation (labyrinth)
Range: 30 feet Casting Time: 1 action
Components: V, S Range: Touch
Duration: Concentration, up to 1 minute Components: V, S, M (a brass wand)
Duration: Concentration, up to 1 minute
You sing or play a catchy tune that only one
creature of your choice within range can hear. The target of this spell must be a creature that has
Unless the creature makes a successful Wisdom horns, or the spell fails. Elemental horns causes the
saving throw, the verse becomes ingrained in its touched creature’s horns to crackle with elemental
head. If the target is concentrating on a spell, it energy. Select one of the following energy types
must make a Constitution check with when casting this spell: acid, cold, fire, lightning, or
disadvantage against your spell save DC in order radiant. The creature’s gore attack deals 3d6
to maintain concentration. damage of the chosen type in addition to any other
For the spell’s duration, the target takes 2d4 damage the attack normally deals.
psychic damage at the start of each of its turns as Although commonly seen among tieflings and
the melody plays over and over in its mind. The minotaurs, this spell is rarely employed by other
target repeats the saving throw at the end of each races. At Higher Levels. When you cast this spell
of its turns, ending the effect on a success. On a using a spell slot of 3rd level or higher, the damage
failed save, the target must also repeat the increases by 2d6 for each slot level above 2nd.
Constitution check with disadvantage if it is
concentrating on a spell. ENCRYPT / DECRYPT
At Higher Levels. If you cast this spell using a spell slot Alteration cantrip
of 2nd level or higher, the damage increases by 1d4 for Casting Time: 1 action
each slot level above 1st. Range: Touch
Components: V, S
ECHOES OF STEEL Duration: Instantaneous
4th-level evocation By touching a page of written information, you can
Casting Time: 1 bonus action encode its contents. All creatures that try to read the
Range: Self (30-foot radius) information when its contents are encoded see the
Components: S markings on the page as nothing but gibberish. The
Duration: Concentration, up to 1 minute effect ends when either encrypt / decrypt or dispel
magic is cast on the encoded writing, which turns it
back into its normal state.

66 SPELL DESCRIPTIONS
ENDOW ATTRIBUTE its damage is halved before applying the effects of
4th-level transmutation saving throws, resistance, and other factors.
Casting Time: 1 action ENERGY FOREKNOWLEDGE
Range: Touch 4th-level divination
Components: V, S, M (a ring worth at least 200 Casting Time: 1 reaction, which you take when you
gp, which the spell consumes) are the target of a spell that deals cold, fire, force,
Duration: Concentration, up to 1 hour lightning, necrotic, psychic, radiant, or thunder
damage Range: Self
You touch a creature with a ring that has been etched
Components: V, S
with symbols representing a particular ability
Duration: Instantaneous
(Strength, Dexterity, and so forth). The creature must
make a successful Constitution saving throw or lose When you cast this spell, you gain resistance to every
one-fifth (rounded down) of its points from that ability type of energy listed above that is dealt by the spell
score. Those points are absorbed into the ring and hitting you. This resistance lasts until the end of your
stored there for the spell’s duration. If you then use an next turn. At Higher Levels: When you cast this spell
action to touch the ring to another creature on a later using a spell slot of 5th level or higher, you can
turn, the absorbed ability score points transfer to that include one additional ally in its effect for each slot
creature. Once the points are transferred to another level above 4th. Affected allies must be within 15 feet
creature, you don’t need to maintain concentration on of you.
the spell; the recipient creature retains the transferred
ability score points for the remainder of the hour. ENHANCE FAMILIAR
The spell ends if you lose concentration before the 2nd-level transmutation (ritual)
transfer takes place, if either the target or the recipient Casting Time: 1 action
dies, or if either the target or the recipient is affected Range: 30 feet
by a successful dispel magic spell. When the spell Components: V, S, M (a pinch of powdered
ends, the ability score points return to the original iron) Duration: Concentration, up to 1 hour
owner. Before then, that creature can’t regain the
You temporarily imbue your familiar with power,
stolen attribute points, even with greater restoration or
making it larger, tougher, and more vicious. While the
comparable magic. At Higher Levels. If you cast this
spell lasts, your familiar has all the statistics of the
spell using a spell slot of 7th or 8th level, the duration
giant version of its type, except for the fish (quipper),
is 8 hours. If you use a 9th-level spell slot, the
which has the statistics of a reef shark. Your familiar
duration is 24 hours.
retains all its special abilities as described in the find
familiar spell.
ENERGY ABSORPTION
If your familiar drops to 0 hit points and disappears,
5th-level abjuration or you dismiss your familiar, the spell ends, and your
Casting Time: 1 action familiar is returned to its normal form when you next
Range: Touch summon it. At Higher Levels. When you cast this spell
Components: V, S using a spell slot of 4th level or higher, its duration is 1
Duration: Concentration, up to 1 minute hour and does not require concentration. When you
A creature you touch has resistance to acid, cold, cast this spell using a spell slot of 6th level or higher,
fire, force, lightning, and thunder damage until the the duration increases to 24 hours.
spell ends. If the spell is used against an unwilling
creature, you must make a melee spell attack with a ENTOMB
reach of 5 feet. If the attack hits, for the duration of 6th-level transmutation
the spell the affected creature must make a saving Casting Time: 1 action
throw using its spellcasting ability whenever it casts Range: 90 feet
a spell that deals one of the given damage types. On Components: V, S, M (a chip of granite)
a failed save, the spell is not cast but its slot is
Duration: 8 hours
expended; on a successful save, the spell is cast but
trapped inside the stone tomb. The tomb is airtight,
You cause slabs of rock to burst out of the ground or
with enough air for a single Medium or Small creature
other stone surface to form a hollow, 10-foot cube
to breathe for 8 hours. If
within range. A creature inside the cube when it forms
must make a successful Dexterity saving throw or be

