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Level 17 Elf (Mark of Shadow) Wizard, School of Enchantment 225000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Adran Siannodel
Dead Dean
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of


STRENGTH Unarmored (13) 13 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +6
12
SHIELD
AC
Spell Sniper. When you cast a spell that requires you
N
to make an attack roll, the spell’s range is
CIE C

+1 Strength doubled.Your ranged spell attacks ignore half cover


Y
PROFI

+1 and three-quarters cover.


+3 Dexterity

+1 Constitution ARMOR CLASS Alert. You can’t be surprised while you are
conscious.Other creatures don’t gain advantage on
DEXTERITY
✘ +10 Intelligence attack rolls against you as a result of being unseen by
MAXIMUM HIT DICE TEMPORARY

17
you.
✘ +8 Wisdom
85 17d6
+4 Charisma Rally the Dead. Undead creatures under your control
CONDITIONAL have advantage on their attacks rolls against a target if
+3 at least one of their allies is within 5 feet of the
creature, is not incapacitated and is also an undead
creature.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Arcane Recovery. Once per day when you finish a
SAVING THROWS
short rest, you can choose expended spell slots to
13 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
recover. The spell slots can have a combined level that
is equal to or less than 9.
Y
PROFI

RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Enchantment Savant. The gold and time you must
+1 ✘ +10 Arcana (Int) Darkvision spend to copy an enchantment spell into your
spellbook is halved.
+1 Athletics (Str)
INTELLIGENCE Hypnotic Gaze (Action). Choose one creature that you
+4 Deception (Cha)
can see within 5 feet of you. If the target can see or

19 ✘ +10 History (Int) hear you, it must succeed on a Wisdom saving throw
or be charmed by you until the end of your next turn.
✘ +8 Insight (Wis) The charmed creature’s speed drops to 0, and the
✘ +10 Intimidation (Cha) SPEED, SENSES, & CONDITIONS creature is incapacitated and visibly dazed.
+4 +4 Investigation (Int) Instinctive Charm (Reaction). When a creature you
+2 Medicine (Wis) Fey Ancestry. Advantage on saving throws against can see within 30 feet of you makes an attack roll
being charmed, and magic can’t put you to sleep. against you, you can divert the attack, provided that
WISDOM +4 Nature (Int) another creature is within the attack’s range. The
attacker must make a Wisdom saving throw. On a
14 ✘ +8 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 failed save, the attacker must target the creature that
+4 Performance (Cha) hours a day. is closest to it, not including you or itself. If multiple
creatures are closest, the attacker chooses which one
+4 Persuasion (Cha) to target. On a successful save, you can’t use this
+2 +4 Religion (Int)
Cunning Intuition. When you make a Performance feature on the attacker again until you finish a long
or Stealth check, you can roll a d4 and add the rest.
+3 Sleight of Hand (Dex) number rolled to the ability check.
CHARISMA +3 Stealth (Dex) Split Enchantment. When you cast an enchantment
Shape Shadows (1/Long Rest). You know the spell of 1st level or higher that targets only one

18 +2 Survival (Wis) minor illusion cantrip. You can cast the invisibility creature, you can have it target a second creature.
SKILLS spell once with this trait using Charisma as your
spellcasting ability. Alter Memories. When you cast an enchantment spell
to charm one or more creatures, you can alter one
+4 18 PASSIVE PERCEPTION creature’s understanding so that it remains unaware
of being charmed.Once before the spell expires, you
can use your action to try to make the chosen creature
ADVANTAGE forget some of the time it spent charmed. The
creature must succeed on an Intelligence saving throw
INITIATIVE +8 1 Attack / Attack Action RACIAL TRAITS
or lose 4 hours of its memories. You can make the
creature forget less time, and the amount of time
can’t exceed the duration of your enchantment spell.
NAME RANGE ATTACK DAMAGE / TYPE
Staff of the Necromancer 5 ft +7 vs AC 1d6+1 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Elvish, Abyssal, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male Unknown 5'8" 130 lb.
GENDER AGE HEIGHT WEIGHT
Adran Siannodel Red Black Long
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You died and came back. This experience changed you and defines who you are today. The specifics of your death are
up to you, but the following questions and suggestions will help you determine your odd personal history.

Those who ask me about my death quickly learn to How did you die? It probably wasn’t of old age. Spells like raise dead can bring back those who die before old age takes
never ask again. them, but after dying of old age there is almost no magic which can bring a person back to life. Was it combat? An
If I don’t want to do something, I simply don’t do it. accident? A disease?

How long were you dead? Spells like true resurrection allow a character to return from death after as many as 200 years.
How has the world changed politically, technologically, and culturally since your death? What remains of your family,
PERSONALITY TRAITS
friends, and personal life?

Despair. Nothing in life is worth celebrating and What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the
death is the destination we all deserve. (Evil) paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you remember nothing from that time?

Maybe you didn’t completely pass on, but lived life as an undead, such as a ghost or vampire. Why did you become such
IDEAL a being? What acts did you commit that you now regret? Who still thinks of you as a monster?

Finally someone brought you back. Who was it, and why? Maybe it was to face an old enemy. Maybe it was a loved one
I have a great fear of that which killed me. who searched for a long time and sacrificed much to revive you. Maybe you were brought back for a secret only you
knew. How did this person bring you back? Was it straightforward magic? What about a spell like reincarnate, which
could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a
more sinister secret.
BOND

Death isn’t a big deal to me. I’ve died and come


back. People should stop whining.

FLAW BACKGROUND STORY

Spirit Talk
You can connect with the souls of the dead thanks to
the long time you spent dead. You may spend a day
of downtime communicating with the souls to learn
a piece of information by asking a question. The
quality and specifics of the information you get is up
to the DM.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Robe of the Archmagi. This elegant garment is made
[Staff of the Necromancer] 1 4 from exquisite cloth of white, gray, or black and adorned
Robe of the Archmagi 1 — with silvery runes. The robe's color corresponds to the
Boots of Levitation 1 — alignment for which the item was created. A white robe
was made for good, gray for neutral, and black for evil.
You can't attune to a robe of the archmagi that doesn't
correspond to your alignment.
You gain these benefits while wearing the robe:
• If you aren't wearing armor, your base Armor Class
is 15 + your Dexterity modifier.
• You have advantage on saving throws against spells
and other magical effects.
• Your spell save DC and spell attack bonus each
increase by 2.

