This is a dark age, an age of daemons and of sorcery.
Played | 9 times |
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Created | 49 days ago |
Last Updated | 14 days ago |
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[Vampire] Realm of Night
Summons forth a 40 feet radius dome within 40 feet of the caster. The area of the dome if filled with non-magical darkness. Vampires benefit from the dome greatly. The dome persists for 1 hour.
[Vampire] Shape of the Bat
For a bonus action, the vampire turns into a bat, converting their remaining movement to flying. This can only be dismissed with a bonus action.
[Death] Transformation of the Liche
If a necromancer casts this spell and dies before the next sunrise, then instead of dying he will turn into a Liche. As this transformation is something many necromancers desire, many are known to have cast this spell then deliberately killed themselves.
[Death] Summoning the Ship of the Damned
Using the birth caul of a sailor, a ship that sank with her crew, the hands of a drowned priest of Manann, a ship’s manifest written in blood, and a fist-sized chunk of Warpstone, raise the aforementioned sunken ship from its resting place with a full crew. The ship does not need wind to fill its sails and travels at an even speed no matter the weather. Although the ship remains as decayed as it was on the ocean’s floor, it rots no further. The crew is made up of either Skeletons or Spectres, and there are as many of them as there were crew when the ship sank.
[Death] Ride Through the Night
The caster's mount, and up to five others, are invigorated by the power of Dhar. From nightfall till sunrise, the mounts may run even if crippled. They also become Ethereal, as do their riders and any coaches they pull. This spell is used by Vampires to catch those who flee from them before sunrise. In the midst of the chase they will ride straight towards their target, uncaring of mortals whose dwellings they gallop through.
[Vampire] Rebirth in Blood
A difficult ritual allowing to resurrect a perished vampire to unlife from a pool of blood. The ritual can be attempted indefinitely until successful, though in past instances, repeated attempts have consumed years of the caster’s life. The ritual demands the hands of a midwife, the last drop of a Human's blood, a Dragon’s tooth, the womb of a cow raised on blood, and the remains the Vampire you wish to resurrect.
[Death] Morkharn - Breath of Darkness
The caster creates an aura 30 feet radius distance from themselves. All undead inside the aura heal for 2d6.
[Death] Malediction of Nagash
The caster creates a black shadow that extends from them for the length of 100 feet with the width of 5 feet. All within the shadow suffer a penalty of 1d4 for their constitution related rolls and saves.
[Death] Life in Death
This spell may only affect the caster. Its effect lasts for a multiple of one hour. If slain during this time, the Necromancer's spirit is released and may try to inhabit the body of any other living creature for a time. If the caster is successful in possessing a body, the Necromancer may inhabit that body until it is slain or the caster is driven out by magical means. The victim's psyche is not destroyed, but is suppressed by the Necromancer. The spell caster does not gain access to the thoughts, memories, and knowledge of the victim, and if the Necromancer is ever driven out of the body, the victim regains full control.
[Death] Legion of the Dead
Using the sword arms of ten dead soldiers, a drum made of bones and Human skin, a fragment of Warpstone the size of a skull, and a barrel of rum, a regiment of the dead rises to fight for you. As many as 30 Skeletons or Zombies (Challenge rating 1/4) may be raised in this way. This group shares the same initiative and work together following general commands from the caster.
[Death] Khizaar - The Soul Stealer
The caster targets a creature within range they can see. The target makes a wisdom saving throw, suffering 8d12 necrotic damage, if the creature dies, it gets animated as an undead within 1d4 turns and serves the caster for 1d4 hours. Otherwise the creature takes half of the damage only.
[Death] Invocation of Nehek
The caster intones the dread syllables handed down from Nagash himself, breathing unlife into the cadavers strewn within 40 feet of them. The corpses are of Challenge Rating 1/2 and persist for 3 turns before falling dead again.
[Death] Invigorating Vitae
The caster is able to sap the blood of bleeding creatures within 30 feet of the caster, or of freshly slain corpses healing for 1d6 for every bleeding (or dead) creature within range.
[Death] Hellish Vigour
Creates an aura of 30 feet radius around the caster, within which undead creatures can attack with a bonus attack.
[Death] Hand of Death
The caster turns their hand into a purple vessel of necrotic energy. Their touch delivers 3d6 necrotic damage (make a melee spell attack). The caster however cannot hold a weapon or interacting with anything with their hands for the duration of the spell (1 minute).
[Death] Gaze of Nagash
Bolts of Dhar fly from the caster's eyes, the caster makes a ranged spell attack. Delivering 8d12 necrotic damage on a hit and forcing the target to make a constitution saving throw. Suffering a loss of use of a limb on a fail. Use of the limb can be restored with a higher restoration spell.
[Death] Fountains of Blood
All living creatures within 20 feet of the caster must succeed a constitution saving throw or begin to bleed from nose, eyes, ears and mouth and more freely from existing wounds taking 2d12 necrotic damage. Or half as much on a success only. Using a higher spell slot level. Add 1d12 necrotic damage for every level of spell slot higher than 2.
[Death] Destroy Undead
The caster targets an undead creature (corpse or ghost). The target makes a constitution saving throw. Suffering 4d6 force damage on a fail and half as much for a success. Using a higher level spell slot. Add 1d4 damage for every level of spell slot higher than 1.
[Death] Call of Vanhel
Energizes undead under the caster's control within 60 feet of themselves, allowing them to dash for a bonus action for 2 turns.
[Death] Banish Undead
Creates a magical vortex within range the size of 30 feet radius. The vortex targets only undead sucking energy from the Undead forcing them to make a constitution saving throw or suffer 8d8 force damage. If a creature is brought below 50% health by this spell, it suffers additional 8d8 necrotic damage.
[Death] The Army of Doom Keep
Necromancy. The legendary High Elf Mage Anareth could not forever destroy the dread army of Doom Keep, so he sealed it away in a pocket of magic. Alas, this prison could not remain secret forever and, little by little, accursed Necromancers have begun to draw the wight-host into the mortal world once more. The caster calls upon an undead warrior from the Doom Keep which materializes beside them and acts independently, but heeds the caster's commands. The undead warrior has 40 HP, 16 AC, +2 to attack and does 2d4+1 slashing damage. It is resistant to necrotic damage, immune to poison damage, and resistant to piercing and slashing damage. Using higher level spell slot. Add an additional undead warrior for every level of spell slot higher than 3
[Death] Akar'aran - The Dark Riders
Necromancy. At the caster's command, the ground opens up to reveal a portal through which long-dead knights ride forth to do battle. The knights charge along an area 50 feet wide and a 100 feet long. All creatures inside the area, must succeed a dexterity saving throw, or suffer 10d4 bludgeoning damage.
[Chaos] Summon a Greater Daemon
The caster calls upon a greater daemon (DC up to 20)– Lord of Change, a Great Unclean One, a Keeper of Secrets, or a Bloodthirster. A ritual of summoning such a powerful being is arduous long, and costly. A Lord of Change will only come if a document of great importance is granted, along of a particularly interesting specimen of material or flesh (usually some artifact). A Great Unclean One demands a ritual of sacrifice of 77 healthy creatures to a death disease. A BloodThirster is easier to summon if one promises them a great slaughter, along with a sacrifice of 88 people in the most bloody manner possible. Keeper of Secrets will come only for a six day orgy and sacrifice of 66 defiled virgins, and a promise of a secret. Once summoned, the greater daemon is positive in their disposition to the summoner, and will generally follow commands, if they align with their desires. But should the summoner displease them, or somehow try to compel to do what they don't like, this can easily end.
[Chaos] Summon Daemon
You call upon a greater daemon of Chaos. The Daemon has 60 HP, they have +5 to attack and do 1d12+3 necrotic damage on hit. Having a multi attack of 3.
[Hag] Bubbling Cauldron
You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when the spell ends, along with the bubbling liquid inside it. The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends. Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.
[Light] Crown of Stars
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
[Light] Imprisonment
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target, and the target can’t teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is either labyrinth, cage, tower etc.
[Wood] True Polymorph
Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. Creature into Creature. One creature transforms to another assuming all of the stats of the new creature. Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. Creature into Object.
[Shadow] Psychic Scream
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
[Death] Power Word Kill
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
[Dhar] Blade of Disaster
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage). As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a wall of force.
[Dhar] Power word Stun
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
[Dhar] Maddening Darkness
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
[Dhar] Glibness
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
[Dhar] Feeblemind
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.
[Dhar] Power Word Pain
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
[Dhar] Forcecage
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic.
[Dhar] Synaptic Static
You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
[Dhar] Infernal Calling
Uttering a dark incantation, you summon a devil of Chaos. You choose the type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. On each of your turns, you can try to issue a verbal command to the devil . It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you 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.
[Dhar] Enervation
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
[Dhar] Summon Aberration
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The creature has 50 HP, +3 to hit, and damages for 1d8+3 psychic damage. It also has multi attack for 3 attacks per turn.
[Dhar] Incite Greed
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
[Dhar] Arnzipal's Black Horror
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles. Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
[Dhar] Suggestion
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
[Dhar] Spider Climb
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.
[Shadow] Hold Person
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
[Dhar] Darkness
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
[Dhar] Crown of Madness
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid. A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success. On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
[Dhar] Witch Bolt
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage. On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you. Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
[Dhar] Hideous Laughter
One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself. At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
[Dhar] Hex
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).
[Dhar] Arms of Hadar
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
[Shadow] Mind Silver
You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
[Hunter] Executioner
The witch hunter, when confronting their quarry, can invoke the Executioner on a specific creature. When done so, they are compelled to enact a swift and ruthless judgment on the target. They must end the life of the target, but when committing to that they gain additional 1d4 bonus to all of their skill checks, ability checks and saving throws when fighting or actively chasing the target. It becomes obvious to said target that they are condemned and they know the witch hunter is coming for them to end them. While Executioner is invoked the witch hunter has advantage on intimidation checks against citizens and officials while interrogating them swiftly, or ordering them around.
[Hunter] Jury
When invoking the Jury, the witch hunter is able to calm themselves and look at evidence in front of them. They have advantage on insight and intelligence checks when looking at available data and details and ascertaining what happened, who's to blame and how to find them.
[Hunter] Judge
The witch hunter precides over all matters of prosecution of a heretic, the witch, the mutant and the daemon. They have final say in all that occurs. Even through pressures, their authority is supreme. When invoking the Judge, the witch hunter has advantage on persuasion and intimidation checks against officials and citizens of the empire with regards of their needs and conduct.
[Hunter] The Nod
The witch hunter, if they work with allies makes a nod that conveys a short telepathic message to the allies. The message has to be up to one sentence long of up to seven words long.
[Hunter] Mark of the Witch Hunter
The Witch Hunter marks a target they can see within range and that has their face exposed. The target is marked for the duration of the spell. It becomes harder for that target to hide within society, as they raise suspicions wherever they go. And the witch hunter, and his allies have advantage on any check to track the target down. In addition, the witch hunter themselves has added 1d4 bonus to any attack roll against the marked target. The effect persists for 4 hours.
[Hunter] Silvered Weapon
For a bonus action, the Witch Hunter covers their weapon with silvery substance. This allows the weapon to attack creatures that are usually immune or resistant to weapon damage. Such as ghosts, spirits, undead, and daemons. The weapon ignores weapon damage resistances (slashing, piercing, or bludgeoning). And regards immunities to those types of damage as resistances instead. This persists for 1 minute.
[Hunter] Consecrated Ammunition
The Witch Hunter spends one hour consecrating the ammunition of their ranged weapons. The ammunition used from then on has additional 1d4 force damage against undead, daemons, and chaos corrupted creatures.
[Salyak] Lullaby
A peaceful chant which is carried along the winds and heals all within earshot (30 feet) for 5d5 for every turn the caster manages to keep concentration.
[Tor] Battle Hymn
A chant that adds 3d4 force damage to all attacks for anyone who is within earshot of the caster (30 feet)
[Dazh] Song of Winter Sunlight
A religious chant calls upon the god Dazh. All within earshot of the caster can use bonus action to dash and have one level of exhaustion removed for the duration.
[Ursun] Winter's Sleep
Ursunyi prayers bring the deep sleep of winter upon an area the size of 15 feet. All creatures within the area must make a constitution saving throw, or fall asleep for three turns.
[Ursun] Ursine Strength
The caster chants a prayer of strength adding +3 strength modifier to all allies within earshot (30 feet).
[Ursun] Unyielding Ursun
This prayer has a strong effect when things seems most dire. When uttered and ones that hear it within 30 feet of the priest are below 50 percent life, they benefit from a boon of 2d4 bonus to their throws, checks, and attack rolls.
[Ursun's] Skin of the Ice Bear
A prayer uttered covers all within earshot (30 feet) in a layer of frost that doesn't hurt them. Instead it makes them resistant to cold damage, and to piercing damage.
[Ursun] Ursun's Roar
The blood-curdling howl of Ursun, Father Bear, patron god of Kislev, rallies the Men of Kislev to his banner and strengthens their morale and courage in battle. All who are within earshot 40 feet from the priest, are emboldened for 5 turns. They gain 1d4 boon to all of their saving throws, checks and attack rolls and become resistent to becoming frightened gaining an advantage against those throws.
[Ursun] Father Bear
The prayer stirs one of Ursun's servants. One bear within range will not attack unless attacked and will answer any questions the priest poses it, drawing from its own knowledge (not Ursun's). Its voice is sonorous and noble, and it speaks in the mother tongue of the priest. This prayer does not work on spellcasters shapeshifted into a bear.
[Ursun] Blessing of Ursun
The caster touches one creature bestowing upon them resistance to cold damage for 1 hour.
[Ursun] Blessing of the Licked Paw
The priest growls a plea to Ursun to lessen a wound's pain. The target become stabilized.
[Sigmar] Twin-tailed Comet
The caster invokes litanies to Sigmar, calling on him to smite his foes. A twin-tailed comet, blazing a trail of fire in its wake, plummets from the heavens to strike in a point the caster can see within range. All creatures within a radius of 30 feet of that point make a dexterity saving throw. Suffering 12d12 of radiant, and 10d10 bludgeoning damage, or half as much on a successs.
[Sigmar] Word of Damnation
The caster targets one creature within range they can see. They then utter the word, the creature must succeed a wisdom saving throw or suffer disadvantage on all ability, skill, save rolls for 3 turns.
[Sigmar] Vanquish
This prayer emboldens all who hear it within 30 feet of the priest, granting them 1d4 to all of their rolls (attack, ability, skill, save) for as long as they hear it.
[Sigmar] Soulfire
The caster imbues all within earshot (30 feet radius off them) with flaming force, adding 4d4 fire damage to all of their weapon attacks.
[Sigmar] Immaculate Flesh
This prayer negates any mutating and corrupting effect of a spell that affects anyone within earshot of the caster (30 feet radius off the caster).
[Sigmar] Heed Not the Witch
This prayer is heard within 30 feet of the caster, makes any who hear it resistant to charming or posession, granting advantage on the saving throws against such effects.
[Sigmar] Healing Hand
The caster touches a creature, and they are healed for 1d4.
[Sigmar] Comet of Sigmar
The caster makes a ranged spell attack, a two headed comet flies out of their hand and towards a creature. On a hit, the creature suffers 6d8 radiant damage.
[Sigmar] Deny the Heretic
The caster prays on a door and makes it harder for anyone who is touched by chaos to break or open it, having to succeed a wisdom saving throw, or be unable to interact with the door. The spell lasts for 8 hours.
[Sigmar] Beacon of Righteous Virtue
The caster burns with righteousness, all enemy creatures that come within 10 feet of the caster, must succeed a constitution saving throw, or suffer 6d4 fire damage
[Sigmar] Beacon of Courage
The caster sings a prayer of courage, making all within earshot (30 feet radius around the caster) have advantage on wisdom saving throws against becoming frightened. They are also less likely to flee if the tide of combat goes against them.
[Sigmar] Armour of Righteousness
The caster makes a prayer, and a slight shimmer covers them protecting the caster from harm adding +2 to their Armor Class.
[Sigmar] Blessing of Sigmar
The caster imbues their warhammer (if they have one) with Sigmar's radiance adding a +1 to hit, and adds 2d4 radiant damage per hit.
[Gunndred] Threats of Terror
The priest's prayers forces enemy creatures within 40 feet of the caster to make a wisdom saving throw or be forced to use their movement to run away and end their turn, forfeiting their actions, bonus action, while running the creatures fall and bruise themselves suffering 4d4 bludgeoning damage.
[Gunndred] Fearsome Mien
The priest utters a crazed prayer. All who can hear it, must succeed a wisdom saving throw at disadvantage, or become frightened for the duration and suffer 8d4 psychic damage.
[Gunndred] Terrorising Blow
Upon casting this spell, any living creature the priest strikes must succeed a wisdom saving throw, or be frightened for 5 turns.
[Gunndred] Rustler's Cloak
The priest's utters a prayer, a 15 feet radius aura emanates from them, within this aura, light is dimmed and all creatures within it are considered heavily abscured, granting them advantage on stealth checks.
[Gunndred] Painful Blows
You make a melee attack against a creature, if you strike them, you cause additional 1d4 psychic damage as the pain of the blow increases with the strike.
[Gunndred] Fearsome Glare
The priest glares fiercely at one target and intone a prayer, causing fear. Enemy creatures within 15 feet of the priest must succeed a wisdom saving throw or be frightened for 5 turns.
[Warrior] Pushing Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, the creature must succeed a strength saving throw or be pushed away from the warrior for 15 feet.
[Warrior] Rally
As a Bonus Action, choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the 1d8 plus half your Fighter level (round down).
[Warrior] Trip Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, if the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
[Warrior] Feinting Attack
As a Bonus Action you have Advantage on your next attack roll against that target this turn. If that attack hits, add 1d8 the attack’s damage roll.
[Warrior] Ambush
When you make a Dexterity (Stealth) check or an Initiative roll, you can roll 1d8 and add the die to the roll, unless you have the Incapacitated condition.
[Warrior] Know Your Enemy
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
[Warrior] Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
[Warrior] Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
[Warrior] Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest. You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
[Warrior] Extra Attack
The warrior performs an additional weapon attack their turn.
[Warrior] Action Surge
As a free action, the warrior can gain another action per their turn. Mostly using it for attack.