SPELL DESCRIPTIONS 67
more than one creature is trapped inside, divide the and similar spells.
time evenly between all the occupants. A Large The aura does not detect as magical or poison, and
creature counts as four Medium creatures. If the is invisible, odorless, and intangible (though the
creature is still trapped inside when the air runs out, it spell’s presence can be detected on the original
begins to suffocate. target). Protection from poison negates the spell’s
The tomb has AC 18 and 50 hit points. It is resistant to effects on targets but will not dispel the aura. A foot of
fire, cold, lightning, bludgeoning, and slashing metal or stone, two inches of lead, or a force effect
damage, is immune to poison and psychic damage, such as mage armor or wall of force will block it.
and is vulnerable At Higher Levels. When you cast this spell using a
to thunder damage. When reduced to 0 hit points, spell slot of 6th level or higher, the aura lasts 1
the tomb crumbles into harmless powder. minute longer and the poison damage increases by
1d6 for each slot level above 5th.
ENUMERATE
Divination cantrip EXCEPTIONAL WIT
Casting Time: 1 action Transmutation cantrip
Range: 30 feet Casting Time: 1 action
Components: V Range: Touch
Duration: Instantaneous Components: V, S
You are able to divine the exact amount of a number of Duration: Concentration, up to 1 minute
like objects in a 10-foot-cube centered on a point You touch a willing creature. Once before the spell
within range. You can be general (“How many coins in ends, the target can roll a d6 and add the result to one
this chest?”) or specific (“How many silver coins in this Intelligence check of its choice. It can roll the die
chest?”) but can receive only one number as a before or after making the check. The spell then ends.
response from the casting of this spell. If, for example,
you want to know the number of coins of each EXTRACT KNOWLEDGE
denomination in a chest, you must cast the spell anew 6th-level necromancy (ritual)
for each type of coin to be counted (copper, silver,
Casting Time: 1 action
gold, and so forth).
Range: Touch
Components: V, S, M (a blank page)
ESSENCE INSTABILITY
Duration: Instantaneous
5th-level transmutation
By touching a recently deceased corpse, you gain one
Casting Time: 1 action
specific bit of knowledge from it that was known to the
Range: 120 feet
creature in life. You must form a question in your mind
Components: V, S
as part of casting the spell; if the corpse has an
Duration: 1 minute answer to your question, it reveals the information to
You cause the target to radiate a harmful aura. Both you telepathically. The answer is always brief—no
the target and every creature beginning or ending its more than a sentence— and very specific to the
turn within 20 feet of the target suffer 2d6 poison framed question. It doesn’t matter whether the
damage per round. The target can make a creature was your friend or enemy; the spell compels
Constitution saving throw each round to negate the it to answer in any case.
damage and end the affliction. Success means the
target no longer takes damage from the aura, but the EXUDE ACID
aura still persists around the target for the full 2nd-level transmutation
duration.
Casting Time: 1 action
Creatures affected by the aura must make a Range: Self
successful Constitution saving throw each round to
Components: V
negate the damage. The aura moves with the
Duration: Concentration, up to 10 minutes
original target and is unaffected by gust of wind
round on your turn, as if you had made a successful
You cause your body to produce a caustic acid. You
attack. If you are grappled by a creature, or restrained
and anything you were holding or carrying when the
or immobilized by physical means (ropes, chains, or
spell is cast is immune to the acid. While the spell is
similar restraints), the creature or the restraints takes
active, you can make a melee attack roll against a
the acid damage each round.
target, dealing 4d4 acid damage on a hit. If you are
grappling a creature, it takes the acid damage every

68 SPELL DESCRIPTIONS
FAULT LINE however, shift up, down, or sideways 5 feet per round
as if caught by a gust, allowing the creature to aim for
6th-level evocation
an open window or doorway, to avoid a flame, or to
Casting Time: 1 action steer around an animal or another creature. When the
Range: Self (60-foot line) spell ends, the feather settles gently to the ground and
Components: V, S transforms back into the original creature.
Duration: Permanent At Higher Levels. When you cast this spell using a
The ground thrusts sharply upward along a spell slot of 3rd level or higher, two additional
5-foot-wide, 60-foot-long line that you designate. All creatures can be transformed per slot level above
spaces affected by the spell become difficult terrain. 2nd.
In addition, all creatures in the affected area are
knocked prone and take 8d6 bludgeoning damage. FEY CROWN
Creatures that make a successful Dexterity saving 5th-level abjuration
throw take half as much damage and are not knocked Casting Time: 1 action
prone. This spell doesn’t damage permanent Range: Self
structures.
Components: V, S, M (five flowers of different
colors) Duration: 1 hour
FEATHER FIELD
By channeling the ancient wards of the Seelie Court,
1st-level abjuration
you create a crown of five flowers on your head. While
Casting Time: 1 reaction, which you take when you
wearing this crown, you have advantage on saving
are targeted by a ranged attack from a magic
throws against spells and other magical effects and
weapon but before the attack roll is made
are immune to being charmed. As a bonus action, you
Range: Self
can choose a creature within 30 feet of you (including
Components: V, S, M (fletching from an yourself). Until the end of its next turn, the chosen
arrow) Duration: 1 round creature is invisible and has advantage on saving
A magical barrier of chaff in the form of feathers throws against spells and other magical effects. Each
appears and protects you. Until the start of your next time a chosen creature becomes invisible, one of the
turn, you have a +5 bonus to AC against ranged blossoms in the crown closes. After the last of the
attacks by magic weapons. blossoms closes, the spell ends at the start of your
At Higher Levels. When you cast feather field using next turn and the crown disappears.
a spell slot of 2nd level or higher, the duration is At Higher Levels. When you cast this spell using a
increased by 1 round for each slot level above 1st. spell slot of 6th level or higher, the crown can have
one additional flower for each slot level above 5th.
FEATHER TRAVEL One additional flower is required as a material
2nd-level transmutation component for each additional flower in the crown.
Casting Time: 1 action
Range: Touch FEY GLAMER
Components: V, M (a feather) 1st-level illusion
Duration: Concentration, up to 1 hour Casting Time: 1 action
The target of feather travel (along with its clothing and Range: Touch
other gear) transforms into a feather and drifts on the Components: V, S, M (a pinch of powdered
wind. The drifting creature has a limited ability to mica) Duration: Concentration, up to 10
control its travel. It can move only in the direction the minutes
wind is blowing and at the speed of the wind. It can, You lay a glamer upon a touched creature that
makes it more interesting, attractive, and Components: V, S, M (a freshly dug up tree root that
compelling. For the duration of the spell, the target is consumed by the spell)
has advantage on all Charisma checks. Duration: Instantaneous
You touch one willing creature or make a melee spell
FIND KIN
attack against an unwilling creature, which is entitled
1st-level divination (ritual) to a Wisdom saving throw. On a failed save, or
Casting Time: 1 action automatically
Range: touch