Staff of the Necromancer. This pale, uneven staff is


made from the fused spinal bones of a young dragon.
While holding this staff, you know all necromancy
cantrips and 1st-level necromancy spells. You always
have them prepared, they don’t count against the
number of spells you have prepared or known, and you
ATTUNED MAGIC ITEMS 1 / 3
can cast them at 1st level without expending a spell slot.
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb They become sorcerer or wizard spells for you (your
choice when you attune to the staff).
The staff has 20 charges. While holding it, you can
expend some of its charges to cast one of the following
spells from it: animate dead (3 charges), create undead
(6 charges), raise dead (5 charges), resurrection (7
charges), or speak with dead (3 charges).
The staff regains 2d8 + 4 expended charges daily at
dusk. If you expend the last charge, roll a d20. On a 1,
the staff emits a mighty howl as it crumbles into white
dust and is lost forever.
COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

4 lb / 180 lb 360 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +10 18 21

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Enchantment

CANTRIPS Animate Skull Blade Ward


Chill Touch Chill Touch Fire Bolt
Grim Scythe

1ST LEVEL 4 SPELL SLOTS Absorb Elements Bone Storm


Cursed with Undeath Death’s Grasp Disguise Self
Grimlore’s Shadowblight Mage Armor Thunderwave

2ND LEVEL 3 SPELL SLOTS Amorphous Form Grimlore’s Shadowgrasp


Misty Step Shadow Armor

3RD LEVEL 3 SPELL SLOTS Fireball Summon Lesser Demons


Vampiric Touch Venom Blast

4TH LEVEL 3 SPELL SLOTS Conjure Shadow Demon Gravity Sinkhole


Polymorph Summon Greater Demon

5TH LEVEL 2 SPELL SLOTS Acid Rain Contact Other Plane


Dominate Person Immolation Infernal Calling

6TH LEVEL 1 SPELL SLOTS Apocalypse Circle of Death


Demon Form Guards and Wards

7TH LEVEL 1 SPELL SLOTS Etherealness Power Word Pain


Simulacrum Teleport

8TH LEVEL 1 SPELL SLOTS Clone Mighty Fortress


Power Word Stun

9TH LEVEL 1 SPELL SLOTS Power Word Kill Time Stop

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Minor Illusion (Mark of Shadow) Toll the Dead (Staff of the Necromancer, Sorcerer)
Spare the Dying (Staff of the Necromancer, Sorcerer) Toll the Dead (Staff of the Necromancer, Sorcerer) Sapping Sting (Staff of the Necromancer, Sorcerer)
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Other Spells

1ST LEVEL False Life (Staff of the Necromancer, Sorcerer) Inflict Wounds (Staff of the Necromancer, Sorcerer)
Ray of Sickness (Staff of the Necromancer, Sorcerer) Cause Fear (Staff of the Necromancer, Sorcerer)
Animate Skull Blade Ward Chill Touch
Necromancy Cantrip Abjuration Cantrip Necromancy Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self RANGE 120 feet
DURATION 1 hour DURATION 1 round DURATION 1 round
COMPONENTS V, S, M (a skull) COMPONENTS V, S COMPONENTS V, S

The saying “Dead men tell no tales.” isn’t always true. You extend your hand and trace a sigil of warding in the air. Until the You create a ghostly, skeletal hand in the space of a creature within
You imbue a skull with necromantic magic, granting it an eerie end of your next turn, you have resistance against bludgeoning, range. Make a ranged spell attack against the creature to assail it
semblance of life. When you cast this spell, you can speak a phrase of piercing, and slashing damage dealt by weapon attacks. with the chill of the grave. On a hit, the target takes 1d8 necrotic
10 words or fewer. Whenever a creature touches the skull or enters a damage, and it can’t regain hit points until the start of your next turn.
space within 5 feet of it, the skull speaks the phrase. You can also Until then, the hand clings to the target. If you hit an undead target,
choose to infuse the skull with malicious energy. When you do, once it also has disadvantage on attack rolls against you until the end of
per turn when a creature other than you touches the skull, it will your next turn. This spell’s damage increases by 1d8 when you reach
snap at them with its teeth. The creature must make a Dexterity 5th level (2d8), 11th level (3d8), and 17th level (4d8).
saving throw. If they fail, they take 1d4 piercing damage. An
animated skull has 6 AC and 1 hit point.
This spell’s piercing damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).

Spellcasting (Wizard) The Compendium of Forgotten Secrets Spellcasting (Wizard) Player’s Handbook Staff of the Necromancer, Sorcerer Player’s Handbook

Fire Bolt Grim Scythe Minor Illusion


Evocation Cantrip Transmutation Cantrip Illusion Cantrip

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 120 feet RANGE Self RANGE 30 feet
DURATION Instantaneous DURATION 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a handful of hay seed and a quarterstaff) COMPONENTS S, M (a bit of fleece)

You hurl a mote of fire at a creature or object within range. Make a For the duration, a spectral blade forms on the end of a quarterstaff You create a sound or an image of an object within range that lasts
ranged spell attack against the target. On a hit, the target takes 1d10 you touch. While this blade lasts, you use your spellcasting ability for the duration. The illusion also ends if you dismiss it as an action or
fire damage. A flammable object hit by this spell ignites if it isn’t instead of Strength for the attack and damage rolls of two-handed cast this spell again. If you create a sound, its volume can range from
being worn or carried. melee attacks. The weapon also becomes magical if it isn’t, it deals a whisper to a scream. It can be your voice, someone else’s voice, a
This spell’s damage increases by 1d10 when you reach 5th level necrotic damage instead of bludgeoning, and its damage die becomes lion’s roar, a beating of drums, or any other sound you choose. The
(2d10), 11th level (3d10), and 17th level (4d10). a d10. The spell ends if you cast it again or if you let go of the sound continues unabated throughout the duration, or you can make
weapon. discrete sounds at different times before the spell ends. If you create
an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Grimlore’s Grimoire Shape Shadows (Mark of Shadow) Player’s Handbook