[Rogue] Death Strike
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack’s damage is doubled against the target.
[Rogue] Envenom Weapons
You cover your weapons with venom, causing 2d4 poison damage on melee attack hit.
[Rogue] Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a d20 Test, you can turn the roll into a 20. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
[Rogue] Devious Strikes
You’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options. Daze. The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action. Knock Out. The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success. Obscure. The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
[Rogue] Evasion
You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
[Rogue] Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).
[Rogue] Cunning Action
As a bonus action, the rogue try to do one of three things. Dash. move up to 30 feet. Disengage. Move away from melee range of opponents, without triggering opportunity attacks. Sneak. If the rogue is in heavily obscured area, or in 3/4 cover, or out of sight. They make a stealth (dexterity) check of DC 15. If successful, they gain the invisible trait, and have advantage on attack.
[Rogue] Sneak Attack
When a target has another allied creature within 5 feet of an allied creature, or if the rogue has advantage on the attack, the rogue deals and an additional 1d6 piercing damage.
[Ranger] Pinning Arrow
The ranger shoots an arrow at a target, making a ranged attack roll. If the arrow hits, the target's speed falls to 0. This attack has advantage on targets who have the Hunter's Mark applied to them.
[Ranger] Hunter's Mark
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. Using a Higher-Level Spell Slot. The damage grows to 2d4 with a spell slot of level 3–4 , or 3d4 (with 5 spell slot onward).
[Hag] Cursed Cauldron
The caster summons a cauldron from which flies a flurry of magical missiles as many as there are enemy creatures within range. Every creature must succeed a dexterity saving throw or get hit for 1d4 force damage. Using higher level spell slot. Add an additional 1d4 damage for every level of spell slot above 1
[Hag] Vengeance of Spirits
The Hag Witch channels a malevolent nature spirit into an enemy's soul. A target the caster can see within range must succeed a wisdom saving throw or suffer 2d6 slashing damage for the duration (1 minute). In addition, if the target is a magician, they are silenced and cannot cast spells that have verbal components.
[Hag] Curse of the Ancient Witch
A hooded figure summoned by the Hag Witch whispers words of terror in one target's ears. The figure is incorporeal and cannot be otherwise interacted with. The target must succeed a wisdom saving throw or suffer a penalty of -2 to their armor rating, and any ranged weapon attack on them is made with an advantage.
[Hag] Witchbrew
The caster summons a cauldron that erupts in a bubbling crescendo, splashing its contents in a 30 foot cone. All who are caught within it make a constitution saving throw, suffering 8d6 poison or acid damage (hag's choice) or half as much on a success.
[Hag] Forbidden Fens
The Hag Witch beseeches ethereal forces deep underground to seep upwards and hamper the progress of her enemies, draining all momentum from them. The hag creates a square area in front of her within range 40 feet across within which the terrain is difficult.
[Hag] Whispers of Taint
For the cost of two hands taken from a worshipper of the Dark Gods, the spirits whisper dire warnings whenever servants of the Ruinous Powers or things tainted by their evil draw near. Once made, the spirits will follow the hands and do their duty for one year and one day.
[Hag] Summon Spirit
For the cost of an ingredient dependent upon the type of spirit, the Hag Witch summons a spirit to an unoccupied spot within the spell's range. Spirit of Loss. For one memento from a loved person, the spirit appears and may give once target the feeling of deep loss and regret, weakening them against wisdom and charisma saving throws. Spirit of Wrath. For a drop of blood, the spirit will attack a target for a bonus action. The target has to succeed a wisdom saving throw or suffer 8d6 psychic or necrotic damage. Spirit of Fear. For a single leg of a spider, the spirit will attempt to frighten a target. The target has to succeed a wisdom saving throw or become frightened. Spirit of Weakness. For a bit of glass, the spirit will bestow weakness to one elemental damage to the character, unless they succeed a constitution saving throw.
[Hag] Resist Chaos
For the cost of two snowy owl's gizzards, the Hag Witch's incantation summons spirits that hate the Dark Gods. The hag then can ask them to do certain tasks. Haunt the Corrupted. The spirits will haunt a designated target for 1 week. During that time, the target will have hard time sleeping and will gain exhaustion, or be randomly frightened, or have one action a day fail. Scare the Wicked. The spirits manifest at the hags command and create visages that might scare off chaos daemons or chaos creatures in a wide area (up to 150 feet radius). Sick at Chaos. The spirits attack at the hags command once, creating an area of 50 feet squared in which all chaos corrupted creatures or daemons must succeed a wisdom saving throw or suffer 10d10 psychic or necrotic damage.
[Hag] Past Revealed
For the cost of two items directly applicable to the question asked, the Hag Witch's eyes turn red as she enters a trance and sees the past through a crimson haze. Whilst in the trance, the Hag Witch is helpless. To receive a vision, the hag must first ask a question of the spirits (e.g. What happened here three years ago? or How did this man die?). However, as the vision comes from the point of view of local spirits (which may include the dead, nature spirits, malignant spites, or similar), the results are often confusing, unsure and hard to interpret from a mortal's point of view.
[Hag] Lucky Claw
For the cost of two claws of a three-legged dog, the Hag Witch attracts a luck spirit to the ingredient and binds it there. The item can become a wearable talisman that adds 1d4 to any roll a wearer performs once a day.
[Hag] Haunting
For the cost of two fist-sized items from the target location, the Hag Witch curses a specified building (or section of it, for large buildings) or small geographical feature (such as a hill or copse). The area must not be greater than 300 feet in radius, to attract malevolent spirits. This curse persists for 1 month and will inevitably affect how people behave and likely force them to avoid the place altogether.
[Hag] Hag's Curse
For the cost of one lock of the target's hair, the spirits grant the Hag Witch insight into the target's fate, which she can alter using this ritual. One thing that the target may try to attempt in the near future must fail critically.
[Hag] Greater Curse
For the cost of two items personal to the target, the Hag Witch is able to lay a curse for 1 week. There are several curses available. Curse of Impairment. the target must succeed a constitution saving throw or have an ability of her choice lowered to a minimum of 13 for the duration. If the chosen ability is already at 13 or lower, the curse fails. Curse of Ill Luck. forces one action, or check to fail automatically every day for the duration. The hag must specify which type of check or ability as they cast. Curse of Insanity. The target must succeed a wisdom saving throw or become insane for the duration. Curse of Discord. The hag can force a discord to appear between the target and those nearest to them (in terms of immediate relations) souring and straining their relations. Curse of Mistakes. The target must succeed an intelligence saving throw or be convinced of something false, the hag decides what. This will inform the target's decision making, which can be abused.
[Hag] Fortune Told
For the cost of two items directly applicable to the question asked, the caster's eyes turn blue as you enter a trance (rendering them helpless) and commune with the spirits. Any single person may ask a single question about some future happening. The spirits convey the answer in a cryptic phrase. There is no ability to require more clarifications. The hag maybe able to answer some questions after the ritual, if she can make out some details, but their ability will always be somewhat limited.
[Hag] Form of the Ancient Widow
For the cost of six fistfuls of Kislevite earth soaked in the Hag Witch's fresh blood, she invites the Ancient Widow's most powerful allied spirits within her. The Hag Witch transforms, along with her trappings, into a grey-haired monstrosity over eight feet in height, with glowing eyes, rusted metal teeth, and long, iron talons. In this form the hag gains 80 HP. For bonus action ranged attack it directs a spirit to a target within 120 feet of, forcing the target to succeed a wisdom saving throw or suffer 8d10 psychic damage. As an action in this form the hag can command the spirits protect up to four targets, granting them resistance against all psychic and necrotic damage, and advantage on all wisdom and charisma saving throws. Also, as an action they can cleanse one creature from charming or possession. Claw attack. The hag swings her claws making a melee attack roll which delivers 5d8 slashing and 5d8 necrotic damage. This form lasts for a minute and requires concentration.
[Hag] Deny Spirit
For the cost of two newt spines, the Hag Witch can banish a spirit to anywhere beyond 100 feet radius of a marked place, and force it to remain outside of said area for one week.
[Hag] Cursed Pledge
For the cost of two items personal to the target, the Hag Witch demands the target enact a deed or suffer her wrath. The target must succeed a wisdom saving throw or be compelled to perform one task as for the Hag's specifications. The target may choose to try to to resist the compel by doing a wisdom saving throw, but if the save succeeds the target suffers 8d6 psychic damage.
[Hag] Command Spirit
For the cost of two fox's brains, the Hag Witch bends a spirit to her will for 1 hour. The spirit is able to attack for the caster's bonus action, and cannot be targeted by normal means. The spirit has +3 for attack and does 4d4 psychic or necrotic damage (caster's choice).
[Hag] Cleanse Soul
The target drinks three cups of bear's urine, allowing the Hag Witch to attack any spirits of the Dark Gods inhabiting them. The target is forced to perform a wisdom saving throw to resist any ongoing charm or possession effects with advantage. The ritual continues for an hour and the target performs the save with advantage every ten minutes.
[Hag] Cleanse Body
The target of the spell eats two fistfuls of fish guts as the caster cackles the spell. The guts attract healing spirits to help drive out the evil spirits of disease and hurt. This is particularly effective against Nurgle afflictions.
[Hag] Banish Spirit
For the cost of two of an elk's inner organs, the Hag Witch banishes an ethereal creature back into the Aethyr or from wherever it came. The creature will be summoned to the area of the ritual and will try to resist, but their fate is sealed the moment the ritual begins.
[Hag] Resist Corruption
The hag spits on the creature they wish to protect. Spirits that rise from the soil whirl about and protect the target from all Chaos magic, gaining advantage on any saving throw forced by spells from Nurgle, Slaanesh, Tzeench and Skaven magic. The creature also cannot be be forcefully mutated, and any such spell fails automatically.
[Hag] Fate of Interlopers
The caster creates an area of effect the size of 30 radius from them. Any hostile creature that enters the circle, must succeed a wisdom saving throw or suffer 3d4 psychic damage, and get a penalty of 1d4 to all of their skill checks, ability checks, or saving throws. This effect stacks. If the throw succeeds, the creature takes half as much damage only.
[Hag] Curse
After hitting a target with a melee attack, the hag can cast a curse as a bonus action. The target must succeed a wisdom saving throw, or have it's rolls, saving throws or attacks 1d4 penalty.
[Tzeench] Yellow Fire
The caster surrounds themselves with a shield made of yellow fire that raises their AC by +5 but blocks their own line of sight, which means they may not attack creatures directly for the duration.
[Chaos] Treason of Tzeentch
Knowledge creates assumptions. Tzeench likes to abuse such notions. The caster chooses a single creature they can see within range. The creature must succeed an intelligence saving throw or become convinced in a false notion to an intense degree. Every time they are faced with something that relates to that notion, they must succeed an wisdom saving throw or be compelled to act according to their false notion. This may persist indefinitely.
[Tzeench] Red Fire
Tongue of red flame hits a target the caster can see within range in their back, as if attacked from the rear of their force. The target must succeed a wisdom or be convinced their back liners attacked them. If they are the back liners, they will be convinced someone is ambushing them from behind. The target suffers 4d4 fire damage.
[Tzeench] Pink Fire of Tzeentch
Pink flames shoot from the casters fingers and pass all of the creatures right in front of the caster to hit the furthest most opponent creature. The creature is hit automatically for 10d4 psychic damage.
[Tzeench] Invisible Fire of Tzeentch
Visible only to madmen, Invisible fire of Tzeench is potentially most dangerous, simply because those who see them are not trusted, and those who can't won't react, or be bewildered if someone around them is affected. The caster chooses a target they can see within range, the target must succeed a constitution saving throw, or be engulfed in invisible flames for three turns suffering 8d8 fire damage. On a successful save the target suffers half as much damage only. Others must use their actions to investigate the condition of the target to be able to help them.
[Tzeench] Green Fire
The caster whispers a vile word of daemonic power and a 20 foot cone of green flame shoots out of their mouth. All those inside the cone must succeed a wisdom saving throw, or suffer 5d6 psychic damage and be compelled to turn on their allies. The spell takes effect for five turns and every turn the affected creatures must succeed a wisdom saving throw or remain enthralled.
[Tzeench] Mindfire
Causes a lance of magenta flame to leap forth from the sorcerer's hand and strike a single target within a wide area. The target makes a wisdom saving throw, if failed, the target suffers 8d8 Psychic damage, and gains temporary insanity, if the save successful, they take half the damage only. If the target is already insane, the spell does the opposite, the target becoming more lucid even as the spell injures their person. In this case, the spell can potentially render a madman free of derangement entirely. Since they are insane, the target fails the save automatically.
[Tzeench] Flames of Fate
Pale orange flames spring up from the ground all around the caster. Contained within the flickering tongues of fire are images of the future. The caster throws three d20 dice and picks one. For the duration of the day, they can use the die to replace one roll for any action reaction, saving throw or attack that the caster can see being performed with the die that they have chosen,
[Tzeench] Gift of Tzeentch
This spell enables the caster to make an appeal to Tzeentch for more power, gaining the ability to use a spell they otherwise would not be able to. A d20 is cast to determine what spell is granted. 1: Fireball 2: Wall of Ice 3: Sleet Storm 4: Move Earth 5: Pillar of Radiance 6:Withering Heat 7: Storm of Shemtek 8:Vital Growth 9: Burning Vengeance 10: Danse Macabre 11: Wind of Death 12: Spirit Shroud 13: Conflagration of Doom 14: Locate Object 15: The Caster becomes a mundane object, like a stool 16: Fear 17: Storm of Renewal 18: Thunder Step 19: Word of Radiance 20: Delayed Blast Fireball
[Tzeench] Dispel Mortal
The target is sucked into the Realm of Chaos. There the creature must contend with Daemons trying to harm them. The target must succeed three consecutive wisdom saving throws to return to the point they originated from. But every turn they spend in the Realm of Chaos, they suffer 4d4 psychic damage.
[Tzeench] Destroy Magic
intones the profane words of Daemons, drawing the energy found within a targeted magic item into the caster. A magic item of their choice within 30 feet immediately loses all magical properties for up to ten minutes.
[Tzeench] Daemonfire Vortex
A prismatic haze erupts from the caster's hand and rages across the battlefield, consuming everything in its path. The flame follows a straight path in an line 15 feet wide and 100 feet long. All that are caught in that area make a dexterity saving throw. Upon failure, the creature takes 6d6 elemental damage of a type selected by a 1d4 duce chooses, or half as much on a saved throw. 1: Fire 2: Cold 3: Lightning 5: Fire
[Tzeench] Bolt of Change
The caster makes a ranged spell attack against a target, dealing 9d8 psychic damage and forcing them to succeed a constitution saving throw or suffer a large number of uncontrollable mutations.
[Tzeench] Blue Fire
The caster makes a ranged attack roll against a target, dealing 1d12 fire damage, as a blue flamed bolt hits the target. The target must succeed a constitution saving throw, or be wreathed in flame until the next turn, taking an additional 1d12 fire damage.
[Slaanesh] Song of Seduction
the caster chooses a creature they can see within range, and sings a song that appeals to their deepest desires. An illusion manifests of the subject of their drive, their most personal desire. The creature must succeed a wisdom saving throw with disadvantage, or be easily manipulated by the song and the illusion. Such a powerful charm can make the target turn on their friends and families, and even knowingly throw their life away. Even damage won't dissuade and won't be enough to break the enthrallment. But the subject of the desire must remain ever out of reach, which gives opportunities for the target to succeed a saving throw and break out of the spell. The spell lasts for 10 minutes, but is possible to be recast. However, once free from enthrallment, if the subject was not aware of it, and no one tells them, they might be able to fall for the same illusion a second time at a later date.
[Slaanesh] Aspect of the Succubus
The caster takes on the form of the most sensual and beautiful creature in existence for 24 hours. For the duration any social interaction is done with advantage, and people are generally very well predisposed towards the caster as they are the most charming and attractive person they've ever seen. Almost anyone can be captivated, and most people will find it hard to resist advances, and would be quick to fall for the caster. When so enticed, the caster is able to feed on the pleasure of their victims, healing and bolstering their magic, adding +2 to their spell saving saving throws for every encounter with the victim while the victim suffers 5d8 psychic damage. The bonus persists for 7 days.
[Slaanesh] Slothful Stupor
The caster targets a creature they can see within range. The creature makes a wisdom saving throw or becomes slothful for the duration. Every attack or skill check they make they must first succeed a DC 15 wisdom saving throw or forfeit their action. Once they manage to succeed a saving throw, the spell ends.
[Slaanesh] Gleeful Dance
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
[Slaanesh] Pavane of Slaanesh
All living creatures that are within 30 foot radius of the caster are forced to succeed a wisdom saving throw or to do nothing but stand and dance lewdly to the Aethyreal sounds of Slaanesh's music. During this time, they can do nothing else, rendered helpless by the spell. If attacked, the attacks are made with disadvantage. But once damage is taken the affected creatures are immediately freed from the spell's effects. Alternatively, the creature may attempt the saving throw again at the end of the caster's turn.
[Slaanesh] Luxurious Torment
The caster targets one creature they can see within range. The target must succeed a charisma saving throw or be engulfed by a wave of hysteria and begin crying out and weeping, clawing at themselves and turning on their friends with their weapons and suffering 6d6 psychic damage. On a successful throw, they take half as much damage only.
[Slaanesh] Mask of Desire
The caster touches a creature. That creature undergoes somewhat profound change. They glow up and are precieved as more attractive, any signs of intoxication, tiredness, injury or mutation, disappear. In addition, the target gets an advantage on it's social interactions. This effect persists for an hour.
[Slaanesh] Glean Magic
The caster targets another magic user they can see within range. The target must succeed a charisma saving throw. Upon failure the caster can choose one spell from the target's spell list that they can cast once from their own spot.
[Slaanesh] From Pain, Pleasure
The caster chooses three willing creatures nearby. The creatures senses warp and twist. The subjects perceives pain as pleasure and pleasure as pain for 1 minute. In addition, if the target assaults or is assaulted by something, they gain 1d4 to their attack rolls. However, they suffer 2d4 psychic damage from a successful attack, while suffering 2d4 less damage when successfully attacked.