SPELL DESCRIPTIONS 69
if the target is willing, you learn the identity,
appearance, and location of one randomly selected FIREWALK
living relative of the target. 6th-level transmutation
Casting Time: 1 action
FIRE DARTS
Range: Touch
2nd-level evocation Components: V, S
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: 20 feet
The creature you cast firewalk on becomes
Components: V, S, M (a fire the size of a small immune to fire damage. In addition, that
campfire or larger)
creature can walk along any burning surface,
Duration: Instantaneous such as a burning wall or burning oil spread on water,
When this spell is cast on any fire that’s at least as as if it were solid and horizontal. Even if there is no
large as a small campfire or cooking fire, three other surface to walk on, the creature can walk along
darts of flame shoot out from the fire toward the tops of the flames.
creatures within 30 feet of the fire. Darts can be At Higher Levels: When you cast this spell using a
directed against the same or spell slot of 7th level or higher, two additional
separate targets as the caster chooses. Each dart creatures can be affected for each slot level above
deals 4d6 fire damage, or half as much damage if its 6th.
target makes a successful Dexterity saving throw.
At Higher Levels. When you cast this spell using a FIST OF IRON
spell slot of 3rd level or higher, the damage Transmutation cantrip (clockwork)
increases by 1d6 for each slot level above 2nd. Casting Time: 1 action
Range: Self
FIRE UNDER THE TONGUE Components: V, S
1st-level transmutation Duration: Concentration, up to 1 minute
Casting Time: 1 action You transform your
Range: 5 feet naked hand into
Components: V, S iron. Your
Duration: 24 hours unarmed attacks
You can ingest a nonmagical fire up to the deal 1d6
size of a normal campfire that is within bludgeoning
range. The fire is stored harmlessly in damage and are
your mouth and considered
dissipates without effect if it is not used
before the spell ends. You can spit out the
stored fire as an action. If you try to hit a
particular target, then treat this as a ranged
attack with a range of 5 feet. Campfire-sized
flames deal 2d6 fire damage, while torch-sized
flames deal 1d6 fire damage. Once you have
spit it out, the fire goes out immediately unless
it hits flammable material that can keep it fed.
magical.

70 SPELL DESCRIPTIONS
FLAME WAVE 3rd-level transmutation
4th-level evocation Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Self (40-foot cone) Components: V, S
Components: V, S, M (a drop of tar, pitch, or Duration: Concentration, up to 1 hour
oil) Duration: Instantaneous A willing creature you touch becomes as thin as a
A rushing burst of fire rips out from you in a rolling sheet of paper until the spell ends. Anything the
wave, filling a 40-foot cone. Each creature in the area target is wearing or carrying is also flattened. The
must make a Dexterity saving throw. A creature takes target can’t cast spells or attack, and attack rolls
6d8 fire damage and is pushed 20 feet away from you against it are made with disadvantage. It has
on a failed save; on a successful save, the creature advantage on Dexterity (Stealth) checks while next
takes half as much damage and isn’t pushed. to a wall or similar flat surface. The target can move
through a space as narrow as 1 inch without
At Higher Levels. When you cast this spell using a
squeezing. If it occupies the same space as an
spell slot of 5th level or higher, the damage
object or a creature when the spell ends, the
increases by 1d8 for each slot level above 3rd.
creature is shunted to the nearest unoccupied space
and takes force damage equal to twice the number
FLESH TO PAPER
of feet it was moved. At Higher Levels. When you have advantage on Dexterity (Stealth) checks to hide.
cast this spell using a spell slot of 4th level or higher, While hidden in a forest, you have advantage on your
you can target one additional creature for each slot next initiative roll. The spell ends if you attack or cast
level above 3rd. a spell.
At Higher Levels. When you cast this spell using a
FOG OF WAR spell slot of 2nd level or higher, you can affect one
4th-level illusion additional creature for each slot level above 1st. The
Casting Time: 1 action spell ends if you or any other target of this spell
Range: 60 feet attacks or casts a spell.
Components: V, S
Duration: Concentration, up to 1 minute FOREST NATIVE