Sapping Sting Spare the Dying Toll the Dead


Necromancy Cantrip (dunamancy) Necromancy Cantrip Necromancy Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You sap the vitality of one creature you can see in range. The target You touch a living creature that has 0 hit points. The creature You point at one creature you can see within range, and the sound of
must succeed on a Constitution saving throw or take 1d4 necrotic becomes stable. This spell has no effect on undead or constructs. a dolorous bell fills the air around it for a moment. The target must
damage and fall prone. succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
This spell’s damage increases by 1d4 when you reach 5th level the target is missing any of its hit points, it instead takes 1d12
(2d4), 11th level (3d4), and 17th level (4d4). necrotic damage.
The spell’s damage increases by one die when you reach 5th level
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Staff of the Necromancer, Sorcerer Explorer’s Guide to Wildemount Staff of the Necromancer, Sorcerer Player’s Handbook Staff of the Necromancer, Sorcerer Xanathar’s Guide to Everything
Absorb Elements Bone Storm Cause Fear
1st-level abjuration 1st-level conjuration 1st-level necromancy

CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Self (15-foot cone) RANGE 60 feet
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS S COMPONENTS V, S COMPONENTS V

The spell captures some of the incoming energy, lessening its effect You conjure shards of bone to shoot forth from your hand in a 15- You awaken the sense of mortality in one creature you can see within
on you and storing it for your next melee attack. You have resistance foot cone in front of you. Creatures in the area must make a range. A construct or an undead is immune to this effect. The target
to the triggering damage type until the start of your next turn. Also, Dexterity saving throw or take 5d4 piercing damage. must succeed on a Wisdom saving throw or become frightened of
the first time you hit with a melee attack on your next turn, the At Higher Levels. When you cast this spell using a spell slot of 2nd you until the spell ends. The frightened target can repeat the saving
target takes an extra 1d6 damage of the triggering type, and the spell level or higher, the damage increases by 1d4 and the size of the cone throw at the end of each of its turns, ending the effect on itself on a
ends. increases by 5 feet for each spell slot level above 1st. success.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the extra damage increases by 1d6 for each slot level level or higher, you can target one additional creature for each slot
above 1st. level above 1st. The creatures must be within 30 feet of each other
when you target them.

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Grimlore’s Grimoire Staff of the Necromancer, Sorcerer Xanathar’s Guide to Everything

Cursed with Undeath Death’s Grasp Disguise Self


1st-level necromancy 1st-level necromancy 1st-level illusion

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Touch RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You touch a humanoid creature that has at least 1 hit point, placing a Grasping spectral hands sprout from the ground in a 10-foot square You make yourself—including your clothing, armor, weapons, and
curse upon it for 1 minute. If the creature dies while the curse is starting from a point within range. For the duration, these hands turn other belongings on your person—look different until the spell ends
active, it is raised as a zombie under your control (the DM has the the ground in the area into difficult terrain. Creatures ending their or until you use your action to dismiss it. You can seem 1 foot shorter
creature’s game statistics). A remove curse spell ends this effect turn in the area must succeed on a Dexterity saving throw or take or taller and can appear thin, fat, or in between. You can’t change
when cast upon a living creature. 3d6 necrotic damage from the spectral hands. your body type, so you must adopt a form that has the same basic
On each of your turns, you can use a bonus action to mentally At Higher Levels. When you cast this spell using certain higher- arrangement of limbs. Otherwise, the extent of the illusion is up to
command any creature you made with this spell if the creature is level spell slots, the area covered by the spell increases. With a 3rd- you.
within 60 feet of you (issuing the same command to each one if you level slot, the area covered becomes a 20-foot square. With a 5th- The changes wrought by this spell fail to hold up to physical
control multiple creatures). level slot, the area covered becomes a 30-foot square. With a 7th- inspection. For example, if you use this spell to add a hat to your
The creature is under your control for 1 minute, after which it stops level slot, the area covered becomes a 40-foot square. With a 9th- outfit, objects pass through the hat, and anyone who touches it
obeying any command you’ve given it. level slot, the area covered becomes a 50-foot square. would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Spellcasting (Wizard) Grimlore’s Grimoire Spellcasting (Wizard) Grimlore’s Grimoire Spellcasting (Wizard) Player’s Handbook

False Life Grimlore’s Shadowblight Inflict Wounds


1st-level necromancy 1st-level necromancy 1st-level necromancy

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 60 feet RANGE Touch
DURATION 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S COMPONENTS V, S

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 You hurl a ball of dark energy at a target within range. Make a ranged Make a melee spell attack against a creature you can reach. On a hit,
+ 4 temporary hit points for the duration. spell attack against the target. On a hit, the target takes 1d12 the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd necrotic damage and must make a Wisdom saving throw or become At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you gain 5 additional temporary hit points for each frightened of you until the end of your next turn. level or higher, the damage increases by 1d10 for each slot level
slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd above 1st.
level or higher, the damage dealt increases by 1d12 for every two
spell slot levels above 1st.

Staff of the Necromancer, Sorcerer Player’s Handbook Spellcasting (Wizard) Grimlore’s Grimoire Staff of the Necromancer, Sorcerer Player’s Handbook
Mage Armor Ray of Sickness Thunderwave
1st-level abjuration 1st-level necromancy 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 60 feet RANGE Self (15-foot cube)
DURATION 8 hours DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S COMPONENTS V, S

You touch a willing creature who isn’t wearing armor, and a A ray of sickening greenish energy lashes out toward a creature A wave of thunderous force sweeps out from you. Each creature in a
protective magical force surrounds it until the spell ends. The target’s within range. Make a ranged spell attack against the target. On a hit, 15-foot cube originating from you must make a Constitution saving
base AC becomes 13 + its Dexterity modifier. The spell ends it if the the target takes 2d8 poison damage and must make a Constitution throw. On a failed save, a creature takes 2d8 thunder damage and is
target dons armor or if you dismiss the spell as an action. saving throw. On a failed save, it is also poisoned until the end of pushed 10 feet away from you. On a successful save, the creature
your next turn. takes half as much damage and isn’t pushed. In addition, unsecured
At Higher Levels. When you cast this spell using a spell slot of 2nd objects that are completely within the area of effect are
level or higher, the damage increases by 1d8 for each slot level above automatically pushed 10 feet away from you by the spell’s effect, and
1st. the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Staff of the Necromancer, Sorcerer Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Amorphous Form Grimlore’s Shadowgrasp Misty Step


2nd-level transmutation 2nd-level necromancy 2nd-level conjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Touch RANGE 30 feet RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