[Slaanesh] Fleshy Curse
The target must succeed a constitution saving throw or have it's body sprout horrible, uncontrollable growths of fat, sinew, and muscle, slowly becoming buried beneath the mess. This effect lasts for a minute at which, if the creature succeeds a constitution saving throw 3 times in a row (out of 10 checks in a minute), the spell ends. Otherwise the creature begins to suffocate. Quick actions such as stasis or dispelling will revert the spell.
[Slaanesh] Flesh Puppet
A concentration spell. The caster designates a creature they see within range. The creature must succeed a charisma saving throw or be enthralled to the caster's will for 1 hour. At that time the creature's eyes turn to the color of the caster. The caster commands the creature telepathically and may even speak through their mouth, forcing them to act as they will. An insight check done on the affected creature will reveal that they behave excitedly and are perspirating. The affected creature will attempt to break free when they are faced with appalling or dangerous commands. The caster must keep the target in line of sight, if that is broken, the spell fades away. The whole ordeal however is quickly forgotten by the target, who returns to behave as usual if a little bit confused.
[Slaanesh] Enrapturing Spasms
The caster chooses a creature it can see within range. The creature must succeed a charisma saving throw or be forced to hold their ground, their movement speed dropping to 0. At that time the affected creature may still attack and perform spells, but their mind is seemingly unaffected by fear and survival instinct.
[Slaanesh] Delicious Excruciation
The caster chooses a friendly creature within range. The creature is cured of all fear effects and any survival instinct and instead are driven to seek being punished and hurt. They gain 2d10+4 temporary hit points and are forced to approach the highest damage dealer in the combat roll.
[Slaanesh] Cutting Wit
The caster creates a whip like purple tongue that floats above their head. The tongue lashes out at targets that the caster designates for bonus actions. The target must succeed a charisma saving throw, or suffer 3d8 psychic damage. The spell persists for a minute.
[Slaanesh] Blissful Throes
The caster manifests a whip of pure Slaaneshi magic, hitting a straight line 5 feet across and 20 feet long. All who are caught within the area must succeed a dexterity saving throw, or suffer 5d4 psychic damage, or half as much on a success.
[Slaanesh] Spray of bliss
The caster creates a cone 15 feet, all creatures inside it must succeed a wisdom saving throw, or be placed in a blissful mindless state, gaining the incapacitated state for 1 round.
[Slaanesh] Acquiescence
The caster's corrupting touch forces a creature to succeed a wisdom check or be placed into a blissful, euphoric state, gaining the incapacitated state for 1 round.
[Nurgle] Stream of Corruption
The caster spews a stinking jet of putrid blood, pus, maggots, and slime in a 15 foot cone. Any creature that is caught within the cone must succeed a dexterity saving throw or suffering 10d10 toxic and 10d10 poison damage and become poisoned for three turns. Those who succeed the throw will suffer half the damage only
[Nurgle] Stench of Nurgle
You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
[Nurgle] Rotbomb
A host of tiny Daemon-mites burst from the wizard's gaping mouth. Giggling with glee, they swarm over the foe's armour, devouring it hungrily. The caster chooses a creature within range they can see. The creature suffers -2 to their armored class for the duration of the spell (1 minute)
[Nurgle] Poxes
Calling upon Nurgle to bless his enemies, the Sorcerer inflicts wave after wave of debilitating illnesses. The caster creates an area of 50 feet squared, where he uleashes the illnesses. The area stays for 1 minute. All that end their turn within the area, or were there when the spell was cast, make a constitution saving throw, suffering 8d8+8 poison damage on a fail and half as much on a success only. Those who fail also get 1d4 penalty to their checks, saving throws, and attack rolls.
[Nurgle] Plague Wind
The caster creates a gust of foul winds that extend from them in a 30 foot cone ahead of them. All within the cone make a constitution saving throw, suffering 5d8 poison damage, or half as much on a success.
[Nurgle] Pestilence
The caster chooses up to three creatures within range that they can see. The creatures make a constitution saving throw. On a fail The enemy are gripped by a horrific disease that causes their eyes to bleed, their tongues to swell and their internal organs to bloat, suffering 6d6 necrotic damage, and have disadvantage on any following constitution saving throw. On a success the targets take half as much damage only.
[Nurgle] Nurgle's Boon
The caster may absorb one disease within themselves. The effects of the affliction do not take effect for 1 hour. Within that time they can pass it to another creature via touch. The target creature must succeed a constitution saving throw or take on the affliction. If the affliction doesn't pass within one hour, the caster becomes afflicted. However, Nurgles boon is such that the caster benefits from being afflicted with a disease, as for the duration of it, the caster gains a 1d4 bonus to all of their ability, skill checks and saving throws. The more diseases one absorbs, the greater the boons. Using a higher spell slot. Add an additional disease the caster can absorb, for every level of spell slot above 1.
[Nurgle] Miasma of Pestilence
A foul green mist rises from the ground around the caster for 15 feet radius around them for 1 minute. All creatures that stay within the miasma, suffer a penalty 1d4 to every skill check, ability check, attack roll, and saving throw. The miasma may be subverted by spells like gust of wind, however.
[Nurgle] Joyous Aspect
The caster places their hands on the face of the target creature, and when the incantation is complete, small green tendrils spread like hairs from said-caster's palms. After seven seconds of agony, the target’s features are rearranged so any blemish, any affliction, or mutation no matter how severe is concealed behind a mask of health. As perfectly formed as it is, it seems false and disturbing. The cheeks are too rosy, the cut of the jaw too perfect, the teeth are a little too white, and the eyes sparkle with lascivious promise. This spell persists for 1 hour. Using higher spell slot. Add 1 hour of duration for every level of spell slot above 2nd.
[Nurgle] From One to Many
The sorcerer's body collapses into a man-shaped cloud of buzzing flies. Anything they wear or carry falls to the ground, as does any equipment they were carrying. This allows the caster to fly gaining flying speed equal to their movement speed. While in this form they are gaseous – all attacks against them are made with disadvantage, and they have resistance to all physical attacks. They are immune to poison, necrotic and acid damage. While in this form, the caster may pass through species as tight as 1 inch. While in this form the caster may not cast any spells or make attacks. However most people will avoid such a cloud.
[Nurgle] Boils
You touch a creature, they must succeed a constitution saving throw or suffer 1d4 poison (disease) damage, and gain a 1d4 penalty to further constitution saving throws for 5 turns as boils cover their skin and cause intense discomfort.
[Chaos] Word of Pain
The caster utters a vile word, all who can hear it (within 10 feet) must succeed a wisdom saving throw or suffer 2d4 necrotic damage.
[Chaos] Winds of Darkness
Two daemons lift the caster and carry them to whichever point they can see within range.
[Chaos] Vision of Torment
The caster chooses a creature within range they can see. The creature must succeed a charisma saving throw or be stunned. This can be repeated for the duration of the spell (5 turns) the first time the target succeeds, the spell ends. If the target fails all 5 rolls, they become temporarily insane.
[Chaos] Touch of Chaos
The caster's touch channels pure Chaos energy into one target, causing them to mutate and change unless they can resist. The target must succeed a wisodm saving throw or be damaged for 6d6 psychic damage. Every turn since, they make the same save. After 3 consecutive successes, the spell fails. After 3 consecutive fails, the mutation manifests in a matter of seconds and is permanent. If affected, the target may also become stunned by the suddenness and vileness of the change. The spell lasts for 10 turns (1 minute). This is a touch spell. Undead are immune to the touch of Chaos.
[Chaos] Summon Lesser Daemon
Summons one Lesser Daemon, which appears in any unoccupied spot nearby. The Daemon remains for1 hour. The Daemon has 20 HP +1 to their attack, 14 Armor Class, and damage for 2d4 piercing or slashing damage, depending on the type.
[Chaos] Summon Daemon Pack
The caster summons three lesser daemons (up to CR 1) that fight for him. The daemons appear at any unoccupied force beside the caster, and have 20 HP, 14 Armor Class, +1 for the attack roll, and damage for 2d4 physical damage. If the spell granted by a particular chaos god, their types of lesser daemon appear. Using a higher spell slot. Summon an additional lesser daemon for every level of spell slot above 4th.
[Chaos] Lure of Chaos
The caster chooses a creature they can see in range, the creature must succeed a charisma saving throw, or be bewitched and be forced to do the caster's bidding for the duration. The target cannot perform saving throws unless they are given a command they cannot understand, or a command that is clearly suicidal. (Undead and constructs are immune to this spell).
[Chaos] Dark Hand of Destruction
Wreaths the caster's hand in a nimbus of Dark Magic, making it a weapon. The caster makes a melee spell attack, delivering 1d4+2 elemental damage of caster's choice (Acid, Fire, Lightning, Cold, Thunder, and Poison). Upgraded cantrip. At level 4 does 2d4+2 elemental damage, at level 7 the caster does 4d4+2 elemental damage.
[Chaos] Dark Blood
The caster cuts the palm of their hand taking 2d6 slashing damage, releasing blood that they use to form a projectile. They make a ranged spell attack that deals 4d6 acid damage.
[Chaos] Burning Blood
The caster bites their tongue and draws blood as they utter the words of the spell, they spit a spray of blood in a 10 foot cone away from them. All inside the cone must succeed a dexterity saving throw or suffer 4d6 acid damage while the caster themselves sustain 1d6 force damage.
[Chaos] Boon of Chaos
Calling on the favor of the ruinous powers, the caster gains a temporary boon to their combat abilities. The caster gains +2 to their armor class, and a 1d4 bonus to their attack rolls, skill checks and saving throws. This effect persists for 5 turns.
[Rune] Chain
Talismanic Rune. Make an unarmed melee attack against an enemy within melee range. If successful, the target must succeed a strength saving throw, or be restrained by chains that burst from the ground and wrap around the target.
[Rune] Stop
Utility Rune. Inscribed onto the floor, the rune becomes a trap. When a creature walks within 5 feet of the rune (which is very hard to detect) the creature must succeed a strength saving throw, or have their feet planted into the ground. The creature's movement speed drops to 0.
[Rune] Annul
Utility Rune. As the rune is inscribed onto an enchanted, cursed item or wall or door, the inscriber must succeed a wisdom saving throw, or suffer 10d4 force damage. In addition any enchantment or curse bestowed on the item/feature is annulled.
[Rune] Create Forge
Utility Rune. Inscribed onto the ground with minimum of 10 feet clearance from all sides, this summons a forge that bursts from beneath the ground, lit up and ready to use. This can be used once a day.
[Rune] Grungni's Ancestor Rune
Ancestor Rune. When inscribed onto a banner, or armor, this rune grants the wearer an inspiring presence in an area of 20 feet radius away from them. This aura bolsters allies, granting them +1 armor class, 3d12 temporary health points to them, and grants them advantage on melee attacks. This persists for 3 turns until the rune fades.
[Rune] Grimnir's Ancestor Rune
Ancestor Rune. A name is spoken when this rune is inscribed onto a piece of stone. The inscriber must succeed a wisdom saving throw with a DC of 19, or the spell fails. Grimnir himself seeks the creature named and exacts wrathful vengeance, as a molten rock falls onto the creature. .The creature suffers automatically 10d10 blunt damage, and 5d10 fire damage. This rune can be inscribed and the effect will take place wherever they are in the world. However, this rune must be used judiciously, as the ancestor god is not a personal assassin and will refuse to answer additional uses of the spell for 1d4 weeks after this spell is last cast.
[Rune] Wrath and Ruin
Utility Rune. When inscribed onto a spot on the ground, this rune awaits activation. When the inscriber utters the word of activation, within range of the rune (300 feet) a mighty storm of fire and sulfur forms and covers an area of 20 feet radius around the rune. All caught inside the area of effect must make a constitution saving throw or suffer 10d10 fire damage.
[Rune] Oath and Steel
Utility Rune. When inscribed onto the ground, an oath is spoken. The oath must be something achievable in the duration of the rune (1 hour). Along that, the inscriber asks for a specific boon. The boon must be a single item, like a weapon, an armor, etc, as long as it is made at least partially of steel. The boon might be a silvered weapon against vampires and lycanthropes. An armor with one resistance, and so on. If the oath is not accomplished within the allotted time, the inscriber suffers a curse and cannot inscribe this rune again.
[Rune] Fate
Talismanic Rune. When inscribed onto clothes or jewelry this talisman enables the wearer to roll 1d20 dice and keep the result. This die can replace at will any one die thrown by the wearer, or any attack roll against them. This persists for 4 hours.
[Rune] Brotherhood
Talismanic Rune. When inscribed on jewelry or clothes enables the wearer to adopt one proficiency from their comrades for the duration (4 hours).
[Rune] Spelleater
Talismanic Rune. When inscribed onto jewelry or clothes, similarly to the Balance Rune, this rune absorbs one spell, negating it completely. However, this spell enables to empower the wearer. A damaging spell eaten by this rune grants the wearer the ability to deal additional 3d8 damage of the type absorbed for the duration of the spell. A control/charm spell eaten, grants an immunity for the status effect for the duration.
[Rune] Spellbreaking
Talismanic Rune. When inscribed onto clothes or jewelry, this rune is active for a minute. It grants advantage on all magic related saving throws on the wearer. A melee or ranged spell attacks on this character are made with disadvantage.
[Rune] Warding
Talismanic Rune. Can be inscribed onto clothes or jewelry. For 1 minute, the wearer has 1d4 bonus to all spell saving throws, and imparts a 1d4 penalty made on spell attacks against the wearer. This bonus is doubled against the undead and chaos daemons.
[Rune] Challenge
Talismanic Rune. Make an unarmed melee spell roll against an enemy in melee range. If successful, you inscribe a rune on the opponent's body, clothes, or armor that is offensive and insulting. They receive 2d4 psychic damage, and must succeed a wisdom saving throw or be enthralled by you – unable to hear, see or perceive anyone except yourself.
[Rune] Passage
Utility Rune. When inscribed onto an obstacle, makes it more easily passable. For instance, a simple locked door unlocks, a barricaded door can be pushed through. This can also pass through magical effects, however the barrier must be physical (it cannot be a warding field) and the level at which the rune is cast, must match or outmatch the level of spell that encloses the passage. In addition, any trap that is connected to the door, magical or otherwise, is not disarmed by this spell, and will be triggered with it's normal conditions.
[Rune] Balance
Talismanic Rune. When inscribed onto jewelry, this rune will absorb one magical effect that would otherwise effect the wearer. An area of effect spell, or a direct spell attack, or a saving throw spell, the first one, is annulled and absorbed, at which point the rune fades. This effect persists for 4 hours
[Rune] Kingship.
Talismanic Rune. An obscure rune, once inscribed onto a crown and worn by a dwarf, has a profound effect on dwarfs. This forces dwarfs to treat the wearer like a member of royalty, and grants advantage to all social interactions with dwarfs, except those of the royal court itself. Persists for 4 hours.
[Rune] Majesty
Talismanic Rune. When inscribed onto a piece of jewelry, this rune imparts an aura of regality and authority, increasing the charisma score of the wearer by 3, improving all of the social interactions for 1 hour.
[Rune] Kadrin Rune of Fortune
Banner Rune. Rune of fortune typical of the shrine Grimnir at Karak Kadrin. When inscribed onto a banner or a cloak, grants it's barer/wearer 1d4 bonus to all checks or saves for 1 hour.
[Rune] Determination
Banner Rune. When inscribed onto a banner and held high, or planted into the ground, this rune creates an area of 20 feet radius within which all allies gain 5 temporary hit points and have a bonus of 1d4 for all skill, ability checks and saving throws for 1 minute.
[Rune] Guarding
Banner Rune. When inscribed onto a banner or a cloak, this rune grants 1d4 reduction to all damage for the barer of the rune for 1 minute.
[Rune] Ancestor Rune
Banner Rune. When inscribed onto a banner and held high, this rune affects only dwarfs. All allied dwarfs within 100 feet of the banner gain advantage on all wisdom and charisma saving throws, and gain 1d4 resistance to all damage for 1 minute.
[Rune] Courage
Banner Rune. When inscribed onto a banner and held high, this rune grants immunity to frightened status effect to allies within 400 feet radius for 5 turns, cleansing those who are already afflicted.
[Rune] Strollaz's Rune
Banner Rune. When inscribed onto a banner and held high, this rune creates a 50 foot area where allied creatures are resistant to becoming exhausted. This allows for longer marches, and improves chances against effects that cause exhaustion.
[Rune] Sancutary
Banner Rune. When inscribed onto a banner, this rune creates a 15 foot aura. All creatures within the aura have advantage on all spell saves they have to perform for 1 minute.
[Rune] Fear
Banner Rune. When inscribed onto a banner of a cloak, this rune creates an illusion that the wearer/barer of the rune is two size bigger than they are, granting them advantage on intimidation checks. When made in battle, the rune lasts for 5 turns and all in melee range of the wearer/barer must succeed a wisdom saving throw or become frightened.
[Rune] Grungni
Banner Rune. When inscribed onto a banner and planted into the ground, this rune creates a vortex of air the radius of 15 feet that makes ranged weapon attacks difficult. Any ranged weapon attack made against creatures inside the vortex is made at a disadvantage for 1 minute.
[Rune] Battle
Banner Rune. When inscribed into a banner or a cloak, adds all allies within range of 15 feet of the wearer/barer 1d4 bonus to every attack roll for 1 minute.
[Rune] Provocation
Banner Rune. When inscribed onto a banner and held high, the barer chooses one creature they can see within range. The creature must succeed a wisdom saving throw or be forced to move up to the barer and attack them in melee, using up their movement and action.
[Rune] Taunting
Banner Rune. When inscribed onto a banner and held high, the all enemy creatures within 30 feet radius of it, must succeed a wisdom saving throw when attempting to attack anyone other than the banner barer. Upon a fail, the creature is forced to attack the bearer instead. But this means that any movement wasted trying to reach any other creature is wasted.
[Rune] Valaya's Ancestor Rune
Banner Rune. Made first by Valaya herself, the Ancestor Goddess of the Dwarfs and founder of Karaz-a-Karak. When inscribed onto a banner and held high or planted into the ground, this banner grants an aura of healing the size of 15 feet radius for 5 turns (Healing allies for 4d6 at the beginning of each of your turns), and grants resistance to disease, poison and acid damage.