You cloud the minds of your opponents, hindering their 1st-level transmutation
perception of the battlefield and veiling reality with Casting Time: 1 action
twisted illusions. You can affect up to six creatures Range: Touch
within range. While the spell is in effect, targeted Components: V, S, M (a clump of soil from a
creatures in the area have disadvantage on Wisdom forest) Duration: 1 hour
(Perception) checks made to locate enemies. While in a forest, you touch a willing creature and
If a targeted creature makes an attack against a infuse it with the forest’s energy, creating a bond
creature that has at least one other creature adjacent between the creature and the environment. For the
to it—friend or foe—the targeted creature must roll a duration of the spell, as long as the creature remains
d20. On an 11 or higher, its attack is applied to the within the forest, its movement is not hindered by
adjacent creature instead (roll randomly to determine difficult terrain composed of natural vegetation. In
the new target if there is more than one adjacent addition, the creature has advantage on saving throws
creature) and deals damage as normal if it hits. Each against environmental effects such as excessive heat
round, a targeted creature can make a Wisdom or cold or high altitude.
saving throw. On a successful save, the creature is
unhindered by the spell for that round. FOREST OF SPEARS
5th-level evocation
FOREST AFFINITY
Casting Time: 1 action
1st-level illusion Range: 120 feet
Casting Time: 1 action Components: V, S, M (a sliver of stone)
Range: Self Duration: Concentration, up to 1 minute
Components: S, M (a raven’s feather or a bit
A forest of stone spears rises up from the ground in a
of panther fur)
30-foot radius around a point you designate within
Duration: Concentration, up to 1 hour
range.
The forest floor swirls and shifts around you,
welcoming you into its embrace. While in a forest, you

SPELL DESCRIPTIONS 71
Creatures in the area take 5d8 piercing damage and spears takes 15 damage, that’s enough to free a
are restrained. A successful Dexterity saving throw restrained creature or clear the section of spears.
reduces the damage by half and negates the
restrained condition. A creature that starts its turn in FOREST SANCTUARY
the area and is already restrained by the spears takes 9th-level abjuration
an extra 2d8 damage from the pain of being held aloft Casting Time: 1 minute
as well as bleeding from its wounds. A creature Range: 300 feet
restrained by the spears can use its action to make a
Components: V, S, M (a bowl of fresh rainwater and
Strength or Dexterity check (its choice) against your a tree branch)
spell save DC. On a successful save, it frees itself.
Duration: 24 hours
For the duration of the spell, the area is difficult
While in a forest, you create a protective, 200-foot
terrain. The spears (AC 14) can be damaged; they
cube centered on a point you can see within range.
are immune to piercing damage and have resistance
The atmosphere inside the cube has the lighting,
to bludgeoning and slashing damage from
temperature, and moisture that is most ideal for the
nonmagical attacks. If a 5-foot square section of
forest, regardless of the lighting or weather outside the
area. The cube is transparent, and creatures and bludgeoning, piercing, and slashing damage
objects can move freely through it. The cube protects and to one other damage type of your
the area inside it from storms, strong winds, and choice.
floods, including those created by magic such as • You gain a Multiattack action option, allowing you
control weather, control water, or meteor swarm. Such to make two slam attacks and a bite.
spells can’t be cast while the spellcaster is in the cube.
• Your ability scores change to reflect your new form,
You can create a permanently protected area as shown in the stat block.
by casting this spell at the same location every
You remain in this form until you stop concentrating
day for one year.
on the spell or until you drop to 0 hit points, at which
time you revert to your natural form.
FORM OF THE GODS
9th-level transmutation AVATAR FORM
Casting Time: 1 action Large
Range: Self Armor Class 17
Components: V, S, M (a holy symbol) Hit Points 189 (18d10 + 90)
Duration: Concentration, up to 1 hour Speed 30 ft.

By drawing on the energy of the gods, you


STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 20 (+5)
can temporarily assume the form of your 18 (+4) 16 (+3) 20 (+5)
patron’s avatar. Form of the gods transforms
you into an entirely new shape and brings Damage Resistances bludgeoning, piercing, and
about the following changes (summarized slashing from nonmagical attacks, plus one additional
below and in the avatar form stat block). type Senses darkvision 60 ft., passive Perception 13
• Your size becomes Large, unless you were Languages speaks all languages known in previous
already at least that big. form Challenge 18 (20,000 XP)
• You gain resistance to nonmagical

72 SPELL DESCRIPTIONS
Awesome Presence. Each creature of your choice within 60 feet of you must succeed on a DC 17 Wisdom saving
throw or become frightened for 1 minute. A frightened
creature repeats the saving throw at the end of each of its
3rd-level conjuration
turns, ending the effect on itself on a successful save. Casting Time: 1 action
Once a creature makes a successful saving throw, that Range: 100 feet
creature is immune to your Awesome Presence for 24 Components: V, S
hours.
Duration: Concentration, up to 5 minutes
ACTIONS
The spell creates a 20-foot-radius sphere of mist
Multiattack. You make two slam attacks and one bite
similar to a fog cloud spell centered on a point you
attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,
can see within range. The cloud spreads around
one creature. Hit: 14 (2d8 + 5) piercing damage.
corners, and the area it occupies is heavily obscured.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one creature. Hit: 16 (2d10 + 5) bludgeoning A wind of moderate or greater velocity (at least 10
damage. miles per hour) disperses it in 1 round. The fog is
freezing cold; any creature that ends its turn in the
FORTITUDE area must make a Constitution saving throw. It
Transmutation cantrip takes 2d6 cold damage and gains one level of
exhaustion on a failed save, or takes half as much
Casting Time: 1 action
damage and no exhaustion on a successful one.
Range: Touch
Components: V, S At Higher Levels. When you cast this spell using a
Duration: Concentration, up to 1 minute spell slot of 4th level or higher, the damage
increases by 1d6 for each slot level above 3rd.
You touch a willing creature. Once before the spell
ends, the target can roll a d6 and add the result to
FROZEN RAZORS
one Constitution check of its choice. It can roll the
die before or after making the check. The spell then 3rd-level evocation
ends. Casting Time: 1 action
Range: 90 feet
FRAILTY Components: V, S, M (water from a melted
Necromancy cantrip icicle) Duration: Concentration, up to 1 minute
Casting Time: 1 action Razor-sharp blades of ice erupt from the ground or
Range: 30 feet other surface, filling a 20-foot cube centered on a
Components: V, S point you can see within range. For the duration, the
Duration:1 minute area is lightly obscured and is difficult terrain. A
creature that moves more than 5 feet into or inside
You temporarily inhibit the vital force of a creature
the area on a turn takes 2d6 slashing damage and
within range. If the target makes a successful
3d6 cold damage, or half as much damage if it makes
Constitution saving throw, the spell is ineffective. On a
a successful Dexterity saving throw. A creature that
failed save, the next time the creature makes a
takes cold damage from frozen razors is reduced to
Constitution check before the spell ends, roll a d6 and
half speed until the start of its next turn.
subtract the result from the roll. The spell then ends.