You touch a creature with at least 1 hit point, transforming it into a You create a floating hand made of shadow in an unoccupied space Briefly surrounded by silvery mist, you teleport up to 30 feet to an
gray ooze. An unwilling creature can make a Wisdom saving throw to that you can see within range. When you cast the spell, you can make unoccupied space that you can see.
avoid the effect. a melee spell attack against a creature within 5 feet of the shadowy
The transformation lasts for the duration, until the target drops to hand. On a hit, the target takes 1d12 of necrotic damage and must
0 Hit Points, or dies. The target’s game Statistics, including mental make a Wisdom saving throw or be frightened of you until the end of
Ability Scores, are replaced by the Statistics of a gray ooze. It retains its next turn.
its Alignment and personality. As a bonus action, you can move the shadowy hand up to 20 feet
The target assumes the Hit Points of its new form. When it reverts and repeat the attack against a creature within 5 feet of it.
to its normal form, the creature returns to the number of Hit Points it At Higher Levels. When you cast this spell using a spell slot of 3rd
had before it transformed. If it reverts as a result of dropping to 0 Hit level or higher, the damage dealt by the hand increases by 1d12 for
Points, any excess damage carries over to its normal form. As long as every two spell slot levels above 2nd.
the excess damage doesn’t reduce the creature’s normal form to 0
Hit Points, it isn’t knocked unconscious. The creature is limited in the
actions it can perform by the nature of its new form, and it can’t
speak, cast spells, or take any other action that requires hands or
speech.
The target’s gear melds into the new form. The creature can’t
activate, use, wield, or otherwise benefit from any of its equipment.

Spellcasting (Wizard) Grimlore’s Grimoire Spellcasting (Wizard) Grimlore’s Grimoire Spellcasting (Wizard) Player’s Handbook

Shadow Armor Fireball Summon Lesser Demons


2nd-level abjuration 3rd-level evocation 3rd-level conjuration

CASTING TIME 1 reaction, made when you are attacked or make a saving throw CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE 150 feet RANGE 60 feet
DURATION 1 minute DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (a tiny ball of bat guano and sulfur) COMPONENTS V, S, M (a vial of blood from a humanoid killed within the past 24
hours)

In shadow and shade, the gravest of plans are made. A bright streak flashes from your pointing finger to a point you You utter foul words, summoning demons from the chaos of the
You wrap a cloak of shadow around you, coiling in a defensive choose within range and then blossoms with a low roar into an Abyss. Roll on the following table to determine what appears.
posture. Until the start of your next turn, attacks targeting you are explosion of flame. Each creature in a 20-foot-radius sphere centered d6:1-2 Two demons of challenge rating 1 or lower
made with disadvantage and you gain advantage on Dexterity saving on that point must make a Dexterity saving throw. A target takes 8d6 d6:3-4 Four demons of challenge rating 1/2 or lower
throws. The next time an attack misses or hits you, you can choose to fire damage on a failed save, or half as much damage on a successful d6:5-6 Eight demons of challenge rating 1/4 or lower
move up to 15 feet without provoking opportunity attacks. Once you one. The DM chooses the demons, such as manes or dretches, and you
do this, the spell ends. The fire spreads around corners. It ignites flammable objects in the choose the unoccupied spaces you can see within range where they
At Higher Levels. When you cast this spell using a spell slot of 3rd area that aren’t being worn or carried. appear. A summoned demon disappears when it drops to 0 hit points
level or higher, you can choose to move one additional time per slot At Higher Levels. When you cast this spell using a spell slot of 4th or when the spell ends.
level above 2nd before the spell ends. level or higher, the damage increases by 1d6 for each slot level above The demons are hostile to all creatures, including you. Roll
3rd. initiative for the summoned demons as a group, which has its own
turns. The demons pursue and attack the nearest non-demons to the
best of their ability.
As part of casting the spell, you can form a circle on the ground
with the blood used as a material component. The circle is large
enough to encompass your space. While the spell lasts, the
summoned demons can’t cross the circle or harm it, and they can‘t
target anyone within it. Using the material component in this manner
consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th
or 7th level, you summon twice as many demons. If you cast it using a
spell slot of 8th or 9th level, you summon three times as many
demons.

Spellcasting (Wizard) The Compendium of Forgotten Secrets Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything
Vampiric Touch Venom Blast Conjure Shadow Demon
3rd-level necromancy 3rd-level conjuration 4th-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (a snake’s fang) COMPONENTS V, S, M (a vial of blood from an intelligent humanoid killed within the
past 24 hours)

The touch of your shadow-wreathed hand can siphon force from The fang of the serpent is weak compared to the power of the You summon a shadow demon that appears in an unoccupied space
others to heal your wounds. Make a melee spell attack against a arcane, yet one can certainly inspire the other. you can see within range. The shadow demon disappears when it
creature within your reach. On a hit, the target takes 3d6 necrotic You gesture to call forth an ethereal serpent at a point within range drops to 0 hit points or when the spell ends.
damage, and you regain hit points equal to half the amount of and speak, commanding the beast to let loose a deadly venom. Roll initiative for the shadow demon, which has its own turns. You
necrotic damage dealt. Until the spell ends, you can make the attack Creatures within a 15-foot radius of the serpent must make a can issue orders to the shadow demon, and it obeys you as long as it
again on each of your turns as an action. Constitution saving throw. If they fail, they are poisoned for one can attack a creature on each of its turns and does not start its turn in
At Higher Levels. When you cast this spell using a spell slot of 4th minute and take 6d6 poison damage. If they succeed, they take half an area of bright light. If either of these conditions is not met, the
level or higher, the damage increases by 1d6 for each slot level above as much damage and are not poisoned. A creature that is poisoned shadow demon immediately makes a Charisma check contested by
3rd. by this spell can repeat their saving throw at the end of each of their your Charisma check. If you fail the check, the spell no longer
turns, ending the effect on a success. requires concentration and the demon is no longer under your
At Higher Levels. When you cast this spell using a spell slot of 4th control. The demon automatically succeeds on the check if it is more
level or higher, the poison damage increases by 1d6 per slot level than 100 feet away from you.
above 3rd. As part of casting the spell, you can scribe a circle on the ground
using the blood of an intelligent humanoid slain within the past 24
hours. The circle is large enough to encompass your space. The
summoned shadow demon cannot cross the circle or target anyone
in it while the spell lasts.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) The Compendium of Forgotten Secrets Spellcasting (Wizard) UA: That Old Black Magic