[Rune] Glancing
Armor Rune. When inscribed onto armor, grants the wearer resistance to bludgeoning damage for 1 minute.
[Rune] Blunting
Armor Rune. When inscribed onto armor, grants the wearer resistance to slashing damage for 1 minute.
[Rune] Resistance
Armor Rune. Grants resistance to one type of elemental damage (inscribers choice) for 1 minute.
[Rune] Impact
Armor Rune. When inscribed onto armor, allows the wearer to perform a charge attack. With a runup of 10 feet, the attacker performs a melee attack, if the attack lands 2d4 bludgeoning damage is added, the target is pushed back 5 feet. The target also must succeed a dexterity saving throw, or fall prone.
[Rune] Stone
Armor Rune. The most basic rune taught to all runesmiths. Grants a 1d4 reduction to all damage for 2 turns.
[Rune] Preservation
Armor Rune. When inscribed onto armor, grants the wearer resistance to piercing damage for 1 minute. Using higher level spell slot. Add 1 minute duration of the rune per every level of slot higher than 3
[Rune] Shielding
Armor Rune. When inscribed onto armor, this rune grants +1 armor rating against ranged weapon attack for 1 hour. Using higher spell slot. Add 1 hour of rune duration for every level of spell slot higher than 1.
[Rune] Lodestone
Armor Rune. Iron that is saturated with magic is called Lodestone. When inscribed into mundane armor, this rune adds a +1 to any spell save DC cast by the wearer of the armor for 1 hour. Using higher spell slots. This rune can be only upcasted using level 4, and level 8 spell slots. Using level 4 spell slot grants a +3 bonus to spell save DC. Using level 8 spell slot adds +5 to the spell save DC.
[Rune] Steel Master Rune
Armor rune. When inscribed onto mundane armor that is not heavy, grants a +2 bonus to the armor rating for 1 hour. This does not benefit heavy armor. Using higher level spell slot. Add 1 hour to the duration of the rune for every level of spell slot higher than 2.
[Rune] Gromril Master Rune
Armor Rune. Gromril is a metal that considered to be the toughest and sturdiest metal in the Known World. It also holds Runes the best. The Master Rune, when inscribed onto armor using 100 gold worth of the fabled metal, grants a +3 bonus to the armor rating for 24 hours.
[Rune] Adamant Master Rune
Armor Rune. When inscribed onto armor, it holds a single charge of +4 to the Armor Rating that lasts for 3 turns. Can be activated for a bonus action. Using higher level spell slot. Add 1 turn to the duration of the rune once activated per every level of spell slot higher than 6.
[Rune] Groth's Master Rune
Banner Rune. An ancient rune first struck by Groth One-Eye, famous for never backing down in an argument. When inscribed onto a banner or cloak, and the wearer walks into melee weapons range, the rune activates and grants a bonus of +5 to all ability checks and saves as long as the wearer stays within melee range from one opponent. If the character ends their turn further away from the nearest opponent than the reach of their melee weapons, the effect ends and the rune fades.
[Rune] Swiftness
Weapon Rune. When inscribed with this rune, a weapon holds one charge. When activated, the wielder of the weapon may make an additional turn with additional movement, action and bonus action.
[Rune] Flurry
Weapon Rune. When inscribed with this rune, a weapon has one charge of the ability which it can hold for 4 hours. When activated (As a free action), the wielder of the weapon can attack an additional time.
[Rune] Parrying
Weapon Rune. When inscribing this rune on a melee weapon, the rune holds one charge of parrying for 24 hours. When activated, this rune allows the wielder to force the enemy to attack them at disadvantage for 5 turns.
[Rune] Grudge
Weapon Rune. The inscriber names a creature as they inscribe this rune onto the weapon, for 1 hour, when this weapon is used to attack the named creature, the wielder has advantage on the attack roll.
[Rune] Striking
Weapon Rune. When inscribed onto a weapon, the rune persists for 1 hour and holds one charge of the ability. When activated, the wielder has advantage on attack rolls using this weapon for 5 turns.
[Spell]
Weapon Rune. When inscribed onto a weapon, this rune persists for 4 hours, and holds one charge of might. When activated, the ability sets the wielders strength to 22 for 1 minute.
[Rune] Cleaving
Weapon Rune. When inscribed onto a melee weapon, for 1 minute, the wielder may chose, as a bonus action to target another creature within melee range and make an attack roll against them, if successful, the target suffers half of the original attack damage rounded down.
[Rune] Dismay
Weapon Rune. When inscribed onto a weapon, this rune holds one charge of Frighten. The weilder may chose to activate it while wielding the weapon within 24 hours and force a chosen opponent within weapon range to make a wisdom saving throw, or become frightened for 5 turns or until they succeed subsequent wisdom saving throw.
[Rune] Vengeful Fury
Weapon Rune. When inscribed onto a weapon, it is imbued of one charge of enraged state which can be triggered for a bonus action. When enraged, the creature wielding the enchanted weapon cannot be disarmed, in addition they have advantage on athletics, strength checks and saving throws and gain 2d10 temporary health. This boon persists every turn that the wielder of the weapon does, or sustains damage.
[Rune] Fire
Weapon Rune. When inscribed onto a weapon, this rune adds 1d4 fire damage which lasts for an hour. Using higher level spell slots. This rune can only be cast at level 1, level 5 and level 8. At fifth level it adds 2d4 fire damage. At level 8 it adds 3d4 fire damage.
[Rune] Daemon Slaying
When inscribed onto the weapon, this rune grants the weapon a +1 to attack and +5d6 damage of the weapon type when swung against Daemons. This rune persists for 1 minute.
[Rune] Smiting
Weapon Rune. This legendary weapon rune is known to a very few a runesmith. When inscribed onto a weapon, it holds one charge of damage that can be unleashed as a reaction when the weapon strikes the enemy. When the conditions are met, and the rune is activated, the rune unleashes 20d8 radiant damage onto the target, after which the rune dissipates.
[Rune] Alaric's Master Rune
Weapon Rune. Alaric the Mad is a legendary weapon and runesmith that made all the Empire's Elector Count's dynastic blades, and was rumored to make the Kislev Khan-Queens swords. This rune can be inscribed on a bladed weapon as an action and persists for 1 hour, during which the weapon gets +1 to hit, and does 2d4 additional slashing, or piercing damage.
[Rune] Flight
Armor Rune. When inscribed on an armor, this rune can hold the power of flight until activated, granting the wearer flight speed equal to their walking speed for 5 turns, after which the rune dissipates. The rune persists before it automatically dissolves for 24 hours unless activated. If etched into armor, and inlayed with 1000 gold worth of precious metals, the rune becomes permanent, but has one charge per 24 hours.
[Rune] Dragon Slaying
When this rune is inscribed on a weapon, the weapon gains +1 to attack rolls and additional 3d4 damage of the weapons type, when attacking a dragon. This rune persists for 1 minute.
[Rune] Weapon Break
When inscribed onto a weapon (for an action), this rune grants a chance that any mundane weapon binding with it, will shatter. Every time the weilder of the weapon makes an attack roll against an opponent with a mundane weapon, roll a 1d6, if the result is 6, the opponent's weapon shatters and they are forced to either produce a different weapon (wasting an action) or fight unarmored.
[Rune] Skalf Blackhammer's Master Rune
Weapon Rune. First made by a legendary maker of hammers, rumored to fashion the warhammer of Sigmar, Ghal Maraz itself. The rune imbues any weapon with additional 2d8 bludgeoning damage. This can be accomplished with a single action. Unless inscribed into the weapon, using etching and 1000 gold worth of precious metals, the rune fades within a minute.
[Rune] Hearth and Home
Utility Rune. A Runesmith inscribes this on the entrance of a dwelling place, or a shelter (like a tent). If done outdoors, it should be inscribed between two adjacent trees near which one should take rest. This rune shelters an area of up to 60 feet cubed, making it harder to penetrate to fiends, and undead, which have to succeed a Charisma saving throw, or be barred from entry. The rune also makes the interior warm and calm. This rune fades after 8 hours. It is possible to make the rune permanent only on permanent buildings, when the rune is inscribed in stone, and inlayed with 100 gold crowns worth of gold and silver.
[Shadow] Geas
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse,Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
[Shadow] Staggering Smite
The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn. Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.
[Light] Bless
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
[Shadow] Heroism
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
[Shadow] Compel Duel
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you. The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.
[Heavens] Electric Step
The caster becomes lightning as they take a step becoming corporeal again as they materialize in an unoccupied spot 30 feet away. Any who are caught in the path the caster traveled must succeed a dexterity saving throw or suffer 3d8 lightning damage, or half as much on a success.
[Metal] Law of Space
The caster extends their hand and performs a ranged spell attack. On a hit, the caster and the target exchange places, in addition, the target suffers 3d8 acid damage.
[Metal] Caustic Brew
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
[Metal] Vitriolic Sphere
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
[Metal] Acid Arrow
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only. Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.
[Metal] Acid Splash
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)
[Metal] Law of Gold
You touch a magical item and suppress it's properties, making it temporarily mundane, for ten minutes. This does not make it destroyable, but it does make it non discoverable for magic. Since it's an action spell, some more roguishly inclined spell casters are able to abuse this spell to rob an opponent of the benefits of a magical armor or weapon.
[Metal] Law of Form
Transmutes a solid, inanimate object, making it harden like steel. It gains the weight and feel of solid metal, though its appearance remains unchanged. Typically, this results in an increased encumbrance for the object, increasing the difficulty to burst through doors or other barriers (including glass windows), strengthens rope bindings, prevents torches from igniting it, and so on. This is a touch spell.
[Metal] Law of Age
Causes a solid, inanimate object to become brittle, making it shatter easily. Its weight and feel is unchanged. Typically, this results in a reduced difficulty to break an object, such as kicking through a door or window, bursting bindings, breaking bars and so on. Law of Age lasts for a number minutes.
[Metal] Transmutation Into Flesh
This allows to collect the ingredients of the body like iron, zinc and so on, and transmute it into a body that can be brought to life. The only thing missing is a soul, which can be moved through soul transference of the Death school. Although seen as heretical, it is possibly the better option of extending one's life indefinitely. Rumors are that this was accomplished at least a few times, but none would ever confirm such things.
[Metal] Tale of Metal
This is a ritual cast spell that takes 10 minutes to perform. The caster touches a metal object and looks into its past, seeing the circumstances of its forging and creation as if they were there.
[Metal] Transmutation of Lead
The caster chooses up to four opponents, their melee weapons become heavy as lead, and they have a disadvantage on any melee attack they perform that round. This persists until the beginning of your next turn.
[Metal] Transmutation of the Unstable Mind
A complicated and dangerous ritual spell, that requires 6 checks in the process to heal a crazed person from their insanity. This spell is indeed so complicated that it is rarely performed, and few have any knowledge of how to actually do it. The ritual is 9 checks long. caster must succeed 3 intelligence checks (DC 16) and the target must succeed 3 wisdom checks (DC 14) for the spell to have any effect. If the target fails 3 checks in a row, they must succeed a constitution saving throw, lest they die.
[Metal] Verena's Bargain
For the duration of the spell, a creature within range, swaps their weaknesses to resistances, and their resistances to weaknesses. Immunities are nullified only when there is a vulnerability already existing, and that is nullified also. If the creature doesn't have a weakness, this spell will create a resistance to one of the physical damage types (slashing, bludgeoning, or piercing).
[Metal] Silver Arrows of Arha
Four silver arrows materialize before the caster, and he casts them as ranged spell attack against one or more opponents. If attack is successful, the target suffers 4d4 piercing damage. The arrows are particularly potent against undead and lycanthropes, adding 4d4 acid damage to each hit.
[Metal] Stoke the Forge
Causes an already-burning fire in any forge, fireplace, or other man-made housing where heat and flame are bent to Human purpose to burn as hotly as is naturally possible and without consuming additional fuel for at most an hour and a half.
[Metal] Replication of Levorg
The caster creates any tool or item up to 24 cubic feet in size. The quality and function of the item is identical to the original, however any expert will not be fooled as it is a magical facsimile of the original item. This can be an anvil, a forge, etc. The item will persist for 1d6 hours, and then vanish.
[Metal] Quicksilver Swords
The caster bestows on the bladed weapons of up to four allies within range advantage on their next attack.
[Metal] Plague of Rust
The caster touches a creature clad in metal armor. The creature's armor begins to rust and flake, receiving a -2 to their Armor Class. This effect can be enhanced by casting the spell again. The Armor Class cannot get bellow the one calculated by the dexterity modifier.
[Metal] Meteoric Ironclad
The caster touches a creature, and the creature is covered in a meteoric metal armor that raises their base AC to 19. The creature doesn't need to be proficient in the armor type, nor it is considered an armor while it is covering them. This effect ends at the beginning of your next turn.
[Metal] Heat Metal
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
[Metal] Chamon's Justice
Upon casting an enemy with the highest Armor Class in the combat roll within range, and the ally with the lowest Armor Class swap their Armor Class values. This persists until the beginning of your next turn.
[Metal] Guard of Steel
Summons a glittering orb that revolves around the caster, protecting them from physical melee attacks. First attack made against the caster is made at a disadvantage. Every subsequent attack is made normally. Using higher spell slots. Add an additional orb which adds a disadvantage for an additional melee attack against the caster for every level of spell slot higher than 2.
[Metal] Gleaming Arrow
The caster designates a target they want to be struck within an area of 20 feet radius, no matter if they can see the target, but they must know what the target is, and that it is there. A golden arrow shoots from the casters hand upwards in a parabolic arc. When at the top as long as the target is in the area designated, the arrow will find it's target, and then shoot down to hit it. The target makes a dexterity saving throw, receiving 6d6 piercing damage, or half as much on a success. This spell will only work in open spaces, where there is enough overhead for the arrow to arch over.
[Metal] The Gilded Cage
Golden bars erupt from the ground, forming a circular cage that terminates in a point above their head. The cage is 18 feet in diameter and 24 feet high; the bars are half an inch thick and 6 inches apart. The situation is not as bad as it may seem: While the cage exist, nothing can enter it, although of course weapons, missiles, small objects and spells will all pass through the bars. If the Gilded Cage is cast indoors, its top will burst through any ceiling lower than 24 feet high. The cage disappears at dawn the following day.
[Metal] Gehenna's Golden Hounds
The caster summons two clockwork golden hounds to fight at his side. The hounds share his initiative, and have 30 HP and 16 AC each, They also have a +3 to attack and bite for 4d6+6 piercing damage. Using Higher level spell slot. Add another hound for every spell slot level higher than 5.
[Metal] Mending
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object.
[Metal] Gehenna's Golden Gun
The caster summons a gun into their hand that shoots immediately and then vanishes again. The caster makes a ranged spell attack, if successful, the target suffers 3d6+6 piercing damage. using a higher spell slot. Add 1d6 for every level of spell slot higher than 2.
Final Transmutation
The caster gestures to a creature they can see within range. The creature makes a constitution saving throw. If failed, the creature becomes a statue of solid gold for the duration of the spell (concentration up to a minute). Every turn they perform the check again. If at the minute mark the creature wasn't released, the caster may repeat the spell and keep them trapped. When the spell is cast on the same target (in gold form) a third time, it becomes permanently unliving gold statue, and perish.
[Metal] Enchanted Blades of Aiban
The caster chooses up to six creatures and imbues their weapons with powerful enchantment, adding a +1 to hit, and +1d8 of the weapons main damage type (slashing, piercing, or bludgeoning). The weapons become instantly more ornate and inlayed with gold.
[Metal] Embodiment of Chamon
The caster's skin and flesh become gold, tougher and stronger than flesh, their strength is set to 19, their armor rating rises to 20 and they become resistant to piercing, bludgeoning, and slashing damage, and resistant to fire. However they are vulnerable to lightning damage. While in this form the caster has advantage on all strength related checks. The caster may turn his hands into blade weapons for a bonus action, that are +1 to hit, and do 4d4 slashing damage. For a bonus action, they may return their hands to normal form. This form persists for a minute and may be cast only once per 7 day period.
[Metal] Crucible of Chamon
The caster takes a mundane metal object and fashions it into another object. A spoon can be made into a knife, or a key. A pickaxe can become an axe, and the like.
[Metal] Burnished Gauntlet
A burnished gold gauntlet materializes out of thin air and flies off to strike an enemy. Make a ranged spell attack. If it hits, the target suffers 4d4 bludgeoning damage. Using higher level spell slot. Add 1d4 damage for every level of spell slot higher than 1.
[Metal] Breach the Unknown
Allows the caster to unlock all secrets of the object, learning the material composition as well as any mundane special properties it might contain. For instance, a caster using Breach the Unknown could learn the medicinal character of the toadstone. In addition to the normal effects of this spell, the caster may attempt channeling to discern a magical item's special properties. In the case of cursed, tainted, or otherwise spoiled items, the wizard uncovers these dangerous properties last.
[Metal] Armor of Lead
The caster chooses a target they can see within range. The target's armor becomes heavy. They gain the heavily Encumbered trait – their movement is reduced by 20, and all of their strength and dexterity based checks, skill checks and saving throws are done at disadvantage. Using higher level spell slot. The spell may be bestowed upon an additional opponent for every level of spell slot higher than 4.
[Heavens] Storm of Shemtek
The Storm of Shemtek racks the casters body with a storm of light and energy. A gale of brightness pours from the eyes and mouth, and the caster's limbs splay out at a rigid cruciform shape. The outer shell of the body cracks, and twelve bolts of lightning streak from the cracks. Each bolt has a range of 65 feet and strikes the first person in its path (friend or foe). Every bolt does 5d10 lightning damage, no save required. Once the nearest creature perishes, the next one receives the next bolts. Once the final strike has been made, the energy-storm ends and the caster collapses, incapacitated for 1d20 minutes.
[Heaven] Urannon's Thunderbolt
The caster calls upon a ball made of lightning that appears above them. The ball remains in the place it was cast. Creature that are hostile to the caster within 50 feet will be attacked at random at the moment of casting and at the beginning of each of the caster's rounds. The ball cannot be dismissed, only by dispel. A creature targeted by the ball makes a constitution saving throw, suffering 2d10 thunder damage and 2d10 lightning damage, or half as much on a successful save.