FREEZING FOG
SPELL DESCRIPTIONS 73
At Higher Levels. When you cast this spell using a Casting Time: 1 action
spell slot of 4th level or higher, the damage Range: Self (60-foot cone)
increases by 1d6 for each slot level above 3rd. Components: V, S, M (a handful of gears and
sprockets worth 5 gp)
FURIOUS HOOVES Duration: Instantaneous
2nd-level transmutation (labyrinth) You create a burst of magically propelled gears. Each
Casting Time: 1 action creature within a 60-foot cone takes 3d8 slashing
Range: Touch damage, or half as much damage with a successful
Components: V, S, M (a nail) Dexterity saving throw. Constructs have disadvantage
Duration: Concentration, up to 1 minute on the saving throw.
You enhance the feet or hooves of a creature you
touch, imbuing it with power and swiftness. The target GHOUL KING’S CLOAK
doubles its walking speed or increases it by 30 feet, 8th-level transmutation
whichever addition is smaller. In addition to any Casting Time: 1 action
attacks the creature can normally make, this spell Range: Touch
grants two hoof attacks, each of which deals Components: V
bludgeoning damage equal to 1d6 + plus the target’s Duration: Concentration, up to 1 minute
Strength modifier (or 1d8 if the target of the spell is
You touch a creature, giving it some of the power of a
Large). For the duration of the spell, the affected
ghoul king. The target gains the following benefits for
creature automatically deals this bludgeoning damage
the duration:
to the target of its successful shove attack.
• Its Armor Class increases by 2, to a maximum of 20.
GEAR BARRAGE • When it uses the Attack action to make a melee
2nd-level conjuration (clockwork) weapon attack or a ranged weapon attack, it can
make one additional attack of the same kind. or a silver coin)
• It is immune to necrotic damage and radiant Duration: 24 hours
damage. • It can’t be reduced to less than 1 hit You grant a touched creature a limited gift of luck.
point. While the spell lasts, the target can gain advantage
At Higher Levels. When you cast this spell using a 9th on any three rolls of its choice. Once three rolls
level spell slot, the spell lasts for 10 minutes and have been affected by the gift of luck, the spell
doesn’t require concentration. ends.
At Higher Levels. When you cast this spell using
GIANT’S JEST a spell slot of 3rd level or higher, you can target
one additional creature for each slot level above
4th-level transmutation
2nd.
Casting Time: 1 action
Range: 25 feet
GIFT OF RESILIENCE
Components: V, S
Duration: 1 minute 2nd-level enchantment
Casting Time: 1 action
This spell enlarges a weapon or other object that you
Range: Touch
can see within range, temporarily making it sized for a
Components: V, S
Gargantuan creature. The object is twelve times
heavier than its original weight and in most Duration: 24 hours, or until the target attempts a third
death saving throw
circumstances cannot be used effectively by Huge or
smaller creatures. The object retains its usual qualities A willing creature you touch has advantage on the
(including magical powers and effects) and returns to first three death saving throws it attempts before the
normal size when the spell ends. duration of the spell expires.
At Higher Levels. When you cast this spell using a
GIFT OF LUCK spell slot of 5th, 6th, or 7th level, the maximum
2nd-level divination (ritual) duration increases to 48 hours. When you cast this
Casting Time: 1 action spell using a spell slot of 8th or 9th level, the
Range: Touch maximum duration increases to 72 hours.
Components: V, S, M (a four-leaf clover, a pair of dice,