Gravity Sinkhole Polymorph Summon Greater Demon


4th-level evocation (dunamancy) 4th-level transmutation 4th-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a black marble) COMPONENTS V, S, M (a caterpillar cocoon) COMPONENTS V, S, M (a vial of blood from a humanoid killed within the past 24
hours)

A 20-foot-radius sphere of crushing force forms at a point you can This spell transforms a creature that you can see within range into a You utter foul words, summoning one demon from the chaos of the Abyss.
see within range and tugs at the creatures there. Each creature new form. An unwilling creature must make a Wisdom saving throw You choose the demon’s type, which must be one of challenge rating 5 or
within the sphere must make a Constitution saving throw. On a failed to avoid the effect. The spell has no effect on a shapechanger or a lower, such as a shadow demon or a barlgura. The demon appears in an
save, the creature takes 5d10 force damage and is pulled in a straight creature with 0 hit points. unoccupied space you can see within range, and the demon disappears
when it drops to 0 hit points or when the spell ends.
line toward the center of the sphere, ending in an unoccupied space The transformation lasts for the duration, or until the target drops Roll initiative for the demon, which has its own turns. When you summon
as close to the center as possible (even if that space is in the air). On to 0 hit points or dies. The new form can be any beast whose it and on each of your turns thereafter, you can issue a verbal command to it
a successful save, the creature takes half as much damage and isn’t challenge rating is equal to or less than the target’s (or the target’s (requiring no action on your part), telling it what it must do on its next turn.
pulled. level, if it doesn’t have a challenge rating). The target’s game If you issue no command, it spends its turn attacking any creature within
At Higher Levels. When you cast this spell using a spell slot of 5th statistics, including mental ability scores, are replaced by the reach that has attacked it.
level or higher, the damage increases by 1d10 for each slot level statistics of the chosen beast. It retains its alignment and personality. At the end of each of the demons turns, it makes a Charisma saving throw.
above 4th. The target assumes the hit points of its new form. When it reverts The demon has disadvantage on this saving throw if you say its true name.
to its normal form, the creature returns to the number of hit points it On a failed save, the demon continues to obey you. On a successful save,
had before it transformed. If it reverts as a result of dropping to 0 hit your control of the demon ends for the rest of the duration, and the demon
points, any excess damage carries over to its normal form. As long as spends its turns pursuing and attacking the nearest non demons to the best
of its ability. If you stop concentrating on the spell before it reaches its full
the excess damage doesn’t reduce the creature’s normal form to 0 duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still
hit points, it isn’t knocked unconscious. has hit points.
The creature is limited in the actions it can perform by the nature As part of casting the spell, you can form a circle on the ground with the
of its new form, and it can’t speak, cast spells, or take any other blood used as a material component. The circle is large enough to
action that requires hands or speech. encompass your space. While the spell lasts, the summoned demon can’t
The target’s gear melds into the new form. The creature can’t cross the circle or harm it, and it can’t target anyone within it. Using the
activate, use, wield, or otherwise benefit from any of its equipment. material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or
higher, the challenge rating increases by 1 for each slot level above 4th.

Spellcasting (Wizard) Explorer’s Guide to Wildemount Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything

Acid Rain Contact Other Plane Dominate Person


5th-level conjuration (elemental) 5th-level divination (ritual) 5th-level enchantment

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE 150 feet RANGE Self RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a drop of acid) COMPONENTS V COMPONENTS V, S

You unleash a storm of swirling acid in a cylinder 20-foot wide and You mentally contact a demigod, the spirit of a long-dead sage, or You attempt to beguile a humanoid that you can see within range. It
30-foot high centered on a point you can see. The area is heavily some other mysterious entity from another plane. Contacting this must succeed on a Wisdom saving throw or be charmed by you for the
obscured by driving rainfall. A creature that starts its turn in or enters extraplanar intelligence can strain or even break your mind. When duration. If you or creatures that are friendly to you are fighting it, it
the area for the first time must make a Dexterity saving throw. On a you cast this spell, make a DC 15 Intelligence saving throw. On a has advantage on the saving throw. While the target is charmed, you
failed save, the creature takes 6d6 acid damage, or half as much failure, you take 6d6 psychic damage and are insane until you finish a have a telepathic link with it as long as the two of you are on the same
damage on a successful one. When a creature leaves the area, it long rest. While insane, you can’t take actions, can’t understand what plane of existence. You can use this telepathic link to issue commands
takes 3d6 acid damage at the start of its next turn. other creatures say, can’t read, and speak only in gibberish. A greater to the creature while you are conscious (no action required), which it
At Higher Levels. When you cast this spell using a spell slot of 7th restoration spell cast on you ends this effect. does its best to obey. You can specify a simple and general course of
level or higher, the initial damage increases by 2d6, and the On a successful save, you can ask the entity up to five questions. action, such as “Attack that creature,” “Run over there,” or “Fetch that
secondary damage increases by 1d6 for every two slot levels above You must ask your questions before the spell ends. The DM answers object.” If the creature completes the order and doesn’t receive further
5th. each question with one word, such as “yes,” “no,” “maybe,” “never,” direction from you, it defends and preserves itself to the best of its
“irrelevant,” or “unclear” (if the entity doesn’t know the answer to ability. You can use your action to take total and precise control of the
the question). If a one-word answer would be misleading, the DM target. Until the end of your next turn, the creature takes only the
might instead offer a short phrase as an answer. actions you choose, and doesn’t do anything that you don’t allow it to
do. During this time you can also cause the creature to use a reaction,
but this requires you to use your own reaction as well. Each time the
target takes damage, it makes a new Wisdom saving throw against the
spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot,
the duration is concentration, up to 10 minutes. When you use a 7th-
level spell slot, the duration is concentration, up to 1 hour. When you
use a spell slot of 8th level or higher, the duration is concentration, up
to 8 hours.