[Heaven] Wings of Heaven
The a willing creature the caster touches is carried aloft by heavenly winds that they can control. Being able to fly 10 minutes at a time. Using a higher level spell slot. Add one more creature can be targeted by the spell.
Third Portent of Amul
The caster gets a portent of the deadly blow that will kill them, and is thus able to automatically avoid it if it comes to pass. This spell can only be cast once per day.
[Heavens] T'Essla's Arc
An enemy is targeted by an arc of lightning originating from the caster's fingertips. The caster makes a ranged attack roll. If successful the target is damaged for 4d4 lightening damage.
[Heavens] Starshine
Calls down the light of the stars. The area the size of 30 feet radius, is illuminated by a soft light that reveals all that is hidden for 10 minutes. Darkness (both magical and mundane) is banished, the invisible is made visible, hidden or disguised characters are exposed, and secret areas (doors, chambers, etc.) are revealed.
[Heavens] Signs in the Stars
The caster may put effects like shining dots or smears across small portions of the heavens to serve as a message one might read even from a great distance. Anyone can see the effects, but unless the Astromatic code is used, or a private code is agreed upon, it is impossible to discern what that means. In conjction, most people won't pay attention to that and will not notice the signs.
[Heavens] Project Spirit
The caster enters a trans like state, as their spirit projects out of their body. The caster is not corporeal and cannot be seen (with the exception of XXXX spell) and cannot interact, or be interacted with anything or anyone. The caster is still limited by the laws of the mortal world. Thus, they cannot fly, move through walls or doors, and because they are bodiless, cannot manipulate solid objects. The caster can will themselves to move through openings that they could ordinarily slip through, such as an open window. They may will themselves to pass through solid objects but it is not an easy ordeal and if the house has some warding charm, it is doubly more difficult. The duration of the spell is one hour, after which they are thrust back into their body. Using higher level spell slot. Add 1 hour of projection time for every level of spell slot higher than 3.
[Heavens] Manann's Herald
The caster summons a wave that materializes in a 30 foot cone in front of him. All creatures within the cone make a strength saving throw, suffering 6d6 bludgeoning damage on a fail and be moved backwards 15 feet, or half the damage only. In addition, all who are in the cone become wet and are vulnerable to cold and lightning damage.
[Heavens] Lightning Storm
The caster covers an area they can see within range, with the radius of 40 feet with lightning, that saturates the area. All within the storm make a constitution saving throw, suffering 4d8+8 lightning damage and 4d8+8 thunder damage on a fail, or half as much on a success.
[Heavens] Lens on the Sky
A lens created from the fabric of Heavens to improve sightings of the stars. This is a general spell used by diviners. But it also enables to examine things that are far away, like buildings, ships, and the like.
[Heavens] Storm Sphere
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
[Heavens] Shocking Grasp
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
[Heavens] Lightning Lure
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
[Heavens] Call Lightning
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one. If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
[Heavens] Lightning Arrow
For projectile attack, As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one. The weapon or ammunition then returns to its normal form. Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.
[Heavens] Lightning Bolt
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
[Heavens] Iceshard Blizzard
A raging blizzard covers an area of 50 feet across that the caster chooses within range. Any who caught inside make a constitution saving throw, suffering 5d6 piercing damage on a failure, and half as much on a success.
[Heavens] Fortune Curse
A subtle and insidious ritual spell. The caster names a creature, and holds something that belongs to them, then makes a Wisdom Saving throw against a DC defined by the game master. The knowledge the caster has of the target, and the nature of the item define the difficulty of the curse. For instance, if the caster knows the target personally, it would be easier to accomplish. If the caster holds a lock of hair, belonging to the target, the curse would be easier to accomplish. If successful, for a year and a day, the target of the curse, has something go wrong. One check per day, even such that would be easy to accomplish, fails miserably.
[Heavens] Fortune's Renewal
A curse on one's fortune is hard to detect, and most people think they are cursed even if they are not. Using the ritual, it is possible to determine if one's fortune is cursed and cleanse the fortune curse.
[Heavens] Fortune
This spell allows the wizard to cunningly manipulate the weave of fate to bring good fortune to an individual or group for the immediate future. Forcing a success on a certain check.
[Heavens] Harmonic Convergence
The caster guides up to four allies within range, gives an advantage on one check or attack of their choice.
[Heavens] Prescience
As a reaction, the caster reads the future, and can determine a success or a failure on any one check, saving throw, or attack roll that happens within range that you can witness. This does not affect legendary resistances. Once cast, to cast again, the caster has to use a higher level spell slot. The next cast, the level spell slot must be raised again.
[Heavens] Foresight
You touch a willing creature and bestow a limited ability to see into the immediate future. For a minute, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
[Heavens] Find the Path
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
[Heavens] Scrying
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy. On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.
[Heavens] Legend Lore
Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM. If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.
[Heavens] Contact Other Plane
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
[Heavens] Commune
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
[Heavens] Locate Creature
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.
[Heavens] Sending
You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.
[Shadow] Mind Spike
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
[Heavens] Locate Object
Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
[Heavens] Find Traps
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
[Shadow] Detect Thoughts
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms lar
[Heavens] Detect Evil and Good
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
[Heavens] Augury
the caster receives one omen about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. Omens Weal – Good Woe – Bad Weal and woe – Good and bad The spell doesn’t account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. Indifference Neither good nor bad The spell doesn’t account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
[Heavens] Chain Lightning
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
[Heavens] The Cerulean Shield
As a bonus action, concentration spell. A crackling shield of magical energy forms upon the caster's left arm. The shield adds +2 to AC. If the caster is targeted by a standard non magical weapon, the attacker has disadvantages on the attack roll. If the attack hits, the damage is reduced by 1d4. If the damage that is to be delivered is not completely negated, the spell ends. If the damage is negated, the caster gets to maintain concentration until their next turn. Using a higher spell slot level. Add 1d4 for the amount of negation for every spell level higher than 1.
[Heavens] True Strike
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
[Shadow] The Traitor of Tarn
The caster chooses a creature in range they can see. The target must succeed a wisdom saving throw. If failed, the caster's magic twists the perception of the target such that it alligns with the caster for the duration of the spell. In combat, the target will turn on their allies, outside of combat, they will seek to aid the caster. However, when the spell expires, the target becomes aware of the spell, and becomes antagonistic and hostile. This is not a standard charm effect, and those who usually are immune to charm, may still be affected by it. However, the maximum CR of the creature affected by the spell is calculated by twice the level of the spell slot used. Maximum creature that can be affected is CR 18.
[Shadow] Take No Heed
The caster become very easy to ignore. Although people can see them perfectly fine, they tend not to notice, and don’t recall anything about them after they've gone. People that are actively looking for the caster, must succeed a wisdom saving throw, or be forced to ignore him for the duration of the spell (10 minutes). If the caster talks to creature, they're are freed from the effects of the spell, unless the caster gives them a small coin, at which point they must succeed a wisdom saving throw or forced to forget the caster, and ignore them for the duration.
[Shadow] Dimension Door
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
[Shadow] Ranald's Mischief
Using a small silver mirror, the caster switches an ability of one of his allies with that of a target. The mirror has to be held by the ally, and both have to decide which ability to switch with which. However, the caster does not know what abilities are available for the target, that has to become known through investigation, or through seeing the ability at work.
[Shadow] The Penumbral Pendulum
The caster summons a shadowy razor edged pendulum that swings side to side. As a bonus action, the caster may swing the pendulum at a creature within 15 feet of them (assuming no obstacles). The creature performs dexterity saving throw, suffering 6d8 psychic damage, or half as much on a success. Every turn that the pendulum does full damage, adds 2d8 psychic damage for the next swing. Since the spell persists for attacks, this means maximum of 14d8 psychic damage on the final swing.
[Shadow] Mindslip
The caster touches a target. The target must succeed a wisdom saving throw, or have all memories of the caster wiped from their mind. Forgetting ever laying eyes on them. In addition, the target will not be able to perceive the caster for 5 turns (half a minute). After that the target will perceive the caster as normal, but may still overlook them, if they are in a group of people.
[Shadow] Illusionary Band
The caster creates a unit of up to 12 individual creatures (and their mounts) that move and behave like real ones. Any investigation of them beyond 120 feet is done with disadvantage. Once closed into melee, the illusionary creatures attack up to 12 different targets, the targets must succeed a wisdom saving throw or suffer 12d8 psychic damage and become frightened. Once the initial charge is done, the illusionary creatures ride forth into the distance and disappear. Using a higher spell level slot. The illusionary creatures reappear to charge 1 more turn for every level of spell slot higher than 6.
[Shadow] Illusionary Army
The caster creates an illusion of a large force of troops (up to a regiment size) moving and acting like a real one. From a distance of beyond half a mile, all investigations of this illusion are done at disadvantage. Once the force gets within melee range, it becomes apparent that it is illusionary. The caster must stay within 300 feet of the illusion.
[Shadow] The Horn of Andar
A shadowy horn appears in the caster's hand and they blow it, emitting a note. To all within 60 feet the horn sounds different. To allies it sounds clear hopeful and beautiful, encouraging them, granting them a boon of 1d4 to all skill, ability checks, and saves. To foes it sounds discordant and woeful, discouraging them granting them 1d4 penalty to all skill, ability checks, and saves. Undead and constructs are unaffected by this spell.
[Shadow] Glamour
This enchantment will increase the attractiveness and influence of the target, granting them advantage on one persuasion check within the next 10 minutes.
[Shadow] Embodiment of Ulgu
The caster makes themselves ethereal in form. While in this form they cannot interact with the world, and cast spells, they also immune to all damage and status effects, although the enemy may target them, if they fail an investigation check to realize that the ethereal form is immune. As a free action the caster may chose to return to their corporeal form. However assuming the ethereal form costs a bonus action. The spell lasts for 10 turns.
[Shadow] Banish Illusion
The caster may use this spell against any group of creatures, single character, or object within 120 feet which he or she suspects of being an illusion. If the target is an illusion, it will be destroyed.
[Shadow] The Dance of Despair
The caster produces a stringless fiddle in a place in range they can see, that plays a haunting dirge covering an area 30 feet radius. All those who hear the fiddle, must succeed a wisdom saving throw, or suffer 1d4 psychic damage and suffer a 1d4 penalty to their perception, investigation checks, and wisdom saves for 5 turns. The fiddle remains for 3 minutes, and as a bonus action, the caster may move the fiddle 30 feet in any direction.
[Shadow] Bewilder
The caster chooses a creature within range it can see. The creature must succeed a wisdom saving throw or suffer 3d6 psychic damage and become bewildered for one turn– forget what they're doing, wander aimlessly and perform random actions.
[Shadow] Weird
You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.
[Shadow] Illusionary Dragon
By gathering threads of shadow magic, you create a huge shadowy dragon. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half on a success. The illusion is corporeal, but all attacks at it miss.
[Death] Simulacrum of Flesh
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a construct formed from a fresh, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it using corpse flesh and one hour work. The simulacrum persists until it drops to 0 HP.
[Ice] Simulacrum of Frost
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a construct and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it using frost magic. The simulacrum lasts until it drops to 0 HP, and has difficulty maintaining form in warm enviornments.
[Life] Simulacrum of Clay
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a corporeal construct, formed from clay, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it using an hour worth of time to sculpt it back to perfect shape. It lasts until it drops to 0.
[Shadow] Project Image
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range (500 miles) that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion’s eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image 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 creature can see through the image, and any noise it makes sounds hollow to the creature.
[Shadow] Programmed Illusion
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it.
[Shadow] Mental Prison
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
[Shadow] Seeming
You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
[Shadow] Mislead
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
[Shadow] Dream
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psy
[Shadow] Phantasmal Killer
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.
[Shadow] Greater Invisibility
A creature you touch has the Invisible condition until the spell ends.
[Shadow] Phantom Steed Ritual
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
[Shadow] Major Image
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image.
[Shadow] Hypnotic Pattern
You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
[Shadow] Fear
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature. * - (a white feather)
[Shadow] Silence
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
[Shadow] Okkam's Mindrazor
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
[Shadow] Phantasmal Force
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration is created. The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While affected, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. An affected target can take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the hazard.
[Shadow] Nystul's Magic Aura
With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the target’s actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type. False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
[Shadow] Mirror Image
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
[Shadow] Magic Mouth
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible condition
[Shadow] Invisibility
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
[Shadow] Blur
Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
[Shadow] Phantasmal Aura
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. False Aura. You change the way the target appears to spells and magical effects, such as detect magic. You can make a nonmagical object appear magical, a magical object mundane, or change the object's magical aura so that it appears to belong different school. Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
[Shadow] Silent Image
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image 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 creature can see through the image.
[Shadow] Illusionary Script
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. If the spell is dispelled, the original script and the illusion both disappear. A creature that has Truesight can read the hidden message.
[Shadow] Disguise Self
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
[Light] Color Spray
You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
[Shadow] Minor Illusion
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study 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. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. 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
[Death] Wind of Death
The caster creates a wind that spreads in front of them in a wide area, casting a wind in an area of 150 feet long and 20 feet wide. All creatures inside the area must succeed a constitution saving throw or suffer 10d10 necrotic damage, or half as much on a success.
[Death] Wild Kin of Zandox
A purple shades, in the vague form of dogs follow at the heels of the caster. The hounds attack any enemy creature that gets within 10 feet of the caster. They share the caster's initiative, and have one attack action per turn, and operates independently. The hounds have a +5 for their attack and their damage and their attack damages for 4d4 necrotic damage. The hounds cannot be targeted or damaged, even by area of effect spells. Using higher level spell slot. Summons an additional hound for every spell slot level higher than 4.
[Death] Tide of Years
The caster touches an incapacitated, or willing creature. The creature performs a constitution saving throw. Suffering 2d4 necrotic damage and 1d4 years of aging. Using a higher spell slot level. Add 1d4 years of aging for every spell slot level higher than 1.
[Death] Spirit Leech
The signature spell of Shyish, the caster extends an ebon hand towards the chosen foe, a sickly ray hits the target. Make a ranged spell attack. The target then receives 4d4+4 necrotic damage and performs a constitution saving throw. If failed, the target receives additional 4d4 necrotic damage. The caster then heals for half of the damage done rounded down.
[Death] Soulblight
Harnessing the sickly power of Shyish, the caster covers an area the radius of 30. All creatures within it must succeed a Wisdom saving throw, or recieve 2d8 necrotic damage and -1d4 to all their ability checks, attack rolls, and saving throw for three turns.
[Death] Scythe of Shyish
The caster summons a large purple scythe that does significant necrotic damage, and grants disadvantage on the target wisdom and constitution saving throws. This scythe uses the casting ability for the attack, and does 3d6 necrotic damage, and persists for 1 hour.
[Death] Purple Sun of Xereus
A colossal orb of purple-edged darkness materializes upon the battlefield, spreading fear among all who see it. All opponent creatures (Except constructs and undead) must succeed a wisdom saving throw or have all of their attacks, ability, skill checks, and saves, suffer a -5 for the duration of the spell. In addition they suffer 2d4 necrotic damage for every damage they receive. When the affected creatures die, their souls linger under the shadow of the orb, ready to be collected, if the caster so wishes.
[Death] Limbwither
The caster marks a creature, specifies a limb, a leg or a hand (Left or right). The target must succeed a constitution saving throw or progressively lose use of that limb over the next 3 turns. If the leg is affected, the movement speed is shortened by 5 feet, and they gain -5 on their dexterity saving throws and disadvantage on movement related athletics checks. Next round their movement is halved, and they gain disadvantage on dexterity and strength saving throws. Next round, if the creature is bipedal, they fall prone, otherwise their movement is reduced to 10 feet. if a hand is targeted, they will receive a disadvantage on strength feat related athletics checks, and any dexterity checks for manipulating objects. If the hand holds a weapon, they suffer a -5 on their attack rolls. If the hand holds a shield, the target gets -1 to the AC. Next turn they cannot manipulate the arm, and what is held by said hand. And third turn, they drop whatever the hand holds. effects persists 2 tur
[Death] Life's End
The caster touches a creature, and they perform a wisdom saving throw. Upon failure the creature suffers 10d10+20 necrotic damage, or half as much on a success. However, if the creature is CR 5 or below, they die outright, if they fail the save. Undead and constructs are immune to these effects.
[Death] Icy Grip of Death
The caster covers a target area which they can see within range with the radius of 20 feet with deathly tendrils that saps that life force, and will of the those who are unfortunate to be trapped inside. Those who are inside this area suffer 1d10 necrotic damage (no save required). At the beginning of their turn, they must succeed a wisdom saving throw, or have their movement speed reduced to 0 for that turn, at which point they suffer additional 1d10 necrotic damage. This spell persists for 3 turns.
[Death] Iyrtu's Embrace
The caster's arms surge with power of Irtu, a legendary wrestler and strong man that wronged a necromancer and whose soul was forever bound to give it's strength. For five turns, the caster's strength score becomes 21, and their unarmed attacks do additional 3d10 necrotic damage. In addition, the caster has advantage on all strength skill checks, saving throws, and advantage on athletics checks.
[Death] Deathsight
For one hour, the caster can see spirits and souls that are normally invisible to the naked eye. When living beings die, the caster can see their souls leaving their bodies.
[Death] Crystal Maze
(Doesn't work in the Realm of the Sorcerer) The caster reaches into the Realm of Chaos, and points at one target creature they can see within range. The target must succeed a wisdom saving throw, or be forced to walk a part of the great crystal labyrinth of Tzeench. The target disappears from the current plane for 3 turns. Every subsequent turn they must succeed one throw as described below. 1. Wisdom – Success, the target wills it's way into the real world, appearing in their original place. Failure, the target stays for another turn. 2. Constitution –success, the target resists corruption of chaos and is rejected and thrust back to its previous place. Failure, the target receives 1 level of corruption and stays for another turn. 3. Intelligence – Success, the target figures the way out, and reappears in its previous place, its turn will be over. Failure the target receives 4d10 psychic damage and gets lost inside the realm for 1d4 hours after which it will return to original place.