74 SPELL DESCRIPTIONS
GIRD THE SPIRIT Components: V, S, M (a pinch of powdered
1st-level abjuration iron) Duration: Concentration, up to 10
Casting Time: 1 reaction, which you take when you or minutes
a creature within 30 feet of you is hit by an attack You lay a glamer upon a touched creature that makes it
from an undead creature easily overlooked and forgettable. For the duration of
Range: 30 feet the spell, any Wisdom (Perception) checks to notice
Components: V, S the target, or any ability checks made to recall details
Duration: 1 minute about the target or any interactions with it, are made
Your magic protects the target creature from the with disadvantage. The target gains advantage on
life sapping energies of the undead. For the Dexterity (Stealth) checks, but has disadvantage on
duration, the target has immunity to effects from any Charisma checks made while under the glamer.
undead creatures
that reduce its ability scores, such as a shadow’s GLIDING STEP
Strength Drain, or its hit point maximum, such as a 1st-level abjuration
specter’s Life Drain. This spell doesn’t prevent Casting Time: 1 action
damage from those attacks; it prevents only the Range: Self
reduction in ability score or hit point maximum. Components: V, S
Duration: 10 minutes
GLAMER OF MUNDANITY
Provided you’re not carrying more of a load than
1st-level illusion your carrying capacity permits, you can walk on the
Casting Time: 1 action surface of snow rather than wading through it, and
Range: Touch
you ignore its effect on movement. Ice supports your
2nd-level conjuration
weight no matter how thin it is, and you can travel on
Casting Time: 10 minutes
ice as if you were wearing ice skates. You still leave
Range: Touch
tracks normally while under these effects.
Components: V, S, M (powdered diamond worth at
At Higher Levels. When you cast this spell using a least 50 gp, which the spell consumes)
spell slot of 2nd level or higher, the duration
Duration: 24 hours
increases by 10 minutes for each slot level above
1st. You create a hidden glyph by tracing it on a surface or
GLOOMWROUGHT BARRIER object that you touch. When you cast the spell, you can
3rd-level conjuration also choose a location that’s known to you, within 5
miles, and on the same plane of existence, to serve as
Casting Time: 1 action
the destination for the glyph’s shifting effect.
Range: 100 feet
The glyph is triggered when it’s touched by a
Components: V, S, M (a piece of obsidian)
creature that’s not aware of its presence. The
Duration: Concentration, up to 1 minute
triggering creature must make a successful
When you cast this spell, you erect a barrier of energy Wisdom saving throw or be teleported to the
drawn from the realm of death and shadow. This glyph’s destination. If no destination was set, the
barrier is a wall 20 feet high and 60 feet long, or a ring creature takes 4d4 force damage and is knocked
20 feet high and 20 feet in diameter. The wall is prone.
transparent when viewed from one side of your choice The glyph disappears after being triggered or when
and translucent— lightly obscuring the area beyond the spell’s duration expires.
it—from the other. A creature that tries to move
At Higher Levels. When you cast this spell using a
through the wall must make a successful Wisdom
spell slot of 3rd level or higher, its duration
saving throw or stop in front of the wall and become
increases by 24 hours and the maximum distance
frightened until the start of the creature’s next turn,
to the destination increases by 5 miles for each slot
when it can try again to move through. Once a
level above 2nd.
creature makes a successful saving throw against the
wall, it is immune to the effect of this barrier.

GLYPH OF SHIFTING

SPELL DESCRIPTIONS 75
GOAT’S HOOF CHARM affect one additional creature, for each slot level
1st-level transmutation above 1st.
Casting Time: 1 action
GOING IN CIRCLES
Range: Touch
Components: V, S, M (a goat’s hoof) 3rd-level illusion
Duration: 1 minute Casting Time: 10 minutes
Range: Sight
A creature you touch traverses craggy slopes with the
surefootedness of a mountain goat. When ascending a Components: V, S, M (a piece of the target
slope that would normally be difficult terrain for it, the terrain) Duration: 24 hours
target can move at its full speed instead. The target You make natural terrain in a 1-mile cube difficult to
also gains a +2 bonus on Dexterity checks and saving traverse. A creature in the affected area has
throws to prevent falling, to catch a ledge or otherwise disadvantage on Wisdom (Survival) checks to follow
stop a fall, or to move along a narrow ledge. tracks or travel safely through the area, as paths
At Higher Levels. When you cast this spell using through the terrain seem to twist and turn
a spell slot of 2nd level or higher, you can nonsensically. The terrain itself isn’t changed, only
increase the duration by 1 minute, or you can the perception of those inside it. A creature that
succeeds on two Wisdom (Survival) checks while in
the terrain discerns the illusion for what it is and sees GRAIN OF TRUTH
the illusory twists and turns superimposed on the 2nd-level divination (ritual)
terrain. A creature that reenters the area after exiting Casting Time: 1 action
it before the spell ends is affected by the spell even if Range: Self
it previously succeeded in traversing the terrain. A
Components: V, S
creature with truesight can see through the illusion
Duration: Instantaneous
and is unaffected by the spell. A creature that casts
find the path automatically succeeds in discovering a You gain a bit of supernatural insight or advice. The
way out of the terrain. first Intelligence or Charisma ability check you make
within 1 minute is made with advantage, and you can
When you cast this spell, you can designate a
include twice your proficiency bonus. At the GM’s
password. A creature that speaks the word as it
discretion, this spell can instead provide a piece of
enters the area automatically sees the illusion and is
general advice equivalent to the benefit of an augury
unaffected by the spell.
spell.
If you cast this spell on the same spot every day
for one year, the illusion lasts until it is dispelled. At Higher Levels. At the GM’s discretion, casting grain
GORDOLAY'S PLEASANT AROMA of truth using a 4th-level spell slot can provide advice
equivalent to a divination spell; a 5th-level spell slot
1st-level transmutation
can provide advice equivalent to a single answer from
Casting Time: 1 action
a commune spell; and a 6th-level spell slot can
Range: 120 feet provide advice equivalent to three answers from a
Components: S, M (a few flower petals or a piece of contact other plane spell.
fruit, which the spell consumes)
Duration: Concentration, up to 1 minute
GRASP OF THE TUPILAK
You create an intoxicating aroma that fills the area 5th-level necromancy
within 30 feet of a point you can see within range.
Casting Time: 1 action
Creatures in this area smell something they find so
Range: Self
pleasing that it’s distracting. Each creature in the
Components: V, S, M (tupilak idol)
area that makes an attack roll must first make a
Duration: 1 hour or until triggered
Wisdom saving throw; on a failed save, the attack is
made with disadvantage. Only a creature’s first This spell functions only against an arcane or divine
attack in a round is affected this way; subsequent spellcaster that prepares spells in advance and that
attacks are resolved normally. On a successful save, has at least one unexpended spell slot of 6th level or
a creature becomes immune to the effect of this lower. If you make a successful melee attack against
particular scent, but they can be affected again by a such a creature before the spell ends, in addition to
new casting of the spell. the usual effect of that