Spellcasting (Wizard) Deep Magic: Elemental Magic Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Immolation Infernal Calling Apocalypse
5th-level evocation 5th-level conjuration 6th-level conjuration

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE 90 feet RANGE 90 feet RANGE Self (30-foot radius)
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a ruby worth at least 999 gp) COMPONENTS V, S, M (a pinch of sulfer)

Flames wreathe one creature you can see within range. The target Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the You cause demonic symbols to appear beneath the feet of every
must make a Dexterity saving throw. It takes 7d6 fire damage on a devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil creature you choose within range. Each creature must make a
or a bearded devil. The devil appears in an unoccupied space that you can see within
failed save, or half as much damage on a successful one. On a failed range. The devil disappears when it drops to 0 hit points or when the spell ends. Dexterity saving throw or take 3d8 fire damage and become stunned
save, the target also burns for the spell’s duration. The burning target The devil is unfriendly toward you and your companions. Roll initiative for the until the end of its next turn. A creature takes half damage and is not
sheds bright light in a 30-foot radius and dim light for an additional devil, which has its own turns. It is under the Dungeon Master’s control and acts stunned on a successful one. Creatures gain no benefit from cover for
30 feet. At the end of each of its turns, the target repeats the saving according to its nature on each of its turns, which might result in its attacking you if this save.
it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for
throw. It takes 3d6 fire damage on a failed save, and the spell ends limited service. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 7th
on a successful one. These magical flames can’t be extinguished On each of your turns, you can try to issue a verbal command to the devil (no level or higher, the damage increases by 1d8 for each slot level above
through nonmagical means. action required by you). It obeys the command if the likely outcome is in accordance 6th.
If damage from this spell reduces a target to 0 hit points, the target with its desires, especially if the result would draw you toward evil. Otherwise, you
is turned to ash. must make a Charisma (Deception, Intimidation, or Persuasion) check contested by
its Wisdom (Insight) check. You make the check with advantage if you say the devil’s
true name. If your check fails, the devil becomes immune to your verbal commands
for the duration of the spell, though it can still carry out your commands if it
chooses. If your check succeeds, the devil carries out your command such as "attack
my enemies," "explore the room ahead," or "bear this message to the queen" until it
completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil
doesn’t disappear if it has become immune to your verbal commands. Instead, it acts
in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual devil’s talisman, you can summon that devil if it is of
the appropriate challenge rating plus 1, and it obeys all your commands, with no
Charisma checks required.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher,
the challenge rating increases by 1 for each slot level above 5th.

Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Grimlore’s Grimoire

Circle of Death Demon Form Guards and Wards


6th-level necromancy 6th-level transmutation 6th-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 10 minutes


RANGE 150 feet RANGE Self RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION 24 hours
V, S, M (the powder of a crushed black pearl worth at least 500 gp) V, S, M (burning incense, a small measure of brimstone and oil, a knotted string,
COMPONENTS COMPONENTS V, M (the bone of a demon) COMPONENTS a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)

A sphere of negative energy ripples out in a 60-foot-radius sphere You assume the form of a demon with a challenge rating equal to half your You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet
level (rounded down). You must have seen the type of demon at least once square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can
from a point within range. Each creature in that area must make a be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold
Constitution saving throw. A target takes 8d6 necrotic damage on a before or the spell fails. You transform into an average example of the demon by dividing the area among them, as long as you can walk into each contiguous area while
failed save, or half as much damage on a successful one. you chose for the duration. you are casting the spell.
Your game statistics are replaced by the statistics of the demon you chose, When you cast this spell, you can specify individuals that are unaffected by any or all of
At Higher Levels. When you cast this spell using a spell slot of 7th but you don’t gain any of its spellcasting abilities. You retain your own the effects that you choose. You can also specify a password that, when spoken aloud,
level or higher, the damage increases by 2d6 for each slot level above alignment, Intelligence, Wisdom, and Charisma scores. You also retain your makes the speaker immune to these effects.
6th. skill and saving throw proficiencies in addition to gaining those of the Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at
creature. You can’t use any of the creature’s legendary or lair actions. each intersection or branching passage offering a choice of direction, there is a 50 percent
You assume the hit points and Hit Dice of the new form. When you revert to chance that a creature other than you will believe it is going in the opposite direction from
your normal form, you return to the number of hit points you had before you the one it chooses.
transformed. If you revert due to dropping to 0 hit points, any excess damage Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock
carries over to your normal form. If the excess damage doesn’t reduce your spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory
object function of the minor illusion spell) to make them appear as plain sections of wall.
normal form to 0 hit points, you aren’t knocked unconscious. Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These
You retain the benefit of any features of your class, race, or other source strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
and can use them, provided your new form can also use them. However, you Other Spell Effect. You can place your choice of one of the following magical effects
can’t use any special senses of your normal form unless your new form also within the warded area of the stronghold.
possesses them. You can only speak if the creature can also speak. • Place dancing lights in four corridors. You can designate a simple program that the
When you transform, you choose whether your equipment falls to the lights repeat as long as guards and wards lasts.
• Place magic mouth in two locations.
ground, merges into your new form, or is worn by it. Worn equipment • Place stinking cloud in two locations. The vapors appear in the places you designate;
functions as normal. The DM determines whether it is practical for the new they return within 10 minutes if dispersed by wind while guards and wards lasts.
form to wear any equipment based on its shape and size. Your equipment • Place a constant gust of wind in one corridor or room.
doesn’t change shape or size to match the new form and must fall to the • Place a suggestion in one location. You select an area of up to 5 feet square, and any
ground or merge if it can’t be worn. Equipment that merges with the new creature that enters or passes through the area receives the suggestion mentally.
form doesn’t have an effect in that state. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful,
removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) The Great Dale Spellcasting (Wizard) Player’s Handbook

Etherealness Power Word Pain Simulacrum


7th-level transmutation 7th-level enchantment 7th-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 12 hours


RANGE Self RANGE 60 feet RANGE Touch
DURATION Up to 8 hours DURATION Instantaneous DURATION Until dispelled
V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair, fingernail clippings, or
COMPONENTS V, S COMPONENTS V COMPONENTS other piece of that creature’s body placed inside the snow or ice some hair, fingernail clippings, or other piece of that creature’s
body placed inside the snow or ice and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)