[Death] Compel Spirits
The caster exerts their authority over ethereal Undead, pulling Ghosts through the mortal veil and making any present flee or fight as they command. Three spirits appear and fight up to three targets the caster designates independently. The spirits are immune to physical attacks but are vulnerable to elemental attacks. They have 40 HP each and attack for 4d4+5 necrotic damage, alternatively they can force their target to succeed a wisdom saving throw or become frightened. The spell only lasts until sunrise, and the spirit summoning aspect was forbidden altogether by the Amethyst College.
[Death] Aspect of the Dreadknight
You touch a single willing creature, and they become enveloped by a terrifying visage of the Dread Knight. Creatures that are not familiar with the target, or that oppose him, must succeed a wisdom saving throw, or become terrified, and are forced to use their move action to run away from it. The target's weapons are also enhanced, adding 3d6+3 necrotic damage to every successful hit.
[Death] Animus Imprisoned
A complex and powerful spell that takes many components to complete. Including a preparation of a trapping vessel for a week and 1,000 gold, and additional resources. The caster places a person in a ritual circle and draws their soul into a trapping vessel. The body continues to live, but it is hollowed out of personality, and is almost catatonic and the body needs to be fed and supplied with drink to survive, it also ages as normal. Any possession spells cast on the body don't require saves anymore. The condition is permanent until the soul is released within 100 feet of the body. If it is released away from it, or the body is dead the soul gets lost and becomes a tormented ghost. The spirit in the vial can be forced to possess another body, through another ritual, though the body needs to be hollowed or brought from the dead. This is a fowl spell that is considered necromancy most abhorrent, it's power means that all wizards within 5 miles are aware of a powerful casting.
[Death] Amaranth
The caster's skin takes on a faint purplish hue as they become tougher, and more resistant to poison, disease, corruption, mutation and death. For 1 minute, the caster becomes immune to disease and corruption or mutation, they are resistant to poison and necrotic damage. In addition if they are brought down to 0 hit points, they fall unconscious instead of beginning death saving throws, gaining one HP. At this point the spell ends and the caster is considered a 1 hp unconscious creature.
[Death] Project to Chaos
You and up to eight willing creatures within range project your astral bodies into the Chaos Realm. Each target’s body is left behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age. A target’s astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die. A target’s astral form can travel through the Astral Plane. Any damage or other effects that apply to an astral form have no effect on the real body and the moment the astral form dies, the soul returns to the original body and the spell for that creature ends. Whomever doesn't die, remains until the spell ends naturally and then returns to their body.
[Death] Clone
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. If the original creature dies after the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere.
[Death] Finger of Death
You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.
[Death] Soul Cage
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived. Steal Life. Bonus action to heal 2d8 hit points. Query Soul. You ask the soul a question and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. Borrow Experience. Bonus action, gain advantage on one attack, or skill check. Eyes of The Dead. See a place that the dead knew.
[Death] Magic Jar
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and the target’s soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it taking all of its stats
[Death] Eyebite
For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell. Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends. Sickened. The target has the Poisoned condition.
[Death] Circle of Death
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.
[Death] Enervation
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
[Death] Danse Macabre
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control
[Death] Shadow of Moil
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
[Death] Vampiric Touch
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
[Death] Summon Undead
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The undead has 30 HP and attacks for 2d4 + 3 necrotic damage.
[Death] Spirit Shroud
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
[Death] Life Transference
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
[Death] Feign Death
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the duration, the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions, and its Speed is 0. The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.
[Death] Bestow Curse
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
[Death] Wither and Bloom
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
[Death] Ray of Sickness
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
[Death] Ray of Enfeeblement
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
[Light] Speed of Thought
The caster releases themselves from the limitations of time. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an 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.
[Light] Shimmering Cloak
Surrounds the caster with a field of light that protects them from ranged attacks. All non-magical missiles like arrows and javelins have 50 percent chance to be rendered ineffective. Naturally, the caster is incapable of hiding due to the brightness of the spell.
[Light] Radiant Weapon
Enchant a weapon with radiant properties. Making the weapon particularly effective against Chaos creatures. For 1 minute, the weapon deals additional 1d4 radiant damage. Using a higher spell slot level. Add 1d4 radiant damage for every level of spell slit higher than 1.
[Light] Pillar of Radiance
A concentration spell. Focuses and concentrates the energy of Hysh into a deadly column of burning light the radius of 15 feet on a point within 300 feet you can see. Creatures that are caught within the pillar make a constitution saving throw. Suffering 12d10+10 radiant damage on a fail, or half as much on a success. As an action, at the beginning of every of the caster's turns, they may adjust the location of the pillar to the distance of up to 45 feet from the starting point. The caster cannot take actions or cast spells while concentrating on the spell, but they can move, and don't have to maintain a line of sight with it, though it needs to see where the pillar moves, but once that is adjusted, they can hide. As this is such a potent conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that this spell causes. Using this spell for anything other than daemonic combat is deeply frowned upon by the Elder Hierophants of the Light Order.
[Light] Light's Demand
Causes a brilliant shaft of light to explode forth from the caster's hand the size of 10 feet and length of 100 feet. All creatures from the Realm of Chaos (e.g. daemons) caught in the area of this spell that fail a wisdom saving throw cannot move for as long as the wizard maintains the shaft. To concentrate on this spell, the caster needs to sustain 2d10 radiant damage each turn.
[Light] Identify
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
[Light] Comprehend Languages
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.
[Heavens] Guidance
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
[Light] Ill-Bane
Uses the power of Hysh to aid one or more individuals suffering from disease or poison. If this spell is cast successfully, any diseases affecting the targets have their duration halved (rounded down). Alternately, the spell can remove one poison from each target, nullifying all its effects. Using a higher spell slot. You can bestow this spell on an additional creature for every slot level higher than 3
[Heavens] Divination
This spell puts you in contact with a deity of some kind, that you not necessarily can tell which. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
[Light] See Invisibility
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
[Light] True Seeing
For the duration, the willing creature you touch has Truesight with a range of 120 feet.
[Light] Clairvoyance
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
[Light] Enlightenment
You perform a ritual, and write down a single question on a piece of paper, putting it underneath a glass ball. This question is then will be answered by some divine insight that you can gain from said ball as it begins to shine. The reply is in images and sensory imprints, rather than words, and cannot do with anything that is going to happen, or did not happen already. You cannot ask for instance, what is the plan of this or that person, what are they doing. You need to be very specific regarding the time of the question, as the answer may be too vague to understand.
[Light] Dissolution of Stone
The caster performs a ritual, during that they may be able to wither away and weaken a piece of stone structure, or part of it the size of 10 feet cubed. The structure (or part of it) will collapse upon completion. If the damage is extensive enough to the integrity of the building, it, or a part of it, will collapse too. This is determined by the relative size of the structure. The weathered structure is ought to be a sixth of the total size of the building by volume (if it's a building) and a quarter of the size by surface (if it's a wall). Using a higher level spell slot. Add 10 feet to the size of the affected structure for every spell level above 4.
[Light] Crevasse
The caster strikes the floor with their weapon or staff. A low rumbling starts, rising to a crescendo as a huge crevasse opens in a place and orientation of the caster's choice, within 140 yards. The crevasse is 9 yards wide, 30 feet deep, between 100 and 500 feet long. Anyone on the area of the crevasse when it opens, as well as vehicles such as coaches and horses, will fall in automatically taking 3d6 fall damage. Those on the edge of the crevasse (within 5 feet) must succeed a dexterity saving throw or fall in. The crevasse will close up within 5 turns, and those inside will perform a strength saving throw. Suffering 8d6 bludgeoning damage, and being buried alive on a fail, or half as much and manage to claw their way up on a success. those buried alive begin suffocating immediately (Normal suffocation rules), though a creature may chose to forego the strength saving throw to take a breath before the crevasse closes. Clawing out requires repeated strength saving throws.
[Light] Illuminate
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
[Light] Magic Missile
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
[Light] Deathly Shard
You break off a thin sheet of glass like shards of the Aethyr itself. The shard can be used as a magical +1 dagger that deals 2d6 force damage. The dagger will stay for 24 hours and will disappear, reconstituting into the fabric of reality. If thrown, the dagger returns to one's hand. It cannot be discarded, or granted to anyone but the one who casted the spell. But dispelling can destroy the dagger. The spell can be extended using a one hour long ritual spell, that required the caster to succeed a DC 18 wisdom check to work, otherwise, a spell slot (or 1 spell scroll) must be used.
[Light] The Claw of Apek
A huge silvery talon appears in the air and instantly attacks an creature within 60 yards of the caster. The caster must perform a dexterity throw or suffer 6d6 piercing damage, the damage is considered to be magical and silvered. If the target succeeds the saving throw, no damage is taken.
[Light] Boon of Hysh
Heals one creature you touch to full health, cleansing any negative effects such as exhaustion, curse, disease, poison, charmed effect, feeblemind, reduction in ability score, etc. This does not regrow limbs, or return a dead creature to life.
[Light] Brilliant flash
You gesture single ally creature range that you can see (including one self), a mote of white light wisps from your hand and flies onto them. Until end of combat, the first attack on the chosen ally (After the spell is cast) will cause the mote to flash in brilliant light, and the attacker will have to attack at disadvantage, no further action needed. Using higher level spell slot. Adds an additional mote of light for every level of spell slot above 3. This can be stacked on a single creature, or distributed as the caster sees fit.
[Light] Blinding Glare
Create an explosion of shimmering light within an area of 120 feet around you. All creatures inside it, perform a constitution saving throw. They are blinded for five turns if failed. If the throw succeeded, the creatures get a disadvantage on their attack rolls for one turn. Creatures that are not in line of sight, or that are facing away from you, are not affected.
[Light] Birona's Timewarp
Up to four willing creatures have within 30 feet of may be released from the confines of normal passage of time, enabling them to make two actions, two reactions, two bonus actions and move double the speed each turn. Because of their impossible speed of movement, they are very hard to hit, and for the duration, they have advantage on dexterity saving throws, while whomever attacks them has disadvantage. This effect persists for up to five turns (half a minute). You may not benefit from this spell yourself, and while you concentrate on it, you may not move or use any actions.
[Light] Abulla's Snare
A snare of brilliant magical energy leaps from the caster's extended hand and wraps itself around a creature within range. The creature must be no bigger than large. The creature must succeed a wisdom saving throw or be pulled to the caster and gain the status incapacitated. They may speak and ask for help, but cannot move their hands and the like.
[Light] Banishing Smite
The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
[Light] Blinding Smite
The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.
[Light] Crusader's Mantle
You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.
[Light] Shining Smite
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
[Death] Wrathful Smite
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
[Light] Divine Favor
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
[Light] Divine Smite
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
[Death] Blight
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save. Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
[Light] Protection from Evil and Good
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
[Light] Guiding Bolt
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
[Light] Word of Radiance
Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
[Light] Holy Aura
For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.
[Light] Antimagic Field
An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it. Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other.
[Light] Symbol
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place otherwise the glyph is broken, and the spell ends without being triggered. When you inscribe the glyph, you set its trigger and choose which effect the symbol bears. Death. makes a Con save, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. makes a Wis save throw. On a failed save, a target argues with other creatures for 1 min. Fear. must succeed on a Wis save or have the Frightened condition for 1 min. Pain. must succeed on a Con save throw or have the Incapacitated condition for 1 min. Sleep. must succeed on a Wis save or have the Unconscious condition for 10 min. Stunned wis save or stunned for 1 min
[Death] Resurrection
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to d20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on d20 Tests.
[Light] Power Word Fortify
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.
[Light] Etherealness
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
[Light] Divine Word
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell. Hit Points Effect 0–20 The target dies. 21–30 The target has the Blinded, Deafened, and Stunned conditions for 1 hour. 31–40 The target has the Blinded and Deafened conditions for 10 minutes. 41–50 The target has the Deafened condition for 1 minute.
[Light] Sunbeam
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
[Light] Planar Ally
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice). When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
[Death] Harm
You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
[Light] Forbiddance
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage.
[Death] Create Undead
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control. As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.
[Death] Raise Dead
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to d20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
[Life] Mass Cure Wounds
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.
[Light] Hallow
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and any effects gained from these creatures dissipate. Extra Effect. You bind an extra effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition. Darkness/Daylight. Magical darkness fills the area or darkness cannot penetrate area. Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead. Resistance/vulnerability. Creatures of any types you choose have Resistance or vulnerability to one damage type of your choice while in the area.
[Life] Greater Restoration
You touch a creature and magically remove one of the following effects from it: 1 Exhaustion level The Charmed or Petrified condition A curse, including the target’s Attunement to a cursed magic item Any reduction to one of the target’s ability scores Any reduction to the target’s Hit Point maximum
[Light] Dispel Evil and Good
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures. Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
[Light] Circle of Power
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.
[Life] Freedom of Movement
You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
[Life] Death Ward
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.
[Life] Control Water
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. Effect remains until end of spell or if you chose a different effect. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends.
[Light] Banishment
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
[Light] Aura of Purity
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.
[Life] Aura of Life
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
[Life] Water Walk
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
[Light] Spirit Guardians
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
[Death] Speak with Dead
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
[Death] Revivify
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
[Light] Remove Curse
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.
[Light] Protection from Energy
For the duration of 1 minute, the willing creature you touch is wreathed in wisps of protective light and has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
[Light] Magic Circle
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has Disadvantage on attack rolls against targets within the Cylinder. Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.
[Light] Glyph of Warding
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible. When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Explosive rune creates an explosion within 20 foot radius of the rune. Creatures within the area make a dexterity saving throw, suffering 5d8 elemental damage of your choosing, or half as much on a success. Spell Glyph can hold a level 3 spell or lower that doesn't target a specific creature. Area of effect or summoning spells work best.
[Light] Daylight
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
[Life] Mass Healing Word
Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
[Life] Flesh of Clay
Touch a willing creature and their flesh becomes dense and pliable like clay, making the caster resistant to all physical attacks, the caster is also considered a construct for the duration and is resistant to necrotic damage and cannot bleed. Any wounds sustained during the spell need only an action to mend, enabling the target creature, or any other ally within touching distance to use an action to heal the target for 3d10+3 every turn. At the same time, the caster has disadvantage on all dexterity and acrobatics checks. In addition, the flesh can be shaped much like clay, able to change the features of the caster for the duration of the spell. Reverting to normal, once the spell runs out. Duration 1 minute. Using a higher level spell slot. Extend the duration of the spell by a factor of 2 for every level slot higher than 3. With a maximum of 64 minutes duration at slot level 9.
[Life] The Green Eye
A single green orb seems to appear in the forehead of the caster out of which extends a beam of green necrotic energy 100 feet long, and 5 feet wide. Any creature within the beam make a constitution saving throw. suffering 6d10 necrotic damage on a fail or half as much on success.
[Life] The Jade Casket
Glowing green magical power surrounds the corpse of a single character or creature, returns it to life, and transports it to the wizard's side. The animated corpse appears within 50 feet of the caster and is immediately restored to a full complement of health, but does not regain any equipment that has been lost or removed. The revived corpse will follow simple instructions given to it by the wizard, and will instinctively fight to protect its summoner, but is not truly alive. Although it has access to all non-magical skills it knew during its life, it cannot speak or otherwise communicate, and retains no memory of its previous life. It is merely the corpse of the deceased, animated by Jade magic. This runs very close to what people would consider necromancy, and thus invites hostility from the lay folk, and witch hunters.
[Life] Lifebloom
Rtual casting of 1 hour. The wizard sends the Green Wind flowing into an area or object previously devoid of life. This can have one of a variety of targets and effects, for instance: Water flows once more through a dry riverbed. Clean, fresh water can be drawn from a well formerly polluted. Ripe fruits immediately appear in a withered orchard. Fresh milk is produced by a sick or unproductive cow.
[Life] Quagmirk's Embrace
An area of 30 feet around the caster becomes waterlogged, dampening both flames of mundane origin and those of Aqshy.
[Life] Regenerate
Bestows on a creature you touch powers of regeneration, healing for 1d10 damage every turn for 1 minute. Using Higher level spell slot. Adds 1d10 healing for every spell level higher than 2. Alternatively allows you to target another creature per spell slot level. Cannot mix both.
[Life] Rhya's Bounty
Caster's allies within 30 feet gain armor of writhing vines that add +2 to AC for a minute.
[Life] Wood Shape
the caster touches a willing creature who takes the shape of a tree. The type of tree depends on the character of the individual such that a melancholy person might transform into a weeping willow, while an evil witch would assume the form of a black oak. The target maintains the form of a tree for a 3 hours. While in tree form, the creature can see and hear normally. However, a character in tree form is vulnerable to the normal sorts of things that could kill a tree, such as fire, axes, fungus, and so on.
[Life] Wall of Vines
A ritual cast of 10 minutes. The caster fashions a structural element like a wall made of thick vines, the size of up to 20 by 20 feet. This is a permanent structure and will remain indefinitely. Can be used to close gaps, repair walls or other structures. It cannot serve as a walking platform or a means to traverse chasms. Using higher level spell slots. Increase the length of the vines grown by a factor of two for every level higher than level 2 The time to cast also grows by the same factor. So at level 9 the length of the wall would be 1,280 feet, and the time to cast would be 21 hours.
[Life] Vital Growth
Channels the power of Ghyran to give great vitality to plant growth. After ritual casting for ten minutes, the druid concentrates on a living plant or seed within an arm's reach of them. While the Jade Wizard continues to focus, the plant grows at great speed, as though a day had passed for every moment taken to concentrating. A season's worth of crops can thus grow in about fifteen minutes, and in an hour, a tree will show a year's growth. If the caster concentrates too long, though, plants may outlive their natural span and die. Plants can only grow in soil that would normally support them; an oak cannot be grown in the desert, nor will wheat grow on bare rock.
[Life] Throne of Vines
The caster fashions a throne made of vines that can walk on its own feet. The throne connects you to the local nature and enables you to sense things that happens further away from you than your vision might allow, granting you tremor sense for 300 feet. You can sense motion of large animal packs, herds or large units of soldiers from a distance of up to a mile. The throne has 30 feet movement speed, which you can bolster by sacrificing an action. The chair has 60 HP, but it doesn't protect you in combat, and you can be targeted by melee and ranged attacks as usual.