76 SPELL DESCRIPTIONS
attack, the target takes 2d4 necrotic damage and one a higher level than you’re able to use, treat it as of the
or more of the victim’s available spell slots are highest level you can use.
transferred to you, to be used as your own. Roll a d6; Unused stolen spell slots disappear, returning
the result equals the total levels of the slots whence they came, when you take a long rest or
transferred. Spell slots of the highest possible level when the creature you stole them from receives the
are transferred before lower-level slots. benefit of remove curse, greater restoration, or
For example, if you roll a 5 and the target has at least comparable magic.
one 5th-level spell slot available, that slot transfers to
you. If the target’s highest available spell slot is 3rd GREATER ANALYZE DEVICE
level, then you might receive a 3rd-level slot and a 2nd-level divination (clockwork)
2nd-level slot, or a 3rd-level slot and two 1st-level slots Casting Time: 1 hour
if no 2nd-level slot is available. Range: Touch
If the target has no available spell slots of an Components: V, S, M (a set of clockworker's
appropriate level—for example, if you roll a 2 and the
tools) Duration: Instantaneous
target has expended all of its 1st- and 2nd-level spell
slots—then grasp of the tupilak has no effect, including You discover all mechanical properties, mechanisms,
causing no necrotic damage. If a stolen spell slot is of and functions of a single construct, clockwork device,
mechanical trap, or magic item, including how to
activate or deactivate those functions, if appropriate.
2nd-level evocation
Casting Time: 1 action
GREATER MAZE
Range: 100 feet
9th-level conjuration (labyrinth) Components: V, S
Casting Time: 1 action Duration: 1 round
Range: 60 feet
This spell affects any creatures you designate within
Components: V, S range, as long as the group contains an equal number
Duration: Concentration, up to 10 minutes of allies and enemies. If the number of allies and
This spell functions as maze, but the target must make enemies targeted isn’t the same, the spell fails. For
a Dexterity saving throw each time it starts its turn in the duration of the spell, each target gains a +2 bonus
the maze. The target takes 4d6 psychic damage on a on saving throws, attack rolls, ability checks, skill
failed save, or half as much damage on a success. checks, and weapon damage rolls made involving
other targets of the spell. All affected creatures can
Escaping this maze is especially difficult. To do so,
identify fellow targets of the spell by sight. If an
the target must use an action to make a DC 20
affected creature makes any of the above rolls against
Intelligence check. It escapes when it makes its
a non-target, it takes a –2 penalty on that roll.
second successful check.
At Higher Levels. When you cast this spell using a
GREEN MANTLE spell slot of 3rd level or higher, the duration increases
1st-level transmutation by 1 round for each slot level above 2nd.
Casting Time: 1 action
Range: Touch HAMSTRING
Components: V, S, M (a plant from the Evocation cantrip
surrounding terrain) Casting Time: 1 action
Duration: 1 hour Range: 60 feet
You take on the physical characteristics of the terrain Components: S
around you. In a forest, grass and tiny mushrooms Duration: Instantaneous
sprout in your hair, moss beards your chin, and your You create an arrow of eldritch energy and send it at a
flesh takes on the mottled hue of leaf green and bark target you can see within range. Make a ranged spell
brown. In an arctic grassland, gray lichens and the attack against the target. On a hit, the target takes
various shades of boreal grasses cloak your 1d4 force damage, and it can’t take reactions until the
presence. This effect provides a +2 bonus to Stealth end of its next turn.
checks in the appropriate terrain. At Higher Levels. The spell’s damage increases by 1d4 when you
When you cast this spell using a spell slot of 2nd reach 5th level (2d4), 11th level (3d4), and 17th level
level or higher, one additional creature is affected for (4d4).
each slot level above 1st.

GRUDGE MATCH

SPELL DESCRIPTIONS 77
HARD HEART Higher Levels. When you cast this spell using a spell
1st-level enchantment slot of 3rd or 4th level, the duration increases to 1
Casting Time: 1 action hour. If you use a spell slot of 5th level or higher, the
duration is 8 hours.
Range: Touch
Components: V, S, M (an iron key)
HARRY
Duration: 10 minutes
4th-level enchantment
You imbue your touch with the power to make a
creature aloof, hardhearted, and unfeeling. The Casting Time: 1 action
creature you touch as part of casting this spell must Range: 120 feet
make a Wisdom saving throw; a creature can choose Components: V, S, M (a bit of fur from a game
to fail this saving throw unless it’s currently charmed. animal) Duration: Concentration, up to 1 hour
On a successful save, this spell fails. On a failed You instill an irresistible sense of insecurity and terror
save, the target becomes immune to being charmed in the target. The target must make a Wisdom saving
for the duration; if it’s currently charmed, that effect throw. On a failed save, the target has disadvantage
ends. In addition, Charisma checks against the target on Dexterity (Stealth) checks to avoid your notice
are made with disadvantage for the spell’s duration. At and is frightened of
you while you are within its line of sight. While you are destination, instead pacing half-circles around the
within 1 mile of the target, you have advantage on destination until the effect ends, terrified that the pack
Wisdom (Survival) checks to track the target, and the will overcome it if it stops moving. An affected creature
target can’t take a long rest, terrified that you are just can make a Wisdom saving throw at the end of each
around the corner. The target can repeat the saving 4-hour period, ending the effect on itself on a success.
throw once every 10 minutes, ending the spell on a An affected creature moves along the safest
success. available route unless it has nowhere to move, such
On a successful save, the target isn’t affected, and as if it arrives at the edge of a cliff. When an affected
you can’t use this spell against it again for 24 hours. creature can’t safely move in the opposite direction
At Higher Levels. When you cast this spell using a from your chosen direction, it cowers in place,
6th-level spell slot, the duration is concentration, up to defending itself from hostile creatures, but otherwise
8 hours, and the target can repeat the saving throw takes no actions. In such circumstances, the affected
once each hour. When you use a spell slot of 8th creature can repeat the saving throw every minute,
level or higher, the duration is concentration, up to 24 ending the effect on itself on a success. The spell’s
hours, and the target can repeat the saving throw effect is suspended when an affected creature is
every 8 hours. engaged in combat, enabling it to move as
HARRYING HOUNDS necessary to face hostile creatures.
5th-level enchantment At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 6th level or higher, the duration increases
Range: 180 feet by 4 hours for each slot level above 5th. If an affected
Components: V, S, M (a tuft of fur from a hunting creature travels for more than 8 hours, it risks
dog) Duration: 8 hours exhaustion as if on a forced march.