You step into the border regions of the Ethereal Plane, in the area You speak a word of power that causes waves of intense pain to You shape an illusory duplicate of one beast or humanoid that is
where it overlaps with your current plane. You remain in the Border assail one creature you can see within range. If the target has 100 hit within range for the entire casting time of the spell. The duplicate is a
Ethereal for the duration or until you use your action to dismiss the points or fewer, it is subject to crippling pain. Otherwise, the spell has creature, partially real and formed from ice or snow, and it can take
spell. During this time, you can move in any direction. If you move up or no effect on it. A target is also unaffected if it is immune to being actions and otherwise be affected as a normal creature. It appears to
down, every foot of movement costs an extra foot. You can see and charmed. be the same as the original, but it has half the creature’s hit point
hear the plan you originated from, but everything there looks gray, and While the target is affected by crippling pain, any speed it has can maximum and is formed without any equipment. Otherwise, the
you can’t see anything more than 60 feet away. While on the Ethereal be no higher than 10 feet. The target also has disadvantage on attack illusion uses all the statistics of the creature it duplicates, except that
Plane, you can only affect and be affected by other creatures on that rolls, ability checks, and saving throws, other than Constitution saving it is a construct.
plane. Creatures that aren’t on the Ethereal Plane can’t perceive you throws. Finally, if the target tries to cast a spell, it must first succeed The simulacrum is friendly to you and creatures you designate. It
and can’t interact with you, unless a special ability or magic has given on a Constitution saving throw, or the casting fails and the spell is obeys your spoken commands, moving and acting in accordance with
them the ability to do so. You ignore all objects and effects that aren’t wasted. your wishes and acting on your turn in combat. The simulacrum lacks
on the Ethereal Plane, allowing you to move through objects you A target suffering this pain can make a Constitution saving throw at the ability to learn or become more powerful, so it never increases its
perceive on the plan you originated from. When the spell ends, you the end of each of its turns. On a successful save, the pain ends. level or other abilities, nor can it regain expended spell slots.
immediately return to the plane you originated from in the spot you If the simulacrum is damaged, you can repair it in an alchemical
currently occupy. If you occupy the same spot as a solid object or laboratory, using rare herbs and minerals worth 100 gp per hit point
creature when this happens, you are immediately shunted to the
nearest unoccupied space that you can occupy and take force damage it regains. The simulacrum lasts until it drops to 0 hit points, at which
equal to twice the number of feet you are moved. This spell has no point it reverts to snow and melts instantly.
effect if you cast it while you are on the Ethereal Plane or a plane that If you cast this spell again, any currently active duplicates you
doesn’t border it, such as one of the Outer Planes. created with this spell are instantly destroyed.
At Higher Levels. When you cast this spell using a spell slot of 8th
level or higher, you can target up to three willing creatures (including
you) for each slot level above 7th. The creatures must be within 10 feet
of you when you cast the spell.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook
Teleport Clone Mighty Fortress
7th-level conjuration 8th-level necromancy 8th-level conjuration

CASTING TIME 1 action CASTING TIME 1 hour CASTING TIME 1 minute


RANGE 10 feet RANGE Touch RANGE 1 mile
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which
COMPONENTS V COMPONENTS the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium COMPONENTS V, S, M (a diamond worth at least 500 gp, which the spell consumes)
creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or A fortress of stone erupts from a square area of ground of your choice that you can see
a single object that you can see within range, to a destination you select. If you target an object, it must be able to This spell grows an inert duplicate of a living creature as a safeguard
within range. The area is 120 feet on each side, and it must not have any buildings or
fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your
against death. This clone forms inside as a sealed vessel and grows to other structures on it. Any creatures in the area are harmlessly lifted up as the fortress
familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults full size and maturity after 120 days rises.
the table. The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet
Familiarity Mishap Similar Area Off Target On Target
Permanent Circle — — — 01–100 tall, with one turret on each corner. The turrets are connected to each other by stone
Associated object — — — 01–100 walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is
Very familiar 01–05 06–13 14–24 25–100 composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with
Seen casually 01–33 34–43 44–53 54–100
Viewed once 01–43 44–53 54–73 74–100 two other panels or one other panel and a turret. You can place up to four stone doors in
Description 01–43 44–53 54–73 74–100 the fortress’s outer wall.
False destination 01–50 51–100 — — A small keep stands inside the enclosed area. The keep has a square base that is 50
Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can
“Associated object” means that you possess an object taken from the desired destination within the last six months, be divided into as many rooms as you like, provided each room is at least 5 feet on each
such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick,
“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see and interior rooms can have stone doors or open archways as you choose. The keep is
when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very
familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location furnished and decorated however you like, and it contains sufficient food to serve a nine-
and appearance you know through someone else’s description, perhaps from a map. course banquet for up to 100 people each day. Furnishings, food, and other objects
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed created by this spell crumble to dust if removed from the fortress.
an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to. A staff of one hundred invisible servants obeys any command given to them by
Off Target. You and your group (or the target object) appear a random distance away from the destination in a creatures you designate when you cast the spell. Each servant functions as if created by
random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if the unseen servant spell.
you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target
by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 The walls, turrets, and keep are all made of stone that can be damaged. Each 10 foot
as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is
city and wound up 18 miles out at sea, you could be in trouble. immune to poison and psychic damage. Reducing a section of stone to 0 hit points
Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically destroys it and might cause connected sections to buckle and collapse at the DM’s
similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another
wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your discretion.
laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could After 7 days or when you cast this spell somewhere else, the fortress harmlessly
conceivably wind up anywhere on the plane. crumbles and sinks back into the ground, leaving any creatures that were inside it safely
Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target
object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can on the ground.
occur, dealing damage each time). Casting this spell on the same spot once every 7 days for a year makes the fortress
permanent.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything

Power Word Stun Power Word Kill Time Stop


8th-level enchantment 9th-level enchantment 9th-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V COMPONENTS V

You speak a word of power that can overwhelm the mind of one You utter a word of power that can compel one creature you can see You briefly stop the flow of time for everyone but yourself. No time
creature you can see within range, leaving it dumbfounded. If the within range to die instantly. If the creature you chose has 100 hit passes for other creatures, while you take 1d4 + 1 turns in a row,
target has 150 hit points or fewer, it is stunned. Otherwise, the spell points or fewer, it dies. Otherwise, the spell has no effect. during which you can use actions and move as normal. This spell ends
has no effect. The stunned target must make a Constitution saving if one of the actions you use during this period, or any effects that
throw at the end of each of its turns. On a successful save, this you create during this period, affects a creature other than you or an
stunning effect ends. object being worn or carried by someone other than you. In addition,
the spell ends if you move to a place more than 1,000 feet from the
location where you cast it.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Staff of the Necromancer
Simple Melee Weapon