[Life] Summer Heat
You chose an area with the radius of 30 feet, within range that you can see and have the area covered with summer heat and sun, no matter the location or weather conditions. The light that covers the area is intense. Opponents inside the area must succeed a constitution saving throw or gain a level of fatigue. Those who remain in the area of effect, must succeed constitution saving throws every turn, or gain an additional level of fatigue. Since the spell lasts for a minute, those who fail the constitution saving throw 6 times, die outright.
[Life] Storm of Renewal
Raw, magical life-energy flows across the battlefield, mending wounds and restoring the fallen to fresh vigor. The spell is cast over a 60 foot radius area, and heals all allies within it for 2d6+5 for 1 minute. This kind of healing can return whole regiments to fighting order.
[Life] Spring Bloom
Concentrates the power of life magic in one area or being. The caster can affect either a plot of land the size of a farmer’s field or one living being of any race. A field will literally burst with life, and the next harvest is guaranteed to be abundant. If cast on a living being, conception will occur within a month if all other normal conditions (i.e. breeding) are met.
[Life] Embodiment of Ghyran
The caster transforms themselves into a treelike avatar of Ghyran, with thorny fingers and tough bark skin. They get AC of 19, and additional 200 temorary HP. The caster can attack with their hands for 5d10 bludgeoning, and 5d10 piercing damage. They can cast Whithering on a creature within 120 feet dealing 8d6 necrotic damage, and they can cast Earthquake dealing 8d8 bludgeoning damage within 30 feet radius forcing creatures to succeed a dexterity saving throw or fall prone. However their movement speed remains at 30.
[Life] Earth Gate
The caster disappears into the earth and appears in a place of their choosing (where there is natural earth) within a mile.
[Life] Earth Blood
You plant your feet into natural earth and chant the words. You concentrate, you are healed for 1d10+5 HP every turn. This forces you to forfit your action and movement that turn, leaving only a reaction, and bonus action
[Life] Drain Life
You choose a creature you see within range who is not undead or a construct or a daemon. The creature performs a constitution saving throw. Suffering 2d6 necrotic damage upon failure, or half as much on a success. Using a higher spell slot. Add 1d6 necrotic damage for every level spell slot higher than 1.
[Life] Curse of Thorns
Choose a character you see within range. The character performs a constitution saving throw. Upon failure the creature suffers 5d10 piercing damage as thorns begin to grow within their body. This is repeated at the end of your turn for three five, and no damage is reduced by the success of the throw. However, if the throw is successful, the spell ends. If the creature fails the five saves, they perish immediately, if they are a mortal creature. Daemons, or other non mortal beings, just suffer the damage.
[Life] Cure Blight
Cleanses an area of up to one square mile of blight. This saves plants, trees, crops, and other growing things and makes the area immune to the same blight for the rest of the season. Alternately, this spell can be cast on up to twenty characters suffering from disease. The duration of any diseases these characters are suffering from is halved. A ritual spell that takes an hour to cast. Using a higher level spell slot. The amount of time needed to cast, and the size of the area (or people that can be cured) is doubled for every level spell slot higher than 3.
[Life] The Cloak of Dain
A cloak of shimmering green energy is summoned forms round the caster. The cloak has 2d8 HP which it absorbs all damage directed at the caster. Once it's total health point is met, it the cloak disappears. If it's life points are exceeded by a strike, the surplus damage is dealt to the caster. Using a higher level spell slot. Adds 2d8 HP to the cloak for every spell level higher than 1. A maximum of 16d8 HP at level 9.
[Life] Barkskin
You touch a willing creature. They receive +2 to their AC. However they also have disadvantage on their agility or acrobatics checks until the spell is removes or fades.
[Life] Awakening of the Wood
You coax trees within range to awake and attack your enemies. The trees reach and slash with their branches. Creatures within 20 feet of the tree trunks perform a dexterity saving throw or suffer 3d10 bludgeoning damage.
[Life] Create Food and Water
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
[Light] Beacon of Hope
Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.
[Death] Animate Dead
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse. On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you. You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.
[Life] Aura of Vitality
An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.
[Light] Warding Bond
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
[Life] Protection from Poison
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
[Life] Prayer of Healing
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
[Death] Gentle Repose
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
[Life] Enhance Ability
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
[Life] Calm Emotions
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.
[Death] Blindness/Deafness
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
[Life] Aid
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
[Life] True Resurrection
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
[Light] Shield of Faith
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
[Light] Sanctuary
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
[Life] Purify Food and Drink
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
[Death] Inflict Wounds
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
[Life] Healing Word
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
[Life] Detect Poison and Disease
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
[Life] Cure Wounds
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
[Life] Create or Destroy Water
You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
[Death] Toll the Dead
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage. Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
[Life] Spare the Dying
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
[Wood] The Amber Spear
Sounding a gnarled horn, the caster summons a glowing amber spear of pure Ghur. Seizing hard upon the spear's translucent shaft, he hurls it at the foe with uncanny accuracy. Make a ranged spell attack at advantage, if successful, the creature you hit suffers 5d10 piercing damage and is considered restrained for 3 turns.
The Amber Trance
A creature the caster sees within range must succeed a wisdom saving throw or fall into a rigid trance gaining the incapacitated status, and their body slowly turns to transparent amber. The entranced individual cannot be moved or harmed in any way. When the spell wears off the victim returns to normal, remembering none of the "lost" period of time.
[Wood] The Beast Made Well
Touching an injured animal, the caster heals its wounds for 2d10+3 health points. Only natural animals may be healed by this spell; magical creatures (including familiars, even if animalistic) and monsters are unaffected.
[Wood] Claws of Fury
The caster's fingernails turn into razor-sharp claws as they take on a feral aspect. The claws are considered magical weapon and deal 1d8 slashing damage and the caster uses their spell casting ability for the attack. The drawback is being unable to wield any weapons while the spell is in effect. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
[Wood] The Curse of Anraheir
The caster calls upon woodland spirits to distract and annoy a creature of his choosing in range they can see. The creature will have to succeed a wisdom saving throw, or suffer 2d10 force damage, and not be able to target the caster or his allies.
[Wood] Embodiement of Ghur
The caster transforms into a colossal elk like beast that is covered in moss colored fur, gains 100 temporary hit points and can perform magical attacks for 8d10 bludgeoning (trampling) damage. You also have a charge attack with a minimum of 30 feet run up that does 10d10+20 piercing (horn) damage. This spell persists for 3 turns, upon which the caster must perform a concentration check every turn or drop the form.
[Wood] The Flying Bower
The caster becomes a whirlwind of ember motion charging up to a 100 feet in a line. Any creature in said line performs a dexterity saving throw. Suffering 4d10 bludgeoning damage on a failure, or the same damage but without being pushed. Upon failure, the creature is pushed 15 feet and falls prone. Throw a 1d4 to determine where the creature was pushed: 1 –The creature is pushed 15 feet forward and if they are still within the line of charge, they the damage again. 2 – The creature is flung 15 feet to the right. 3– The creature is flung 15 feet to the left. 4 – the creature is flung 15 feet upwards and as a result suffers additional 1d6 falling damage.
[Wood] Leatherbane
A ritual spell. The shaman causes a character, creature, or animal and all leather goods they're carrying or wearing -- belts, pouches, straps, scabbards, and even armour -- to shrivel immediately and turn permanently to dust. This does not affect magical items or armor.
The Ox Stands
You utter a shout, all allies within earshot (30 feet Radius) that are terrified are cleansed from the terror.
[Wood] Taal's Fury
The shaman utters a primal yell, instilling in his allies the wrath of the god of wild places himself. Every ally within 30 feet gains advantage on melee attacks, their attacks become magical and adds 2d10 bludgeoning damage to any strike they land. Using a higher level spell slot. Add 1d0 bludgeoning damage bonus for every spell level above 5 (maximum of 6d10 at level 9)
[Wood] The Talking Beast
If cast immediately before taking on animal form, the caster can speak while so transformed. The spell can also be cast on an animal to gift it with the power of humanoid speech for a short period of time.
[Wood] Murder of Crows
Swarming pack of corvid birds fills a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Heavily Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 10d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 7.
[Wood] The Vengeful Hood
A cowl of amber-colored light forms around the caster, which will absorb the force of any non-magical attack against the caster. Melee attacks will be returned against the attacker, and the damage to the caster healed. This concentration spell persists for 3 turns. When using a higher level spell slot. The duration of the spell extends for 3 turns for every level above 4. Maximum of 18 turns.
[Wood] The Winter's Long Slumber
You touch a willing character and they fall into a hibernation state. This state persists for many months, until the solstice or equinox after the next (that is, the remainder of the current season, plus the full season after that). During this period of slumber, the character need not eat or drink. Any diseases, poisons, or other similar afflictions the character endures are interrupted for the duration. No further damage or symptoms accrue from them, though any penalties or other maladies already in effect continue while the character hibernates. (A progressive poison would not continue to get worse.) Natural healing, however, does occur. The recipient of this spell cannot be woken by normal means; the caster must will a premature awakening. They may also cast this spell on themselves. In the event that they do, they may -- at their option -- designate one other individual, who must be present when casting the spell, who may wake them before the spell's natural duration.
[Wood] Wings of the Falcon
This spell causes wings to grow from the caster's back, which are strong enough to bear them aloft. Obviously, simple folk, seeing someone transformed by Wings of the Falcon, will assume they are some form of Chaos Daemon or mutant and react appropriately. Base flying speed is 30 feet, this increases by 15 feet for each level of spell slot higher than 4 with a maximum 105 feet at level 9.
[Wood] Shapechange
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.
[Wood] Tsunami
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must
[Wood] Earthquake
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. Structures. The tremor deals 50 Bludgeoning damage
[Wood] Wyssan's Wildform
Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again. A target’s game statistics are replaced by the chosen Beast’s statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target’s actions are limited by the Beast form’s anatomy, and it can’t cast spells. The target’s equipment melds into the new form, and the target can’t use any of that equipment while in that form. The target gains a number of Temporary Hit Points equal to the Beast form’s Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.
[Shadow] Hallucinatory Terrain
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
[Wood] Contagion
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
[Shadow] Mirage Arcane
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusio
[Wood] Wall of Thorns
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. Both types of damage
[Wood] Transport Via Plants
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
[Wood] Move Earth
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the wa
[Wood] Heroe's Feast
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.
[Wood] Flesh to Wood
You attempt to turn one creature that you can see within range into a tree like form. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.
[Wood] Find the Path
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
[Wood] Conjure Fey
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 2d12 for each spell slot level above 6.
[Wood] Tree Stride
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.
[Wood] Insect Plague
Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.
[Wood] Conjure Elemental
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
[Wood] Commune with Nature
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell’s area: Locations of settlements Locations of portals to other planes of existence Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead The most prevalent kind of plant, mineral, or Beast (you choose which to learn) Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
[Wood] Pann's Impenetrable Pelt
Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage. Using a higher level spell slot. Extend protection for an additional creature for every spell level above 4.
[Wood] Summon Elemental
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The creature has 60HP and has elemental immunity to the chosen elemen, Exhaustion, Paralyzed, Petrified, Poisoned and attacks for 1d10 + 4 + the spell’s level elemental damage (bludgeoning for earth elemental). It multi attacks for half of the spell slot level rounded down.
[Wood] Polymorph
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
[Wood] Locate Creature
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.
[Wood] Grasping Vine
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration. Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required). As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine. Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.
[Wood] Freedom of Movement
You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
[Wood] Dominate Beast
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
[Wood] Conjure Woodland Beings
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell’s duration. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
[Wood] Conjure Minor Elementals
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack). In addition, the ground in the Emanation is Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.
[Wood] Charm Monster
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
[Wood] Water Breathing
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. It is a ritual spell with duration of 24 hours.
[Wood] Summon Fey
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. The fey has 40 HP, attacks with fey blade for 2d6 + 3+ spell slot level. It multi attacks for half of the spell slot level rounded down. It also has Fey Step, Darkness spell, and Charm available.
[Wood] Speak with Plants
You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration. The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.
[Wood] Plant Growth
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.
[Wood] Conjure Animals
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
[Wood] Summon Beast
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The creature has 30 HP, has pack tactics (advantage on attacks when within 5 feet to an ally) and attacks for 1d8+4+the level of the spell slot used (minimum of 1d8+4+2). It also has multi attack starting level 4 attacking for half of the spell slot level rounded down.
[Wood] Speak with Animals
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them. Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
[Life] Spike Growth
The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
[Shadow] Pass Without Trace
You radiate a concealing aura in a 30-foot radius from you for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
[Wood] Locate Animals or Plants
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
[Wood] Enhance Ability
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
[Wood] Beast Sense
You touch a willing Beast. For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special senses it has.
[Wood] Barkskin
You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
[Wood] Animal Messenger
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell. Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level above 2.
[Wood] Goodberry
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.
[Wood] Entangle
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
[Wood] Animal Friendship
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration (24 Hrs). If you or one of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
[Wood] Shillelagh
A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
[Wood] Thorn Whip
You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
[Wood] Poison Sprey
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
[Fire] Flame Beam
You extend your hands and a beam of flame 5 feet wide and 60 feet long extends them. all creatures caught in the beam perform a dexterity saving throw. Suffering 10d6 fire damage upon a failed save, or half as much upon a success. In addition, those who are caught within the beam, or enter it, cannot advance towards you. This is a 5 turns concentration spell. You may shift the direction of the beam at the beginning of your next turn, but while maintaining it, you may not use any actions (action, bonus action, or reaction) or movement, You may drop your concentration at the beginning of your turn and have all the actions and movement available to you. When using a higher level spell slot. Damage increases by 2d6 fire damage for every slot level higher than 5.
[Fire] Embodiment of Aqshy
This spell has two components. First you use action to summon a flame wreathed key, which persists until the end of the day. As a bonus action, you may clasp the key and transform into the avatar of the Lore of Fire. In this form, your body is gaseous – attackers have disadvantage to attack you, and you have advantage on dexterity saving throws. You are immune to bludgeoning, piercing, or slashing damage from non magical weapons. You are immune to all fire damage. You are however vulnerable to cold damage. In this form, on which you need to concentrate, you can attack with a ranged and melee flame strike dealing 6d6 fire damage on individual targets.
[Fire] Magma Storm
you set fire in the very rock itself, causing the ground to splinter and the raging lifeblood of the world to gush forth. choose up to 5 spots 5 feet in radius. Geysers of magma spray an area of 10 feet radius around these spots. Creatures within these areas perform a dexterity saving throw. Suffering 8d6 fire damage on failed save, and half as much on a success. If the save is initially failed, the creatures sustain further 4d6 fire damage each consequent turn for five turns, no saves required. The Geysers persist for three turns, and any creature coming, or being forced within ten feet of them must perform the same saves as initially cast.
[Fire] Inferno
An explosion of heat emanates from the caster to a radius of 15 feet. Creatures within the area must succeed a dexterity saving throw or suffer 4d6 fire damage and be thrown back 10 feet.
[Fire] Inextinguishable Flame
Ritual cast. Renders any single fire, up to the size of a campfire, inextinguishable by wind or water, whether magical or natural. This effect can last between a day and a year depending on the spell slot level used. In addition to being inextinguishable, the fire consumes no fuel while the spell persists. If the spell’s fuel is scattered, the flame continues burning on the smaller pieces; an inextinguishable campfire kicked apart, for example, continues to burn as component logs. Casting time is 1 minute for the level 1 spell slot growing by one hour. At level 9 the cast time for this spell will be 8 hours.
[Fire] Fulminating Flame Cage
The target must succeed a dexterity saving throw or be interred in a prison made of flaming, searing rods. The target may attempt freeing itself with a strength saving throw, but receive 4d6 fire damage in turn.
[Fire] Flaming Hearts
An unnatural resonance augments the wizard's voice, inspiring tired and frightened allies to feats of discipline and courage. Makes people have advantage on wisdom and charisma saving throws when in battle, lasts for ten minutes.
[Fire] Flashcook
The caster either instantaneously cooks one serving of food to their liking or causes one quart or less of water (or a similar liquid) to immediately come to a furious boil. This is a touch spell.
[Fire] Burning Vengeance
A ritual spell. You name a target creature’s name and the name of their quarry. The target must succeed a wisdom saving throw of DC 10 or be consumed by a burning obsession of vengeance against the quarry. If there is already a grudge between the target and their quarry, the DC of the wisdom saving throw grows to 18. The effect of the spell last for a year and a day or until vengeance is taken. The target may repeat the saving throw every month with a DC of 16 for a normal throw and 22 for a begrudged character.
[Fire] Aqshy's Aegis
As a bonus action hold you and every creature you touch become immune to fire damage as long as your contact remains, the creature can extend this protection by holding hands with another creature. But to maintain this protection, the contact must be maintained. Every creature that loses contact, immediately loses the protection. While concentrating on this spell, you have advantage on concentration saving throws.
[Fire] Crown of Flame
A majestic crown of sheer flame materializes on the caster’s head. It grants advantage on any intimidation checks. In addition, any creature that tries to attack the caster with melee weapons, must first succeed a wisdom saving throw or be unable to attack.
[Fire] Consuming Wrath
You touch a creature. The must succeed a wisdom saving throw or becomes filled with rage and hate. During that time they deal additional 2d6 fire damage with every melee attack they deal, but they also become vulnerable to fire damage, and attack the most threatening creature next to them.
[Fire] Conflagration of Doom
Strongest of the Pyromancer’s spells, this creates a massive inferno in an area of 180 feet cubed. Each creature in the area does a dexterity saving throw. The creatures suffer 15d6 fire damage for a failed save or half as much for a success. The creatures must repeat the save every turn they stay inside the inferno. The spell only ends if it is dispelled, all creatures inside leave the area, or die. Other Bright mages can sense the use of this spell from up to ten miles away.
[Fire] Immolation
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash.
[Tempest] Gust of Wind
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
[Ice] Ice Sculpt
Ritual spell casting time 10 minutes. You can create an ice tool or an Ice sculpture of to the size of 5 feet cubed. The sculpture can take any form like furniture, casket, limited only by your imagination. When in Kislev, the sculpture can remain forever, in any other country the sculpt melts within 24 hours. When using a higher spell slot level. You can double the size of the sculpture for every level of spell slot higher than level 1. The casting time doubles also. At level nine the sculpture can be the size of 1,280 feet cubed and will take 21 hours to cast. Thus you can create whole palaces and structures as you go higher spell slot.