When you cast this spell, choose a direction (north,


HARSH LIGHT OF SUMMER’S GLARE
south, northeast, or the like). Each creature in a
20-foot-radius sphere centered on a point you choose 8th-level enchantment
within range must succeed on a Wisdom saving throw Casting Time: 1 action
when you cast this spell or be affected by it. Range: 90 feet
When an affected creature travels, it travels at a fast Components: V, S
pace in the opposite direction of the one you chose, as Duration: 1 round
it believes a pack of dogs or wolves follows it from the You emit a burst of brilliant light, which bears down
chosen direction. When an affected creature isn’t oppressively upon all creatures within range that can
traveling, it is frightened of your chosen direction. The see you. Creatures with darkvision that fail a
affected creature occasionally hears howls or sees Constitution
glowing eyes in the darkness at the edge of its vision
in that direction. An affected creature will not stop at a

78 SPELL DESCRIPTIONS
saving throw are blinded and stunned. Creatures the weapon deals an extra 6d6 damage of the same
without darkvision that fail a Constitution saving type dealt by the weapon, or half as much damage on
throw are blinded. This is not a gaze attack, and it a miss, as it streaks unerringly toward its target. If this
cannot be avoided by averting one’s eyes or wearing attack reduces the target to 0 hit points, the target has
a blindfold. disadvantage on its next death saving throw, and, if it
dies, it can be restored to life only by means of a true
HEART-SEEKING ARROW resurrection or a wish spell. This spell has no effect on
4th-level transmutation undead or constructs.
Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a
Range: Self spell slot of 5th level or higher, the extra damage on
Components: V a hit increases by 1d6 for each slot level above 4th.
Duration: Concentration, up to 1 minute
HEART TO HEART
The next time you make a ranged weapon attack
during the spell’s duration, the weapon’s 1st-level necromancy
ammunition—or the weapon itself, if it’s a thrown Casting Time: 1 action
weapon—seeks its target’s Range: Touch
vital organs. Make the attack roll as normal. On a hit, Components: V, S, M (a drop of your
blood) Duration: 1 hour
You slow the beating of a willing target’s heart to the
For the duration, you and the creature you touch remain rate of one beat per minute. The creature’s
stable and unconscious if one of you is reduced to 0 hit breathing almost stops. To a casual or brief
points while the other has 1 or more hit points. If you observer, the subject appears dead. At the end of
touch a dying creature, it becomes stable but remains the spell, the creature returns to normal with no ill
effects.
unconscious while it has 0 hit points. If both of you are
reduced to 0 hit points, you must both make death
HEARTSTRIKE
saving throws, as normal. If you or the target regain hit
points, either of you can choose to split those hit points 2nd-level divination
between the two of you if both of you are within 60 feet Casting Time: 1 bonus action
of each other. Range: Self
Components: V, S, M (an arrow, bolt, or other
HEARTACHE missile) Duration: Instantaneous
2nd-level enchantment The spirits of ancient archers carry your missiles
Casting Time: 1 action straight to their targets. You have advantage on
Range: 30 feet ranged weapon attacks until the start of your next turn,
Components: V, S, M (a silver locket) and you can ignore penalties for your enemies having
Duration: Instantaneous half cover or three quarters cover, and for an area
being lightly obscured, when making those attacks.
You force an enemy to experience pangs of unrequited
love and emotional distress. These feelings manifest
HEAVENLY CROWN
with such
intensity that the creature takes 5d6 psychic 6th-level enchantment
damage on a failed Charisma saving throw, or half Casting Time: 1 action
the damage on a successful save. Range: Self (30-foot radius)
At Higher Levels. When you cast this spell using a Components: V, S, M (a small golden crown worth 50
spell slot of 3rd level or higher, you can target an gp) Duration: Concentration, up to 1 minute
additional enemy for each slot level above 2nd. A glowing, golden crown appears on your head and
sheds dim light in a 30-foot radius. When you cast the
HEARTSTOP spell (and as a bonus action on subsequent turns,
2nd-level necromancy (clockwork) until the spell ends), you can target one willing
creature within 30 feet of you that you can see. If the
Casting Time: 1 action
target can hear you, it can use its reaction to make
Range: Touch
one melee weapon attack and then move up to half
Components: V, S
its speed, or vice versa.
Duration: Concentration, up to 10 minutes

SPELL DESCRIPTIONS 79

You might also like