RANGE 5 ft
ATTACK +7 vs AC
DAMAGE 1d6+1 bludgeoning
Versatile
Robe of the Archmagi Staff of the Necromancer Boots of Levitation
Wondrous Items Weapons Wondrous Items

This elegant garment is made from exquisite cloth of white, This pale, uneven staff is made from the fused spinal bones While you wear these boots, you can use an action to cast
gray, or black and adorned with silvery runes. The robe's of a young dragon. While holding this staff, you know all the levitate spell on yourself at will.
color corresponds to the alignment for which the item was necromancy cantrips and 1st-level necromancy spells. You
created. A white robe was made for good, gray for neutral, always have them prepared, they don’t count against the
and black for evil. You can't attune to a robe of the number of spells you have prepared or known, and you can
archmagi that doesn't correspond to your alignment. cast them at 1st level without expending a spell slot. They
You gain these benefits while wearing the robe: become sorcerer or wizard spells for you (your choice when
• If you aren't wearing armor, your base Armor Class is you attune to the staff).
15 + your Dexterity modifier. The staff has 20 charges. While holding it, you can
• You have advantage on saving throws against spells expend some of its charges to cast one of the following
and other magical effects. spells from it: animate dead (3 charges), create undead (6
• Your spell save DC and spell attack bonus each charges), raise dead (5 charges), resurrection (7 charges),
increase by 2. or speak with dead (3 charges).
The staff regains 2d8 + 4 expended charges daily at dusk.
If you expend the last charge, roll a d20. On a 1, the staff
emits a mighty howl as it crumbles into white dust and is
lost forever.

0 lb. Dungeon Master’s Guide 4 lb. Mordenkainen’s Tome of Marvelous Magic II 0 lb. Dungeon Master’s Guide
Darkvision Fey Ancestry Trance
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.

Elf Player’s Handbook Elf Player’s Handbook Elf Player’s Handbook

Cunning Intuition Shape Shadows Spell Sniper


Racial Trait Racial Trait Feat

When you make a Charisma (Performance) or Dexterity You know the minor illusion cantrip. Starting at 3rd level, Prerequisite: The ability to cast at least one spell
(Stealth) check, you can roll a d4 and add the number rolled you can cast the invisibility spell once with this trait, and You have learned techniques to enhance your attacks
to the ability check. you regain the ability to cast it when you finish a long rest. with certain kinds of spells, gaining the following benefits:
Charisma is your spellcasting ability for these spells. • When you cast a spell that requires you to make an
attack roll, the spell’s range is doubled.
• Your ranged spell attacks ignore half cover and three-
quarters cover.
• You learn one cantrip that requires an attack roll.
Choose the cantrip from the bard, cleric, druid, sorcerer,
warlock, or wizard spell list. Your spellcasting ability for this
cantrip depends on the spell list you chose from: Charisma
for bard, sorcerer, or warlock; Wisdom for cleric or druid;
or Intelligence for wizard.

Mark of Shadow Eberron: Rising from the Last War Mark of Shadow Eberron: Rising from the Last War Feat (4) Player’s Handbook

Alert Rally the Dead Arcane Recovery


Feat Feat Class Feature

Always on the lookout for danger, you gain the following Undead creatures under your control have advantage on You have learned to regain some of your magical energy by
benefits: their attacks rolls against a target if at least one of their studying your spellbook. Once per day when you finish a
• You gain a +5 bonus to initiative. allies is within 5 feet of the creature, is not incapacitated short rest, you can choose expended spell slots to recover.
• You can’t be surprised while you are conscious. and is also an undead creature. The spell slots can have a combined level that is equal to or
• Other creatures don’t gain advantage on attack rolls less than half your wizard level (rounded up), and none of
against you as a result of being unseen by you. the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover
up to two levels worth of spell slots. You can recover either
a 2nd-level spell slot or two 1st-level spell slots.

Feat (12) Player’s Handbook Feat (16) The Grave Warden Wizard Player’s Handbook
Enchantment Savant Hypnotic Gaze Instinctive Charm
Archetype Feature Archetype Feature Archetype Feature

Beginning when you select this school at 2nd level, the gold Starting at 2nd level when you choose this school, your soft Beginning at 6th level, when a creature you can see within
and time you must spend to copy an enchantment spell words and enchanting gaze can magically enthrall another 30 feet of you makes an attack roll against you, you can use
into your spellbook is halved. creature. As an action, choose one creature that you can your reaction to divert the attack, provided that another
see within 5 feet of you. If the target can see or hear you, it creature is within the attack’s range. The attacker must
must succeed on a Wisdom saving throw against your make a Wisdom saving throw against your wizard spell save
wizard spell save DC or be charmed by you until the end of DC. On a failed save, the attacker must target the creature
your next turn. The charmed creature’s speed drops to 0, that is closest to it, not including you or itself. If multiple
and the creature is incapacitated and visibly dazed. creatures are closest, the attacker chooses which one to
On subsequent turns, you can use your action to target. On a successful save, you can’t use this feature on
maintain this effect, extending its duration until the end of the attacker again until you finish a long rest.
your next turn. However, the effect ends if you move more You must choose to use this feature before knowing
than 5 feet away from the creature, if the creature can whether the attack hits or misses. Creatures that can’t be
neither see nor hear you, or if the creature takes damage. charmed are immune to this effect.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can’t use this
feature on that creature again until you finish a long rest.

School of Enchantment Player’s Handbook School of Enchantment Player’s Handbook School of Enchantment Player’s Handbook

Split Enchantment Alter Memories


Archetype Feature Archetype Feature

Starting at 10th level, when you cast an enchantment spell At 14th level, you gain the ability to make a creature
of 1st level or higher that targets only one creature, you unaware of your magical influence on it. When you cast an
can have it target a second creature. enchantment spell to charm one or more creatures, you
can alter one creature’s understanding so that it remains
unaware of being charmed.
Additionally, once before the spell expires, you can use
your action to try to make the chosen creature forget some
of the time it spent charmed. The creature must succeed
on an Intelligence saving throw against your wizard spell
save DC or lose a number of hours of its memories equal to
1 + your Charisma modifier (minimum 1). You can make the
creature forget less time, and the amount of time can’t
exceed the duration of your enchantment spell.

School of Enchantment Player’s Handbook School of Enchantment Player’s Handbook

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