[Fire] Withering Heat
With a triumphant gesture, the wizard sets a curse of desiccation upon his foes' flesh, forcing them to make a constitution saving throw, or suffer 1d6 fire damage. If failed, the creature must perform the save again, or suffer the same damage until concentration breaks, or the spell ends. Using higher level spell slot. The damage per turn is increased by 1d6 fir damage for every slot level higher than 1.
[Fire] Wings of Fire
The wizard is enveloped by fiery wings and is carried into the air at incredible speed. The wizard can only go to places that can be seen from line of sight from the point of casting, and cannot fit into spaces too small to fit through normally.
[Fire] Towering Inferno
Binding the Wind of Aqshy into the very stone of the walls before him, the Wizard gestures and the magical energy is unleashed as a torrent of raging flame, creating a shifting pillar of flame in an area of 10 feet squared and moves as a bonus action up to 50 feet per turn. Creatures caught in the inferno perform a dexterity saving throw, suffering 4d6 fire damage on a failure, and half as much on a success. Concentration up to 1 minute. Using higher level spell slot. Damage is increased by 1d6 per every spell slot level higher than 3.
[Fire] Taste of Fire
Imparts one batch of food or drink with a fiery potency. This makes food spicy and imparts the burning flavor and effect of alcoholic spirits to beverages of any kind. A “batch” of food consists of a plate of food served to you, a common serving container of one dish (a whole stewpot, for example), or a single container of some beverage up to and including a whole barrel of water or keg of ale. Beverages which were already alcoholic have their potency increased to that of spirits. The effect of spicy food on those unaccustomed to it—the caster is always considered accustomed—causes intestinal distress for several hours.
[Fire] Shield of Aqshy
Wraps the caster with currents of the Flaming Wind, renders them immune to fire damage for the duration of 10 turns.
[Fire] Flaming Arrows
You summon a floating arrow of flame that dances around you. As a bonus action you may fling the arrow at a target by making a ranged spell attack. The arrow hits for 2d6 fire damage and 3d6 piercing damage. By upcasting this, you may add another flaming arrow for every level slot higher than 4 for a maximum of 6 arrow, which you can fling one by one, or all at once, or any combination in between, it is not considered a leveled spell when you fling the arrow.
[Fire] Flame Elemental
You summon a fire elemental 50 HP that attacks for 1d10+4 fire damage.
[Fire] Delayed Blast Fireball
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. for a Maximum of 22d6 fire damage. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes. The base damage increases by 1d6 for each spell slot level above 7.
[Fire] Incendiary Cloud
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
[Fire] Flame Blade
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action. As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
[Fire] Fireball
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
[Fire] Flaming Sphere
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
[Fire] Dragon's Breath
You touch one willing creature. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone of fire. Each creature in that area makes a Dexterity saving throw, taking 3d6 fire damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
[Fire] Hellish Rebuke
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
[Fire] Scorching Ray
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
[Fire] Burning Hands
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
[Fire] Meteor Swarm
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
[Fire] Produce Flame
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
[Fire] Searing Smite
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends. Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.
[Fire] Flame Strike
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.
[Fire] Wall of Fire
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
[Fire] Fire Storm
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
[Fire] Fire Shield
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage.
[Fire] Firebolt
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
[Ice] Call the Element
You summon a frost elemental to fight for you. The elemental has 22 HP, and can make cold and bludgeoning attacks for 4d4 damage
[Tempest] Thunderous Breach
Ritual spell. You put a hand on an object you wish to affect, and it receives 6d6 thunder damage, if the damage is more than the item can manage it is shattered into pieces. If the item has a lid, a hinge, then it is breached and opened. Particularly hard items may not be breached by this spell. When using a higher level slot. The damage is increased by 1d6 for every level spell slot higher than 3. Ar level 9 the thudner damage os 10d6 casting time is three hours.
[Tempest] Form of the Wind
You dissipate into thin air at the end of your turn, and may move as a gaseous form, all attacks against you are made with disadvantage, and you resist piercing, slashing or bludgeoning damage. In addition, while in this form, you cannot cast spells, and cannot physically attack a creature. You regain your corporeal form at the beginning of your turn, and become gaseous at the end of it, no action required. This continues for 10 turns.
[Tempest] Ward of Thunder
You put a ward on the ground in a spot within range you can see the size of 5 feet square. If a creature walks within 5 feet of the area, it must succeed a constitution saving throw or suffer 6d6 thunder damage and be thrown 15 feet away the center of the ward and fall prone.
[Ice] Ward of Ice
You put down a warding sigil in a place on the ground of your choosing the size of five feet cubed. If a creature walks, or forced onto the area, a spike shoots up from the sigil, impaling the target, conferring 8d6+10 piercing damage and 6d6 cold damage
[Tempest] Godlike Storm
You call onto a massive tempest that covers the size of a mile and allows you to chose who it affects. While it is raging for ten minutes it allows you, as a bonus action, to call one of the following effects: 1: You call down a lightning that creates impact in an area 10 feet in diameter. A creature caught in it must succeed a dexterity saving throw, or suffer 10d10 lightning damage. 2: You call down a torrent of hails on an area 30 feet diameter, all that caught within, must succeed a Dexterity Saving throw or suffer 6d6 bludgeoning, and 3d6 cold damage. 3: You call down the power of the tempest that booms in a cone emanating from a spot and in a direction of your choosing. All who caught within must succeed a constitution saving throw, or suffer 8d6 thunder damage, and be thrown 10 feet away from the cone's apex. 5: Freeze the ground beneath your feet, all creatures must succeed a strength saving throw or suffer 5d6 cold damage and fall prone.
[Tempest] Winds of Flight
Take flight on tempestuous winds that carry you where you direct it. Concentration spell for 10 minutes. When using a higher level spell slot you can double the length of the flight.
[Ice] Call onto the Wyrm
You summon an Ice Wyrm that has 151 HP (22d10+30) that can burrow into the ground to emerge from beneath, attacking with bite and tail attacks conferring 10d6 bludgeoning or piercing damage. It also forces the enemy to make a DC 18 Wisdom saving throw or be terrified.
[Tempest] Guardian' Call
You summon a spiritual Snow Leopard [CR 5] which has 84 Hit Point (12d8+30), it's large, and can attack with a claw and bite attack for 8d6 piercing or slashing damage. The guardian spirit will hold on for a minute before dissipating into mist.
[Tempest] Voice on the Wind
You utter a sentence that is carried over a distance of up to a mile to a creature that you personally know. The voice is uttered to the creature and is delayed by 5 seconds. The cannot tell where the voice is coming from. If the message is meant to be misleading, the creature, if it understands the language must make a wisdom saving throw, or possibly be convinced or distracted by the voice. Using higher levels of spell slots allows to increase the distance of the transmission by a factor of two. At level 9 the message will be able to reach a creature 512 miles away and will be delayed by one minute.
[Tempest] Storm of Vengeance
You call upon a storm over an area you can see within range and with the radius of 30 feet. The storm lingers for five turns and alternates effects randomly at the beginning of your turn. roll a 1d4 to determine the effect. 1: The ground is covered in snow, making the area of the storm difficult terrain and forcing all creatures inside (except yourself) make a strength saving throws or have their speed reduced to 0. 2: A large thunder clap is heard damaging 3d6 thunder damage to all within range, no saves. 3: A freezing wind hits all inside the area of the storm damaging them for 3d6 cold damage. 4: Lightnings strikes all over the area of the storm hitting for 6d6 lightning damage, no saves.
[Ice] Ice Lens
You can create a lens of Ice that can pierce through any corruption, illusion or masking, except a physical one. The lens will survive for ten minutes, and then it will melt.
[Tempest] Control Weather
With your control of Tempest Lore, you are able to control weather conditions in a wide area of up to a mile and for the duration of an hour. You can calm all weather down, stopping rain or winds. Or you may call on stormy weather and winds up to a storm force, which may make it hard to maneuver. Though, you cannot make the whether warm, only colder than it already is. Using higher level spells slots doubles the duration and the size of the effect of your spell.
[Tempest] Tempestial Winds
You create an erratic wind in a line 30 foot wide and 60 foot long from you. All creatures caught in the area must succeed a strength saving throw, or be thrown back 20 feet and suffer 2d6 thunder and 2d6 bludgeoning damage.
[Tempest] Thunderwave
You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
[Tempest] Thunderclap
Each creature in a 5-foot radius originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
[Tempest] Thunderous Wave
Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 10d6 Thunder damage and has the Prone condition. On a successful save, a target takes half as much damage only.
[Tempest] Thunderous Tornado
You unleash a massive spinning pillar of air that sucks all who are trapped within it towards its center. All creatures in a radius of 15 feet must succeed a strength saving throw or suffer 4d6 thunder damage and be pulled towards the center, their movement reduced to zero and they get disadvantage on constitution saving throws.
[Tempest] Thunderous Smite
You make a melee attack with your weapon. If successful your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 thunder damage for each spell slot level above 1.
[Tempest] Thunder Step
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
[Ice] Freeze
Ritual Magic. Your touch is able to instantly freeze most items. Frozen items may become brittle and vulnerable to bludgeoning and thunder damage. Using Level 2 slot is able to freeze water instantly, making it traversable by foot. Using Level 3 slot able to make metals brittle. Using Level 4 slot able to make wood brittle. Using Level 5 slot able to make stone brittle. Using Level 5 slot able to extinguish even demonic flame. Using Level 7 slot able to make magic weapons brittle. Using Level 8 slot able to make even the most corrupted weapon brittle. Using Level 9 slot able to freeze any known material and make any obstacle brittle.
[Ice] Mirror of Ice
Create a magical mirror through which you can contact other Ice Witches, including Tzarina Katarin Bokha herself, no matter how far you are from them. It is possible to also enchant this spell onto a one time use item and to connect specifically to it. The item is consumed, however, and cannot be used again. This spell maybe used only once a day. Ice Witches are usually not very sociable, therefore contacting them for frivolous matters may have bad consequences, especially contacting the queen.
[Tempest] Ursun's Roar
A beam of frost and thunder erupts from your roaring mouth extending for 60 feet and with a width of 10 feet. Any creature caught in it's path must succeed a constitution saving throw or suffer 10d6+20 cold and 10d6+20 thunder damage. This spell has such power, that any magic lingering and continuous magical effects in the battle field, and any bad weather is dispelled. Any concentration spell that is active is also ceases immediately. Daemons and chaos twisted creatures have disadvantage on the saving throws.
[Ice] Freezing Sphere
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it
[Ice] Ice Spike
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 3d6 cold damage. All affected creatures receive disadvantage on constitution saving throws. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
[Tempest] Shatter
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
[Ice] Crystal Form
You turn into an invulnerable hunk of Ice. You retain your awareness but cannot move or talk, or interact, or cast any spells. You are immune to all status effects, and cannot be damaged. You heal 2d8+3 health points every turn while you remain in this form, up to 5 turns.
[Tempest] Investure of Storm
An icy crust covers your body, and cold air rushes away from you. Until the spell ends, you gain the following benefits: You are immune to cold, and thunder damage, and have resistance to Fire damage. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 2d10 cold damage. You can use your action to create a line of ice 20 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. You can use your action to create a shockwave for 15 feet away from you that deals 5d6+3 thunder damage.
[Tempest] Swiftwing
You cast this spell on you and three of your allies, a wind picks up at your back, setting your movement speed to 60 feet per turn, regardless of terrain features. Duration one minute (10 turns).
[Tempest] Hawks of Miska
You chose a target you can see within range. Spectral icy birds materialize around it and attack it incessantly for five turns, suffering assured 2d6 cold damage. In addition, the creature must succeed a wisdom saving throw each turn to be able to target you or your allies, otherwise they can't target you at all.
[Ice] Ray of Frost
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
[Ice] Icy Needle
A single sharp spike of ice shoots from out of your hand and towards a target, damaging for 2d6 piercing and 1d6 cold damage. Using higher spell slots adds two additional needles which you can fling at any target you see within range. At level 9 you'd fling 17 darts for 34d6 piercing and 17d6 cold damage.
[Tempest] Biting Wind
You create a gale of icy shards that fly out of your hand and within a 15 foot cone. Creatures within, must succeed a constitution saving throw or suffer 2d6 piercing damage, and receive disadvantage on constitution saving throws for the next 5 turns.
[Ice] Wind of Ice
With a single breath, the caster blows a freezing gale in a cone of 40 feet ahead of you. All creatures within the cone must succeed a constitution saving throw or suffer 10d6+10 cold damage. Creatures below DC 5 dies immediately upon failure of the save and becomes encased in ice.
[Ice] Wall of Ice
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. Taking 5d6 cold damage on a failed save or half as much on a successful one.
[Ice] Walk the Endless Steppe
You become invulnerable to any and all cold damage, magical or otherwise for three turns and you are immune to all movement limiting status effects. You also become resistant to fire damage. However you also become vulnerable to thunder and bludgeoning damage.
[Ice] Snow Storm
A small blizzard with the radius of 15 feet surrounds you, hindering all visibility. Creatures caught within it become vulnerable to cold and thunder damage, although even you cannot target a creature except with area effect spells.
[Ice] Shoika's Call
You chose an area of 20 foot cubed, any creature that traverses it must succeed a dexterity saving throw, or be grappled by icy cold tendrils and suffer 10d6 cold damage. otherwise, the creature suffers half damage and the terrain is considered difficult, halving moving speed.
[Ice] Shattering Doom
A concentration spell. A creature you can see within range must succeed a constitution saving throw or be frozen and become encased in ice, like a brittle statue. When trapped thusly, any creature, becomes vulnerable to bludgeoning damage. If the creature cannot succeed his constitution saving throws until the spell ends (10 turns) the creature shatters and dies, regardless of size or HP.
[Ice] Trail of Ice
Wherever your foot steps on becomes slippery ice and you can slide on it with the grace of an ice wind. For the duration of the spell, your movement is doubled, and you have advantage on any dexterity throw. Any creatures around you have disadvantage on their reaction attacks against you.
[Heavens] Misty Step
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
[Ice] Hailstorm
You cast down a storm of icy shards that fall onto an area the radius of 20 feet. All caught within it, must succeed a dexterity saving throw or suffer 6d6 cold damage.
[Ice] Ice Sheet
You create a glaze in an area of 20 feet radius from yourself. All creatures that caught within or walk into it, must succeed a DC 15 dexterity saving throw, or fall over, their movement reducing to 0 for the duration of the turn. Otherwise, the area becomes a difficult terrain halfling all walking movement. In addition, you are immune to the ice induced status effects, and can sense the position of any and all creatures that stand or lay upon it, no matter your vision conditions.
[Ice] Ice Maiden's Kiss
You blow a kiss to a creature within melee range. That creature receives 1d4 cold damage and becomes weakened and has disadvantage on constitution saving throws for a minute.
[Ice] Heart of Winter
You create a zone of 45 feet radius in a point within range you can see, a cold front descends on that space, covering in ice and snow. The terrain becomes difficult, and anyone within it must succeed a DC 15 Strength throw, or become immovable until their next turn and receive disadvantage on Constitution saving throws. Next turn they also must succeed the throw, or remain trapped.
[Ice] Form of the Frost Fiend
You cast a spell taking a a form of a Frost Fiend, a winged and gaseous being of pure chill that has 4d10+10 HP and may attack with it's frost bite for 4d6 cold damage. You lose the ability to cast spells, or to communicate verbally, but otherwise retain your mind. The creature has 60 feet flying speed.
[Ice] Frozen Skin
The caster draws the chill from the depths of her heart and lets it fill every inch of her body. She becomes cold to the touch and even more pallid than before, and her skin becomes hard and resilient to any blows. Concentration spell, adds a +3 to the AC.
[Ice] Frost Shield
As a reaction you force the ambient water vapor in the air to freeze into a shield adding a +7 to your AC. At higher levels you can add this benefit to an additional ally. At level 7 you may block damage to an area of 45 feet cubed.
[Ice] Frost Fang
You call upon the primal power of frost, and a spike of white ice rises up from underneath a creature you choose, impaling them and conferring 4d6 cold and 4d6 piercing damage.
[Ice] Frost Blades
Choose three allies, any weapon they use becomes magical and deals additional 1d6 cold damage.
[Ice] Frost Blade
A sparkling blade of ice forms in the caster's hand, serving as a precise magical weapon. The weapon may be retained or it may melt as a free action,
[Ice] Death Frost
You perform melee spell attack roll on the enemy. If successful, the creature must succeed a DC 18 constitution saving throw, or suffer 10d6 cold damage, and be frozen solid. If the target is less than half of it's hit points, it must succeed a following DC 18 constitution saving throw, or be killed and frozen solid instantly. Daemons and Chaos twisted creatures have disadvantage on these rolls.
[Ice] Chill Touch
You perform melee attack roll against a creature, if successful, the creature suffers 2d6 cold damage, and their movement is halved.
[Ice] Crystal Sanctuary
A temporary crystalline dome of ice thirty foot in size is generated around the spellcaster and their allies warding them physical and magical attacks but rooting them to the spot in the process.
[Ice] Crystal Cloak
A concentration spell. The Ice Witch calls forth a swirling, shimmering, ice-laden mist and wraps it around the caster. Anyone within ten feet must succeed a DC 13 constitution saving throw, or be forced away to 15 feet and suffer 2d6 cold damage. If the save is succeeded, the creature takes half damage.
[Ice] Chill Voice
As a bonus action, Ice Witch speaks with the pitiless chill of the Gospodar khan-queens of old, becoming greater at commanding, intimidating. Naturally, this leaves the caster less sociable while the spell is in effect. Grants advantage on intimidation checks, but disadvantage on persuasion or performance checks. When used in combat, a humanoid creature must succeed a DC 15 wisdom saving throw, or be incapacitated for one turn.
[Vampire] Regeneration
If a vampire has recently consumed blood they can use vampire regeneration for the next 3 in game days then they have to feed again. While active a vampire regains 1HP per turn until their body is fully restored from all damage. Radiant damage, fire, and damage from direct sunlight and silver will render vampire regeneration inactive until a vampire feeds on blood again. If a vampire is staked through the heart then they also lose regeneration. The effect is instant and can be used as a bonus action.